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Posted: 21 Nov 2010, 04:14
Huki
I sent you the latest build (rv1.2b10.1118) by email. Can you see if it crashes?

Posted: 21 Nov 2010, 04:23
sebr
how many custom cars have you miro ?
i had the same crash with more tha 35 custom cars...

Posted: 21 Nov 2010, 04:40
miromiro
I have about 600-700 custom cars, not really much.
Huki, it stopped crashing, but when I use the Calculate Car Stats, it always crashes. Should it be like that?

Posted: 21 Nov 2010, 04:48
Huki
Yes miro, with that much cars, calc car stats will crash (also in 1207 with dev version enabled in wolf). I'll try to fix it, but it's not high priority for me.. ;)

EDIT:
@Jig: The crash is fixed when the #define GRIDIFY_OBJECTS is set to FALSE in NewColl.h. Can you try to find out what gridify_objects is used for?

Posted: 21 Nov 2010, 07:53
jigebren
miromiro @ Nov 20 2010, 11:10 PM wrote:I don't know if it was said in this topic, but it's not compatible with WolfR4 as I see. Because it keeps on crashing. Without Wolf, my game will always crash!
I don't know if it was unclear, or if there is misinterpretation in the air, but to make things clear for everybody:

- WolfR4 is designed to work with v1207 binary file only. So don't even try to launch v1.2 with WolfR4, it just makes no sense (at least as far as patches/bugfixes are concerned).
- About "being compatible with WolfR4", don't imagine that I can simply copy/paste all WolfR4 features in v1.2. :rolleyes:
v1.2 and WolfR4 have nothing in common (except the goal... ;) ). WolfR4 was a launcher who patch the binary (ie. the compiled file) in memory at runtime. v1.2 is a new binary file, directly fixed from the source code, before compilation. And WolfR4 is not even coded in C++ by the way... but it doesn matter much anyhow, as patching binary and fixing source code are two separate and different things.
- To integrate all WolfR4 features in v1.2, we (Huki and I) have to implement them all one by one, so it's likely to take some time. It's not even sure that all of them will be supported one day (though we now have more freedom to fix/update the code).

- - - - - - - - - - - - - - - - - - - -

About the Calculate Car Stats bug, I think it should be fixed now (Huki will probably release a new version tomorrow, so you could test). And it's weird by the way, because this feature was working with v1207+WolfR4...

Posted: 21 Nov 2010, 23:54
Huki
The much awaited new release is finally here. :)

This release contains our first new feature[/u].
Changelog wrote: -------------
Beta 10.1120:
-------------
*Unofficial Beta release.

Mod: Memory allocation methods.
    Using c malloc/free instead of WinAPI. This was required to dynamically
    allocate memory for custom cars, tracks.
Mod: Dev Mode Cheat.
    Now the Dev Mode cheat code uses the actual menu keys/buttons instead of
    configured controls. It is also possible to deactivate the cheat, in the
    same way it was activated.
Fix: Crash while loading Calc Car Stats (Dev Mode).
    Re-Volt used to crash in Calc Car Stats mode when more custom cars are
    added. It is now fixed.
Add: Backward compatibility character ";)" for car parameters.txt.
    When newly added parameters are used in car parameters.txt, old versions
    of Re-Volt will complain of "unrecognised words". For Backward compatibility
    the escape char ";)" (semi-colon followed by close paranthesis) can be used
    before new parameters. Then the new parameter is only read by v1.2, and is
    skipped by older versions.
Add: Custom Carbox Support.
    Custom cars can now have their own carbox images instead of having the
    "unknown" carbox image. An entry TCARBOX was added for car Parameters.txt.
    To know how to use this for your custom car, check the feature documentation
    below.

You can download this unofficial release Here. Registered Beta-Testers will still receive the Newsletter.


New Re-Volt Feature - Custom Carbox Support
What is this feature about?
Custom cars always used the "unknown carbox" as seen in this picture.

Starting from 1.2 Beta 10.1120, Re-Volt now supports the use of a custom carbox for each custom car. Check the screenshot below.


How does this work?
Important: Older versions of Re-Volt do not support the new parameters.txt entries and will give an "Unrecognised word" error message when trying to read them. To prevent the error message, it is always advised to use the backward compatibility character ";)" (semi-colon followed by close paranthesis). Any Parameters.txt entries starting with this character will be read only by the new re-volt version and will be ignored by older versions.
Note: You need 1.2 Beta 10.1120 or above for this to work.

To create a custom carbox, just add the entry TCARBOX in your car's Parameters.txt. This entry works the same way as TPAGE entry. The general syntax is

Code: Select all

;&#41;TCARBOX <path to carbox texture>
where ";)" is the backward compatibility character.
For example, with the Ferrari car from the above screenshot,
...
...
MODEL  17  "cars&#092;misc&#092;Aerial.m"
MODEL  18  "cars&#092;misc&#092;AerialT.m"
TPAGE  "cars&#092;ferrarif108&#092;car.bmp"
;)TCARBOX "cars&#092;ferrarif108&#092;carbox.bmp"     <-- this line is read by v1.2, but skipped by v1.1
COLL  "cars&#092;ferrarif108&#092;hull.hul"
EnvRGB  250 250 250
...
...
Carbox Texture Specifications:
The carbox texture should be a full 256x256 bitmap image. For the box texture to be fully seamless with the carbox, it should use a pure white (R255 G255 B255) background. It is highly recommended to create and place a 128x128 .bmq file by resizing the bmp with bicubic filtering (same goes for car TPAGE).


This feature was implemented by jigebren. The Ferrari carbox was created by me for the car Ferarri F1 2008 by MOH, with helpful tips from Kriss.

As a demonstration you can download the f1-08 car with the added carbox Here.

---
Re-Volt Development Team

Posted: 22 Nov 2010, 00:18
sebr
there is a bug on all revolt versions (v1.1, 0916, 1207, v1,2, wolf) on only one track The Catacombs (as far as i know) in clockwork carnage ...

look at this video

the message is "Can't create player ... " 10 times with 10 differents players names

I try with "Up to 30 (identical) cars in the race" wolfr4 and I have the same bug with more than 20 cars, with 20 or less the race work fine

can you have a look at this ?

Posted: 22 Nov 2010, 03:22
Huki
@sebr: ok, we'll try to look at it. But if it happens only in one track it could just be a problem with the track. Anyway, I think jigebren is busy with the aspect ratio patch for now.

The Above Post was updated with the download link. Feel free to try the new release everyone.

Posted: 23 Nov 2010, 02:11
TheMeandMe
Hey!

I just came in to say wow!

I'm totally impressed by what you did so far, have no idea how you did it and am extremely anxious to find out what you will be doing in the future!

keep up the excellent work!

TM&M

p.s.: just moved this forum to root. definetely deserves it!

Posted: 23 Nov 2010, 04:28
jigebren
TheMeandMe @ Nov 22 2010, 09:41 PM wrote:p.s.: just moved this forum to root. definetely deserves it!
Hey, so nice you did it. I was thinking about it just last week, and now it's done. B)
Thanks for the kind words by the way.


@SebR
Yep, I'm kind of busy for now, I have to check/modify a lot of code to add the support for all aspect ratios... it's very time consuming, I hope it'll be finished soon.
We'll have to remember to fix this Catacombs bug, but it's not in the top of the TODO list for now... For info, I believe that this bug could occur when the track reaches the maximum allowed number of objects, though it's weird because this track doesn't seem to use so much objects...

Posted: 23 Nov 2010, 04:56
Cat
I would like to suggest something, but it may sound a bit useless: custom engine sound for each car.

I've noticed that the UFO's sound isn't assigned by the option number 3 (Special/Other) in the params. Changed it to glow and still does the same sound.

Posted: 23 Nov 2010, 13:59
Citywalker
Jig, Huki, while you’re at it and once you have time, could you please remove a limitation in the source (from the point of view of car-makers)? Re-Volt 1.1 doesn’t have truly independent wheel steering (currently the second front or rear wheel’s steering always follows the first front or rear wheel’s steering, i.e. Wheel 1 always steers like Wheel 0 and Wheel 3 always steers like Wheel 2). And don’t look at me like that :blink: I have actually run into this limitation as a problem when creating my Concepts Pack vehicles.

Posted: 23 Nov 2010, 18:35
Huki
Thanks for your nice words M&M, and ofcourse, for moving this section to the root. About "having no idea how we did it", everything was done in plain c++ (well technically c). It's not much (yet ;)) compared to the arduous work done on Wolf, TMMCC, etc., with just the binary file. Well, when so much was possible with the binary it will be interesting to see how re-volt will shape up now that we are onto the source code. :)

@Cat: Yep, it would be nice to have custom engine sounds.. and custom shadows. I'll add them to the TODO list.
About custom shadows, I think there is the "easy way" and the "hard way".
- The easy way is to just use a part of the car's main TPage for shadow map.
- The hard way is to use a separate bitmap for shadow.
Maybe you don't favor the idea of using part of the already small 256x256 car.bmp for the shadow too, but later we will have support for higher resolution bitmaps too, so it wouldn't be a problem. What do you think?

@Citywalker: Hmm, I always thought the front set of wheels (or back set of wheels) should always turn equally. Do you mean there exists cars with all 4 wheels that turn independantly? And they are really drivable? :blink: (Yes I'm looking at you like that). Anyway, it will be an interesting effect, and we will probably implement it when we are working on "More than 4 Wheels" feature.

@SebR: I'll look at the track soon. Who knows, maybe there are really more than 128 objects in that track. o_O

Posted: 23 Nov 2010, 22:16
GWC
Huki,

re steering, this problem has been met in the past - in particular with a car having 2 wheels in the middle and 1 wheel front and back.

Another problem with wheels is that we can only have 4. It would be nice to be able to use all the model numbers, in the parameters, for any purpose - at present we are only allowed 1 body, 4 wheels, 1 spinner, 1 aerial and 1 aerial tip or (end). Yet we have 18 model numbers.

For shadows, I'd prefer the 'hard' way.

Geoff

Posted: 23 Nov 2010, 23:56
Huki
Ah, thanks for the useful info, GWC.
GWC wrote:For shadows, I'd prefer the 'hard' way.
Ouch. :rolleyes:

Posted: 24 Nov 2010, 04:45
jigebren
With the upcoming screen ratio support feature, it will be possible to have the HUD aligned along the screen edges (normal behavior), but it will also be possible to center the HUD so that it will fit in the same area that it would have on a real 4:3 screen. If it sounds unclear, just look at the images below...

Edge aligned <-> 4:3 centered
<->

And it should also be possible to use any intermediary position (with a new slider in the Render menu). B)
This option is designed to keep the HUD information as readable as on a 4:3 screen, not to be handicapped by the use of very wide configuration (eg. triple-screen).
But it still has to be polished a bit before being released...

- - - - - - - - - - - - - - - - - - - -

About adding custom car shadows the "hard way", I was thinking about it a few days ago, so I can try to do it (@Huki: unless you're already working on it, just tell me...). But we have to keep in mind that it will double the number of texture needed to display the cars (and if we eventually want to also increase the number of cars in race, we'll also have to increase the number of used textures). There should not be any problem on modern graphic cards, but if you had less than, I don't know, let's say 64Mo of video memory, then maybe it could become a restricting factor (but I have to admit that I'm far from being an expert in this area).

Custom car sound could probably be added too.

And it would of course be nice to support more than 4 wheels for vehicle, though I don't know yet if the physic engine of re-volt can directly support it.

Posted: 26 Nov 2010, 00:51
sebr
screen ratio support look good

Custom Carbox Support work fine B)

and what about "speed", acc" and "weight" colors bar (as stock cars) when we select a custom car... i don't realy like : "???" lol :P



i know ther is so much work to do before thinking about that, but could you add it in the TODO list ? :unsure:

Posted: 26 Nov 2010, 01:12
Cat
sebr @ Nov 25 2010, 04:21 PM wrote: screen ratio support look good

Custom Carbox Support work fine B)

and what about "speed", acc" and "weight" colors bar (as stock cars) when we select a custom car... i don't realy like : "???" lol :P



i know ther is so much work to do before thinking about that, but could you add it in the TODO list ? :unsure:
Car makers never calculate/edit the frontend display section in the parameters, unless someone makes a program for this.

Posted: 26 Nov 2010, 01:39
Huki
About frontend car info display, we won't enable it now because of the reason Cat stated. But don't worry. Later 1.2 will support this, and the info will be automatically calculated. B)

Posted: 26 Nov 2010, 10:38
Citywalker
> Later 1.2 will support this, and the info will be automatically calculated. cool.gif

Good! That has been bugging me as well, for a long time.

Posted: 28 Nov 2010, 06:13
sebr
I make a test:

1) Phat Slug


2) Toyeca


3) Phat Slug with Toyeca's Parameters.txt


4) Phat Slug with Speedy truck's Parameters.txt


5) Phat Slug with BMW M3 Convertible's Parameters.txt


my conclusion is that we don't need a program, revolt calculate it itself ... :ph43r:

Posted: 28 Nov 2010, 07:41
Cat
I'ts assigned by the Parameters "Stuff mainly for frontend display and car selectability" section, not calculated by the game.

Posted: 28 Nov 2010, 16:14
miromiro
Why at Phat Slug with Speedy truck's Parameters.txt, the acceleration goes back like hell?

Posted: 28 Nov 2010, 18:59
sebr
acc was set to 299.8 when Toyeca is only 5.61...
I try -299.8 and the acceleration goes front in the same way :unsure:

Posted: 07 Dec 2010, 20:03
Huki
The Aspect Ratio feature is finally done. This time it is very perfect. Currently the feature uses full Wide Angle. But if you think we also need to implement cropping, just tell us. The pictures below should be helpful to decide.

1) 16:9 Re-Volt v1.1




2) 16:9 Re-Volt v1.2 with Full Wide-Angle



3) 16:9 Re-Volt v1.2 with Wide-Angle + Crop



4) 16:9 Re-Volt v1.2 with Full Crop



You can click on each picture to open a new window so you can compare the 4 pics.

Posted: 09 Dec 2010, 23:42
Huki
Before we release the next update, we need help in translating the following menu entries in German, Italian and Spanish.
Center HUD
Maintain Aspect
Sample Rate
Rearview Mirror
Thanks in advance.

Posted: 10 Dec 2010, 01:35
Cat
Spanish:

Centrar HUD
Mantener Aspecto
Frecuencia de Muestreo
Espejo Retrovisor

Posted: 10 Dec 2010, 04:07
Thefactor82
Italian:

Centra HUD
Mantieni Aspetto
Frequenza di campionamento
Specchietto retrovisore


Glad to help! :rolleyes:

Posted: 10 Dec 2010, 10:14
Citywalker
Center HUD – HUD in der Mitte
Maintain Aspect – Selbe Aspektverhältnis
Sample Rate – Abtastfrequenz
Rearview Mirror – Rückspiegel

(If sample rate is about audio)

Posted: 10 Dec 2010, 19:38
jigebren
Yes, sample rate is about audio.
For info:
- "Maintain Aspect" is the "screen ratio patch".
- "Center HUD" is for the option introduced in this post (with "Edge aligned" vs. "4:3 centered" screenshot). I'm not sure "Center HUD" is the best title for the option though, I think it's ok but I have also thought about "Gather HUD", or something similar to "Keep a 4:3 HUD".

Thanks for the hand by the way.

Posted: 10 Dec 2010, 22:50
Citywalker
You're welcome. (I can always grow a new hand if needed :) )

-----
CW

Posted: 14 Dec 2010, 02:17
Huki
Thanks for the translation guys.. and gal ;)

Here you have the next beta-testers release. This time the changelog is huge.
Changelog wrote:-------------
Beta 10.1213:
-------------
*Unofficial Beta release.

Add: Aspect Ratio Correction.
    Re-Volt now maintains the correct aspect ratio of a chosen resolution.
    Feature turned on by default and can be turned off from Video Settings.
    The HUD can be repositioned to be closer from Render Settings.
Add: New command lines.
    -window was modified to include width and height. -aspect commandline to force
    any aspect ratio was added.
    -dev command line to enable dev mode was also added.
Add: Menu Items.
    New menu items for Aspect Ratio in Video Settings and sample rate in Audio
    Settings. They are turned on by default and it is recommended to leave them on.
    Also, an option to turn on rearview mirror was added in Game Settings.
Add: New Data Sharing.
    Allowed sharing of new data across network without breaking compatibility with older
    versions. Currently, version number is broadcasted across network.
Add: Re-Furnished Waiting Room.
    Multiplayer Waiting Room will now show the build number of all v1.2 users. Also,
    the host player's name is highlighted in blue. The chat lines used to be displayed
    over the Player list if there are more than 8 players. This was fixed too.

Mod: Setting Save/Restore.
    Language, Speed Units, Number of Cars, and all new settings are saved
    in registry. Local (F1) Camera is also saved to registry.
    Forced settings will not be parmanently saved to registry.
Mod: Dev Mode.
    Using Dev Mode in Multiplayer will show (CHT). Intro images and Redbook
    are enabled in this mode.
    It is also possible to change language in Dev Mode.
Mod: Mouse pointer.
    Mouse pointer (cross) is automatically enabled in Dev Mode. When using edit mode
    or free camera in Dev Mode the cross mouse pointer is disabled before switching
    to edit mouse mointer.
Mod: Other Player Cameras.
    F2/F3 cameras are turned off after race is finished. Now it is possible to turn them
    back on. They will also be automatically turned back on for the next race. Also the
    last player watched in the F3 camera is now remembered.
Mod: Re-Volt Window Style.
    Re-Volt window in windowed mode now has minimize/maximize buttons.
Mod: Disabled Auto-reposition.
    Disabled auto-reposition in user-tracks.
Mod: Multiplayer Chat.
    Multiplayer chat length is increased from 28 characters to 40 characters.
    All 5 chat messages appear ingame, oldest 2 messages appear semi-transparent.
    F12 key can be used to show/hide multiplayer messages.
Mod: TAB Key.
    Multiplayer game is not started if any other key is pressed along with TAB. This
    is useful if the host wants to alt-tab out of the waiting room without causing
    any problems.

Fix: Resolution selection.
    Resolution sorting and selecting does not work in some Windows 7 PCs. This
    results in not being able to use most available resolutions. It is now fixed.
Fix: Level Load Hangs.
    Level Loading bar hangs in some systems. This is fixed.
Fix: Level Load Crashes.
    Crash during loading in multi-core/ multi-thread CPUs is now fixed, by running
    in single CPU while loading. The rest of the game runs in all available CPUs.
Fix: Timer bug.
    Timer roll-over bug a.k.a. GoGo bug was fixed.
Fix: Window dimensions.
    Window dimensions are automatically resized to match the used re-volt resolution.
Fix: Cameras.
    Fixed bug when a free camera is selected while camera sweep (at start of race)
    and then Local Camera is selected.
    Fixed bug when a free camera is selected before the Local Camera is initialized
    (at start of race) and then Local Camera is selected.
Fix: Host identification bug.
    Host player in multiplayer was not identified correctly before the race starts (for
    example, in Waiting Room). This was fixed.
You can download this unofficial release Here..

If everything works well, the next official update will be released soon and the website will be updated with all new features.
The official release will also have a modified font code which improves readability and looks better at certain resolutions.
Also, I forgot to mention in the newsletter: with this release, it is now safe to remove windows 98 compatibility.

Posted: 15 Dec 2010, 03:13
arto
Huki @ Dec 13 2010, 09:47 PM wrote:
Changelog wrote:-------------
Mod: Multiplayer Chat.
    Multiplayer chat length is increased from 28 characters to 40 characters.
    All 5 chat messages appear ingame, oldest 2 messages appear semi-transparent.
    F12 key can be used to show/hide multiplayer messages.
Wot? F12 is my write chat messages key!

Anyhoo, impressive amount of changes. Great work!

Posted: 15 Dec 2010, 03:29
Huki
arto @ Dec 15 2010, 03:13 AM wrote: Wot? F12 is my write chat messages key!
Now it's used to show/hide chat messages too.. ;) Look at it this way: you use F12 to write a chat message, and while writing a chat message all previous messages are shown.

Posted: 15 Dec 2010, 08:16
CracK
Great update! Many thanks for adding Local Camera saving feature :)

Posted: 15 Dec 2010, 09:33
arto
Huki @ Dec 14 2010, 10:59 PM wrote:
arto @ Dec 15 2010, 03:13 AM wrote: Wot? F12 is my write chat messages key!
Now it's used to show/hide chat messages too.. ;) Look at it this way: you use F12 to write a chat message, and while writing a chat message all previous messages are shown.
Thanks for the clarification. I somehow thought that it was used so that you didn't see any chat messages (from other players) :)

Posted: 16 Dec 2010, 19:00
Huki
Everyone, Don't forget to try out the most important feature in this release: Support for any widescreen resolution. Re-Volt will automatically use the correct wide-angle aspect ratio for any resolution you choose. This means 640x480 resolution will run in normal 4:3 aspect, and 1280x720 will run in 16:9 ratio.
It is also possible to force an aspect ratio to use for all resolutions (like in WolfR4). To do that, just use the -aspect x y commandline. For example -aspect 16 10
Of course, it also possible to turn off aspect correction from Video Settings.

Since windows 98 compatibility mode is not needed any more, it is also possible to choose resolutions higher than 1280x1024.

Also, here's a screenshot of the new Multiplayer Waiting Room in this release.

Posted: 16 Dec 2010, 19:42
urnemanden
I am running with a screen resolution at 1366x768 (683:384) and I can confirm that everything looks just as it should here. The aspect ratio update has not yet shown any bugs. :)

Posted: 16 Dec 2010, 23:31
sebr
Huki @ Dec 16 2010, 02:30 PM wrote: Since windows 98 compatibility mode is not needed any more, it is also possible to choose resolutions higher than 1280x1024.
???

I remember playing at 1600X1200 on my "old" win98 computer ...

Posted: 18 Dec 2010, 01:21
Huki
Maybe you can select higher resolutions in win98, but the maximum resolution is limited to 1280x1024 in a newer operating system with windows 98 compatibility mode on.

Posted: 18 Dec 2010, 08:12
jigebren
The font and keyboard typing support (for online chat) should be improved a bit in the upcoming release. For example, here are the main planned modifications:
- Shifted characters should be supported even on non-US keyboard layout.
- AltGr (ie. Right Alt) key combination should be supported too.
- Fixed wrong characters in the font texture.

Currently, all the regular characters [a-z] (with capital [A-Z]) and digit [0-9] can be displayed by revolt, as well as the following accented variant:
àÀèÈìÌòÒùÙáÁéÉíÍóÓúÚâÂêÊîÎôÔûÛäÄëËïÏöÖüÜñÑ
and these symbols/chars:
!"#&#036;%&'()*+,-./:;<=>?@[&#092;]^_`{&#124;}~Ç纰¡¿Œœß
The question is, does this list looks complete enough for most language/countries?
It's very likely... but if some really usefull chars were missing, they could still be added.

Posted: 18 Dec 2010, 14:12
URV
@jigebren:
&#259; &#258; &#351; &#350; &#355; &#354; î Î
Those are the letters used in my country (plus â/Â)- just in case.

Posted: 18 Dec 2010, 17:36
urnemanden
I don't see a need for any other chars than those needed to talk english properly. Your list looks good to me Jig, I hope there will be a new beta comming up soon. :)

Posted: 20 Dec 2010, 23:25
sebr
I found a bug with Support for any widescreen resolution but i don't know if it's a driver isue or revolt one ...

See the video

I use the tv-out to make a one big screen 2048x768 (1024x768 x2)
note : native computer screen 1440x900

========================================================
not realy a bug ...
revolt cd and mp3 play in the same time ...

Posted: 21 Dec 2010, 00:17
Huki
Thanks for the report SebR.

Re-Volt uses DirectX 6, which does not support any resolution with width greater than 2048. So 2048x... is the maximum resolution you can use. Not a Re-Volt bug.

Redbook and mp3 playing at the same time will be fixed.

Posted: 29 Dec 2010, 00:21
sebr
i have a tiny bug with intro images on Beta 10.1223



it's the same all time with the 3 images and nothing else during the game

mp3/redbook work fine now :)

Posted: 29 Dec 2010, 00:45
Huki
Oh, does this intro bug happen in old releases (Beta 10.1213), or only in the latest release?

Posted: 29 Dec 2010, 00:53
sebr
only in the last one (full screen and windowed)

i try Beta 10.1213 and intro bug don't happen

Posted: 29 Dec 2010, 03:02
Huki
Hmm, the bug doesn't happen for me so I don't know for sure if it is fixed. But can you download this build and see if it's fixed? Download here..

Posted: 30 Dec 2010, 00:52
sebr
great job you find it :)