Page 26 of 41
Posted: 21 Jun 2012, 02:34
RaydenX
VaiDuX461 @ Jun 20 2012, 07:17 AM wrote:
stoney1918 @ Jun 20 2012, 08:36 AM wrote:Has anybody else noticed that the music volume control in Re-Volt doesn't work anymore?
hmm... it works for me.
------------------------------------
Btw, cd music has much higher volume than mp3. For mp3 i set 70%, for cd 30%, to make it similar to sound effects.
If I'm not mistaken, if you're listening to CD Audio, the volume control doesn't work while it works with MP3s.

Posted: 22 Jun 2012, 01:23
urnemanden
RaydenX wrote:If I'm not mistaken, if you're listening to CD Audio, the volume control doesn't work while it works with MP3s.
I think you are right on that point. As far as I remember though, the music volume does change after each Re-Volt start.That means you would have to quit and restart the game after each volume change. I also believe Jigebren & Huki mentioned on an earlier point that this behavior could not be changed. Don't take my words for this tho.

Posted: 22 Jun 2012, 02:32
Huki
CD Music volume works only on Windows XP and lower. Vista and above have no per-device volume control (don't ask me why), so there is no way to lower the CD Audio volume (unless we manually stream the music files from the CD instead of letting the device play it).

Posted: 22 Jun 2012, 03:04
VaiDuX461
Huki @ Jun 22 2012, 12:02 AM wrote:CD Music volume works only on Windows XP and lower. Vista and above have no per-device volume control...
Volume control on vista/7 doesn't work? I didn't knew that. (Windows XP here)
--------------------------------------
At least, huki is alive again :P.

I have some bug reports hehe... well, someday i will post it :rolleyes:.

Posted: 23 Jun 2012, 00:46
gdfsgdfg
Lol I think i will still stay on win xp even if I upgrade my pc, direct x 10/11 can go kiss my rear.

Anyway huki anything planned for next update?

Posted: 24 Jun 2012, 23:05
Kenny
I dont know if anyone tried it yet but since I have Windows 8 installed on one of my older PC's (out of curiosity) I checked if the patch also works for Re-Volt.

So to make it short:
I used some fresh installation files, directly applied the 1.2 beta patch and the game started without any problems.

The Track Editor though doesn't really work that well anymore (however I'm not sure if that is because of the OS or of the PC/Monitor).
First a d3drm.dll was missing which I downloaded (but from what I read that file is not included by default in the OS since Vista) and then when I tried to directly execute the TrackEdit.exe he started in a resolution that was certainly something less than 640x480 (the font was barely readable) and the window borders were still visible (so not really"fullscreen).
I could quickly fix that though either by simply starting the TrackEdit.exe with the parameter "-window" (then it had the proper resolution again) or by using Windows XP combatibility settings for the .exe (that fixed the extreme small resolution but the window border was still visible).

I know that we can't really do much about the Track Editor here since we are only focused on the game itself, I was just pointing out some things I noticed.

If you want I can also try the with the latest alpha patch or the last official patch and if I manage to make myself some time I'll try to see if the multiplayer works (lan and/or online).

Posted: 05 Jul 2012, 01:26
gdfsgdfg
Hosted a match I crashed later here's the log.

http://www.mediafire.com/?6uait7mzz6g7web

Seems to happen on ghost town 1.

Posted: 05 Jul 2012, 19:30
Huki
gdfsgdfg @ Jul 5 2012, 01:26 AM wrote: Hosted a match I crashed later here's the log.

http://www.mediafire.com/?6uait7mzz6g7web

Seems to happen on ghost town 1.
I heard some people crash in ghost town 1 when hosting. It seems to happen randomly (and rarely) at the middle of a race, so the loading log wouldn't help. Do you remember the place where you crashed?

Posted: 05 Jul 2012, 19:34
VaiDuX461
gdfsgdfg @ Jul 4 2012, 10:56 PM wrote:Hosted a match I crashed later here's the log.
http://www.mediafire.com/?6uait7mzz6g7web
Seems to happen on ghost town 1.
It also crashes for me (sometimes) on same track. Always on same place - at that tricky 180degrees turn and always happens in 1st lap. Also always happen when gt1 was loaded for first time after new game process, but don't know if track is started as first track. PC was reinstalled and still get same results. When it crashes at most times you need to restart PC manually, as you can't see error reporting window to close it with crashed game. As I played much times it happens only on multi-player.

I looked at your log, but there's nothing useful, just loaded files and it seems everything is alright, loaded all wild_west1 files correctly.

I also heard, that nero said something about crashing at ghost town, but I don't know where and on 1st or 2nd track.

If I will get it again, I will try to post a crash log.

Btw, you can use pastebin.com instead of mediafire for posting text files.

Posted: 05 Jul 2012, 19:54
sebr
i heard some peoples crashing at this track and they all said that thez are at first place when it's happening ... the last one was yesterday during a "only v1.2" with bonus race

Posted: 05 Jul 2012, 23:24
gdfsgdfg
Huki @ Jul 5 2012, 03:00 PM wrote:
I heard some people crash in ghost town 1 when hosting. It seems to happen randomly (and rarely) at the middle of a race, so the loading log wouldn't help. Do you remember the place where you crashed?
Happens here http://i.imgur.com/W9ir7.png

I also remember someone using a star then I crashed but not sure if that's the cause.

Posted: 06 Jul 2012, 00:30
VaiDuX461
gdfsgdfg @ Jul 5 2012, 08:54 PM wrote: Happens here http://i.imgur.com/W9ir7.png

I also remember someone using a star then I crashed but not sure if that's the cause.
Hmm... I crashed at the end of that corner, but I don't think if a star causes.

Posted: 06 Jul 2012, 03:36
Stingox
I was the one using the star, and I remember it crashed about 1-2 seconds after.
I've also crashed during a U turn inside the little hut from the pic above.

Posted: 06 Jul 2012, 13:26
nero
Yup, that's where I always crashed at Ghost Town 1 when I hosted, lol. Glad to hear I'm not the only one!

Posted: 14 Jul 2012, 18:50
r6turboextreme
Hello,
I'm having a very annoying error.

When i select some tracks, (Cliffside, Amco Bitume, most of rickyD tracks) then i get the error Dodgy Poly Texture num xxxxx in levels\track\._name.prm

It is always the prm, and yeah, in every case the ._ stays, i'd really like to have it fixed in the next release, and when I ask somebody about it, they never had it... It doesn't happen on my mac too. And I've updated my nvidia geforce gt540m drivers, and it happens too on intel hd graphics too. And yes, i have the latest alpha.
I can't play a lot of tracks with this error...
R6

Posted: 19 Jul 2012, 07:03
Skarma
Not trying to be selfish here and I know jig had some problems recently that might've halted progress, but it's been a long time since the last update. Is there anything going to be released soon?

Posted: 20 Jul 2012, 03:48
jigebren
My issue is fixed now (I've ended up finding a very similar hdd), and as far as I'm concerned I should be able to work again on the v1.2 very soon (I've just reinstalled all the necessary tools today).

I'm leaving Saturday for the whole next week though. Then we'll actually try to release an update as soon as we can... Which is, I agree, just as vague as can be. ;)

Posted: 24 Jul 2012, 19:06
Skarma
Caught this today. Not sure if it's 1.2 or track related but it's the only track I've seen that happen.

Posted: 25 Jul 2012, 22:18
Huki
Skarma @ Jul 24 2012, 07:06 PM wrote: Caught this today. Not sure if it's 1.2 or track related but it's the only track I've seen that happen.
Crazy! It's 1.2 related, will be fixed for the next release - which should be soon by the way...

Posted: 25 Jul 2012, 23:46
Skarma
Huki @ Jul 25 2012, 04:48 PM wrote: Crazy! It's 1.2 related, will be fixed for the next release - which should be soon by the way...
Yay! You remember that crazy multiplayer glitch we encountered ages ago? Ehehehe. I still have that version too.

Posted: 26 Jul 2012, 00:05
gdfsgdfg
Soon in valve time means 1 month.

Okay lets play the waiting game.

Posted: 26 Jul 2012, 01:38
Pyves
Can't wait for the next update! :lol:

Posted: 26 Jul 2012, 18:57
nero
Just my two pence...

http://img215.imageshack.us/img215/1646/previewkpl.jpg


Replaced the image by a link. My eyes just don't like to fall on a rotting bodies image, even a funny one... Next time, please avoid using such images.

Don't like it? Don't look at it.

:blink: EDIT2: I'm not going to play that little game. Edit the link again and the post is deleted...

Posted: 27 Jul 2012, 04:01
Huki
Skarma @ Jul 25 2012, 11:46 PM wrote:
Huki @ Jul 25 2012, 04:48 PM wrote: Crazy! It's 1.2 related, will be fixed for the next release - which should be soon by the way...
Yay! You remember that crazy multiplayer glitch we encountered ages ago? Ehehehe. I still have that version too.
Ahah yes, was funny to see that glitch resurface - although this time the reason was much simpler thankfully.

The next release should increase the collision polygons limit to 65536. We can't go higher without breaking the current NCP file format, but the new limit should be more than enough for any purpose. And of course, it's still recommended to keep the collision polycount under control as much as possible.
Note that the feature is not yet tested - but we'll see if it is working after the initial reports. ;) Oh, and Blender users might have to wait for a plug-in update before they can export more than 16k polys.

We also tried to fix mutilated corpses that were waiting for the next update, but unfortunately they've decomposed beyond hope...

Posted: 27 Jul 2012, 05:37
Dave-o-rama
Huki @ Jul 26 2012, 06:31 PM wrote: [The next release should increase the collision polygons limit to 65536.
Day. Made.

Posted: 27 Jul 2012, 19:07
Skarma
Huki @ Jul 26 2012, 10:31 PM wrote: We also tried to fix mutilated corpses that were waiting for the next update, but unfortunately they've decomposed beyond hope...
Hahaha, nice one.

Posted: 29 Jul 2012, 06:03
Killer Wheels
Hi there,

Recently I noticed that every time I launched Re-Volt I had multiple errors like "unrecognized word"... So I tried the latest release "rv1.2a12.0405".

I had some issues :

When driving into pickups, they don't fade anymore, they just disappear..
When driving on a conveyor surface, the car goes crazy !
When using electric pickup, the effect on the car body isn't well applied.

So, despite every great addon, I'm still using the old v1.1... :P

I just feel sad when I see recent cars & tracks that looks cool, but don't provide any backward compatibility (old 256x256 bitmaps and clean parameters file should be enough...)

Anyway, thanks again for your work guys, and good luck :)

Posted: 29 Jul 2012, 13:54
gdfsgdfg
Well the pickups fade for me and I don't see anything wrong with electric zapper.
I don't know what you mean with "conveyor surface"

Learn to screenshot and use imgur.

Posted: 29 Jul 2012, 19:20
Skarma
gdfsgdfg @ Jul 29 2012, 08:24 AM wrote: I don't know what you mean with "conveyor surface"
Terrain that moves. Like the conveyors in Supermarket 1 & 2 (the things near the end of the tracks) or Ultra Dali.

Posted: 29 Jul 2012, 19:57
Huki
@kw, hey there..
The conveyor issue is in fact the same problem reported by Skarma. It's fixed now, so just wait for the next release. FYI, the glitch only occurs if the conveyor material is used on Instance models (on the World it's ok).

As for pickup and electro glitches, try setting the Shininess option in Render Settings to medium. As of now the number of env polys that can be rendered per frame is limited, so you might get these glitches if shininess is enabled for the full depth range.

A note about compatibility: from the next release the Save Car Info option (in dev mode) can be used to generate a proper Parameters.txt file. Hopefully that would encourage people to keep backward compatibility. :)

Posted: 29 Jul 2012, 20:54
Skarma
Proper parameters file? I noticed that the new format generated from DEV mode is slightly different from the old version. If I remember correctly, you could still pile all the things into the parameters in any order and it would still work as long as everything is in there. I'm not 100% sure on that but I seem to rememeber reading somthing like that. I thought the only backwards compatibility we needed was the ';)'? I still use the old format (with comments removed and generally looking a little cleaner, saving a few precious bytes) and it works well enough for me.

Any idea on the next release date? D:

Posted: 29 Jul 2012, 21:50
Huki
@Skarma: That's right, the ';)' is the only thing needed for compatibility with old versions. Using a "proper" parameters file (generated with the next release) would just keep things consistent in the long term (and avoid problems like kw reported - in case people tend to forget to add the symbol). But it's ok to manage your own file structure too.

as soon as possible.. can't be more specific, sorry :P

Posted: 01 Aug 2012, 21:19
jigebren
Just a preview of a new WIP feature. I think you'll easily guess what it is about...



Probably not ready for the very next v1.2 release - which should come soon, I mean, ASAP ;) - but that's a feature I was missing for soooo long ago that I can't resist showing this teaser right now. :)
For now, there's still a lot of work and tests to do before it can be definitively released.

Posted: 01 Aug 2012, 22:38
Dave-o-rama
jigebren @ Aug 1 2012, 11:49 AM wrote: Just a preview of a new WIP feature. I think you'll easily guess what it is about...
Dude. Yes. Just... yes. You guys never cease to amaze me.

Going back to something that also caught my eye...
huki wrote:The next release should increase the collision polygons limit to 65536.
Is the visual polygons limit getting increased, too?

Posted: 02 Aug 2012, 01:24
gdfsgdfg
2-4 player split-screen hell yeah.

Posted: 02 Aug 2012, 02:02
urnemanden
Awesome Jigebren! Looking very forward to test that out! :)

Any chance split screen will be supported in online races too? Most routers unfortunately doesn't support the same port opened for two internal IP adresses, so it could be a nice work-around.
Dave wrote:Is the visual polygons limit getting increased, too?
As far as I know there is no visual polygons limit, but I might be wrong.

Posted: 02 Aug 2012, 03:19
jigebren
urnemanden @ Aug 1 2012, 09:32 PM wrote:Any chance split screen will be supported in online races too?
For now that's the goal but as long as we've not tried I can't promise anything.

BTW this feature will definitively not be included in the upcoming release (but it's already looking way better than my last screenshot though).

About the visual polygons limit I just can't answer off the top of my head...

Posted: 02 Aug 2012, 06:42
Killer Wheels
Yes, I must agree, you guys are amazing :P

Keep up the good work !!!

Posted: 03 Aug 2012, 01:44
Abc
Hello, im on windows 8 release preview, i installed 1207 and wolf and 1.2
always running with admin mode, win7 compat, insta freeze, must use first time because of unsupported 640x480x16 error.
i can't join/host looby in 1207 (hosting works great) in 1.2 it works great too but it suffers the freezetimebomb
in win7 compat mode every revolt have freezetimebomb
any ideas?
i really want to play :D

Posted: 03 Aug 2012, 13:05
VaiDuX461
I don't like that you said...
Abc @ Aug 2 2012, 11:14 PM wrote:im on windows 8 release preview
1st thing, OS can be not support that correctly.
2nd thing, release preview have BUGS.
3rd thing, you could create a new topic about this on Re-Volt v1.2 section.

At least, have you tried to get it work on older OS like Windows 7, XP?

Sorry for "offtopic", but i had to do this. :rolleyes:
=========================================
Good work you two! Can't wait for next release. :P

I always hated that text "Player 1:" at "Enter Name", because that could be mean, you can play more than 1 player, but you actually can't (lies). I thought there was split-screen, but it never came out on PC. I still won't use it as I play alone, but anyway, thanks for new (old) features.

There's some unseen things in strings files, most of them - console only. You can see "Vertical", "Horizontal", "Screen Split" - these could mean with split-screen multiplayer. I see also lots of new (introduced), but still unused: "Window Resolution", "Window Size", "CPU Cores", "Password".

Posted: 03 Aug 2012, 23:47
gdfsgdfg
Abc @ Aug 2 2012, 09:14 PM wrote: Hello, im on windows 8 release preview, i installed 1207 and wolf and 1.2
always running with admin mode, win7 compat, insta freeze, must use first time because of unsupported 640x480x16 error.
i can't join/host looby in 1207 (hosting works great) in 1.2 it works great too but it suffers the freezetimebomb
in win7 compat mode every revolt have freezetimebomb
any ideas?
i really want to play :D
Go back to win 7 I heard a ton of people say its not worth the upgrade.

Posted: 03 Aug 2012, 23:56
Huki
Re-Volt v1.2 has been updated!

Improved AI
The AI improvements were mostly finalized. We've removed some advanced features that were meant to directly improve the racing line (such as the adaptive scanning distance and Bezier interpolation), so the racing line intended by the track author would now be followed precisely. One other point that wasn't clear until now was the fate of the original AI values in the car Parameters.txt file.. well, we've decided to keep them - and they are now used in improved ways while sticking close to their original behavior. Of course, that also means the steering correction improvements don't kick in automatically - the game simply obeys the Parameters.txt values.

Basically we cleaned up all of our changes that modified the expected AI behavior, and added significant improvements wherever compatibility was not an issue (i.e., with correction, recovery and wall avoidance). Here's a summary of the final changes to the AI over the original version:
- Improved wall avoidance with two levels of avoidance: a more strict version if the "wall" flag is set for the AI node edge, and a slightly loose version otherwise. Further, the AI can detect narrow sections and steer more precisely in that case.

- Better under/oversteer correction, based on the car AI values in the Parameters.txt file. The UnderFront and UnderRear parameters can now be used to force the car to go off-throttle when required. Intelligent oversteer correction which can detect when the car should be allowed to willingly oversteer and when not to.

- Smart recovery from crashes, fixed glitches with car getting stuck and staying idle. Fixed glitch with taking alternate routes, improved use of Pickup routes, Shortcut and Longcut routes. Fixed car skipping checkpoints and continuing the race instead of resetting itself.
We may still work on improving performance on ice (perhaps by adding a new racing line priority called Slippery), and also on our mind is avoiding moving objects in the racing path. Meanwhile if there are still any problems with the AI, don't hesitate to let us know (but please create a new thread to report your issues).

Disable User Cars For AI
Added support for disabling a user car from being selected for the AI opponent, through the car Parameters.txt file. The new entry to add is CPUSelectable TRUE/FALSE (the default is TRUE obviously). Enter this in the"frontend and selectability" section of the Parameters.txt file (i.e., the same place where you'd find the Selectable parameter).

;====================
; Stuff mainly for frontend display and car selectability
;====================

BestTime           TRUE
Selectable          TRUE

;)CPUSelectable  FALSE
Class              0     ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain            4     ; Obtain method
Gameplay Tweaks
- Ability to disable the random camera in replay / spectator mode: cycle between random and first person cameras using the usual F1 key in these game modes.
- Sort user cars by Rating (Rookie ... Pro) and alphabetically inside the same rating.
- When the player has a bomb and bumps into a clone pickup, both the bomb and clone explodes simultaneously (previously, the bomb was simply canceled and only the clone pickup had effect).
- Show the pickup holder greyed out in multiplayer when spectating a different player (remote player's pickup is not known). Previously the pickup holder was not shown.
- Allow hiding the pause menu with only Shift pressed (rather than Shift + Space) if the HUD is also hidden. (DEV mode)

Extended User Content Limits
- Increased collision polygons limit to 65536 (from previous 16384).
- Increased instances limit to 800 (from previous 200).
- Increased car folder name limit to 19 chars (from previous 15).

Bug Fixes
- Fixed glitch with reposition where car is not reset to the correct place, or the car is reset to the correct place but red X stays.
- Fixed minor sync problem at Replay start.
- Fixed glitch in Replay mode if W key is pressed.
- Fixed log file path showing up in the loading bar.
- Fixed ghost data not updated when laplocal and times files are out of sync.
- Proceed with offline game even if Lobby initialization fails.

Be sure to read the complete change log by clicking here. Download the new Alpha release 12.0802 here.

~ Huki & Jigebren

Posted: 04 Aug 2012, 00:04
Skarma
Finally! I've been waiting for that Disable cars for AI feature for ages!

Posted: 04 Aug 2012, 01:32
Nieger33@
Great version :). Is just last version?


greetings : Nieger33@

Posted: 04 Aug 2012, 01:40
VaiDuX461
Nieger33@ @ Aug 3 2012, 11:02 PM wrote:Great version :). Is just last version?
lol wut?
----------------
Anyway, you can't look at your car after finishing, because f1 is used to change cam now, it was to look at your car, like old days. Of course its only if you spectated.

AI is a better now, thanks for fixing and made it to the final (readme said that).

Posted: 04 Aug 2012, 01:58
gdfsgdfg
Okay bug reporting!

First time playing garden1 oh what's this floaty water?

http://i.imgur.com/EF1Y4.jpg

Hm? *restarts map* oh look it fixed itself now wait. what?

Oh well lets try rooftops!

http://i.imgur.com/EoTHI.png noo i don't like ghost choppers.

Here's the map.

http://www.mediafire.com/?h4kzn7hz7bkk1kh

+Stacked fake picks work properly now.
+Yay i can still play with 13 cars!

Posted: 04 Aug 2012, 03:06
mmudshark
Why does the latest update not allow joining by earlier updates in online races?
I have the .0405 version and get "Wrong version" error when I've connected to the host and sometimes the game crashes.

Posted: 04 Aug 2012, 04:01
Huki
Nieger33@ wrote:Is just last version?
No, there will be more updates in the future...
VaiDuX461 wrote:you can't look at your car after finishing, because f1 is used to change cam now, it was to look at your car, like old days. Of course its only if you spectated.
That's right - the F1 key now has effect on the car the camera is currently watching. If you're spectating another player, just press Esc to switch the camera back to yourself.
gdfsgdfg wrote: i don't like ghost choppers.
Something that chops ghosts? O_o
Anyway, that is due to some unfinished left-overs of the Rooftops support code that we were working on earlier (we had to drop it for now because most of the code was lost in jigebren's HDD crash if you'd remember). For now you could just rename the levels\roof\custom\copter1.m file to chopper1.m (the same with copter2.m and copter3.m).
mmudshark wrote:Why does the latest update not allow joining by earlier updates in online races?
I have the .0405 version and get "Wrong version" error when I've connected to the host.
Older builds (and v1.1) won't be able to join if the host has specifically set the "v1.2 only" option. You'll still be able to join "all version" races, but the recommended practice is to update to the latest version once it's released (which is what I guess the host was doing). :)
mmudshark wrote:and sometimes the game crashes
Hmm, do you remember when exactly it crashes?

Posted: 04 Aug 2012, 04:19
mmudshark
The game crashed on my third attempt to join a host who had the updated version. It crashed immediately after receiving the "Wrong version" message, not during a race.

Thanks Huki.

Posted: 04 Aug 2012, 04:59
gdfsgdfg
Huki @ Aug 3 2012, 11:31 PM wrote: For now you could just rename the levels\roof\custom\copter1.m file to chopper1.m (the same with copter2.m and copter3.m).
http://www.mediafire.com/?epn7i7g8711fc8h

kay works now