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Posted: 18 Nov 2016, 03:57
sebr
Ok I found the bug
Hil used compressed wav on his custom folder :huh: at 88kbit/s and standart wav are at 352kbit/s bitrate

So I use Audacity to change bitrate ...

Ultra Goblin

note : damn VaiDuX461 faster than me ;)

Posted: 18 Nov 2016, 04:43
mmudshark
Thanks guys. Works great now. :)

Posted: 19 Nov 2016, 18:20
sebr
cool

it's remind me that i must redo all patch to be directly working on Linux RVGL ...

Posted: 27 Nov 2016, 04:11
Santiii727
Terminus full custom for RVGL

Terminus

Note: Fixed sfx sounds with audacity.

Posted: 27 Nov 2016, 20:17
sebr
Santiii727 @ 26 Nov 2016, 11:41 PM wrote: Terminus full custom for RVGL

Terminus

Note: Fixed sfx sounds with audacity.
I never get any sound error on Terminus full custom on RVGL

Can you tell us more about this ?

note: I found the practice star ... realy need to look everywhere :P

Posted: 27 Nov 2016, 23:51
Santiii727
sebr @ 27 Nov 2016, 11:47 AM wrote:
Santiii727 @ 26 Nov 2016, 11:41 PM wrote: Terminus full custom for RVGL

Terminus

Note: Fixed sfx sounds with audacity.
I never get any sound error on Terminus full custom on RVGL

Can you tell us more about this ?

note: I found the practice star ... realy need to look everywhere :P
Hil used compressed wav on his custom folder at 88kbit/s and standart wav are at 352kbit/s bitrate

Same Problem with globin.

But I think it was me who had the low wav's.

Posted: 29 Nov 2016, 04:48
Huki
@Santiii: It looks like Terminus was already updated on RVZ (wavs have a date modified of 25-Oct-2016). You probably had an older copy of the track.
VaiDuX461 @ 18 Nov 2016, 03:50 AM wrote:
mmudshark @ 17 Nov 2016, 11:59 PM wrote: We were racing hil's Ultra Pack tracks yesterday and received some errors only on Ultra Goblin.
The birds1.wav and birds2.wav files would not load using RVGL but work fine when using Re-volt 1.2.
Those files should be re-exported with Audacity. Probably odd, unsupported .wav bit rate for RVGL. Might be an issue from OpenAL audio library, which is used in RVGL.
OpenAL's support depends on the available decoders (the dll's included with rvgl). RVGL loads audio through the ALURE utility library and it currently has decoders enabled only for ogg, flac and mp3 (of course, along with default uncompressed WAV which does not require a decoder). To be able to load ADPCM compressed WAV files, ALURE supports the libsndfile decoder, but this is currently disabled. You've already fixed the wavs, but just for completeness I'm going to include libsndfile in the next release (and re-build ALURE to enable it).

Posted: 03 Dec 2016, 03:52
sebr
thx Huki

Posted: 11 Mar 2017, 23:58
sebr
On Medieval track, in DEV mode you get the message "start over finish line"

Just add a pos-node in front of start line and set it as the first one...

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On Touge Drift when you got the red X you can feel lost and never replaced at the right place

Replacing the big Track Zone 0 by 37 litles ones from 0 to 35

be carefull stay on the road no cut allowed B)

And I add reversed way

Posted: 12 Mar 2017, 09:17
Abc
Start Over Finish line error is a minimal bug, it also happens in some stock tracks especially when 1st on grid

Posted: 12 Mar 2017, 20:19
sebr
New track MIAMI GRAND PRIX removed those hugly white square things in the sky and fix Track Zones to help the 12 AI cars to start race without repo...

Posted: 19 Mar 2017, 02:54
sebr
Fixed somme bad reposition at start line for Toy World-Aquatica, Track Zone 0 and 19 didn't go too far downstair

Posted: 09 Jul 2017, 17:24
sebr
Thx to zorbah to remember me that sort of bug ... here

I found this bug on another track too : On RV-Simo On-Road Track

At first corner the camera go from this :

To that :


This come with bad NCP files with many vertices at the same place so the faces are not properly linked to each others

RV-Simo On-Road Track patch

Posted: 24 Sep 2017, 20:39
sebr
On Himalaya highway no error is alowed with jumps, if you miss one you get a bad repo with red X and an "extra lap" if you wish to finish the race ... (and sometime AI cars get stuck at some places)

With that patch everything shoold be ok

Just moved some Track Zones, add some Repo triggers and play a little with Ai-Nodes

Posted: 04 Nov 2017, 18:50
sebr
On Fiddlers On The Roof here and there I fix some buggy "bumpy" jumps ...

FIDDLERS ON THE ROOF