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Posted: 03 Nov 2012, 04:25
Phantom
We played Rainbow Road a lot in 2011 because it's included in the Custom Track Packs.
It never crashed on any 1.2 version from 2011 at least.

For me, it works fine on 1102 and it did on 0815 (no matter if 1.2 only or all versions).
So I assume this crash for mmud, Rafster & Seb is not related to the track.

Posted: 04 Nov 2012, 12:23
Abc
Phantom @ Oct 21 2012, 06:07 PM wrote: One question, is anybody actually goint to start re-submitting these fixed tracks ?

Because all these tracks hidden in the forums and not where they are supposed to be (in RVZT), is not a good plan.

Same for all the Battle Tag levels in Revolt Live and the PhoenixR3 tracks converted to v1.2 format.

Thanks.
Ok,
Two things needed for that:
First: Zach's Approval
Second: the respective owner/author of the tracks are not aware of this community fixes, most btags on rvzt must replace stock :(
are phoenixR3 tracks converted and fixed to 1.2 format? (unsure) (bug: NAME part on inf makes track go Untitled, on phoenix tracks)

offtopic: Why some stuff isn't on rvzt? (like RiffRaff's cars)

Posted: 04 Nov 2012, 12:56
Phantom
Abc wrote:Second: the respective owner/author of the tracks are not aware of this community fixes, most btags on rvzt must replace stock
Most of them can't be contacted, some others might be dead, and some others certainly don't play this game since YEARS!
So according to your "helpful" reply to my request we're just going to sit down and wait........ watching how uneffective RVZT can be because of having obsolete files that could have been fixed??



It won't last long until somebody decides to gather all the fixed tracks and upload them to another alternative site (again), just because RVZT requires "permission" -according to your point- from authors to make their tracks be playable or correctly packaged.

This just makes no sense having such powerful site already, where all the fixed tracks are supposed to be.

Posted: 04 Nov 2012, 13:58
Abc
Phantom @ Nov 4 2012, 08:26 AM wrote:
Abc wrote:Second: the respective owner/author of the tracks are not aware of this community fixes, most btags on rvzt must replace stock
Most of them can't be contacted, some others might be dead, and some others certainly don't play this game since YEARS!
So according to your "helpful" reply to my request we're just going to sit down and wait........ watching how uneffective RVZT can be because of having obsolete files that could have been fixed??



It won't last long until somebody decides to gather all the fixed tracks and upload them to another alternative site (again), just because RVZT requires "permission" -according to your point- from authors to make their tracks be playable or correctly packaged.

This just makes no sense having such powerful site already, where all the fixed tracks are supposed to be.
you are right: but still, someone haves to approve the upload or talk to Zach to change the files on the server and RVZT is effective and uneffective because it doesn't contain everything and it doesn't contain every patch/fix to tracks there
yeah, rvzt is a non-sense database with this topic here

Posted: 04 Nov 2012, 18:05
Abc
Hey, I been having HUGE problems with Floating Temples
my client seem to refuse to transfer input from cars

happens everywhere on multiplayer
I can't see everyone else moving, and they can't see me moving
even on spec I have the same prob
I have Floating Temples with sebr's Reversed.
Only on Multiplayer

Posted: 04 Nov 2012, 19:18
Dave-o-rama
Abc @ Nov 4 2012, 08:35 AM wrote: Hey, I been having HUGE problems with Floating Temples
my client seem to refuse to transfer input from cars

happens everywhere on multiplayer
I can't see everyone else moving, and they can't see me moving
even on spec I have the same prob
I have Floating Temples with sebr's Reversed.
Only on Multiplayer
Sounds like internet connection issues.

Posted: 08 Nov 2012, 23:33
Huki
Fixed Rooftops camera files for v1.2 (both Normal and Reverse modes), get them here. Extract to your re-volt directory (assumes your Rooftops folder is "roof").

Posted: 09 Nov 2012, 01:30
gdfsgdfg
Awesome, Uploaded: http://www.mediafire.com/?a3yv2d7axib2apl


Now rooftops is finally complete, I can sleep happily for now.

Posted: 14 Nov 2012, 02:36
Abc
Dave-o-rama @ Nov 4 2012, 02:48 PM wrote:
Abc @ Nov 4 2012, 08:35 AM wrote: Hey, I been having HUGE problems with Floating Temples
my client seem to refuse to transfer input from cars

happens everywhere on multiplayer
I can't see everyone else moving, and they can't see me moving
even on spec I have the same prob
I have Floating Temples with sebr's Reversed.
Only on Multiplayer
Sounds like internet connection issues.
is not the internet, i have checked, and it happens everytime

Freestoyle crashed my revolt also

EDIT: RV was crashing on windows 8: fix: switch Mss32.dll to 6.0m

Posted: 17 Nov 2012, 20:33
sebr
new low COM fix

Christmas Globe


bonnus phoenix r3 conversion

Zach's Garden


Abc @ Nov 13 2012, 10:06 PM wrote:
Dave-o-rama @ Nov 4 2012, 02:48 PM wrote:
Abc @ Nov 4 2012, 08:35 AM wrote: Hey, I been having HUGE problems with Floating Temples
my client seem to refuse to transfer input from cars

happens everywhere on multiplayer
I can't see everyone else moving, and they can't see me moving
even on spec I have the same prob
I have Floating Temples with sebr's Reversed.
Only on Multiplayer
Sounds like internet connection issues.
is not the internet, i have checked, and it happens everytime

EDIT: RV was crashing on windows 8: fix: switch Mss32.dll to 6.0m
I tried with Abc and it's true there is something strainge, on other tracks i can play with him but on Floating Temples and Canyon Run I can't see him moving. He stay at start line and it's the same for him about me. With Changeling cheat : each time he change car i can see it (but no car move) and all bonnus work against him, realy easy to use with a no moving car ... :unsure:

Posted: 18 Nov 2012, 21:21
}!{enR
Blinking ground textures on Canyon Run after the set of medium-size hummocks ;)
EDIT:
Here is a screenshot (if it will give you something...)


EDIT2:
... And also... what is it on the Floating Temple?

Posted: 18 Nov 2012, 22:02
sebr
}!{enR @ Nov 18 2012, 04:51 PM wrote: Blinking ground textures on Canyon Run near the medium set of tubercles ;)
picture please ?

Posted: 18 Nov 2012, 22:20
Abc
sebr @ Nov 17 2012, 04:03 PM wrote:
Abc @ Nov 13 2012, 10:06 PM wrote:
Dave-o-rama @ Nov 4 2012, 02:48 PM wrote: Sounds like internet connection issues.
is not the internet, i have checked, and it happens everytime

EDIT: RV was crashing on windows 8: fix: switch Mss32.dll to 6.0m
I tried with Abc and it's true there is something strainge, on other tracks i can play with him but on Floating Temples and Canyon Run I can't see him moving. He stay at start line and it's the same for him about me. With Changeling cheat : each time he change car i can see it (but no car move) and all bonnus work against him, realy easy to use with a no moving car ... :unsure:
on canyon run and floating temples: only weapons, car loading, car change and chat do work

the only thing that doesn't work is car position (car movement input)

Posted: 19 Nov 2012, 00:18
Abc
oh ah, i saw a wierd object on toy world 1 too, it's on the last part of the track (mini stadium)

Posted: 19 Nov 2012, 02:35
Phantom

Posted: 27 Nov 2012, 11:50
mmudshark
Hi. Still having issues with Gba Rainbow Road but I did get it to work again. I have an old pc here which I installed Revolt from my original CD. I updated it to v1.1 and Rainbow Road works as it should. Installed the .1102 patch and the track crashes revolt when it loads both offline and online. I then installed each previous update from .0815 back to .0405 with the same result. When I installed the .0107 update I could race the track both offline and online again.
I installed the .0107 update on my better pc and can race Rainbow Road online and offline again, but it's a bit of a pain switching between revolt versions just to be able to run one track.

Posted: 02 Dec 2012, 13:04
Abc
mmudshark @ Nov 27 2012, 07:20 AM wrote: Hi. Still having issues with Gba Rainbow Road but I did get it to work again. I have an old pc here which I installed Revolt from my original CD. I updated it to v1.1 and Rainbow Road works as it should. Installed the .1102 patch and the track crashes revolt when it loads both offline and online. I then installed each previous update from .0815 back to .0405 with the same result. When I installed the .0107 update I could race the track both offline and online again.
I installed the .0107 update on my better pc and can race Rainbow Road online and offline again, but it's a bit of a pain switching between revolt versions just to be able to run one track.
why don't just play in windowed? less pain :P

Posted: 02 Dec 2012, 13:28
VaiDuX461
Abc @ Dec 2 2012, 10:34 AM wrote:why don't just play in windowed? less pain :P
Maybe, but it's not fun playing in windowed (i hate playing any game in window, those not useful, not related to game windows thingies are confusing, annoys me), plus it runs slower than full screen (for me).
He said he's on old pc, so that maybe won't help.

Posted: 02 Dec 2012, 15:39
Phantom
I agree. windowed mode is not fun and that is not a solution at all.

I somehow see this related to what Kenny posted in the other thread. I also don't get why fullscreen has to behave differently than windowed in some tracks:
Kenny wrote:
VaiDuX461 @ Nov 29 2012, 07:49 PM wrote: [Bug]:
Just download this track, play and you will see :).
Game crashed on me after a short time racing it (directly after the part where you can jump on the tunnel).

However when I play it with Re-Volt in window mode I have no problems whatsoever (perhaps a lower framerate than usual but not sure about that since its still quite high).

Posted: 04 Dec 2012, 20:06
Kenny
Phantom @ Dec 2 2012, 11:09 AM wrote: I somehow see this related to what Kenny posted in the other thread. I also don't get why fullscreen has to behave differently than windowed in some tracks
Yeah the windowed mode behaves generally different than fullscreen.

For example a few error messages are displayed when you work in windowed mode but in fullscreen mode they are simply ignored (or not displayed).
Also unlike in fullscreen mode, you always run at fullspeed which means there is no set limit to the fps which again means the hardware is always working (you might have noticed this on the shininess effect on the cars ingame, it goes a lot faster than in fullscreen or that the graphics card gets louder).

And the game seems less likely to crash at certain events (like the mentioned track).

[offtopic]I like some games to run in windowed mode, its also a lot easier to debug them that way :P [/offtopic]

Posted: 23 Dec 2012, 21:06
sebr
Phantom @ Oct 21 2012, 06:07 PM wrote: One question, is anybody actually goint to start re-submitting these fixed tracks ?

Because all these tracks hidden in the forums and not where they are supposed to be (in RVZT), is not a good plan.

Same for all the Battle Tag levels in Revolt Live and the PhoenixR3 tracks converted to v1.2 format.

Thanks.
I talk about this with Sjampo, i'll check all my fix on rv1.1 and rv1.2 and after i'll upload all of them to rvzt

About battle tag and phoenix traks : someone else have to do it ...

Posted: 23 Dec 2012, 22:22
Phantom
sebr @ Dec 23 2012, 12:36 PM wrote: I talk about this with sjampo, i'll check all my fix on rv1.1 and rv1.2 and after i'll upload all of them to rvzt

About battle tag and phoenix traks : someone else have to do it ...
Vaid is already doing it for the phoenix tracks and soon for the battles.

I think we should wait a little bit longer before the final submitting of tracks, so we can test, compare, re-fix if needed, etc. Hopefully 1 more month, so not much.

Posted: 23 Dec 2012, 22:24
sebr
time for me to check all my fix :rolleyes:
and may be add some more...

Posted: 23 Dec 2012, 22:31
Pranav
Phantom @ Dec 23 2012, 10:22 PM wrote:
sebr @ Dec 23 2012, 12:36 PM wrote: I talk about this with sjampo, i'll check all my fix on rv1.1 and rv1.2 and after i'll upload all of them to rvzt

About battle tag and phoenix traks : someone else have to do it ...
Vaid is already doing it for the phoenix tracks and soon for the battles.

I think we should wait a little bit longer before the final submitting of tracks, so we can test, compare, re-fix if needed, etc. Hopefully 1 more month, so not much.
I have started updating the links at RVL in the "1.2 compatible tracks" thread. At least that would help to reduce the burden for Vaid.

I will upload the battle tag tracks I have repacked so far by next month.

Posted: 25 Dec 2012, 02:13
Huki
Bug with AI nodes in Opera House: a node was wrongly linked, and several nodes at the start of the track were outside the zone (lowered Zone 0 to fix that). Download the updated files here. Get sebr's fix from his post below.

Posted: 25 Dec 2012, 02:41
VaiDuX461
Huki @ Dec 24 2012, 10:43 PM wrote:Bug with AI nodes in Opera House: a node was wrongly linked, and several nodes at the start of the track were outside the zone (lowered Zone 0 to fix that). Download the updated files here.
Thank you, I will include it in RVZT Repacked Tracks Page 13, if you don't mind.

Btw, there's more tracks with similar issues (can find them in same link, with red text).

Posted: 03 Jan 2013, 06:23
Abc
Dave-o-rama @ May 29 2012, 11:25 AM wrote: Or we could make a list of the tracks that don't work and figure out how to fix them. :rolleyes:

EDIT:
List of fixed custom tracks........
Dave, mind updating it? alot of changes since then :)
it's an awesome index btw

Posted: 01 Apr 2013, 08:34
mmudshark
Hi;

I'm having problems with one of the April Months tracks...X1 Abandon Ship.
If I don't make the little levitation jump I get stuck in repo.
Could it be fixed please?

Thanks

Posted: 01 Apr 2013, 18:24
sebr
You get stuck on Farce Fields zone
On 2 special places who 2 Farce Fields work together ...
I turn them to have only 1 Farce Fields on each parts of the track
(I hope I don't breack author's feeling)

x1_abandon_ship

Posted: 01 Apr 2013, 19:45
VaiDuX461
I explained about this to him in RVHouse before. It's easily fixable, but it can change track times and "feeling", so I didn't posted a change here.

Posted: 05 Apr 2013, 10:58
mmudshark
It's still possible to get 30 second lap times on the original track and since racing it a few times now getting stuck on that part of the track doesn't happen often. There is no need to install the updated version.
Thanks for the work though Sebr and also for the explanation Vaid.

Posted: 07 Jun 2014, 23:01
sebr
LC Frome Revolt race chat wrote:There are 2 tracks now that do not work with 14.0304, Small Village and The Big Adventures
small village fix : was a fob file miss match, load it on rv14 makeitgood and save it, now work eveywhere


The Big adventures fix : abc block dont agree to be too close than sprinkler

note : originals files are on "old" subfolder

Posted: 30 Aug 2014, 14:31
Black-Revolt001
Link Opera House is dead...

Can you posted new link please...

Posted: 30 Aug 2014, 20:10
sebr
Link is dead and files lost...

So i redo the fix made by Huki => Opera House

With a little better AI at start and add bad jump repo fix...

Posted: 01 Sep 2014, 01:44
Huki
sebr @ Aug 30 2014, 08:10 PM wrote: Link is dead and files lost...

So i redo the fix made by Huki => Opera House

With a little better AI at start and add bad jump repo fix...
In fact the file is still online, just need to change the zackattackgames to revoltzone.net. But I'll just edit my post to point to your fix as it's newer.

Posted: 01 Sep 2014, 13:29
mmudshark
sebr @ Aug 30 2014, 03:40 PM wrote:"With a little better AI at start and add bad jump repo fix..."
Do you mean the part where if you jump down through the curtain you get penalized and placed outside the door?

Posted: 04 Sep 2014, 22:45
sebr
can you give me a screen plz ?

Posted: 06 Sep 2014, 04:24
mmudshark
sebr @ Sep 4 2014, 06:15 PM wrote:can you give me a screen plz ?
This is after you go up the narrow ramp and then jump down. If you go through the curtains you get the X which I don't think is an error by the track maker. I just wanted to know which part of the track needed the repo fix.

Opera pic

Posted: 03 Nov 2014, 11:32
mmudshark
A problem was discovered while racing Garage track (by Choupinou) yesterday. One of the racers drove over the garden hose near the end of the lap and it crashed revolt.
We tested this several times and the game crashed every time someone drove over that hose. My offline test vid

I don't know if this happens with all versions of revolt as I've raced on that track for years but don't recall going over that spot. The races were done using v13.0820 and my offline tests using the 13.0820 & 14.0306.
I do realize the solution is not to drive over that, but it would be nice if that problem was fixable. :)

Posted: 03 Nov 2014, 21:20
Kenny
The game expects the sprinkler and the hose object to be linked together via the same ID. However this is not the case in the Garage track, they have different IDs.

And since the game is missing proper error handling for this case, it just crashes. It would be nice to have a more dynamic/descriptive object system in the future but I guess for now people should just watch out for this stuff.

So yeah, to fix this just assign the sprinkler to the same ID as the hose or vice versa in Makeitgood Object mode (I would upload my fixed file but there are no attachements here and I dont feel like putting it on a filehoster right now).

Posted: 04 Nov 2014, 00:34
sebr
Garage.zip

thx Kenny finding this

Posted: 04 Nov 2014, 04:23
mmudshark
Thanks for the fix guys. Nice job! :)

Posted: 11 Nov 2014, 20:13
sebr
mmudshark @ Sep 5 2014, 11:54 PM wrote:
sebr @ Sep 4 2014, 06:15 PM wrote:can you give me a screen plz ?
This is after you go up the narrow ramp and then jump down. If you go through the curtains you get the X which I don't think is an error by the track maker. I just wanted to know which part of the track needed the repo fix.

Opera pic
New new Opera fix ;)

Posted: 10 Dec 2014, 01:38
ThugsRook
there appears to be some issues with Quake! and Petrovolt that were brought up in the Milkfix thread. ill run some tests to see if i can find what the causes are.

might be RV version problems, or possibly these track patches. (or a combination of the two)

:)

Posted: 10 Dec 2014, 02:21
Kenny
^just to be clear, are you talking about the disappearing instances issue now or issues related to the trackflow (and the functionality of the trackzones)?

If its the former, feel free to send me the track files where you experience these issues once you're done testing and didn't find a solution.

Posted: 10 Dec 2014, 03:49
ThugsRook
^ actually since i was in there anyways, i checked for both.

so far ive tested 110208, 130820, 140208, 140314, 140831 using the original track files.

concerning the video that Last_Cuban posted with the disappearing instance files in Quake!...
that error is limited to v140314 and has nothing to do with these patches.

concerning the bots doing circles in Quake!...
110208 works fine.
130820, 140208, 140314, 140831 are all broken in forward mode, work fine in rev.

retested with the TAZ patches applied for both forward and rev modes...
fixed forward mode for all broken versions.
did not break anything new in any version.
did not fix 140314's instance bug. (didnt think it would)

so the Quake! patches work fine and are still needed for 1.2A.



i still need to test Petrovolt :)

Posted: 10 Dec 2014, 04:22
Kenny
ThugsRook @ Dec 9 2014, 11:19 PM wrote: so far ive tested 110208, 130820, 140208, 140314, 140831 using the original track files.
...
110208 works fine.
130820, 140208, 140314, 140831 are all broken in forward mode, work fine in rev.
Actually regarding that, I don't think that we should consider 140314 and 140831 (and the various other builds from the "online and collision bug" thread) as official patches.

They are unfinished WIP and partly even experimental, the sole reason why they have a "higher" number is because of how they set up the build naming system (according to the date).

But higher numbers doesn't equal more features/improvements/fixes in this case, in fact if I recall correctly it doesn't even contain anything from 140208 due to huki and jigebren working seperately at that point in time.
Plus, they are not listed on the official page.

So yeah, perhaps an official notice would be nice or maybe other members should just stop spreading these WIP builds. They are unlikely to get finished anyway and only aid in splitting up the users that use different versions even more.

Posted: 10 Dec 2014, 04:38
ThugsRook
^ yes, i completely agree.
i wanted to do the testing to make sure that instance files bug was indeed limited to just v140314. the rest was just out of curiosity, and v140831 didnt fix the TAZ problem.

still more to test tho :ph43r:

Posted: 10 Dec 2014, 07:45
Abc
Wasn't this fixed already by sebr??? look this thread again :s

EDIT: Where can we download 14.0831 !? (thats pretty nonexistent and no links but 2 mentions of that version so far O.o)

Posted: 10 Dec 2014, 22:41
Kipy
Dunno it's whatever or not, but I'll post here this one:
This is shows up in online and offline races as well.
(Version: beta)
[youtube][/youtube]