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Posted: 07 Nov 2015, 13:21
wesdfgs3d
Huki @ 6 Nov 2015, 10:56 PM wrote: @wesdfgs3d: Currently we only provide the patch. You should get the full game from some place else. Hopefully once RVGL development reaches some stability we can pack and distribute the entire game files.
Can you explain why game distribute by patch? It's license limits or what?
Where I can find original Re-Volt (or resources needed to play RVGL)?
I try to find it on Steam or GOG but it has not produced the results.
I download revolt from torrent (http://bbaki.com/games/igry_pc/arcade/r ... 2-1-0-3722) and install it by wine, after patch it by archive with RVGL, but it did not solve my problem.
I still see the error:
can't load sfx wavs/pickgen.wav into slot 9
can't load sfx wavs/hit2.wav into slot 18
can't load sfx wavs/servo.wav into slot 28
can't load sfx wavs/menunext.wav into slot 29
can't load sfx wavs/menuprev.wav into slot 30
can't load sfx wavs/menuupdown.wav into slot 31
can't load sfx wavs/menuleftright.wav into slot 32
can't load model cars/misc/aerial.m
...
could not load parameters file: cars/rc/parameters.txt
could not load parameters file: cars/flag/parameters.txt
can't load model models/probe.m

Posted: 07 Nov 2015, 14:00
}!{enR
wesdfgs3d @ 7 Nov 2015, 12:51 PM wrote:Can you explain why game distribute by patch? It's license limits or what?
Yes, it's an intellectual property issues. By now all rights to Re-Volt are owned by WeGo Interactive.
wesdfgs3d @ 7 Nov 2015, 12:51 PM wrote:Where I can find original Re-Volt (or resources needed to play RVGL)?
Here you go!! Or here. Or [url=http://revolt_f1.webs.com/gamedownloads.htm]here[/url].

Posted: 07 Nov 2015, 14:20
wesdfgs3d
}!{enR @ 7 Nov 2015, 09:30 AM wrote:
wesdfgs3d @ 7 Nov 2015, 12:51 PM wrote:Where I can find original Re-Volt (or resources needed to play RVGL)?
Here you go!! Or here. Or [url=http://revolt_f1.webs.com/gamedownloads.htm]here[/url].
It's not work for me.

Posted: 07 Nov 2015, 16:10
Dolo
wesdfgs3d @ 7 Nov 2015, 09:50 AM wrote:
}!{enR @ 7 Nov 2015, 09:30 AM wrote:
wesdfgs3d @ 7 Nov 2015, 12:51 PM wrote:Where I can find original Re-Volt (or resources needed to play RVGL)?
Here you go!! Or here. Or [url=http://revolt_f1.webs.com/gamedownloads.htm]here[/url].
It's not work for me.
I think you need the original Re-Volt in first and then Re-volt 1.2 (patch) that you can find here.

Posted: 08 Nov 2015, 08:18
Abc
wesdfgs3d: First download [url=http://revolt_f1.webs.com/RV%20Tools/Re-Volt.exe]Version 1207[/url] then apply 1.2 patch then apply RVGL and move your folder outside wine (no more wine required) and apply lowercase patch.

Re-Volt is a 1999 game, No Steam, and pulled from GoG because WGI stole 1.2B

Posted: 08 Nov 2015, 16:51
Huki
wesdfgs3d @ 7 Nov 2015, 01:21 PM wrote: I download revolt from torrent (http://bbaki.com/games/igry_pc/arcade/r ... 2-1-0-3722) and install it by wine, after patch it by archive with RVGL, but it did not solve my problem.
I still see the error:
can't load sfx wavs/pickgen.wav into slot 9
can't load sfx wavs/hit2.wav into slot 18
can't load sfx wavs/servo.wav into slot 28
can't load sfx wavs/menunext.wav into slot 29
can't load sfx wavs/menuprev.wav into slot 30
can't load sfx wavs/menuupdown.wav into slot 31
can't load sfx wavs/menuleftright.wav into slot 32
can't load model cars/misc/aerial.m
...
could not load parameters file: cars/rc/parameters.txt
could not load parameters file: cars/flag/parameters.txt
can't load model models/probe.m
After installing re-volt and patching with RVGL, you need to run the included setup script. The linux version of RVGL expects all the game data to be in lower-case. Some of the original files exist in mixed case, as for example "wavs/Hit2.wav", that's why they can't be found. The setup script will rename these for you.
Phantom @ 7 Nov 2015, 07:55 AM wrote:
Huki @ 6 Nov 2015, 06:56 PM wrote: Hopefully once RVGL development reaches some stability we can pack and distribute the entire game files.
Can anybody explain why we would be allowed to do that for RVGL and not for RV1.2? Or in theory we could do it for both but we just haven't done it yet?
Isn't that already being done? :blink: See }!{enR's post, there are already multiple versions of re-volt on the internet. Also Marv had an OSX wrapper of the game with 1.2.
The question I was answering, was when / if we will start distributing the game on our website.

Posted: 09 Nov 2015, 00:57
Phantom
Huki @ 8 Nov 2015, 08:21 AM wrote: Isn't that already being done? See }!{enR's post, there are already multiple versions of re-volt on the internet. Also Marv had an OSX wrapper of the game with 1.2.
The question I was answering, was when / if we will start distributing the game on our website.
The question I was making was directly about your website and not about the hundreds of re-volt packages already available on the internet. My doubt is if and when you would start distributing Re-Volt + 1.2 integrated as well as RVGL on your website or if there are reasons to be scared of WeGo.

Posted: 09 Nov 2015, 16:34
Abc
Phantom @ 8 Nov 2015, 04:27 PM wrote:
Huki @ 8 Nov 2015, 08:21 AM wrote: Isn't that already being done? See }!{enR's post, there are already multiple versions of re-volt on the internet. Also Marv had an OSX wrapper of the game with 1.2.
The question I was answering, was when / if we will start distributing the game on our website.
The question I was making was directly about your website and not about the hundreds of re-volt packages already available on the internet. My doubt is if and when you would start distributing Re-Volt + 1.2 integrated as well as RVGL on your website or if there are reasons to be scared of WeGo.
Remember the dumbasses at WGI have posted in GoG a retail copy with 1.2B patch they maybe just found.......

Posted: 16 Nov 2015, 04:47
olivercer
Hi all,

For ages I have been using the 1.2 patch and I loved it. I have just discovered your new project and quickly tested it. No problems at all, runs perfectly in single player mode. (Windows 8.1)

I have a question: since you recommend to first patch the original ReVolt 1.1 with 1.2 files and then apply RVGL, why don't you release a single package containing 1.2 patch + RVGL? Sorry if this question has been asked already. I'm not talking about the original game itself, I know it's still right protected.

Moreover, how do I play music from the Re-Volt CD with RVGL? Has anything changed?
EDIT: Found out how to do it from a previously linked package: create a folder called Redbook in the root folder of Re-Volt.

Many thanks and keep on with the hard work!

Posted: 16 Nov 2015, 15:12
Phantom
Hi oliver,

That is exactly why most people have trouble installing RVGL, even old players reported that they can't do it by themselves since there's not a patch installer. For this we've created a Ready-to-use RVGL package that you can download here. mmudshark and I have been distributing this to the users that come to race in order to alleviate the matter.

We're planning to make another one for v1.2 when the current bugs get fixed.

Posted: 16 Nov 2015, 19:56
nevermind
I made a similar package (including a script to install every needed libraries) to test RVGL in Linux systems. I'll upload it in a while.


EDIT: Here it is (it does not have any file from RVGL). You have to extract both this and any RVGL release archive in the same folder and run install_libraries.sh. Then, you are ready to play. Of course, the fix_cases script has already been applied to the files in this package.

All the files but the script were obtained from Phantom's package (as I had overwrited several RV files in my PC). The script creates a symbolic link from libenet.so.2 to libenet.so.7 if it can not install libenet7.

Posted: 18 Nov 2015, 14:50
Touriga
Hi All,

3 notes from my online hosting sessions with RVGL (haven't tested if they occur offline):

-if speakers are off before starting the game and I turned them on after starting the game I get no audio

-sometimes ip detection does not work and I end up 0.0.0.0, this seems to cause troubles to other player (mmud) as he could not type in chat but room still worked and he managed to join, I didn't start the race.

-I've been trying to get AMD gaming evolved (quite problematic piece of software) to capture screenshots and videos, it works but when I turned it off yesterday while hosting a game RVGL crashed.

All else as been pretty decent still I have to ask you Huki, why many people feel that with RVGL the same car seems to have more grip ? It is not much and I'm getting used to it but I dare to say that there is a difference (DOLO GET OUT OF HERE).

Just my 5 cents.

All the best,

Sharro

Posted: 18 Nov 2015, 20:44
Abc
Touriga @ 18 Nov 2015, 06:20 AM wrote: Hi All,

3 notes from my online hosting sessions with RVGL (haven't tested if they occur offline):

-if speakers are off before starting the game and I turned them on after starting the game I get no audio

-sometimes ip detection does not work and I end up 0.0.0.0, this seems to cause troubles to other player (mmud) as he could not type in chat but room still worked and he managed to join, I didn't start the race.

-I've been trying to get AMD gaming evolved (quite problematic piece of software) to capture screenshots and videos, it works but when I turned it off yesterday while hosting a game RVGL crashed.

All else as been pretty decent still I have to ask you Huki, why many people feel that with RVGL the same car seems to have more grip ? It is not much and I'm getting used to it but I dare to say that there is a difference (DOLO GET OUT OF HERE).

Just my 5 cents.

All the best,

Sharro
Speakers: don't you mean disconnected? because since vista windows has enhanced audio management, it detects when nothing is plugged.

IP Detection.... Huki: at least in rvhouse make ip detect go: centralized, p2p and fallback: external also improve the retry system please.

don't use that gaming evolved crap, its as poohty as uplay. use Fraps or OBS to stream/capture. (although the latter did freeze me on next race load after recording :|)

O.o you're sure its not fps impact or a placebo?

Posted: 22 Nov 2015, 22:52
sebr
Touriga @ 18 Nov 2015, 10:20 AM wrote: -sometimes ip detection does not work and I end up 0.0.0.0, this seems to cause troubles to other player (mmud) as he could not type in chat but room still worked and he managed to join, I didn't start the race.
happen to me 1 time too, (but rv-house found my ip kwickly at this time) but noone was in the room so I can't say more... :huh:
Touriga @ 18 Nov 2015, 10:20 AM wrote:-I've been trying to get AMD gaming evolved (quite problematic piece of software) to capture screenshots and videos, it works but when I turned it off yesterday while hosting a game RVGL crashed.
I use Fraps since many years without bug

Posted: 23 Nov 2015, 02:30
Alphacraft
[HIDE=Offtopic]The problem with Fraps is it's a CPU/storage hog, for all intents and purposes it's pretty much lossless in the 4:2:0 color space so it makes huge files. I use Gaming Evolved myself since it utilizes my GPU to encode H.264 so I get nice small filesizes and decent quality, but I agree, it doesn't work like it should, especially with Twitch streaming. I've had even more problems with the AMD-enabled version of OBS, so there's that...[/HIDE]

Posted: 23 Nov 2015, 06:02
Abc
[HIDE=Offtopic]Fraps is best for DX9 games and loseless HIGH quality while it produces raw gpu data which takes lots of gigs. you can reduce that and prepare it for youtube or sharing with FFMPEG or simply record with OBS which is both a streamer and a recorder, you need to specify the right settings else you will not get good results.[/HIDE]

Posted: 25 Nov 2015, 13:38
MarvTheM
error while loading shared libraries: libalure.so.1: cannot open shared object file: No such file or directory


I intalled libalure but it can't seem to find it! I'm running Arch (multilib enabled).

This is what I installed:
community/alure 1.2-3 [installed]
Utility library to help manage common tasks with
OpenAL applications.

Posted: 25 Nov 2015, 21:06
Abc
try using locate or looking what the package contains.
Probably it's not .1

Posted: 26 Nov 2015, 00:18
Gotolei
On my ubuntu derivative I have to specify 'packagename:i386' for rvgl-related stuff instead of simply 'packagename' . Not sure how different the aur is from apt, but I'm assuming to reduce bloat it only installs the 64-bit versions unless told otherwise?

E: lib32-packagename

And idk about differences between versions of that particular lib, but I have 1.2-6 instead of 1.2-3

Posted: 26 Nov 2015, 03:38
Abc
marv: try symblinking and see if it works, it also could be what Gotolei said: 32 bits not included in 64
let us know if you could play

Posted: 26 Nov 2015, 12:45
MarvTheM
Symlinkung is in fact a good idea. There is no official alure in the repo, only that one community package. Sadly, there is no lib32-alure... I'll let you know

Posted: 05 Dec 2015, 03:05
Touriga
Hi Huki,

RVGL doesn't do the "already running" detection ?

With RVH and 1.2 it was detected.

All the best,

Touriga

Posted: 06 Dec 2015, 22:53
sebr
bug on windows with Rooftops track : no instances are loaded
work perfectly with 1.2 on the same directory

Posted: 16 Dec 2015, 18:56
Huki
MarvTheM @ 25 Nov 2015, 01:38 PM wrote: error while loading shared libraries: libalure.so.1: cannot open shared object file: No such file or directory


I intalled libalure but it can't seem to find it! I'm running Arch (multilib enabled).

This is what I installed:
community/alure 1.2-3 [installed]
Utility library to help manage common tasks with
OpenAL applications.
For multilib you need a package with the lib32- prefix. This installs libraries to the /usr/lib32 folder. That is where 32-bit programs like rvgl look for libraries in Arch.
Unfortunately there is no lib32-alure package being maintained in Arch's repositories. The recommended workaround is to install the i686 version of the alure lib, then manually copy that .so file to /usr/lib32.

From the next rvgl release, I'm going to include the .so files for some of the libraries we depend on. That should make things simpler for linux users.

Posted: 23 Dec 2015, 18:40
Huki
olivercer @ 16 Nov 2015, 04:47 AM wrote: I have a question: since you recommend to first patch the original ReVolt 1.1 with 1.2 files and then apply RVGL, why don't you release a single package containing 1.2 patch + RVGL? Sorry if this question has been asked already. I'm not talking about the original game itself, I know it's still right protected.
Hi oliver,
A late reply, but I hope you or other users will still find it useful.
It's perfectly fine to install RVGL by itself, without the 1.2 patch. The RVGL package contains all the necessary files that come with 1.2. The reason why we recommend applying 1.2 first is because the 1.2 Windows installer:
  • Sets the necessary file permissions to be able to save your progress and time records.
  • Updates registry keys so that your installation can be detected by online lobby applications like RV House.
  • Creates a desktop shortcut (though this is not useful for RVGL).
So if you had already installed 1.2 at some point of time, or your permissions / registry keys are ok, then you can directly install RVGL.

Eventually we could start providing an rvgl installer just like 1.2, but it makes better sense to me to wait till we're able to release the full game data + RVGL + RV House.

Posted: 23 Dec 2015, 19:23
Huki
New RVGL build 15.1220a is released.
rvgl_15.1220a_win32.7z
rvgl_15.1220a_linux.7z
changelog

This release brings additional texture formats support. See the dedicated thread for more info. A word of caution that if you use any format other than BMP, your textures won't load in non-RVGL versions - not even in v1.2. So for the time being, we still recommend releasing content with BMP textures. Be sure to continue further discussion about this in the dedicated thread.

We added a new Render Setting called Water Ripples that can be used to turn on / off the vibration effects under the dolphin fountain in Botanical Garden. Turning it off can help improve performance with some Intel cards.

This release finally brings back MP3 playback support for Windows users.
We also improved 3D sfx audio, see this bug report.

For GNU/Linux users, we have an additional dependency on SDL_image library (libsdl2-image-2.0-0). We also removed our dependency on ALURE (libalure1), we now link statically to it (i.e., the library is coded into the RVGL executable).
The following libraries: glew (1.10), enet (1.3.12) and openal (1.15.1), are now included with RVGL. Look inside the lib folder in our archive. Use them only if they are not available in your package manager, and be careful not to overwrite newer versions of your libraries.
This release should reduce dependency issues on 64-bit Linux systems.

And happy holidays. :)
~ Huki & jigebren

Posted: 24 Dec 2015, 06:03
MarvTheM
Thank you so much. Hope you have a good time.

Posted: 25 Dec 2015, 00:18
Pyves
Thanks for the (almost) Christmas release! ;)

Posted: 25 Dec 2015, 02:18
Abc
Note: for these who dont update strings: the ripple setting is mistakenly named "English" unless it's actually mistaken


Edit (by Huki): for "those who don't update strings" the game is supposed to look mistakenly broken or not work at all, mistakenly, unless it's actually mistaken.
Sorry abc, I hope you avoid such useless posts in the coming year...

ok.... -_-

Posted: 05 Jan 2016, 14:51
Touriga
Hi Huki,

I'm a bit lost with the timeline of all your activity in the past days :-)

Correct me if I'm wrong but after 1220a you already fixed:

-virtual surround sound
-brightness / contrast setting
-bug when selecting mirror
-capitalized prm not loading

right ? Or am I missing some more of your work ?

From the above fixes is there one that has all the fixes included ?

Do you have plans to implement player management for multiplayer ? When a player quits without exiting (Alt+f4) the ghost stays for a few games.

Again thank you for all your hard work and dedication.

All the very best,

Touriga

Posted: 08 Jan 2016, 01:21
Huki
Touriga @ 5 Jan 2016, 02:51 PM wrote:Correct me if I'm wrong but after 1220a you already fixed:

-virtual surround sound
-brightness / contrast setting
-bug when selecting mirror
-capitalized prm not loading

right ? Or am I missing some more of your work ?

From the above fixes is there one that has all the fixes included ?
Yep, that's all of the features announced so far.
The latest build (the gamma correction one) contains all these fixes.
Do you have plans to implement player management for multiplayer ? When a player quits without exiting (Alt+f4) the ghost stays for a few games.
Usually the player is properly disconnected even when using Alt-F4, but this can happen if the connection is weak. I don't know about the player management, it felt too advanced and anyway it's not a priority for me currently. ;)

Posted: 10 Jan 2016, 20:15
Huki
New RVGL build 16.0110a is released.
rvgl_16.0110a_win32.7z
rvgl_16.0110a_linux.7z
changelog
  • Adds support for gamma correction. (topic)
  • Adds support for 3D surround sound. (topic)
  • Fix bug loading instances. (report)
  • Fix online bugs. (report)
Another interesting feature in this release is the ability to stream music from the PSX redbook track: the PSX version has all the redbook tracks merged into one huge audio file called TRACK1.DA. This provides seamless transition when going from one track to the next. RVGL can play from this master track when converted to OGG and placed inside the redbook folder (named track1.ogg).

Posted: 10 Jan 2016, 20:27
Abc
Uh... it's improperly linked? o_o 15.1220a links instead of latest, changelog is fine.
Edit (by Huki): fixed.


And where can track1.da (or .cda?) be found/extracted? Anyone have it converted just yet?

ps: fancy cassete style.

Posted: 11 Jan 2016, 12:04
Gotolei
Hm, I'll have to look into setting up hrtf and see how that surround sound works.*
Is it a launch option, or something in the options>sound menu?

Brightness/contrast changes don't work for me, but then again I'm running redshift 24/7 so I guess that's not much of a surprise.
[hide]While it does kinda work in wine/1.2, redshift kicks in a few seconds later and changes it back either way. /shrug[/hide]

*Edit: welp that was easy.
[hide]Initial enable, assuming no existing config:
$ echo "hrtf = true" >> ~/.alsoftrc

Toggle script:
[hide](code)

Code: Select all

#!/bin/bash

if [ -f ~/.alsoftrc ]
then
    mv ~/.alsoftrc ~/.alsoftrc-disabled
    notify-send -i audio-speakers-symbolic 'OpenAL HRTF' 'Disabled'
else
    mv ~/.alsoftrc-disabled ~/.alsoftrc
    notify-send -i audio-headphones-symbolic 'OpenAL HRTF' 'Enabled'
fi
[/hide][/hide]Edit2: haven't done much actual research into it, but is there a hard upper limit on how many sounds can be processed at once? It likes to abruptly cut out at busy times eg start of clockwork carnage.

Edit3: https://www.youtube.com/watch?v=mR4r1IrQy3Y

Posted: 11 Jan 2016, 22:22
Huki
Gotolei @ 11 Jan 2016, 12:04 PM wrote:Hm, I'll have to look into setting up hrtf and see how that surround sound works.*

*Edit: welp that was easy.
[hide]Initial enable, assuming no existing config:
$ echo "hrtf = true" >> ~/.alsoftrc

Toggle script:
[hide](code)

Code: Select all

#!/bin/bash

if [ -f ~/.alsoftrc ]
then
    mv ~/.alsoftrc ~/.alsoftrc-disabled
    notify-send -i audio-speakers-symbolic 'OpenAL HRTF' 'Disabled'
else
    mv ~/.alsoftrc-disabled ~/.alsoftrc
    notify-send -i audio-headphones-symbolic 'OpenAL HRTF' 'Enabled'
fi
[/hide][/hide]
You also need the HRTF data sets. Run the alsoft_log script file in your re-volt folder. It will start RVGL and generate an alsoft.log file in the profiles/ folder. This should let you know whether the hrtf data sets were found or not. Can you paste the log here?
Btw, you can configure your .alsoftrc based on the alsoftrc.sample sample file. Just copy the entire thing into your .alsoftrc and then uncomment the hrtf lines. If you don't have the default HRTF data sets, you can download them from here.
Edit2: haven't done much actual research into it, but is there a hard upper limit on how many sounds can be processed at once? It likes to abruptly cut out at busy times eg start of clockwork carnage.
There were several bugs in original re-volt audio management that were fixed by jigebren (March last year). I don't think audio should cut out anymore, either in latest v1.2 or RVGL. Can you share a video with the bug in clockwork mode? And make sure to turn off hrtf for the purpose of this test.

Posted: 11 Jan 2016, 23:28
Gotolei
Huki @ 11 Jan 2016, 08:52 AM wrote:You also need the HRTF data sets. Run the alsoft_log script file in your re-volt folder. It will start RVGL and generate an alsoft.log file in the profiles/ folder. This should let you know whether the hrtf data sets were found or not. Can you paste the log here?
Btw, you can configure your .alsoftrc based on the alsoftrc.sample sample file. Just copy the entire thing into your .alsoftrc and then uncomment the hrtf lines. If you don't have the default HRTF data sets, you can download them from here.
It seems to be working semi-decently without the data sets (see youtube link), albeit only as well as all of the samples I tried (which I'm assuming work standalone for testing purposes).

And even when I put the mhr files in the same folder as the game itself, they're not found:
[hide]alsoft.log
AL lib: LoadConfigFromFile: found new block 'reverb'
AL lib: LoadConfigFromFile: found new block 'alsa'
AL lib: LoadConfigFromFile: found new block 'oss'
AL lib: LoadConfigFromFile: found new block 'solaris'
AL lib: LoadConfigFromFile: found new block 'mmdevapi'
AL lib: LoadConfigFromFile: found new block 'dsound'
AL lib: LoadConfigFromFile: found new block 'winmm'
AL lib: LoadConfigFromFile: found new block 'port'
AL lib: LoadConfigFromFile: found new block 'pulse'
AL lib: LoadConfigFromFile: found new block 'wave'
AL lib: LoadConfigFromFile: found block 'general'
AL lib: LoadConfigFromFile: found 'hrtf' = 'true'
AL lib: LoadConfigFromFile: found block 'reverb'
AL lib: LoadConfigFromFile: found block 'pulse'
AL lib: LoadConfigFromFile: found block 'alsa'
AL lib: LoadConfigFromFile: found block 'oss'
AL lib: LoadConfigFromFile: found block 'solaris'
AL lib: LoadConfigFromFile: found new block 'qsa'
AL lib: LoadConfigFromFile: found new block 'jack'
AL lib: LoadConfigFromFile: found block 'mmdevapi'
AL lib: LoadConfigFromFile: found block 'dsound'
AL lib: LoadConfigFromFile: found block 'winmm'
AL lib: LoadConfigFromFile: found block 'port'
AL lib: LoadConfigFromFile: found block 'wave'
AL lib: GetConfigValue: Key general:hrtf_tables not found
AL lib: GetConfigValue: Key general:rt-prio not found
AL lib: GetConfigValue: Key general:resampler not found
AL lib: GetConfigValue: Key general:trap-alc-error not found
AL lib: GetConfigValue: Key general:trap-al-error not found
AL lib: GetConfigValue: Key reverb:boost not found
AL lib: GetConfigValue: Key reverb:emulate-eax not found
AL lib: GetConfigValue: Key general:drivers not found
AL lib: GetConfigValue: Key pulse:spawn-server not found
AL lib: alc_initconfig: Initialized backend "pulse"
AL lib: alc_initconfig: Added "pulse" for playback
AL lib: alc_initconfig: Added "pulse" for capture
AL lib: GetConfigValue: Key general:excludefx not found
AL lib: GetConfigValue: Key general:default-reverb not found
AL lib: GetConfigValue: Key general:channels not found
AL lib: GetConfigValue: Key general:sample-type not found
AL lib: GetConfigValue: Key general:format not found
AL lib: GetConfigValue: Key general:frequency not found
AL lib: GetConfigValue: Key general:periods not found
AL lib: GetConfigValue: Key general:period_size not found
AL lib: GetConfigValue: Key general:sources not found
AL lib: GetConfigValue: Key general:slots not found
AL lib: GetConfigValue: Key general:sends not found
AL lib: GetConfigValue: Key general:cf_level not found
AL lib: alcOpenDevice: Created device 0x8f19ed8, "Built-in Audio Analog Stereo"
AL lib: GetConfigValue: Key general:frequency not found
AL lib: GetConfigValue: Key general:sends not found
AL lib: UpdateDeviceParams: Format pre-setup: Stereo, Float, 44100hz (requested), 1024 update size x4
AL lib: stream_buffer_attr_callback: minreq=8192, tlength=24576, sameprebuf=0
AL lib: UpdateDeviceParams: Format post-setup: Stereo, Float, 44100hz, 1024 update size x4
AL lib: GetConfigValue: Key general:layout_stereo not found
AL lib: GetConfigValue: Key general:layout not found
AL lib: GetConfigValue: Found general:hrtf = "true"
AL lib: UpdateDeviceParams: HRTF enabled
AL lib: UpdateDeviceParams: BS2B disabled
AL lib: UpdateDeviceParams: Stereo duplication disabled
AL lib: alcCreateContext: Created context 0x8f19190
AL lib: FreeContext: 0x8f19190
AL lib: FreeDevice: 0x8f19ed8
[/hide][hide][/hide](also it seems hrtf=true is required, it doesn't sound like it's enabling with hrtf=auto)

Edit: spoon-fed it the mhr files via the config, and yet:
[hide]AL lib: GetConfigValue: Found general:hrtf_tables = "default-44100.mhr"
AL lib: InitHrtf: Loading default-44100.mhr
AL lib: InitHrtf: Invalid magic marker: "MinPHR01"
AL lib: InitHrtf: Failed to load default-44100.mhr
[/hide]Same for 48000.

There were several bugs in original re-volt audio management that were fixed by jigebren (March last year). I don't think audio should cut out anymore, either in latest v1.2 or RVGL. Can you share a video with the bug in clockwork mode? And make sure to turn off hrtf for the purpose of this test.
https://vid.me/MDiQ
Guessing it's the insane number of pickups generating at once, on top of all 30 cars at once? It's normal after that initial ~second, anyways.

Posted: 16 Jan 2016, 19:00
sebr
Huki @ 10 Jan 2016, 03:45 PM wrote:Another interesting feature in this release is the ability to stream music from the PSX redbook track: the PSX version has all the redbook tracks merged into one huge audio file called TRACK1.DA. This provides seamless transition when going from one track to the next. RVGL can play from this master track when converted to OGG and placed inside the redbook folder (named track1.ogg).
Abc @ 10 Jan 2016, 03:57 PM wrote: Uh... it's improperly linked? o_o 15.1220a links instead of latest, changelog is fine.
Edit (by Huki): fixed.


And where can track1.da (or .cda?) be found/extracted? Anyone have it converted just yet?

ps: fancy cassete style.
Track1.ogg
just need to wait upload complete ...

[Edit]: upload finish (168Mo)

Posted: 17 Jan 2016, 19:26
Huki
sebr @ 16 Jan 2016, 07:00 PM wrote:Track1.ogg
just need to wait upload complete ...
Thanks sebr.

New RVGL build 16.0115a is released.
rvgl_16.0115a_win32.7z
rvgl_16.0115a_linux.7z
changelog

There are several fixes for multiplayer (especially battle tag). Check the changelog for the full list.

The Windows version can now handle DirectPlay lobby launchers like GameRanger. It means you can start an RVGL lobby session directly from GR (just copy rvgl.exe to revolt.exe - but don't delete the rvgl.exe, it's still needed by RV House). DirectPlay lobby support is provided by the included dplobby_helper.dll.

Posted: 23 Jan 2016, 19:25
Touriga
Hi,

Just asked at Gameranger to add rvgl.

ADD RVGL REQUEST

Posted: 25 Jan 2016, 08:15
doll265
Hi, I found the bug in RVGL and I have suggestions.

Bug:
-When I paused the game, music doesn't pause.
-When I Playing "Botanical Garden", lower fps.(Sorry about bad english skills)

Suggestions:
-How about add Weapon Camera?(In demo)

Posted: 01 Feb 2016, 00:12
MarvTheM
Another try...
This time I came further than libglew. Now enet is the problem. I linked the libenet.so.7.0.1 to /usr/lib32/libenet.so.7 and i am getting this error:

Code: Select all

./rvgl: error while loading shared libraries: libenet.so.7: wrong ELF class: ELFCLASS64
I'm using Arch 64bit and there only is one enet version from the community repo: https://www.archlinux.org/packages/community/i686/enet/

Posted: 01 Feb 2016, 00:22
urnemanden
MarvTheM @ 31 Jan 2016, 07:42 PM wrote: Another try...
This time I came further than libglew. Now enet is the problem. I linked the libenet.so.7.0.1 to /usr/lib32/libenet.so.7 and i am getting this error:

Code: Select all

./rvgl: error while loading shared libraries: libenet.so.7: wrong ELF class: ELFCLASS64
I'm using Arch 64bit and there only is one enet version from the community repo: https://www.archlinux.org/packages/community/i686/enet/
what i did to solve this was to download libenet for i686 and manually copy it into your /usr/lib32/. you can download it here.

https://www.archlinux.org/packages/comm ... /download/

Posted: 08 Feb 2016, 13:23
revolting
First of all thanks a lot Huki, Dunno if this can count as a bug or new feature request but lets say I'd like to show off the date I finish the "progress table" an easy way to do it would be to add the date's numbers to the language file that I've modified, but though it is correctly displayed "progress table 12 2000" at the start menu, when I go to the actual table it doesn't show the numbers it only shows "progress table" yet I know they are there, cause if I add letters at the end they are shown yet I'd like rvgl to be able to display them I'm using Ubuntu 15.10, another issue is that when I launch rvgl from the shortcut it sends me an error Unable to find languages or so, while if I execute it from the folder it runs any help pls?

Posted: 10 Feb 2016, 23:32
Tavisco
Thank you so much for this! It's a very important step :P
It's almost perfect, I've only found one bug: When playing on multiplayer, sometimes the distance between the cars get messed up, it shows that a player is 600M behind me, when it is actually in front of me, and when the race is over the score board is correct, for example, the player that was 600M behind me gets the 1st place :wacko: hahahaha
Both players using Windows version.

Posted: 15 Feb 2016, 05:11
sebr
If you have dowloaded Track1.ogg, do it again, i fix some bad encoding issues ...

Posted: 22 Feb 2016, 21:24
Cosmo_Kramer
I dont get this discusions about all this unimportant stuff,yes unimportant!
Just cant see the point of phocusing or fixing anything while the main problem is huge lagg.Dont know how to expect anybody to come back or stay to play in this bad conditions,ppl leave in the midle of the race cause of this :unsure:
It has come to a point that online racing is not playable from all that teleporting,for some reason, lagg has been worse then ever.
I really hope you will improve this somehow in the future,cause nothing else matters if you cant do one normal and stable race :thumbs-up:

Posted: 22 Feb 2016, 23:45
Dolo
The problem is not the lag...
The problem is how 1.2/RVGL manage this lag...
All the car positions are almost fake in RVGL, this has like consequences a totally confusing and illogical gameplay (two players who take the same star for example)
It never happens in the 1.1 hosting. In 1.1 the cars positions are less stable and there are more car teleportation (a player with bad connection must lag and it's normal) but in 1.1 the lag don't modify the gameplay, it stay the same, and the lagger seems to have no influence on the other players, so no strong collisions between cars and no strong weapons impact, so no bulls.h.i.t...)

Posted: 23 Feb 2016, 01:55
Phantom
Finally the truth has been spoken.

Posted: 23 Feb 2016, 03:34
Touriga
One thing I have to agree, I can't hit laggers with any weapon in this version, be it oil, a zapp or a rocket.

Lag is not easy to handle.

Still, when ping is balanced through all the players, I really do not agree with above statements, but if there are bad pings in race and many players, gameplay just gets strange as laggers become invulnerable.

Posted: 23 Feb 2016, 04:01
Kenny
Dolo @ 22 Feb 2016, 07:15 PM wrote: It never happens in the 1.1 hosting. In 1.1 the cars positions are less stable and there are more car teleportation (a player with bad connection must lag and it's normal) but in 1.1 the lag don't modify the gameplay
Just out of curiosity, since you are talking about 1.1 now...was multiplayer in 1.2 beta ever considered to be on a par with 1.1 or were there noticable differences?

If the latter is the case then the problem might be more fundamental since the patch is afterall based on the Xbox source which is based on 1.0 (so either something got changed in 1.1 or it wasn't properly ported back to PC).
Otherwise I guess it just slowly changed over time and/or is a combination of bad circumstances (high latency, bad connection, etc).

RVGL is a different case since the network backend changed and code had to be rewritten, unfortunately pretty much only huki knows how much of the functionality is based on the original.