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Posted: 21 Jun 2015, 05:38
Abc
Touriga @ 17 Jun 2015, 08:38 PM wrote:Kill my curiosity does RVGL options include online gaming ?
I'm pretty sure they will.

Huki: dates please? kill our curiosity please? :D glad you're back :)

Posted: 15 Jul 2015, 13:56
MarvTheM
On Ubuntu 14.04, installing the dependencies broke my Gnome...

Posted: 15 Jul 2015, 22:17
Gotolei
MarvTheM @ 15 Jul 2015, 01:26 AM wrote:On Ubuntu 14.04, installing the dependencies broke my Gnome...
How did you go about it? Iirc all it needs is to add some 32-bit libs, shouldn't need to remove anything.

Personally I just went through sources.list and added [arch=amd64,i386] after every deb, updated, installed listed deps and it's been working for a couple months now :/

[hide]
granted this is gnome.. haven't touched that since 3.4, and it looks like it's only gone further off the deep end since then[/hide]

Posted: 02 Aug 2015, 16:50
Huki
Hey again... not much free time these days, and I had to get my computer's PSU replaced.
Anyway, some new progress:



And more importantly...



More news later. :)

Posted: 03 Aug 2015, 19:45
Abc
FYI: for these who can't decrypt the pictures:
Video settings in action (options finally!)
multiplayer (netplay)

Posted: 07 Aug 2015, 20:15
Huki
I'm making steady progress with the network. ENet is great to work with.. :) Soon I'll be able to release a new build to test online.
There is going to be a significant change in this initial version: I've worked on a client / server implementation rather than pure P2P as it's more straightforward to do with ENet. It means clients will not communicate directly with each other but through the host, similar to what was requested in this post. Pure P2P could be a later addition if it's found to be needed.

Otherwise what we can expect to see in the upcoming build is:
  • Non-blocking session hosting (does not block for a few seconds upon 'Start Game').
  • Host binds to a single port (UDP only, currently hard-coded to 2301 2310).
  • Displays both the external and internal IP address of the host. External IP is queried through dyndns.org upon session start (may time-out sometimes, current implementation does not retry).
  • Automatic discovery of LAN session (client doesn't need to enter the host IP).
What is still pending:
  • There is no in-race synchronization yet. This shouldn't be a problem unless the black screen sync fails resulting in a bad start. We'll see if bad starts are common with this version or not, I'm curious to see some results.
  • Lobby support (may need changes to rvhouse, though it should be straightforward)
  • Sessions listing (i.e., when multiple sessions are hosted on LAN)
  • Some menus, waiting room / players list information still missing.
Fun moments with I, me and myself: they're pretty hard to beat, damn...
http://i.imgur.com/jZ49Nva.jpg
http://i.imgur.com/yKxEJUQ.jpg
http://i.imgur.com/TIa7mai.jpg

(Ok, I admit the 3 of them were AI controlled...)

Posted: 08 Aug 2015, 08:54
Alphacraft
Excellent job as always, Huki. B)
Might I suggest that for games not hosted on a dedicated RV server (ie the computer plays and hosts simultaneously), the client and server not share the same CPU thread? I've had plenty of scenarios in old games like Tribes 2 where if I launch a dedicated server and connect to localhost in the game client, I get slightly better performance than if I start the server from within the client. (I hope that made sense :unsure: ) Granted, this was on a netbook that needed all the help it could get, but it'd be cool to have a feature like this for those like Cat or Abc who have machines with relatively low single-threaded performance.

Posted: 08 Aug 2015, 16:10
Abc
Well, usage of listen servers / hybrid clients are pretty common, look armagetron advanced for instance.

oh, my netbook goes 1fps when playing sp minecraft lol

also, opening up a separate process eats like double of resources, that makes "listen" very useful (look at Source)

EDIT: I've misread it a bit. you're correct, terraria introduces a extra overhead because it spawns a hidden terrariaserver set-up for the game

ps: my netbook is the slow one and its dual-core :ph43r:

gj huki, can't wait to try it out soon :D (are options fully enabled/implemented yet??)

Posted: 10 Aug 2015, 10:11
Cat
Alphacraft @ 8 Aug 2015, 12:24 AM wrote: Granted, this was on a netbook that needed all the help it could get, but it'd be cool to have a feature like this for those like Cat or Abc who have machines with relatively low single-threaded performance.
Not using the netbook anymore, since I got a i3 desktop months ago. I should also mention that I don't even play online.

Posted: 10 Aug 2015, 10:44
Abc
nice to hear.

btw, guy is GamingWithNetbooks. ^_^ (cares much about gamer netbooks even when they're not designed for gaming Duh)

Posted: 11 Aug 2015, 07:24
Alphacraft
Abc @ 9 Aug 2015, 11:14 PM wrote: btw, guy is GamingWithNetbooks. ^_^ (cares much about gamer netbooks even when they're not designed for gaming Duh)
Nah, I was a little glad when I bricked mine TBH, I was so tired of fighting with drivers. I'm still interested in stretching weak hardware to its limits, I'm just not focusing on netbooks anymore.

Posted: 11 Aug 2015, 10:55
Abc
Enjoy turtle speed buddy :)
and buy thin pc :D

Posted: 12 Aug 2015, 23:37
Huki
Thanks for the feedback and suggestions!
I'm releasing the new rvgl build with online support, you can get it from below:
rvgl_15.0810a_win32.7z
rvgl_15.0810a_linux.7z
changelog

Of course, it doesn't have RVHouse lobby support yet, but it can already be played by IP. Leave the Host Computer field blank to join a session on LAN.
BTW, I've merged the work done by jigebren in v1.2 up until the last alpha, so those online improvements / lag management are included. The timers sync is incomplete though... as I had said in my previous post, it should be ok as long as the sync at the black screen is successful. Before I finish this part, I would like to know how many bad starts you get with this version in a usual online session.
Also be sure to upload your log file after testing it.

Linux users will need to to install libenet from their package manager.

Posted: 13 Aug 2015, 00:12
VaiDuX461
Glad to hear about the new build!

But I already faced some problems [Win32 build]. Particularly with multiplayer:

My game simply shows this message and crashes whenever I choose "Start Game" from Multi-player menu, hence I can't test the multiplayer. I want someone to confirm that this works or not.
[Edit]: 1 person confirmed that he can get past this.
[Edit2]: Managed to join by IP with a same person, seems to be working okay so far. I'm not exactly sure yet, but I think ball weapon, which I placed, randomly disappeared at split second in front of me when I was driving backwards. Needs obviously more testing though.

Is there a way to enable command prompt window again to show messages/warnings? Or maybe log whatever game tries to do?
[Edit3]: Completely forgot to check log file inside profiles folder. Still, doesn't record anything related to my problem or anything with NET at all (except when I successfully joined that time of course).
Running as admin doesn't change a thing, all applications runs under this group by default on my Win7 anyway.

The other problem is with speed units option, it changes number of cars instead.

Posted: 13 Aug 2015, 00:48
Abc
Does it require a separate process? Does it require anything else?
i mean, the error looks like it has trouble spawning the server, either that or ports.
Huki @ 12 Aug 2015, 03:07 PM wrote:Linux users will need to to install libenet from their package manager.
Hint: Don't we need enet for windows?

(testing...)

EDIT: New build says it cant find any languages (i just extracted the exe because i want to mantain backward compatibility in the folder im running it from)

Posted: 13 Aug 2015, 01:20
Kenny
VaiDuX461 @ 12 Aug 2015, 07:42 PM wrote: Is there a way to enable command prompt window again to show messages/warnings? Or maybe log whatever game tries to do?
Changelog says
changelog wrote: - Logs various network information to the log file (see lines starting with
    the "NET:" prefix.
Though I don't get any messages like that in my log file either (which was moved in the "profiles" directory in case you didn't know) after trying to host a game myself, maybe the messages aren't enabled in this build for some reason?
Also did you try to run the game as admin as well? Perhaps its a permission issue...

I didn't get a message like this but the first time I tried to start a game it wouldn't give me a valid public IP (0.0.0.0), maybe because I didn't grant firewall access fast enough?
Either way, that time I couldn't start the game with the Tab button but after restarting the game it worked.
Vaidux wrote:The other problem is with speed units option, it changes number of cars instead.
I can confirm this issue.
Abc wrote:Hint: Don't we need enet for windows?
You did see the included libenet.dll, right?

edit: Here's an issue unrelated to multiplayer (and perhaps even the newest rvgl build since I didn't try this on the earlier version), the game seems to attempt to load an "alsoft.ini" from the %APPDATA%/Roaming directory which is not present on my system, as a result all of the following "GetConfigValue" calls fail (taken from the alsoft.log).

Assuming this is not intended (perhaps because the functionality for these options doesn't exist yet)? it'd be good to 1) move the location of the ini file to the game directory and 2) add the ini file in the next release (or make the game generate a default one, not sure if thats practical though)

Posted: 13 Aug 2015, 02:46
Abc
umm %appdata% = %userprofile%\appdata\roaming
weird and im just stuck with cant find languages, did the strings folder change or i make up a different name ?

could 0.0.0.0 be due to multiple adapters?

Posted: 13 Aug 2015, 03:07
Huki
VaiDuX461 @ 13 Aug 2015, 12:12 AM wrote:Glad to hear about the new build!

But I already faced some problems [Win32 build]. Particularly with multiplayer:

My game simply shows this message and crashes whenever I choose "Start Game" from Multi-player menu, hence I can't test the multiplayer. I want someone to confirm that this works or not.
That's strange, I did test the Windows version too. The only reason I can think of for getting the "Can't create enet server" error is if the UDP 2301 port is closed / in use (I can reproduce the error by choosing Start Game in one instance of re-volt, then opening another re-volt window and trying to host with that). Even then it shouldn't crash after the error message...
EDIT: Yep, it does crash after I got the error message using the above trick.. fixed now.
Vaid wrote:Completely forgot to check log file inside profiles folder. Still, doesn't record anything related to my problem or anything with NET at all (except for successful join of course).
It currently logs all the pings (during countdown) and guaranteed messages (such as the successful join) that are received. Especially the ping info would be interesting to know.
Abc wrote:EDIT: New build says it cant find any languages (i just extracted the exe because i want to mantain backward compatibility in the folder im running it from)
Well, there is the libenet.dll included, and the strings files were updated. Can you try doing a full extract of all of the files and see if it works?
Kenny wrote:edit: Here's an issue unrelated to multiplayer (and perhaps even the newest rvgl build since I didn't try this on the earlier version), the game seems to attempt to load an "alsoft.ini" from the %APPDATA%/Roaming directory which is not present on my system, as a result all of the following "GetConfigValue" calls fail (taken from the alsoft.log).
From what I remember, this is ALSoft's expected behavior. The library checks the aforementioned path for the user config file and if it doesn't exist, it just uses the default settings (or the settings forced through the API by RVGL). I think they even have a GUI config editor for download.
Vaid wrote:The other problem is with speed units option, it changes number of cars instead.
Ouch, thanks it will be fixed...

Posted: 13 Aug 2015, 03:24
Abc
i would prefer not to do a full extract due to files that i already have and i would like not to have them overwritten. i extracted all binaries that's sure (i realized i have the library lol)

will re-release? :)
i mean, the changes are worth, why not.

What do i do about strings? because new strings has less size and i want to mantain backward compatibility because the folder i use is 1.2/1.1 folder (mainly 1.2 because of custom cars)

Posted: 13 Aug 2015, 03:40
Skarma
Keep a copy of both string files for 1.2 and RVGL.

Posted: 13 Aug 2015, 05:28
Abc
Skarma @ 12 Aug 2015, 07:10 PM wrote: Keep a copy of both string files for 1.2 and RVGL.
How? because they're both named English.txt *facedesk*

Posted: 13 Aug 2015, 06:05
Skarma
Have you ever heard of "renaming" a file?

Good grief, I thought you were a masterful technician...

Posted: 13 Aug 2015, 06:10
nero
The new RVGL patch isn't working for me at all.

I extracted everything. When I run the game, nothing happens. No black screen, no error message.

Nothing happens.

Posted: 13 Aug 2015, 06:16
Abc
Skarma @ 12 Aug 2015, 09:35 PM wrote: Have you ever heard of "renaming" a file?

Good grief, I thought you were a masterful technician...
Just did that -.-
Now it spams Corrupted english.txt ALL the time :/ and it falled back to ned
thanks :P
(im excellent at help desk with OSes but nobody's perfect)

so, tested it, working nicely, something i noted is that the copter in sm1 is missing :blink: and the language message (strange thing is that it only recognizes the "corrupted" strings when i place valid strings)
i noticed lack of music also (i have them in mp3 and music folder) does it use redbook folder?
ps: what generate mipmap does? make up bmq/r/s/t ?

and reshade plays well

Posted: 13 Aug 2015, 07:31
Gotolei
Working here in Xubuntu 14.04, however I did quickly discover that the option to enable/disable in-game music doesn't work. I have both /redbook and /music with .ogg files, for what it's worth.

https://i.imgur.com/oK25GLG.png
https://i.imgur.com/70PaV0m.png

[hide]also possibly worth reiterating that it needs 32-bit libs, so the package name is libenet2a:i386

......and obviously i'm saying that out of forethought, and not that i just mixed it up myself or anything[/hide]

Edit: and yes it does seem to corrupt the strings for v1.2 somehow.

Posted: 13 Aug 2015, 08:53
Abc
yep, strings are not compatible with old versions (its ovbious because english is 9kb)
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o

i'm using sload and it seem to survive sync better.
Also i noticed different steering and a slight more delay in chat typing

please make a warning, there's couple things left unnoticed. :(
nero @ 12 Aug 2015, 09:40 PM wrote:The new RVGL patch isn't working for me at all.

I extracted everything. When I run the game, nothing happens. No black screen, no error message.

Nothing happens.
Are you sure you extracted to the right folder (your game folder)?
Warning: strings break 1.2 (strings are different for rvgl)

Posted: 13 Aug 2015, 09:37
Gotolei
Abc @ 12 Aug 2015, 08:23 PM wrote: and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o
Seems to be hit-and-miss. Mine is consistently getting the address now, and almost instantly at that.

Posted: 13 Aug 2015, 10:06
Abc
Same, effect is like RVH. it's the host itself and its pretty temporal really. it just works.

just tried multiplayer with santi, zero problems involved (we just have used the ideal conditions, and at first for some reason he wasnt able to host. idk. (actually he can) but we had no troubles, might be not forwarding 2301 udp in router. any firewalls/antivirus would be the cause of the "can't create enet server" message(havent got it anyway) )
we also noticed another unspoken change: late join works as it used except spectator is not available and says multiplayer terminated when the host does esc -> quit (terminates the server)
latejoining in rare cases just lets you enter after sitting and it goes multiplayer terminated (only tested once so far, (tested all conditions once so far)
also it seem to have some sync glitches when the player alt+tab (freezing/pausing game temporally and thus suspending network) (nopause ensures zero packetloss)

Posted: 13 Aug 2015, 11:22
Huki
nero @ 13 Aug 2015, 06:10 AM wrote:The new RVGL patch isn't working for me at all.

I extracted everything. When I run the game, nothing happens. No black screen, no error message.

Nothing happens.
Is this with the Windows or Linux version? Can you get the re-volt.log file inside your Profiles folder? Is it generated?

@Abc: About the language strings, I think the incompatibility is because of change of line endings. v1.2 can only read Windows line endings (\r\n) but the rvgl language files use Unix line endings (\n). If you open the rvgl english.txt and manually copy all the extra lines over to your v1.2 English.txt I think it will work. In the future rvgl releases I will use Windows line endings for compatibility.
Abc wrote:i noticed lack of music also (i have them in mp3 and music folder) does it use redbook folder?
It uses redbook folder, and MP3 is not supported in the current Windows builds, you can convert them to ogg or use the ones provided by the GOG release.
Gotolei wrote:Working here in Xubuntu 14.04, however I did quickly discover that the option to enable/disable in-game music doesn't work. I have both /redbook and /music with .ogg files, for what it's worth.
Yeah, the In-Game Music option only enables/disables in-game music, it doesn't disable Frontend and Credits music.
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o
Getting the IP address from dyndns.org can sometimes timeout, unfortunately. Maybe there is a better service (it must accept HTTP requests).
But failing to get the IP address will not shut down the server.. :blink:

A note about ports: When creating the server the port we ask for (UDP 2301) is provided by the OS only. Opening that port in your router should be only required to make your session visible over the internet (otherwise only players on your local network will be able to join).
If you are unable to host in the first place (with the error message posted by Vaid), then it's likely that either your firewall is blocking rvgl, or the UDP 2301 port is in use by another program (RV House? AFAIK it only uses TCP 2301).
We can use a different safe default like 47624 though. Eventually there will be an option to set a user-defined port, or even use NAT-PMP techniques for automatic forwarding, but we should still have a safe default for rvgl.

Posted: 13 Aug 2015, 17:15
VaiDuX461
I gave another try today, and it seems to work now.
After some tinkering to figure out the original cause for this, I've quickly found out it was RVHouse after all. It conflicts when you're fully connected, I mean connected to P2P. If you're not connected to P2P (green nick), the game will still work.
But anyways, that was kinda stupid of me having RVHouse running in the first place.

Posted: 13 Aug 2015, 19:41
nevermind
I have just been able to run 2 LAN RVGL games. The first one featured a Win7 32 bits host and a Win8.1 64 bits guest; 2 races (the second one was not finished). The second one, the host was the same computer and OS, but the guest was a Lubuntu 32 bits one; 2 races too (this time I did not finish any race). Nothing seemed to be wrong. The only NET messages in the logs were these:

[HIDE=Logs]
(The log from the first race in the host computer was lost because I thought that the messages would be appended, not overwritten)

Guest, game 1:

Code: Select all

NET: Received local player ID
NET: Received game data -1: garden1
NET: Received player 0 joining
NET: Received player 1 joining
[...]
NET: Received player 1 data: PRUEBA
NET: Received player 1 ready: 
NET: Received game data -1: muse2
NET: Received player 0 data: PRUEBA2
NET: Received player 0 ready:
[...]
NET: Received start data -1: muse2
  Num players: 2
  Player 0: PRUEBA2, 0
  Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 12
NET: Received sync reply -1: 10
NET: Received sync reply -1: 10
NET: Received sync reply -1: 10
NET: Received sync reply -1: 9
NET: Received sync reply -1: 9
NET: Received sync reply -1: 9
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
[...]
NET: Received countdown message -1: 4995
NET: Received best lap time -1: PRUEBA2
NET: Received best lap time -1: PRUEBA2
NET: Received best lap time -1: PRUEBA2
NET: Received race finish time -1: PRUEBA2
NET: Received start data -1: garden1
  Num players: 2
  Player 0: PRUEBA2, 0
  Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
[...]
NET: Received countdown message -1: 4990

Host, game 2:

Code: Select all

NET: Received player 1 joining
NET: Received player 1 data: PRUEBA
NET: Received player 1 ready: PRUEBA
[...]
NET: Received game loaded 1: PRUEBA
[...]
NET: Received game loaded 1: PRUEBA
NET: Received player 1 leaving: PRUEBA

Guest, game 2:

Code: Select all

NET: Received local player ID
NET: Received game data -1: garden1
NET: Received player 0 joining
NET: Received player 0 data: PRUEBA2
NET: Received player 1 joining
[...]
NET: Received player 1 data: PRUEBA
NET: Received player 1 ready: 
NET: Received start data -1: garden1
  Num players: 2
  Player 0: PRUEBA2, 0
  Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
[...]
NET: Received countdown message -1: 4984
NET: Received start data -1: market2
  Num players: 2
  Player 0: PRUEBA2, 0
  Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 7
NET: Received sync reply -1: 7
NET: Received sync reply -1: 7
NET: Received sync reply -1: 6
NET: Received sync reply -1: 6
NET: Received sync reply -1: 5
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
[...]
NET: Received countdown message -1: 4980
[/HIDE]


Besides, I noticed that setting Mipmap level to None and then returning to Point caused a lot of textures to be invisible in Win7 (but it did not in Win8.1 or Lubuntu).

I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.

Posted: 13 Aug 2015, 22:28
Abc
Huki wrote:@Abc: About the language strings, I think the incompatibility is because of change of line endings. v1.2 can only read Windows line endings (\r\n) but the rvgl language files use Unix line endings (\n). If you open the rvgl english.txt and manually copy all the extra lines over to your v1.2 English.txt I think it will work. In the future rvgl releases I will use Windows line endings for compatibility.
converting the file ending doesnt simply work?
also
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o
Getting the IP address from dyndns.org can sometimes timeout, unfortunately. Maybe there is a better service (it must accept HTTP requests).
But failing to get the IP address will not shut down the server..
it's because of this (and it applies to RVH (the timeouts) ):
[URL=https://help.dyn.com/remote-access-api/checkip-tool wrote:]their policy[/URL]]Checks must be spaced 10 minutes apart to help reduce server load.
ps admin: its possible to put links in quote titles?? (bug maybe)
nevermind @ 13 Aug 2015, 11:11 AM wrote:Besides, I noticed that setting Mipmap level to None and then returning to Point caused a lot of textures to be invisible in Win7 (but it did not in Win8.1 or Lubuntu).



I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.
Probably that glitch was because of antialias settings. Odd.

Same, had to convert too... (bummer "not found" message :P)
I have found that running rvgl server first then rvh causes rvhouse to crash :/ (probably its p2p.)

and instances are somehow disabled by default O_O

Posted: 14 Aug 2015, 15:20
Huki
Ok, I've now changed the port used by rvgl to 2310 (UDP). Now it shouldn't conflict with RV House (I'm installing it right now so I can check for myself).

Here's the bugfix release 15.0814a:
rvgl_15.0814a_win32.7z
rvgl_15.0814a_linux.7z
changelog

The website has also undergone minor changes / cleanup. I have also added the thread from the Italian ARM site to the list of RVGL forum threads (hmm is it true that RVTT is gone btw? :unsure:).
If some elements seem off, reload the page using F5.

Posted: 14 Aug 2015, 16:25
sebr
yes RVTT is gone :'o':
and no news from webmaster since a loooooong time :(

Posted: 15 Aug 2015, 00:57
Santiii727
I Found This bug in Champ Mode. Only the Give Up
In All Cups the same Problem
[youtube][/youtube]

Posted: 15 Aug 2015, 03:01
VaiDuX461
Today I had races with multiple people on stock tracks, and I must say multiplayer is going quite well, and seems to be stable enough.

Minor bug report:
- Random 'can't load moto.wav file' error during level loading. Got this 2 times so far when I played online. No idea how to reproduce it.
- Edit mode mouse cursor doesn't work sometimes or responds horribly when V-sync is turned off.
I'm pretty sure it's same with v1.2 15.0330 and slightly earlier versions (when Jig tried to fix v-sync off timing).

I can confirm Santiii's report. 'Give Up Try' point counting system is basically broken. Unfinished code porting process? No problem if you don't use it.

Posted: 15 Aug 2015, 03:14
Abc
Translated: "Hi, i have found a problem with rvgl in my netbook, whenever i want to run it it displays a red screen probably due video card support, old revolt worked fine without issues. Here's my netbook's specs."
Santi's PM report in spanish i asked him wrote:Hola, yo encontre un problema en rvgl en mi netbook. Cuando lo quiero abrir me aparece pantalla roja porque le falta soporte de video o no se, pero el revolt viejo me andaba bien y sin problemas. Aca dejo las spec de la net




Netbook Specs
Bangho Suma
Microsoft Windows XP SP3 32 Bits
Intel Atom CPU N455 @1.66GHz
1GB RAM
Intel® Graphics Media Accelerator 3150 384MB

Posted: 15 Aug 2015, 03:24
VaiDuX461
@abc's post/Santiii: Graphics accelerator drivers? I heard they suck hard. Maybe doesn't want to accept and load some graphical features of specific OpenGL version used in RVGL. Considering they used old OpenGL, so it should be compatible. But who knows, these Intel drivers have bad reputation.

Posted: 15 Aug 2015, 03:32
Abc
Any good OGL test suite for knowing which capabilities it has?

Posted: 15 Aug 2015, 05:19
Alphacraft
OpenGL Extensions Viewer (http://www.realtech-vr.com/glview/) is what I use, comes with tests for OGL versions as far back as 1.1. The 3150 should support OGL 1.5 on Windows with the latest drivers. Make sure these are the ones in use: https://downloadcenter.intel.com/downlo ... Fwinxp.exe

I'd look into a RAM upgrade if I were you, Santiii. I couldn't find any specs on that netbook of yours (and Google Translate doesn't like me at the moment), but replacing your RAM with a 2GB stick of good DDR2/3-800 memory will speed it up, assuming the RAM is replaceable. I know these modules are likely unavailable in your country, but these are good ones here in the U.S.:

DDR2: http://pcpartpicker.com/mr/newegg/mushkin-memory-991577

DDR3: http://pcpartpicker.com/mr/newegg/gskil ... 0cl9s2gbsq

Posted: 15 Aug 2015, 11:38
Abc
it's a learning computer, ConectarAR goverment education program, bangho is a latin american brand and netbooks are "eMates" they come with tpm and they're slow as they are because they're all 1gb and with loads of bloatware
dont worry about it.
these netbooks are 2011 mostly. ddr3.
and these are the latest xp drivers for said apu?
nope, ram is easy to obtain actually.
thanks for trying.

Posted: 15 Aug 2015, 15:48
Dolo
My only one test yesterday with rvgl in multiplayer was effectively interesting...
But some players don't play this game not only to shoot asses during a race, you know...
Indeed, some players like to race as fast as possible without pickup, either on 1 lap in offline (time trial) or on several laps in online.
The problem that arises for some time with the last alphas or RVGL in particular is that it's clearly impossible to be as fast as on the very old versions like 1.1 or beta for example...
So, i have a question for you...
How do you explain that with the same trajectories, with the same parameters of the steering wheel, with the same general settings, i can be slower in average following the track of 0.200s in RVGL ? (the proofs are the times...)
I am very interested to hear your arguments...

Posted: 15 Aug 2015, 16:33
Huki
Santiii727 @ 15 Aug 2015, 12:57 AM wrote: I Found This bug in Champ Mode. Only the Give Up
In All Cups the same Problem
I have fixed it, thanks for the report.
Vaid wrote:Random 'can't load moto.wav file' error during level loading. Got this 2 times so far when I played online. No idea how to reproduce it.
Did you get the error in any specific track? Was the exact error message something like: "Can't load sfx 'wavs/moto.wav' into slot <something>!"? Maybe it was trying to load a corrupt custom moto.wav from the track's custom folder? I can't think of any other reason right now.. :unsure:

About Santi and Abc's issue, can you get me the OpenGL extensions info from the re-volt.log file itself?

Posted: 15 Aug 2015, 16:39
Huki
Dolo @ 15 Aug 2015, 03:48 PM wrote: The problem that arises for some time with the last alphas or RVGL in particular is that it's clearly impossible to be as fast as on the very old versions like 1.1 or beta for example...

How do you explain that with the same trajectories, with the same parameters of the steering wheel,  with the same general settings, i can be slower in average following the track of 0.200s in RVGL ? (the proofs are the times...)
I am very interested to hear your arguments...
Interesting, but how is it related to multiplayer? Only more rigorous tests done offline, by time trial players, will help. FYI, Changes like the steering wheels collision fix, are disabled in RVGL.
nevermind @ 13 Aug 2015, 07:41 PM wrote: I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.
Other than the advantage of smaller file size is there any reason to support 8-bit bitmaps? Because I'm actually looking forward to support png / jpg very soon...

Posted: 15 Aug 2015, 16:59
nevermind
Huki @ 15 Aug 2015, 01:09 PM wrote:
nevermind @ 13 Aug 2015, 07:41 PM wrote: I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.
Other than the advantage of smaller file size is there any reason to support 8-bit bitmaps? Because I'm actually looking forward to support png / jpg very soon...
Great, that's much better.

Posted: 15 Aug 2015, 18:39
VaiDuX461
Huki @ 15 Aug 2015, 02:03 PM wrote:Did you get the error in any specific track? Was the exact error message something like: "Can't load sfx 'wavs/moto.wav' into slot <something>!"? Maybe it was trying to load a corrupt custom moto.wav from the track's custom folder?
That's the exact error I've got. If I remember correctly, it was on Botanical Garden and Toys in the Hood 2?, so stock tracks. I haven't really tested any customs yet. My moto.wav file is unmodified, including other assets.
I can't sadly remember which slot, but I will definitely post it here (including log) when I get the same error again.
I should probably also mention that I had Winamp (music player) running in a background while I played the game. I'll try without it next time.

Posted: 15 Aug 2015, 22:16
Dolo
Huki @ 15 Aug 2015, 12:09 PM wrote:
Dolo @ 15 Aug 2015, 03:48 PM wrote: The problem that arises for some time with the last alphas or RVGL in particular is that it's clearly impossible to be as fast as on the very old versions like 1.1 or beta for example...

How do you explain that with the same trajectories, with the same parameters of the steering wheel,  with the same general settings, i can be slower in average following the track of 0.200s in RVGL ? (the proofs are the times...)
I am very interested to hear your arguments...
Interesting, but how is it related to multiplayer? Only more rigorous tests done offline, by time trial players, will help. FYI, Changes like the steering wheels collision fix, are disabled in RVGL.
I do not know how you want us to do more rigorous testing...
Since time immemorial, we say that there is something different about driving also in offline mode.
Increased sensitivity, shorter steering range, loss of grip of the cars, everything a set of aspects that worsened throughout the development of alphas.
So how do you explain that and why did not we find the same feelings playing with the 1.1/beta and Alpha/RVGL? (There is No steering wheel collision fix in the beta and it's fine ...)
And besides, it is strange that you yourself do not have noticed this driving differences?

Posted: 15 Aug 2015, 22:32
nevermind
"I feel that ..." is an infinitely accurate and rigorous way to determine how something works in detail, and provides every needed information about it. Thus, it is the perfect feedback for developers.

No.

Posted: 15 Aug 2015, 22:34
Abc
Santi's issue is fixed. Was Intel's energy save settings. he updated the driver but it didnt solve the problem then he disabled the energysave setting and it worked fine again.
here's rvlog gl info anyway (it works now)

Code: Select all

===== Video Info =====
GL Vendor&#58; Intel
GL Renderer&#58; Intel Pineview Platform
GL Version&#58; 1.4.0 - Build 7.15.10.5260
GL_VERSION_1_2&#58; Found
GL_SGIS_texture_lod&#58; Found
GL_SGIS_generate_mipmap&#58; Found
GL_VERSION_1_3&#58; Found
GL_ARB_texture_env_combine&#58; Found
GL_EXT_texture_env_combine&#58; Found
GL_VERSION_1_4&#58; Found
GL_EXT_fog_coord&#58; Found
GL_ARB_vertex_array_bgra&#58; Not Found
GL_EXT_vertex_array_bgra&#58; Not Found
GL_EXT_clip_volume_hint&#58; Found
===== Video Info =====

it's me or is physics modified? for me it works differently since 1.2, i think it has to do with the technology used....

i had the moto.wav error but it was like once in toy1, nowhere else and it just fixed itself

Posted: 16 Aug 2015, 01:35
Areno
The screen doesn't turn bluish in water in RVGL.
1.2:

RVGL: