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Forum:
The Bar • Re: Version of RV Between Demo & Retail?

Probably you had some sort of Late DEV version, back then.

Statistics: Posted by Mace121 — Sat Dec 08, 2018 8:59 pm

Forum:
The Bar • Version of RV Between Demo & Retail?

Hey all,
A few days ago I found the download for the Dreamcast version of RV's soundtrack on re-volt.io, and just got around to downloading and listening to it today. I realized that the extended versions of the soundtrack are the same ones I listened to as a kid on my PC copy. It wasn't a legitimate retail disc, rather a gold-colored CD-R with the title written in sharpie. That disc is long gone now, and even if I did have it it'd be scratched to hell, but the music got me thinking about some of the other differences in the version I grew up with vs the official retail release. My memory on some of them is fuzzy, but there are some I'm sure about:
*RC San was still called Dynamo San, and used the same box art as shown on the wiki. I don't believe the stats or texture differ in the retail version
*The disc was copy-protected. Dumbass kid me didn't know what images were so I tried to copy the files from the disc to another in Windows Explorer, didn't work
*The track editor was less polished than in the final release. I remember seeing the "jank non-convex nodes" error message as described here on some of my tracks during the loading screen, though I don't remember if it had any effect on the AI during the race. I don't recall ever seeing an oldshit directory in the game files either.
*The multiplayer battle maps were completely broken. You couldn't actually see the map or any textures (just black nothingness and the HUD, and maybe the car model but I don't remember) and I don't think you could drive around either. I didn't spend much time trying to figure this out back in the day so the exact details elude me.
*Redbook audio was the same as the Dreamcast version, not the retail PC version.
*The game would crash without fail either during or after the credits after completing all races in the Platinum cup, though I don't believe this stopped you from unlocking Humma and Cougar.
*There was a glitch where flipping your car would sometimes teleport you somewhere else on the track, but that might've been in the retail 1.0 release too.
*Probe UFO was not locked away behind the CARNIVAL cheat, and could be unlocked by collecting all Practice stars for the Platinum Cup tracks.
I don't believe there were any sponsored cars included on the disc, but I do remember the Loaded Chique texture being in tc5. All in all it didn't feel like I had a pre-release version at the time, because it was the complete game with the single-player content (mostly) intact and no implication of the game being unfinished.
Does all this describe a version of the game anyone's familiar with? I wish I could procure the disc to try it out again after all these years, but this is the best I can do. Maybe I'm making a big deal out of nothing :thonking:

Statistics: Posted by theobsoletist — Sat Dec 08, 2018 2:04 pm

RVZ Comments:
Starmac

Great car, I love the style of the car. Also the params are nice and original. The only negative thing is the ...

Forum:
Work in Progress • Re: RVGL - Redesign / Retextured (wip)

A BIG THX go to Kiwi (another german Revoltfreak) :D for helping me out in Blender.
So far, a few more walls and the driveway...
Image
i know, it looks normal nothing special at this point. But in my Head its excellent :D
There will be Windows, Rainpipes and inside a lot of Stuff that it looks like a real used Garage for RC Models and other Human Stuff :D

Statistics: Posted by 5torm — Fri Dec 07, 2018 3:53 pm

Forum:
Work in Progress • Re: RVGL - Redesign / Retextured (wip)

After a few hours of Testing and Working with Blender i get it. :)
Now adding Planes, Meshes etc. is very easy if you know how to :D
To get the Right Position of the Ground and Proportions of the whole Re-Votl World i added the Re-Volt BMW and a Human Model.
After i placed the First Elements for the Beginning Camera i had my Fixpoint and i could delete all Original Levelelements.
The Garagedoorframe is placed and i can move on to build the Structure.
Image
I try to design the Level BEFORE adding all Textures. I think its faster. Because there will be enough changes during the Buildtime.
I know that because at all the Time i created Levels for alot of Games i changed many Parts of Levels or deleted the whole Thing and take a restart :D
Like Kiwi did in his Spa-Volt Level :P:P
And creating +adding the Perfect Textures is not made in a few Minutes.
Stay Tuned

Statistics: Posted by 5torm — Fri Dec 07, 2018 2:15 pm

Forum:
Work in Progress • Re: RVGL - Redesign / Retextured (wip)

Thx for the Screenshot Tip.
Of course its alot of Work to do.

Statistics: Posted by 5torm — Thu Dec 06, 2018 2:44 pm

Forum:
Help & Troubleshooting • Re: Hardcoded Things in Re-Volt, some Questions

Hi Huki,
with the Menuparts Positions i mean the Size and Position of the Menutext. Like Race, Name, Multiplayer and so on.
Ok it's hardocded :) So i have to build the Frontend that it fits to all Camerapositions :D
For the HUD i thought it woukld be cool if the Arrows where on the Top of the Screen like a hanging Sign

Statistics: Posted by 5torm — Thu Dec 06, 2018 2:41 pm

Forum:
Suggestions • Skins related suggestions

With car skins selected by AI more suggestions come in mind :grimacing:
Skin suffix used as display name for AI cars
You could append skin suffix to car name so you can have unique car name for each skin so you can recognize them easily and add more diversity, this will work in race only and won't affect car selection or time trial records.
example: while AI takes "caror.bmp" skin for NY 54 its name could change into "NY 54 OR", now you know what is that green thing you never seen before.
Change skin selector
As is the skin selector is a bit bare: car name could apper on top of skin selection with default border having arrows on left and right. Skin suffix could eventually appear on this name aswell.
Random skins less random
A thing I've seen during random car races is that, being skin selection random, certain skins will appear more often than others (as example I had a rotor race with 12 red rotor and only 4 black). A system that will be randomly pick a skin excluding skins already picked would be cool (when every skin is picked the system resets, of course), in this way skin variety would be more balanced.
Let host decide every skin for clients on random sessions
An issue we discovered is that if we use random cars online skins are not syncronized. I think the skin selection system could be applied host side, it doesn't matter if clients doesn't have host skins installed.
Custom skins pushed from clients (?)
This want to be more a discussion than an actual suggestion: considering that car skins are usually small files would be possible to let clients push their skins to other during online races? this feature could be disabled client side and a file size limit could be applied.
edit
Should -nouser disable custom skins?

Statistics: Posted by JohnCorl_x3 — Thu Dec 06, 2018 2:31 pm

Forum:
Bug Reports • Re: RVGL new updates and patch

None of the issues described are relevant to RVGL. Either the issue doesn't even exist or it's just standard gameplay behavior. I'm closing this report as invalid.

Statistics: Posted by Huki — Thu Dec 06, 2018 2:30 pm

Forum:
Work in Progress • Re: RVGL - Redesign / Retextured (wip)

A total mod with redesigned original tracks sounds too ambitious, but I'm particularly interested in the custom frontend. It's doable and we could improve RVGL to support frontend customization better.

!Can anyone give me a hint how to Screenshot in Mainmenu? my Printbutton dont work with rvgl!
F8 key. The resulting screenshots are saved to the game's profiles folder.

Statistics: Posted by Huki — Thu Dec 06, 2018 1:50 pm

Forum:
Help & Troubleshooting • Re: Hardcoded Things in Re-Volt, some Questions

Currently i worked on a new Frontend for our RVGL and other Things but i have some Questions.
The Frontend Menu:
*The Cameramovement & the Position of Menuparts
Is it possible to modify / change those Parts of Game or is this Hardcoded?
I can't find any values of it
The Frontend camera positions are hardcoded, but I can consider making it modifiable. What do you mean by "Position of Menuparts"?
Also it is possible to modify / change the HUD or is it Hardcoded too?
How exactly do you want to change the HUD?

Statistics: Posted by Huki — Thu Dec 06, 2018 1:47 pm

Forum:
Work in Progress • RVGL - Redesign / Retextured (wip)

Hello RevoltheadZ,
im back in Business. :)
My last activity was in 2013/2014 at RV-Live Forum :P where i created a Modern Racedesign HUD etc.
A few Years ago i tried to modify all textures and Levels but then there was no much time for spending work at this Project.
Im sry for that, i spend all my files to rv-live and here.
Marv said i can comeback whenever i can . so here i am. :P
So, what does my Topic mean?
Now i will finish my Idea since 2013, helping you Guys to create an unique Re-Volt Game.
*New Smoothy Frontend
*New Loadingscreens
*New Textures viewable in HD
*Redesign of the Original Tracks and i want to bring 2 New Levels with it (U-volt & Rick and Morty House)
*a few little things that marv eventually need to finish the Project. haha
---
The Frontend:
My idea for a new Frontend Themedesign inspired from "Rick and Morty" is a Garagetheme.
At the moment i don't know if i can modify the Cameramove in the Frontendmenu.
I think it will be hardcoded...
So i had a little challenge to build a Garage that fits to all Camerapositions in Mainmenu.
First of all i wrote down all Positions and how it looks like for easy further work.
Image
Image
i know there are 10 Positions or 11 with Multiplayerpart but this position is obsolete...
After that i draw my Concept with actual Camerapositions on paper.
Image
Image
Image
Blender - The Beginning of War :D
A long time ago (i think 2000-2006?) i did a lot of work with the Valve Hammer Editor for the Game Half-Life
i build Levels, created Textures worked for my own Mod and so on.
The editor was very tricky but after hours of work it was so easy.
The same Thing now called Blender :) but i think after a few hours of trying i can get it.
For exact Position and a few Marks like the Point for the Table and co i import the Frontend.w and placed a few Cubes...
Yes i know, no Texture ingame. :) BeginnerBlenderLevel :D
!Can anyone give me a hint how to Screenshot in Mainmenu? my Printbutton dont work with rvgl!
Image
and please be patient because i cant work 24h for Re-Volt :D but this time i will finish my Ideas.
Lots of work from now but like Kiwi on and on, piece for piece.
For this recreation i try to hold the whole Game colored, my mistakes from the past > many greytones. :)
For all user who dont know me and my work:
Image
Image Set from 2013
and again...
Please Be Patient ...
Sincerly 5torm from Germany / Lower Saxony

Statistics: Posted by 5torm — Wed Dec 05, 2018 9:31 pm

Forum:
Work in Progress • Re: RV Soundtrack Project

Just listened to the two contenders for Track03. Both are really awesome, good job! However, I must admit that I have a slight preference for Active Groove by ZetaSphere. ;)
Nomiborb, your latest track is enjoyable as well!

Statistics: Posted by Pyves — Wed Dec 05, 2018 8:45 pm

Forum:
Bug Reports • Re: RVGL new updates and patch

See bloom a subject like this on this forum without my being the author, I did not think that one day it can happen ...
Previously, if parasites that are useless could avoid telling blurgh and deflect the subject, it would raise the debate, or at least the discusion started by Re-Volt (very good nick in passing ...)
Everything that Re-Volt describes is relevant, he is one of the few who has opened his eyes to the reality of what is RVGL.
Huki has the nerve to say that it has not been integrated since the last updates of RVGL, actually he is right ...
This has been done slowly through years of development, since the alpha 1.2 11.08xx, but when we lack of control and hindsight on the online multiplayer mode, it is difficult to admit it...

Statistics: Posted by El_Spy — Wed Dec 05, 2018 5:50 pm

Forum:
Help & Troubleshooting • Hardcoded Things in Re-Volt, some Questions

Hi Re-Voltheadz,
Currently i worked on a new Frontend for our RVGL and other Things but i have some Questions.
The Frontend Menu:
*The Cameramovement & the Position of Menuparts
Is it possible to modify / change those Parts of Game or is this Hardcoded?
I can't find any values of it
INGame Menü:
*HUD Position
Also it is possible to modify / change the HUD or is it Hardcoded too?
Sincerly 5torm

Statistics: Posted by 5torm — Wed Dec 05, 2018 3:12 pm

RVZ Comments:
Panther

Very nice! Love the paintjob

RVZ Comments:
SkullCross

Looks good but it doesn't have a classic carbox so I don't download it.

RVZ Comments:
SPOCARYON

parameters.txt is broken, car does not appear in selection screen

RVZ Comments:
Ranch

Love everything about this track. One of the best

RVZ Comments:
Random Dogs Shiny Thing In The Sea

Pretty fun track until I realized the ai can't finish a lap. They get crazy and confused just before the end o...