Search found 196 matches

by Huki
Wed Aug 21, 2019 7:55 am
Forum: Bug Reports
Topic: Hull Breach 3000 teleporter problem with 19.0819 update
Replies: 7
Views: 107

Re: Hull Breach 3000 teleporter problem with 19.0819 update

The collision in the original Breach 3 has all the roof polys removed. https://rvgl.re-volt.io/posts/imgs/breach3_ncp.png In Breach 3000, the roof polys exist. It seems the camera gets blocked by the roof of the lower level. So I imported breach3000.ncp in blender, selected a roof poly, then Select ...
by Huki
Wed Aug 21, 2019 6:16 am
Forum: Bug Reports
Topic: Hull Breach 3000 teleporter problem with 19.0819 update
Replies: 7
Views: 107

Re: Hull Breach 3000 teleporter problem with 19.0819 update

I replaced the breach3000.ncp with the one from breach3. You can expect it was hard to drive around ;), but it fixed the bug. So it appears to be a collision issue on some ncp faces in that area. The blender plugin had an ncp export bug, perhaps that caused it?
by Huki
Wed Aug 21, 2019 5:34 am
Forum: Bug Reports
Topic: Hull Breach 3000 teleporter problem with 19.0819 update
Replies: 7
Views: 107

Re: Hull Breach 3000 teleporter problem with 19.0819 update

I have no idea actually, but it's not a teleporter issue. It's a camera issue. I'll test those tracks and let you know.
Have you checked HB3000 in 19.0301 and before?

Edit: The bug doesn't exist in the original Hull Breach 3, for me. Not sure what's different.
by Huki
Wed Aug 21, 2019 4:57 am
Forum: Bug Reports
Topic: Hull Breach 3000 teleporter problem with 19.0819 update
Replies: 7
Views: 107

Re: Hull Breach 3000 teleporter problem with 19.0819 update

It happens for me with the previous version too. The behavior I get is: - 19.0430: glitch with vsync on, no glitch with vsync off - 19.0819: glitch with both vsync on and off The real problem is that the car is spawned too close to the wall, maybe Kiwi can look into this. The behavior when the camer...
by Huki
Tue Aug 20, 2019 10:02 am
Forum: Competitions & Online Racing
Topic: RV House News
Replies: 11
Views: 16035

Re: RV House News

For Linux users : I updated the rv_house_linux package. It now includes Qt4 libs for distributions that no longer provide it (such as Arch Linux). You can run the rv_house executable as before (so your existing launcher should work), except that it's now a shell script and the actual binary is rena...
by Huki
Mon Aug 19, 2019 7:45 am
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.0819a
Replies: 2
Views: 293

[RVGL Release] 19.0819a

RVGL has been updated to 19.0819a ! Update : Download Win32 [ setup | 7z ] Download Win64 [ setup | 7z ] Download Linux [ setup | 7z ] Download Android [ apk ] Visit the topics for the Android version and the Shader edition for more information. Goodies : Download the Dreamcast Pack : rvgl_dcpack.zi...
by Huki
Tue Aug 13, 2019 7:56 am
Forum: The Bar
Topic: Your Re-Volt Collection
Replies: 9
Views: 4121

Re: Your Re-Volt Collection

Here is mine:
► PC Version (EU)
Printed on the CD is "EDIZIONE ITALIANA".
by Huki
Tue Aug 13, 2019 7:29 am
Forum: Suggestions
Topic: Splitscreen in Network Multiplayer
Replies: 5
Views: 781

Re: Splitscreen in Network Multiplayer

It's definitely planned, but I can't give a more specific date / timeline...
by Huki
Sun Aug 04, 2019 4:05 am
Forum: Bug Reports
Topic: [RVGL] Slider SFX volume
Replies: 3
Views: 1981

Re: [RVGL] Slider SFX volume

In RVGL 15.1220a the following fix was implemented: [Audio] - Fixed loud sfx volume, now uses an exponential volume curve that fades away quickly as you move away from the source. Also fixed an inconsistency in panning. This (the exponential volume curve) was reverted in 16.0904a in order to bring ...
by Huki
Sun Aug 04, 2019 3:51 am
Forum: Suggestions
Topic: Increasing fob limit
Replies: 4
Views: 17734

Re: Increasing fob limit

The number of objects and the number of lights could be increased, it just takes a bit more tweaking to ensure performance is not compromised (eg, if the maximum number of light is 256, the game uselessly loops through all 256 slots every frame). I'm pretty sure the number of stunt arena stars is 64...
by Huki
Sun Aug 04, 2019 3:45 am
Forum: Bug Reports
Topic: [RVGL 19.0430] Flickering Makeitgood boxes
Replies: 1
Views: 18039

Re: [RVGL 19.0430] Flickering Makeitgood boxes

I can acknowledge such issues exist with the shader renderer. My recommendation is to stick to legacy renderer when using MIG modes.
by Huki
Sun Aug 04, 2019 3:42 am
Forum: Help & Troubleshooting
Topic: custom ball bearing texture
Replies: 12
Views: 313

Re: custom ball bearing texture

Any idea if this also happens with the MP3 or MUSIC lines? I know that capitalization never really mattered in car parameters, just in the actual filenames themselves, so I'm surprised if this is the case with .INF files altogether. Capitalization doesn't matter inside the parameters.txt or <level>...
by Huki
Sun Aug 04, 2019 3:34 am
Forum: Bug Reports
Topic: [INVALID] [RVGL 19.0430] Car doesn't change when late-joining in multiplayer
Replies: 1
Views: 132

Re: [RVGL 19.0430] Car doesn't change when late-joining in multiplayer

Once the host changes track, your car and your position in the grid for that race is fixed. Any changes to your car afterwards only take effect for the next race. I'm marking this topic as invalid (not-a-bug).
by Huki
Sun Aug 04, 2019 3:31 am
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.0430a
Replies: 7
Views: 17568

Re: [RVGL Release] 19.0430a

I've tried to install RVGL on a certain PC (yep with outdates OS called win7), still got the same error message each time: Wrong OpenGL version or the program can't even find OpenGL in the PC. What could be the problem there? (The latest 1.2 version worked perfectly there tho.) Unlike Microsoft's D...
by Huki
Sun Aug 04, 2019 3:17 am
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.0430a
Replies: 7
Views: 17568

Re: [RVGL Release] 19.0430a

Question not about this specific release, but RVGL in general: does the linux version work with only fluidsynth 1, or can it be made to use fluidsynth 2 without any issues? Fluidsynth 2 is not supported and it's not ABI compatible with 1.x series. For info, this and other limitations were mentioned...
by Huki
Sun Aug 04, 2019 3:02 am
Forum: RVGL & Re-Volt v1.2
Topic: RVGL on Android
Replies: 74
Views: 37673

Re: Having some issues

Hi all, I've been trying to play on my moto g7 plus, using the latest build, and I've encountered some issues: 1- AI Cars keep resetting as soon as the race starts. They don't follow the race path so they become useless. 2- UI is frozen during the race. This imposes a problem because finishing the ...
by Huki
Thu May 16, 2019 3:06 pm
Forum: Suggestions
Topic: Custom .prm files?
Replies: 8
Views: 11604

Re: Custom .prm files?

.prm files cannot be customized directly, just like Marv said. Adding support for it should be pretty straightforward though, so expect to see it in the next release. :eyes:
by Huki
Thu May 16, 2019 2:57 pm
Forum: Bug Reports
Topic: [RVGL] Car/Track Randomizer
Replies: 7
Views: 18965

Re: [RVGL] Car/Track Randomizer

It is 100% impossible, that the name of a folder (or even the date when a folder was copied in the cars/levels folder) has influence to the chance of being picked from the randomizer, right? It's definitely 100% impossible. The randomizer is based entirely on the ID of each car or track (a number)....
by Huki
Sun May 12, 2019 1:55 pm
Forum: Bug Reports
Topic: [RVGL 19.0430] Missing glass on shader renderer
Replies: 2
Views: 7655

Re: [RVGL 19.0430] Missing glass on shader renderer

This is a known issue and another consequence of shader and legacy using different techniques. You can notice this in the Supermarket 2 sliding doors too, as also in Spa-Volt. In short, fixing this requires updating the sliding door mesh. Read below for a longer answer. The legacy renderer handles e...
by Huki
Fri May 10, 2019 2:29 pm
Forum: Help & Troubleshooting
Topic: Description of autokick feature for track files
Replies: 5
Views: 7347

Re: Description of autokick feature for track files

EvgenKo423 wrote:
Thu May 09, 2019 6:53 pm
I am asking because I wanna use Urne's 32-bit Textures mod (I still have it if someone is interested).
And I'd really appreciate it if you can upload this, and any other old stuff you might have lying around. :)
by Huki
Fri May 10, 2019 7:26 am
Forum: Help & Troubleshooting
Topic: Description of autokick feature for track files
Replies: 5
Views: 7347

Re: Description of autokick feature for track files

Yeah, the initial changelog doesn't make it clear as we didn't want to make the checked files list public. We changed our mind after the ensuing confusion about visual mods, which is why the next release log contains the complete files list as of that release. The current list is this: *.taz, *.fan,...
by Huki
Thu May 09, 2019 10:13 am
Forum: Suggestions
Topic: RC Bandit not mandatory
Replies: 4
Views: 7252

Re: RC Bandit not mandatory

This bug is now fixed. To elaborate, there were two separate issues: Crash when attempting to load a non-existent car (eg, remove key cars and load frontend). Non-existent cars now remain invisible rather than causing a crash. A deadlock when RC Bandit is removed and a random cars race is started. S...
by Huki
Wed May 08, 2019 9:19 am
Forum: Suggestions
Topic: RC Bandit not mandatory
Replies: 4
Views: 7252

Re: RC Bandit not mandatory

Can you explain more clearly what happens if the 'rc' folder is removed?
by Huki
Wed May 08, 2019 9:05 am
Forum: Bug Reports
Topic: [RVGL 19.0430] Benchmark mode is FPS-dependant
Replies: 3
Views: 4044

Re: [RVGL 19.0430] Benchmark mode is FPS-dependant

There is an FPS entry for every second during the run. Here's the output on my computer for example: 264.22 RVGL Game Gauge File 225 Min 332 Max 256 Second 1 250 Second 2 264 Second 3 287 Second 4 264 Second 5 225 Second 6 332 Second 7 285 Second 8 272 Second 9 I guess on faster computers the entire...
by Huki
Wed May 08, 2019 9:00 am
Forum: Bug Reports
Topic: [RVGL 19.0430] Shader lighting differs from legacy renderer
Replies: 6
Views: 5433

Re: [RVGL 19.0430] Shader lighting differs from legacy renderer

Hmm, I never thought of that... I thought the goal was to re-write a code and make Re-Volt cross-platform, but preserve its look and feel as close as possible. :roll: But, it does preserve look and feel as close as possible . :( Like I said, shader renderer != legacy renderer - it uses different te...