Search found 442 matches

by Kiwi
Sat Jan 18, 2020 7:47 pm
Forum: The Bar
Topic: Year-in-review 2019 - Video
Replies: 2
Views: 103

Re: Year-in-review 2019 - Video

Really nice summary of the last year. Thanks Duc for working on this. :)
by Kiwi
Sat Jan 18, 2020 7:35 pm
Forum: Bug Reports
Topic: [RVGL] Camera issues since 19.0819 update
Replies: 29
Views: 2302

Re: [RVGL] Camera issues since 19.0819 update

No, I won't invest any more time in this. It's fine as it is now, that's also why I wrote "problem" in exclamation marks.
by Kiwi
Sat Jan 18, 2020 11:52 am
Forum: Bug Reports
Topic: [Shader Renderer] Deactivated Reflections Problem
Replies: 1
Views: 54

[Shader Renderer] Deactivated Reflections Problem

Deactivating the reflections at RVGL Shader renderer results in translucent faces loosing it's transparency. It's no issue when trying the same with the legacy renderer. Screenshots below made with shaders on. https://i.imgur.com/g4VxIfd.png https://i.imgur.com/kN1H1g9.png https://i.imgur.com/NjbnfI...
by Kiwi
Sat Jan 18, 2020 11:42 am
Forum: Bug Reports
Topic: [RVGL] Camera issues since 19.0819 update
Replies: 29
Views: 2302

Re: [RVGL] Camera issues since 19.0819 update

I can't remember that this "problem" occured in the 19.1008a test build, otherwise I would have mentioned it. In the new release (19.1230a) changelog I saw this section: - Updated camera collision behavior: Scale the collision shifting based on the car speed such that the necessary scaling is only a...
by Kiwi
Sat Jan 18, 2020 11:00 am
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 8
Views: 550

Re: School's Out! - WIP Track

By the way. This kind of shadows - or let’s say the technic how they are made - have also 2 or 3 major downsides. 1) The shadows are textures. And this textures are mapped on translucent polygons placed slightly above the „real“ tracks surface. This means, an aweful lot of translucent polygons have ...
by Kiwi
Fri Jan 17, 2020 8:49 pm
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 8
Views: 550

Re: School's Out! - WIP Track

Gotolei made same awesome shading for School's Out! . Look at the tree shadows on the streets for example...Wow! Thank you so much, Gotolei. I also have a new video for you. At this 2-lap Singleplayer Race with Adeon, you can see the AI made by Whitedoom in action. https://i.imgur.com/60IAV4e.jpg An...
by Kiwi
Tue Jan 07, 2020 8:34 pm
Forum: Bug Reports
Topic: [RVGL] Camera issues since 19.0819 update
Replies: 29
Views: 2302

Re: [RVGL] Camera issues since 19.0819 update

The camera issues are back since version 19.1230a. To be more detailed, this point from my main post happens again: When you drive right beside a wall, the camera moves to a slightly different position, which was not the case before. An example are the tight areas between the houses at the Ghost Tow...
by Kiwi
Tue Jan 07, 2020 8:33 pm
Forum: Bug Reports
Topic: Problem with Spark Generator
Replies: 10
Views: 346

Re: Problem with Spark Generator

Huki wrote:
Fri Jan 03, 2020 9:31 am
Here is a fix for the frame rate dependency. You should check the behaviour of all your sparks with this build. I've tried the area in Beehive Valley (with vsync on and off), and it was fine for me.
All spark generators behave as intended, when using your test build.
by Kiwi
Sun Jan 05, 2020 4:31 pm
Forum: The Bar
Topic: Vote for Best Track of the Year (2019)
Replies: 4
Views: 448

Re: Vote for Best Track of the Year (2019)

Oops. I just recognized, that I‘ve only voted for one track by accident. Any chance of resetting my vote so I can do the 3 possible votes?
by Kiwi
Thu Jan 02, 2020 3:51 pm
Forum: Bug Reports
Topic: Problem with Spark Generator
Replies: 10
Views: 346

Re: Problem with Spark Generator

You are right. For some other kind of testing, I had vsync on yesterday. That was also when the sparks were emitted vertically.
Today I've turned vsync off again. And that is the reason, why the sparks are fine (horizontally) today.
by Kiwi
Thu Jan 02, 2020 3:18 pm
Forum: Bug Reports
Topic: Problem with Spark Generator
Replies: 10
Views: 346

Re: Problem with Spark Generator

The issue is gone now. The positions of the force fields and the spark generators are the same as they were at yesterdays tests. ALL spark generators emiting the sparks horizontally again for me. Here a video: https://streamable.com/3io05 Sorry, but there seems to be some kind of inconistency. I wil...
by Kiwi
Thu Jan 02, 2020 11:31 am
Forum: Bug Reports
Topic: Problem with Spark Generator
Replies: 10
Views: 346

Re: Problem with Spark Generator

Hmm. Thanks for this info. But why did it changed it's behavior? Why it was vertical for you at the first time you've played it, and not for me? If it would be vertical for me as well, I for sure would have try to corrected this before I released the track. Also, there are a lot of spark generators ...
by Kiwi
Thu Jan 02, 2020 10:43 am
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 1194

Re: [RVGL Release] 19.1230a

Perhaps we could allow additional stars and only save progress of the first 64? I think this would be pretty confusing. Better leave it as it is now then. But I'm really looking forward that this limit will also be increased some day. Have big plans with Stunt Arena maps, and the 64 stars at Beehiv...
by Kiwi
Wed Jan 01, 2020 8:54 pm
Forum: Bug Reports
Topic: Problem with Spark Generator
Replies: 10
Views: 346

Re: Problem with Spark Generator

OK, I've just found out that I have the same issue at my WIP track, School's Out! . Here a short video: https://streamable.com/lkomt It's hard to see. But the bubbles should normally be under water. Instead, they will emmited into the air. An interesting fact is, that the sparks emmit in a ~45° angl...
by Kiwi
Wed Jan 01, 2020 8:44 pm
Forum: Bug Reports
Topic: Problem with Spark Generator
Replies: 10
Views: 346

Problem with Spark Generator

I've played my Beehive Valley Adventures track today, and I recognised, that the Spark Generators are not working anymore, as intended. I have some Spark Generators under a water surface, which should create a water bubble effect. The bubbles should be emmited horizontally, and follow the direction ...
by Kiwi
Wed Jan 01, 2020 8:09 pm
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 1194

Re: [RVGL Release] 19.1230a

- Updated various limits: 1024 meshfx slots (eg, animated waterboxes), 256 effect polys (for piano keys), 256 unique level models (for objects), and 256 pickups (192 normal + 64 clones) . The maximum number of collisions that can be processed per frame is increased to 1024. I just found out, that t...
by Kiwi
Wed Jan 01, 2020 1:16 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 12
Views: 364

Re: Object Throwers

Thanks for the detailed description, this helped a lot.
The "for now" solutions sounds fine to me, a lot of things can be done then already, which are not possible at the moment.
by Kiwi
Tue Dec 31, 2019 5:35 pm
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 1194

Re: [RVGL Release] 19.1230a

Awesome release. So many new possibilities...my head nearly explodes because I have so many ideas now. Will a proper documentation in the official RVGL documentation be added later? (I know there is the basic documentation, and a self-documented properties.txt - but for convenience a own section in ...
by Kiwi
Tue Dec 31, 2019 5:25 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 12
Views: 364

Re: Object Throwers

There is one solution: the object thrower's ReUse flag is not used by the game. We can reuse it (hehe...) to specify at least one of the thrown object's flags. What do you think about this? Does this mean, that for an 3d-sound it would be not possible, because beside the sound itself, also (for exa...
by Kiwi
Tue Dec 31, 2019 4:20 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 12
Views: 364

Re: Object Throwers

Yes it's the flag problem, but this has given me a very simple idea (and it's strange I hadn't thought of it before). We can simply initialize the thrown objects with zero for all flags. Many objects that use flags should work nicely with this. For example, the star uses a single flag which specifi...
by Kiwi
Tue Dec 31, 2019 3:36 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 12
Views: 364

Re: Object Throwers

Let's see... an object thrower is triggered by (any) player's car, so I believe rain will appear on a player's screen only when any car has hit the trigger on that player's screen . That's good. Because if I place the object thrower trigger that way, that the rain start before leaving a tunnel, it ...
by Kiwi
Tue Dec 31, 2019 3:13 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 12
Views: 364

Re: Object Throwers

I just tried it again. Rain is working. I am pretty surprised, cause I can remember I tried this before, and it didn't worked. Also Lightning is working. This is great. Too bad 3dSounds can't be thrown, because this means I can add rain, but no rain sound. But as long it's only "light" rain, it's no...
by Kiwi
Tue Dec 31, 2019 10:01 am
Forum: Suggestions
Topic: Object Throwers
Replies: 12
Views: 364

Object Throwers

In the 19.1230a RVGL release it's possible to trigger custom Animations at a specific lap, by using the Flag High configuration. Flag high: Trigger in lap (0 = any lap, -1 = last lap, n = nth lap) It would be nice, if this could be also done for Object thrower triggers. At the moment, the triggers w...
by Kiwi
Fri Dec 27, 2019 3:32 pm
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 8
Views: 550

Re: School's Out! - WIP Track

Yes, the gloomy sky was something I was not sure since the beginning of the project. It's an adjusted sky from Toytanic 2. Personally I liked the contrast between the dark sky and the bright streets and so on. Such situations can happen also in real, if there is a storm coming soon. For me such situ...
by Kiwi
Sun Dec 22, 2019 12:45 pm
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 8
Views: 550

Re: School's Out! - WIP Track

As promised, here are two videos with some in-game footage from School's Out! . First, a Time Trial lap on the normal version of the track, using SNW35. https://i.imgur.com/VXqLDhl.jpg Second, a 1-lap Singleplayer race with Harvester, on the Reverse version of the track. https://i.imgur.com/ZNYBpck....