Search found 65 matches
- Tue May 07, 2019 12:25 pm
- Forum: Competitions & Online Racing
- Topic: Themed Lego Extreme Track Competition
- Replies: 13
- Views: 31951
Re: Themed Lego Extreme Track Competition
Can I also change the path mesh or should they be the same? You can do that in some parts if you'd like, as long as it doesn't occur too often; the majority of the track should be easily recognisable as a Lego (Extreme). Small offroad or edited sections are fine. In general, try to see your track a...
- Mon May 06, 2019 7:14 pm
- Forum: Competitions & Online Racing
- Topic: Themed Lego Extreme Track Competition
- Replies: 13
- Views: 31951
Themed Lego Extreme Track Competition
https://i.boring.host/10UKcMsV.png Hey all, Zeino and I would like to invite you to a Themed Lego Extreme Track Competition we're hosting! Rules The goal of the competition is to create a Lego Extreme track fitting a certain theme. These tracks will then be judged in a poll by all those willing to ...
- Mon May 06, 2019 5:19 pm
- Forum: Help & Bug Reports
- Topic: [Closed] [RVGL 19.0430] Shader lighting differs from legacy renderer
- Replies: 6
- Views: 9807
Re: [RVGL 19.0430] Shader lighting differs from legacy renderer
Better performance, yes, but the rendered screen should be exactly the same between the two versions I believe. Weird, I've never noticed or heard of that before...
- Fri Apr 12, 2019 6:35 pm
- Forum: Competitions & Online Racing
- Topic: Cutting people off by mandatory Discord
- Replies: 2
- Views: 11243
Re: Cutting people off by mandatory Discord
Nearly all "official" sessions already have their IP listed on the event page . Any other sessions advertised on the Discord server are own initiatives, so it's up to the hosts of those sessions to advertise them. Pretty much any session can be placed on the event page if requested though,...
- Sat Mar 23, 2019 11:22 am
- Forum: Suggestions
- Topic: Additional Car Features
- Replies: 0
- Views: 11522
Additional Car Features
There are a few features that I think would allow car makers to really improve their creations. I'll give my own list, sorted on which ones I find most important: More wheels The current maximum of 4 wheels is a bit limiting when it comes to more special cars like busses and trucks. This would obvio...
- Wed Feb 27, 2019 12:41 pm
- Forum: Competitions & Online Racing
- Topic: Zeino's Monthly Time Trial Challenges
- Replies: 53
- Views: 604202
Re: Zeino's Monthly Time Trial Challenges
Well, RC Goblin is definitely a challenge :P [hide=TIMES] https://i.imgur.com/IDhYqgf.jpg https://i.imgur.com/5enJtlq.jpg https://i.imgur.com/ZCSBazk.jpg https://i.imgur.com/ygXFPKW.jpg https://i.imgur.com/P79ln3s.jpg https://i.imgur.com/W28kg2z.jpg https://i.imgur.com/SwUVu3U.jpg https://i.imgur.c...
- Fri Feb 15, 2019 5:11 pm
- Forum: Help & Bug Reports
- Topic: [Closed] No Difficulty Access ?
- Replies: 5
- Views: 13581
Re: No Difficulty Access ?
Ah, alright. You can try unlocking some faster cars in your current class by completing a few hidden challenges. I've put them in a spoiler tag in case you want to figure them out yourself. They are: Winning a race on several tracks in regular singleplayer Beating the challenge time of several track...
- Fri Feb 15, 2019 2:37 pm
- Forum: Help & Bug Reports
- Topic: [Closed] No Difficulty Access ?
- Replies: 5
- Views: 13581
Re: No Difficulty Access ?
There's no way to make the AI drive worse (apart from editing the AI file that comes with every track, but that's probably not what you want). You can however try selecting Junior RC as your racing mode. This slows down every car, which might make it easier for you to take turns.
- Sun Jan 20, 2019 12:48 pm
- Forum: Suggestions
- Topic: Time Trial Replays
- Replies: 5
- Views: 4077
Time Trial Replays
With the new replay features the latest patch brings, I thought it'd be nice if we could save replays of time trials as well. The option would save your latest completed run. Perhaps there could also be an (optional) feature where your run is automatically saved if it is your fastest one yet.
- Fri Jan 18, 2019 6:24 pm
- Forum: Help & Bug Reports
- Topic: [Closed | UNIMPLEMENTED] Double-sided flag for collision faces has no effect
- Replies: 3
- Views: 6509
Re: [Closed | UNIMPLEMENTED] Double-sided flag for collision faces has no effect
Thanks for the tip! I'll use that in my track.
- Fri Jan 18, 2019 11:32 am
- Forum: Help & Bug Reports
- Topic: [Closed | UNIMPLEMENTED] Double-sided flag for collision faces has no effect
- Replies: 3
- Views: 6509
Re: Double-sided flag for collision faces has no effect
Update: Huki has said that the double-sided flag is not implemented for collision faces and does nothing currently. This is thus not a bug. I'm leaving the topic up in case someone runs into the same problem.
- Fri Jan 18, 2019 10:44 am
- Forum: Help & Bug Reports
- Topic: [Closed | UNIMPLEMENTED] Double-sided flag for collision faces has no effect
- Replies: 3
- Views: 6509
[Closed | UNIMPLEMENTED] Double-sided flag for collision faces has no effect
As the title suggests, enabling the double-sided flag for collision faces does not actually make the face double-sided. As an example, the roof of this overpass is set as double-sided: https://imgur.com/x8yENSl.png But rain still passes through it (as well as cars if you teleport them on top of it):...
- Fri Jan 18, 2019 10:36 am
- Forum: Help & Bug Reports
- Topic: AI Nodes fork paths
- Replies: 4
- Views: 6431
Re: AI Nodes fork paths
I can remember someone said, that the gazzasaicar-AI reacts different, than the "normal" AI ? Is this correct? There is defenitely some difference in AI choices between modes, although I'm not sure what it is exactly , and what modes trigger it. For instance, try letting an AI drive time ...
- Fri Jan 18, 2019 10:26 am
- Forum: RVGL News
- Topic: [RVGL Release] 19.0120a
- Replies: 3
- Views: 15249
Re: [RVGL Release] 19.0120a
Seconded, this update brings so much great features and bugfixes! One of the best for sure.
Thanks for the work that went into this!
Thanks for the work that went into this!
- Sat Jan 12, 2019 8:20 pm
- Forum: The Bar
- Topic: Opening up RVGL's Source to more people
- Replies: 7
- Views: 20765
Re: Opening up RVGL's Source to more people
Edit by URV: This is a response to El_Spy 's post, which was permanently removed due to a mistake and cannot be restored. However, the contents were saved and can still be read here . RVGL must maintain its neutrality and objectivity, and this unofficial collaboration with i/o is not a good thing. ...
- Fri Jan 04, 2019 5:21 pm
- Forum: The Bar
- Topic: Opening up RVGL's Source to more people
- Replies: 7
- Views: 20765
Re: Opening up RVGL's Source to more people
Marv himself has stated that he wishes for RVGL to be open source in the past, but legal issues are preventing this. Keep in mind that we do not own the rights to the Revolt IP; WEGO does. There is a very real possibility of them suing or otherwise getting the dev team into legal trouble, where they...
- Sat Oct 27, 2018 10:20 am
- Forum: Help & Bug Reports
- Topic: [SOLVED] [RVGL] Broken mipmap generation on 18.1020a
- Replies: 8
- Views: 9525
Re: Broken mipmap generation on 18.1020a
Ah, I see.
Thanks! I included them in an update.Huki wrote: ↑Mon Oct 22, 2018 8:48 pm EDIT: Here are the fixed textures (resaved in GIMP).
mkds_mansion_textures_fix.zip
- Mon Oct 22, 2018 6:18 pm
- Forum: Help & Bug Reports
- Topic: [SOLVED] [RVGL] Broken mipmap generation on 18.1020a
- Replies: 8
- Views: 9525
[SOLVED] [RVGL] Broken mipmap generation on 18.1020a
It appears the addition of .svg support has broken some other texture code. Certain images will cause RVGL to throw an error message: https://i.postimg.cc/wBXKttpr/1.png This error is not present in previous versions. (For reference, the track used is Luigi's Mansion . The problematic textures are i...
- Sun Sep 09, 2018 11:17 am
- Forum: Suggestions
- Topic: New AI nodes
- Replies: 1
- Views: 2300
New AI nodes
While doing AI nodes for Spa-Volt 1, I ran into a problem at this part: https://preview.ibb.co/cnBpLU/screenshot_2018_09_09_12_57_15.png Here, slow cars drop down and take a detour through a maintenance area while fast cars jump the gap and go straight up the stairs a bit further. However, since the...
- Wed Aug 15, 2018 7:21 pm
- Forum: Help & Bug Reports
- Topic: Crash / music / frustration
- Replies: 6
- Views: 9864
Re: Crash / music / frustration
http://re-volt.io/downloads RVGL full (64a and 64s) Crashes when it attempts to start a race. Hmm, that's really weird. Can you post the log file of this install? It's located in [install directory]/profiles/re-volt.log. I'm not even sure what the Dreamcast thing adds, because I haven't gotten it t...
- Thu Aug 09, 2018 9:18 pm
- Forum: Suggestions
- Topic: Scrolling through online chat
- Replies: 4
- Views: 6970
Scrolling through online chat
It's pretty easy to miss chat messages since only a few lines are shown, especially if a lot of people are talking. It'd be nice if you could scroll through the chat history with (for instance) Page Up and Page Down. If this were to get implemented, maybe the character limit on messages could be rai...
- Tue Jul 17, 2018 3:37 pm
- Forum: Work in Progress
- Topic: RV Soundtrack Project
- Replies: 62
- Views: 205284
Re: RV Soundtrack Project
I've been working on my first track. Here's a demo: click me! I'm pretty happy with how it's turning out ^^. It doesn't replace a specific track from the original collection. The full track will (probably) have longer parts of the snippets you heard with some variation. Any tips or advice is appreci...
- Sat Jun 30, 2018 1:46 pm
- Forum: Work in Progress
- Topic: RVBot: A driving AI for Re-Volt
- Replies: 3
- Views: 10871
- Fri Jun 29, 2018 8:02 pm
- Forum: Work in Progress
- Topic: RVBot: A driving AI for Re-Volt
- Replies: 3
- Views: 10871
RVBot: A driving AI for Re-Volt
I've recently started work on a program that would drive cars like humans would: not by going along AI nodes, but by actually looking at the track and figuring out where to go. The idea is that it gathers data from a screenshot and some scraped values, analyses it and predicts the best move. Globall...
- Thu Jun 21, 2018 7:46 pm
- Forum: Help & Bug Reports
- Topic: Lost an object in MAKEITGOOD
- Replies: 5
- Views: 7650
Re: Lost an object in MAKEITGOOD
You can open the .fob with Jigebren's Blender plugin and find it in the object list in the top right. PM me if you need me to give you a link for it