607 wrote: ↑Wed Jun 13, 2018 4:11 pm
Wait, can you still play online on Dreamcast??
Selected games with a third party software "DreamPi" using Raspberry Pi.
If you're about Re-Volt, the console version only has split-screen multiplayer.
If WeGo doesn't provide iOS version on the App Store anymore, then I'm afraid there's none. Unless someone would be interested in porting RVGL to jailbroken iOS device.
Quoting my post which was possibly overlooked, but what I imagine "pickup management" is basically this: There's a possibility to softcode such modifiers, like pickup drop weights, battery duration, default multi weapon quantity (which is locked to 3 for rockets and waterballoons), firewor...
The log basically tells you that your device GPU is not good enough to handle certain shader file, hence shader render can't properly load on it. Mali-400 is quite old and weak by today's standards, so I'm not surprised if it can't even handle something. As it was suggested, you need to disable shad...
The same effect you'd get if you were playing with a controller that has vibration in it.
Don't exactly know where Re-Volt use it, since I always played with a keyboard, probably when you hit something.
RVGL source code is private. Few people are working on it, that's how you get new builds regularly. If you're asking where is RVGL coming from, well, it's a rewrite of v1.2 community patch, which was based on the leaked xbox version source code of the game. Development went quite a long way (over 8 ...
607 wrote: ↑Thu Apr 12, 2018 5:08 pm
What does 'a' stand for, then? Alpha?
Yes, it's a trend since v1.2, when there were beta and alpha builds, but nowadays it's used to differentiate between standard and shader ('s') versions.
Except by changing the starting grid in 4x5 or 5x4 ... Still the same thing, most tracks are not large enough. Even if you can modify startgrids, you would need to change them on individual track, the game reads specified one from the .inf file, so that's not how you solve the problem. The only way...
Still not able to face 20 opponents It was clearly said many times why it won't happen due to various reasons. And one of them is that most tracks aren't designed for large grids. 16 player limit already caused a few startgrid problems on certain tracks. Clockwork Carnage is an exception because of...
Reg is not used since older v1.2 patches, which also includes all RVGL builds. You can either complete the game again, find completed profile from somewhere or apply reg cheat on 1.2 alpha with no created yet profiles and then move the newly created profile folder to RVGL (and renaming .ini file to ...
Console versions also work like this, rearview always had the transition animation. It takes around two seconds to finish it. (RVGL reduced it to one second) https://i.gyazo.com/83455521d8e38d6a72e844538af4247b.png https://i.gyazo.com/14b19c178e8431c19705f9e97d2a1a54.png Though it seems it wasn't pr...
Marv already explained, the ratings are simply string lines the game reads from a language file. It just so happens because strings for transmission goes right after ratings. The rating parameter in parameters wasn't coded to ignore values after "Pro".
Implementing modifier for a single pickup as a command line switch sounds not very efficient. Especially if there's a possibility to softcode other modifiers, like pickup weights, battery duration, default multi weapon quantity (which is locked to 3 for rockets and waterballoons), firework strength,...
I see the point (together with pickup weights), that would most likely balance the game better, but as long as certain gameplay mechanics are still mostly hardcoded (not user defined), I can't agree on anything that changes the gameplay in the whole game and there's no way to set how it was original...
Reinstall, re-download all strings or all game assets.
Corrupt means it's corrupt. Or the text file was modified so it uses unsupported text encoding, hence the game can't understand.
Asking for a second time, I'll answer for a second time too: Don't see a reason. It doesn't change or break gameplay, and is only visible in the car selection screen and time trial records (excluding its purpose in multiplayer). The whole point of CHT is to inform you that the car is custom or modif...
The limit is 120x120 to properly fit with the left user pane width (~134px, ignoring post table border padding on the left). Putting larger avatar is useless since it will get downscaled and blurry anyway.
Basically, there's no need to have anything larger than what you currently see on my post.