[RVGL Release] 19.0907a

News and announcements about RVGL's development.
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Huki
Developer
Posts: 397

[RVGL Release] 19.0907a

Unread post by Huki » Sat Sep 07, 2019 7:41 am

RVGL has been updated to 19.0907a!

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.zip (not updated this time)
Download the Community Soundtrack: soundtrack.zip
Download the Controller Map Android app: rvgl_controller_map.apk
More about the update and RVGL: changelog | docs

Full game downloads are available at distribute.re-volt.io.

Image The network version has been updated!

Sprint Tracks
There is now support for point-to-point tracks or NFS-style sprint tracks. These tracks have the lap count automatically set to 1 and display the progress percent in place of the lap count. To convert your track into a sprint track, set 'GAMETYPE 4' in the level .inf file and define the end position with ENDPOS. This works just like STARTPOS and can be obtained using Right Shift + F9.

Code: Select all

GAMETYPE    4  ; Track type (0:default, 1:battle, 2:stunt, 3:frontend, 4:sprint)
ENDPOS      -17784 -8846 -90895  ; End position coordinates
You then need to re-save the AI and Pos Nodes. These files need to be re-saved whenever the STARTPOS or ENDPOS has changed. The nodes need not form a loop, although it is recommended to lay out a couple of additional nodes before and after the start and end nodes.

Image
Touge Mountain

Sprint tracks are also playable in Time Trial mode. The car is automatically repositioned to the start position upon completing the lap.

Modern Editor Workflow
We have a new developer on the team - say hello to Frankie - and together we're modernizing the in-game editor! The camera controls have also received an overhaul. These features are enabled through a new [Editor] section in rvgl.ini, containing two new options:
  • LegacyCameraControls: Set this to 0 to use modified camera navigation controls. The changes include a more "standard" WSAD set (where W = forward, S = back, Q = up, E = down), and Y-axis movement that follows the mouse motion instead of being inverted.
  • LegacyEditorControls: Set this to 0 to switch to the modern editor workflow. This is currently implemented for AI Nodes and Pos Nodes edit modes.
Image
AI Nodes Editor

[hide=Show modern editor controls]
Position Nodes Editor
  • Ctrl + Left Mouse = Add new node
  • Left Mouse on node = Select node
  • Left Mouse Drag on node = Move node
  • Select node + Right Mouse on another = Connect nodes (order matters)
  • Select node + Right Mouse on connected node = Disconnect nodes
  • Ctrl + Left Mouse over connection line = Inserts a node inbetween
  • Delete = Remove node (Selected first, then if any under cursor)
  • Ctrl + S = Save
Hold Alt = Changes to "Alt" mode
  • Select node + Right Mouse for chain linking
AI Segments Editor
Shares similar controls with the position editor
  • Ctrl + Left Mouse = Add new segment
  • Left Mouse on segment = Select segment
  • Left Mouse Drag on segment = Move segment
  • Select segment + Right Mouse on another = Connect segments (order matters)
  • Select segment + Right Mouse on connected segment = Disconnect segments
  • Ctrl + Left Mouse over connection line = Inserts a segment inbetween
  • Delete = Remove segment (Selected first, then if any under cursor)
  • Drag white line on selected segment = modifies race line
  • Ctrl + S = Save
Hold Alt = Changes to "Alt" mode
  • Allows modifying the overtaking line (Drag pink line on selected segment)
  • Clicking on nodes of the segment toggles a wall depending on the side
  • Select node + Right Mouse for chain linking
[/hide]

The editor has also received a couple of other usability improvements:
  • Better support for shader mode. (#944)
  • Better support for high frame rates. (#480)
  • Better mouse cursor and zoom behavior.
  • Better mirrored mode support.
Image
Wireframe render in shader mode

Other Fixes:
  • Online: Fixed bugs related to CPU cars (eg, bomb transfer).
  • Online: Fixed wrong cheating flags saved to the CSV.
  • Online: Fixed key cars not moving in Frontend.
  • The camera collision behavior is restored. (#1091)
  • Level *.inf parsing is more stable.
[hide=Show changelog of this version]
19.0907a:
| Pumped network version.

Add:
  [General]
  - Sprint Tracks: New GAMETYPE 4 for sprint tracks (point A -> B). Tracks 
    using this game type must also specify an ENDPOS defining the finish line, 
    in the same format as the STARTPOS.
    The AI (*.fan) and Pos Nodes (*.pan) file formats have been updated to hold 
    the ending node ID. The end node is deduced from the ENDPOS, just as the 
    start node is deduced from the STARTPOS. These files must be re-saved 
    whenever the STARTPOS or ENDPOS is changed. When the start and end nodes 
    are different, the nodes do not have to form a loop.
  [Input]
  - Modern Editor Workflow: There is now optional support for a modern editor 
    controls scheme and alternate camera controls, both of which are disabled 
    by default. These can be enabled separately using new options under the 
    Editor section in rvgl.ini:
    Set "LegacyCameraControls = 0" to access a modified WSAD set for camera 
    movement along with same-direction Y-axis for mouse motion.
    Set "LegacyEditorControls = 0" to access the new and improved editor 
    workflow. This is currently implemented for AI Nodes and Pos Nodes edit 
    modes.

Mod:
  [General]
  - Level *.inf file parsing now uses the common utils parser similar to other 
    text-based formats. This should make *.inf parsing more stable and bring 
    consistency across the different text formats.
  [Graphics]
  - Shaders: Maximum supported on-screen generated polys (eg, sparks, dust) has 
    increased to 65536. Also better optimized semi-transparency sorting.
  - The camera collision fix from the previous version is restored. This should 
    improve camera behavior at high frame rates.
  - Editor: Visimasks are no longer updated per-frame in Visiboxes edit mode. 
    They are updated when saving the file. This should improve performance.
  [Input]
  - Editor: Lens zoom support has improved. Rotation speed is now consistent 
    across zoom levels. The scroll-wheel zoom speed can be controlled with the 
    caps lock key. Also, zoom level is preserved when switching between F4 and 
    F6 modes.
  - Editor: The in-game mouse cursor is 1:1 accurate with the system cursor. 
    The cursor is hidden in camera rotation mode (with mouse right held).

Fix:
  [General]
  - Fixed overflow in Stunt Arena mode with more than 64 stars.
  - Editor: Fixed improperly initialized objects in nodes edit mode and ensure 
    proper ranges for light Reach and RGB. Also fixed inability to set Zone ID 
    above 255.
  - Editor: Fixed AI nodes flashing even after linking until the file is saved.
  [Graphics]
  - Editor: Fixed various glitches in shader mode. Transparent objects (eg, 
    zone boxes) no longer flicker. Lines are now properly rendered over the 3D 
    mesh. Working wireframe and AI debug render.
  - Editor: Fixed glitch in 3D text positioning in mirrored mode. Also fixed 
    distance text over nodes with no links.
  - Editor: Fixed frame rate dependency in various editor mechanics including 
    value selection and rotation.
  [Multi]
  - Fixed key cars not moving in Frontend after using Back To Lobby.
  - Fixed 'Waiting For' bug when a game is started with no human players.
  - Fixed cheating flags in session CSV saved out of order.
  - Fixed bomb transfer bug affecting CPU cars.
[/hide]
User avatar
javildesign
Posts: 49
From: Holland

Re: [RVGL Release] 19.0907a

Unread post by javildesign » Sat Sep 07, 2019 8:10 am

Hello Frankie, welcome!

Amazing work! This update will open up some interesting new tracks ideas!
User avatar
607
Posts: 388

Re: [RVGL Release] 19.0907a

Unread post by 607 » Sat Sep 07, 2019 9:34 am

Sprint track implementation is very cool, but updated MakeItGood is amazing!! :D I am also glad that you're keeping the old controls in (for now).
User avatar
ZipperZbieracz
Posts: 306

Re: [RVGL Release] 19.0907a

Unread post by ZipperZbieracz » Sat Sep 07, 2019 8:13 pm

Sprint races, yeah! Now someone can make a proper top-speed test track or acceleration test track or a dragstrip track for car comparisons (right now there is only ZR's Dragstrip ZR, required manual 1-lap setting)

Hi Frankie!
User avatar
kiwi
Posts: 557

Re: [RVGL Release] 19.0907a

Unread post by kiwi » Sun Sep 08, 2019 9:25 am

Amazing update. It‘s very nice to see features like point to point tracks and big improvements to the makeitgood editor, without touching the core of Re-Volt. Can’t wait to try this out for my upcoming track, called „School’s Out!“. You all doing such a good job, and you do everything so Re-Volt will be alive also for the next 20 years. ;)

Ah yes, and Hi, Frankie!
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Black-Revolt001
Posts: 92
From: France

Re: [RVGL Release] 19.0907a

Unread post by Black-Revolt001 » Sun Sep 08, 2019 12:38 pm

How do we do for this track? Thank you
http://revoltzone.net/tracks/4821/Canyo ... 0(1%20Lap)
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Floxit
Posts: 5
From: Belgium

Re: [RVGL Release] 19.0907a

Unread post by Floxit » Sun Sep 08, 2019 5:25 pm

Sprint tracks? Wow, awesome.

Vas-y Frankie, c'est bon. Vas-y, Frankie, c'est bon bon bon !

https://youtu.be/bONeCoik1Ts?t=75
The last belgian standing and pushing on Re-Volt. :hausderp:
User avatar
Steb
Posts: 14
From: France

Re: [RVGL Release] 19.0907a

Unread post by Steb » Sun Sep 15, 2019 5:43 pm

Black-Revolt001 wrote: Sun Sep 08, 2019 12:38 pm How do we do for this track? Thank you
http://revoltzone.net/tracks/4821/Canyo ... 0(1%20Lap)
Updated, sir ;)
http://revoltzone.net/tracks/4821/Canyo ... 0(1%20Lap)
User avatar
Black-Revolt001
Posts: 92
From: France

Re: [RVGL Release] 19.0907a

Unread post by Black-Revolt001 » Sun Sep 15, 2019 6:14 pm

Steb wrote: Sun Sep 15, 2019 5:43 pm
Black-Revolt001 wrote: Sun Sep 08, 2019 12:38 pm How do we do for this track? Thank you
http://revoltzone.net/tracks/4821/Canyo ... 0(1%20Lap)
Updated, sir ;)
http://revoltzone.net/tracks/4821/Canyo ... 0(1%20Lap)
Thank you, I do not have another one, but this one is not available any more on the site that I download ... it is Berm Lake Reverse
I have to put it on a web host
Link : https://www.dropbox.com/h?preview=Bern+Lake.zip
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FranklyGD
Posts: 1

Re: [RVGL Release] 19.0907a

Unread post by FranklyGD » Sun Sep 22, 2019 12:55 am

I finally exist on forums!

Insert GIF of Danny DeVito crawling out of the couch but I'm not sure if appropriate

I'm Here!
Hello everyone! I'm glad to have joined the team. In addition to improving the editor, I'm here to learn C++ in general as I always thought it was a scary language, but I am forcing myself to learn through this project.
User avatar
Black-Revolt001
Posts: 92
From: France

Re: [RVGL Release] 19.0907a

Unread post by Black-Revolt001 » Sun Sep 22, 2019 12:53 pm

Huki wrote: Sat Sep 07, 2019 7:41 am RVGL has been updated to 19.0907a!
Is it possible to create an autopilot option?
svito
Posts: 39

Re: [RVGL Release] 19.0907a

Unread post by svito » Mon Sep 23, 2019 6:36 pm

This (and previous) updates haven't been put in news section on website, last news were for:
  • io_tracks 19.0630;
  • io_skins 19.0630.
No news on website so far:
  • io_skins 19.0701, probably from 19.0630b commit;
  • rvgl_dcpack 19.0819;
  • soundtrack 19.0825;
  • rvgl 19.0819, 19.0907.
User avatar
kiwi
Posts: 557

Re: [RVGL Release] 19.0907a

Unread post by kiwi » Tue Sep 24, 2019 2:52 am

Yes, I also think that such updates should be listed on the I/O website. The news section on the website does not show how active the community actually is. I made a topic a while ago regarding this: viewtopic.php?f=5&t=957
User avatar
Huki
Developer
Posts: 397

Re: [RVGL Release] 19.0907a

Unread post by Huki » Tue Sep 24, 2019 12:02 pm

I'm not sure who is / was managing the news section. Who is the current team, and will there be new volunteers? I think URV is the person to talk to about this.
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URV
Administrator
Posts: 173
From: Europe 3

Re: [RVGL Release] 19.0907a

Unread post by URV » Tue Sep 24, 2019 2:59 pm

Although officially the team is much bigger, at the moment I believe it is only me and Mushy maintaining the website (and Mushy merely has the task to list events for now).

I've been planning to throw information about all the I/O pack updates together once I'm done preparing a bigger update, since I feel that it would be more convenient to have it all together (and most of the updates so far have been fairly minor/not part of the main packs). However, it's taking a bit longer than I expected, so I'll make sure to post that info soon if I cannot prepare the update in due time.

Unfortunately, there is indeed no one taking care of adding news regarding RVGL updates at the moment. I can deal with news of this update later tonight, but it would be helpful to have one of the RVGL devs or any other volunteers as a backup, at least for whenever I forget to do it myself. It's probably the most important type of news to have around, which could be more of a reason for people to actually check the website, so we should definitely have those posted as soon as an update's out.

There does indeed seem to be an announcement I completely forgot to transfer over (about the speedrunning community), which I'll also post about tonight. Thanks for the reminder! If anyone would be interesting in volunteering to help out with blog posts, shoot me a PM.

P.S.: Confirming that the 19.0701 io_skins update is indeed just the removal of a skin upon request by the original car author. I believe the changelog was altered to reflect that.
Last edited by URV on Tue Sep 24, 2019 3:05 pm, edited 2 times in total.
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