Page 1 of 1

[RVGL Release] 19.0907a

Posted: Sat Sep 07, 2019 7:41 am
by Huki
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
► Show modern editor controls
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.
► Show changelog of this version

Re: [RVGL Release] 19.0907a

Posted: Sat Sep 07, 2019 8:10 am
by javildesign
Hello Frankie, welcome!

Amazing work! This update will open up some interesting new tracks ideas!

Re: [RVGL Release] 19.0907a

Posted: Sat Sep 07, 2019 9:34 am
by 607
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).

Re: [RVGL Release] 19.0907a

Posted: Sat Sep 07, 2019 8:13 pm
by ZipperZbieracz
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!

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 08, 2019 9:25 am
by Kiwi
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!

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 08, 2019 12:38 pm
by Black-Revolt001
How do we do for this track? Thank you
http://revoltzone.net/tracks/4821/Canyo ... 0(1%20Lap)

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 08, 2019 5:25 pm
by Floxit
Sprint tracks? Wow, awesome.

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

https://youtu.be/bONeCoik1Ts?t=75

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 15, 2019 5:43 pm
by Steb
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)

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 15, 2019 6:14 pm
by Black-Revolt001
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

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 22, 2019 12:55 am
by FranklyGD
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.

Re: [RVGL Release] 19.0907a

Posted: Sun Sep 22, 2019 12:53 pm
by Black-Revolt001
Huki wrote:
Sat Sep 07, 2019 7:41 am
RVGL has been updated to 19.0907a!
Is it possible to create an autopilot option?