[RVGL Release] 18.0410a

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

[RVGL Release] 18.0410a

Unread post by Huki » Wed Apr 11, 2018 8:40 pm

RVGL has been updated to 18.0410a!

Update:
Download Win32 [ setup | 7z ]
Download Win64 [ setup | 7z ]
Download Linux [ setup | 7z ]

Shader edition: forum topic
Android version: forum topic

Goodies:
Download the Dreamcast Pack: rvgl_dcpack.zip (updated)
Download the Soundtrack: soundtrack.zip
More about the update and RVGL: changelog | docs

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

The network version has not been updated this time.


New Features:
  • PSX car skins:
    Alternate car skins from the PSX version of the game are now included (as caror.bmp) for select cars in the DC pack. The skins provided are re-designed ones by Strinabre. Also made a slight correction to RV Loco decal (TORK on the windshield).
  • "Final Lap!" message:
    Display a blinking "Final Lap!" message when the last lap begins (asked here). It can be turned off in the profile.ini with the keyword 'FinalLapMsg'.
  • Next Track in single modes:
    Next Track in-game menu option is now available in all single race modes (asked here). This includes Practice, Time Trial and Stunt Arena.
  • Improved localization:
    This release includes updated language strings from the localization thread. Thanks to everyone who has contributed!
Fixes:
  • Player can choose a custom skin online even if the host doesn't have it.
  • Fixed a bug with custom car spinner rotation (normalized Axis value).
  • Android version no longer crashes when quiting from the main menu.
  • more in the changelog
[hide=Show changelog of this version]
18.0410a:

Add:
  [General]
  - The DC pack is updated to include alternate skins based on the PSX version 
    for some of the cars, designed by Strinabre.
  - "Final Lap!" message. This can be disabled with a new 'FinalLapMsg' key in 
    profile.ini.

Mod:
  [General]
  - Spinner Axis provided in the car params is now normalized (improves support 
    for rotation along multiple axes).
  - Next Track in-game menu option is now available in single race modes.
  - Car skins are now sorted (ensure same order at each RVGL start).
  - Updated language strings.

Fix:
  [General]
  - Skins support: properly reject carbox files on Windows.
  - Fix crash on Android when quiting from the main menu.
  - Fix potential divide-by-zero in vector normalization code.
  [Multi]
  - Local player's skin is loaded properly even if host doesn't have it.

[/hide]
User avatar
Black-Revolt001
Posts: 92
From: France

Re: [RVGL Release] 18.0410a

Unread post by Black-Revolt001 » Thu Apr 12, 2018 11:33 am

Still not able to face 20 opponents
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VaidX47
Administrator
Posts: 124
From: 333

Re: [RVGL Release] 18.0410a

Unread post by VaidX47 » Thu Apr 12, 2018 1:18 pm

Black-Revolt001 wrote: Thu Apr 12, 2018 11:33 am 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 the car size.
Please stop asking about it.
aka Vaid; >[MediaFire Stuff]<
User avatar
Black-Revolt001
Posts: 92
From: France

Re: [RVGL Release] 18.0410a

Unread post by Black-Revolt001 » Thu Apr 12, 2018 1:39 pm

Except by changing the starting grid in 4x5 or 5x4 ...
User avatar
ZipperZbieracz
Posts: 306

Re: [RVGL Release] 18.0410a

Unread post by ZipperZbieracz » Thu Apr 12, 2018 1:42 pm

This wouldn't add much, except for a carnage at the start.
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VaidX47
Administrator
Posts: 124
From: 333

Re: [RVGL Release] 18.0410a

Unread post by VaidX47 » Thu Apr 12, 2018 1:45 pm

Black-Revolt001 wrote: Thu Apr 12, 2018 1:39 pm 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 is for the game to automatically switch to another grid when it has more than 16 cars.

But from my point in general, races with 16 players are usually plenty enough, the start gets messy already.
The whole more cars pls idea sounds mostly like a thing just for experimenting stuff or messing around. The game was never designed to be played with so many.
aka Vaid; >[MediaFire Stuff]<
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URV
Administrator
Posts: 173
From: Europe 3

Re: [RVGL Release] 18.0410a

Unread post by URV » Thu Apr 12, 2018 2:31 pm

Quote from Discord:
Huki wrote:All RVGL 18.0410 packages have been updated to fix a potential divide-by-zero error (can result in missing spinners). It is recommended that everyone re-download their appropriate RVGL version.
The update occurred at approximately 1 AM UTC today (April 12). If you have downloaded the patch before that, consider re-downloading it.
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607
Posts: 388

Re: [RVGL Release] 18.0410a

Unread post by 607 » Thu Apr 12, 2018 5:08 pm

What does 'a' stand for, then? Alpha?
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607
Posts: 388

Re: [RVGL Release] 18.0410a

Unread post by 607 » Thu Apr 12, 2018 6:16 pm

I'll have to get used to pressing up arrow twice instead of down arrow, to get into Options during a Single Player race, now... :P I wonder how long that will take me! ;)
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VaidX47
Administrator
Posts: 124
From: 333

Re: [RVGL Release] 18.0410a

Unread post by VaidX47 » Thu Apr 12, 2018 9:14 pm

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.
aka Vaid; >[MediaFire Stuff]<
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