[RVGL Release] 21.0905a

News and discussion about Re-Volt's development.
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Huki
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[RVGL Release] 21.0905a

Unread post by Huki » Mon Sep 06, 2021 1:27 am

RVGL has been updated to 21.0905a!

Update:
Download Win32 [ setup | 7z ]
Download Win64 [ setup | 7z ]
Download Linux [ setup | 7z ]
Download macOS [ TBA ]
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
Download the Community Soundtrack: soundtrack.zip
Download the Controller Map Android app: rvgl_controllermap.apk
More about the update and RVGL: changelog | docs

Full game downloads are available at Re-Volt I/O.

Image The network version has been updated!


NOTE: The macOS release is expected to be delayed by one week. It will be announced separately.

Custom Animations:
It is now possible to have a custom animation triggered multiple times. To do this, set the TriggerOnce property of an animation to false. Read the updated docs for more info. Below is a potential use-case for multi-triggering animations (sample contributed by javildesign):



Custom animations can now have a Light, 3D Sound and Spark Generator attached to each bone. To learn how to add these to your animations, read the updated docs. You can insert a LIGHT, SFX or SPARK section at any keyframe, and then change their properties in further keyframes. Properties once added are inherited by further keyframes, so only the properties that must change again need to be specified. Below is an example:
► Custom Animated Light Sample
Adding a sound effect to a bone works similar to adding a model. This means you need to declare your sound files, typically at the top of the file, and set the SfxID for your bone. To stop playing a looping sound effect, set the SfxID to -1. Sounds can be played once or loop continuously.

Code: Select all

SFX     0   "gator"               ; This loads "custom/gator.wav"
SFX     1   "tw_plane"
SFX     2   "tw_plane_propellor"


Custom Cars:
There are new parameters to better customize weapon firing offsets. The Weapon parameter is renamed to WeaponOffset1 (the old name keeps working for existing cars). Use WeaponOffset1 to tweak the shockwave and firework generation offset. Use WeaponOffset2 to tweak the water balloon generation offset. The default values for both offsets are provided in the docs.

The support for low-CoM and flippable cars has improved.
  • Transfer of electropulse between low-CoM and high-CoM cars now works.
  • Weapons no longer spawn underground or explode onto the firing car itself.
  • Low-CoM cars are now detected when passing through trigger boxes.
  • When flippable cars are upside down, weapons and cameras re-orient themselves.
Online:
The host has new options to block players based on their IP address. The first option is a "Disconnect and Block" command. Select a player in the Waiting Room and press Ctrl + Shift + D. Unlike the plain Disconnect command, this disconnects the player and prevents them from joining the session again.

The next option is a global blocklist file that can be loaded at startup. As a host, you can use this feature to block repeat offenders if you know their IP address, but keep in mind that most people around the world have dynamic IPs (they keep changing), so you should keep your blocklist small and clean up old entries every now and then. Follow these steps to set up your blocklist:
  • Create a blocklist.txt file in your profiles folder (profiles\blocklist.txt).
  • Add IP addresses to this file, one on each line.
  • Add -blocklist to your list of launch parameters.
The game must be run with the -blocklist launch parameter for the blocklist file to be loaded. This way, you can enable the blocklist for high priority sessions and keep it disabled otherwise, without having to remove the file itself.

Editor:
AI Nodes editor received fixes and additions for two lesser known features: (1) Generating a racing line from ghost path, and (2) Generating smooth curves at turns. The modern editor now supports them and there are new commands added. The old commands continue to work in the legacy editor. The docs have sections covering these features.

To generate racing lines from ghost path, you must be in Time Trial mode, and you must have completed a record. To verify you have a record, look for the ghost car or enable it from Game Settings. Then, press G to generate the ghost path (you should see a red line that traces your record lap). Then press Shift + G to update the racing lines, and Ctrl + Shift + G to update the overtaking lines. Overtaking line generation is experimental and might require further manual tweaking.



To generate curves, hold down the N key and select 3 consecutive nodes, one before the turn, one at the turn itself and one after the turn. These are control points from which the curve is generated. Adjust the curve by moving the middle node's racing / overtaking lines. When you're satisfied, press Shift + N to update the racing lines, and Ctrl + Shift + N to update the overtaking lines.



NOTE: In the legacy editor, the commands for ghost path generation are 6 and Shift + 6. For curve generation, 1, 2 and 3 keys select the control nodes, and 4 and 5 keys update the racing / overtaking lines. Numpad keys can be used to adjust the curve.

Other Changes:
  • Libraries are upgraded on Windows and Android (SDL -> 2.0.14, ENet -> 1.3.17), and on Windows (OpenAL Soft -> 1.21.1).
  • FluidSynth 2 is supported for MIDI playback, so it should be working once again on newer Linux distros.
  • The audio device is initialized with a 48 kHz sample rate if supported.
  • Slovenian language is added (thanks to Mirko Ficko for the translation).
Bug Fixes:
  • Collision clipping bug: A long time issue that caused cars to randomly spin out when riding along walls is now fixed.
  • Fixed game window getting minimized when a message box is shown. The fix should also prevent a fullscreen display on a multi-monitor setup from minimizing, although this is not tested.
  • Fixed an inconsistency in music playback in a custom frontend when the In-Game Music option is turned off.
  • Fixed ball bearing texture cut off at the top in the weapon holder.
  • Fixed a bug that caused the Battle Tag timer to run slow.
► Show changelog of this version
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607
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Re: [RVGL Release] 21.0905a

Unread post by 607 » Mon Sep 06, 2021 8:22 am

Amazing! I love having even more functionality for custom animations.
I'm looking forward to see what G_J and I_Spy can do with this. :D
The AI node updates are great, I hope this will make the task less daunting for people. I noticed that in the first video, it says 'created racing line from ghost path' both times, also for the overtaking line.
The changes for low-CoM cars are intriguing! I wonder how you did it and how it will affect custom cars. I'm going to try Fidget Spinner!
Interesting that you fixed the ball bearing texture; why so late?
What's the MIDI support for? The piano?
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revolting1
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Re: [RVGL Release] 21.0905a

Unread post by revolting1 » Mon Sep 06, 2021 7:34 pm

Fantastic! as For the low-CoM cars: by driving Huma up the escalators on Museum 2 and shooting an opponent I can attest that that the issue is fixed, in previous versions whenever you'd do that you'd be shooting yourself :),

In the case of MIDI support I guess it is for the newer versions of linux and that it is needed to be able to listen any sound on those versions, but that is just a guess :?:
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VaidX47
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Re: [RVGL Release] 21.0905a

Unread post by VaidX47 » Mon Sep 06, 2021 8:32 pm

607 wrote:
Mon Sep 06, 2021 8:22 am
What's the MIDI support for? The piano?
*.mid files. The best use case for this would be sampled n64 music tracks, the only issue being with extracting the soundfont or tracks themselves, some instruments don't sound right or are missing.
aka Vaid; >[MediaFire Stuff]<
AMB1976
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Re: [RVGL Release] 21.0905a

Unread post by AMB1976 » Tue Sep 07, 2021 12:28 pm

Hi, it's a great release!!!

I have 2 suggestions to Huki and to the community, I'll put my two questions here:

1) - Is there any chance to save stock and/or custom cups?

2) - Is there a way to go on in my cup and complete all stages even if at the end of a race my final standing is out of the first 3
positions?
I'd like to continue my cup and finish it even if i stand in the last position on every single stage, just to complete the whole cup
stages and see my final score...

Thanks to all...
Ato
Posts: 46
Joined: Tue Oct 13, 2020 3:55 pm

Re: [RVGL Release] 21.0905a

Unread post by Ato » Wed Sep 08, 2021 6:18 pm

> When flippable cars are upside down, weapons and cameras re-orient themselves.
Huki, can we toggle this somehow? I rather like the upside down hood view with Rotor... It's an added challenge.

Greetz,
Ato
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SebR
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Re: [RVGL Release] 21.0905a

Unread post by SebR » Sat Sep 11, 2021 1:07 pm

I still not use shader on my old Linux 32bit, what does means the "-1" ?
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wicked DROPBOX !!! If you found broken link PM me

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Huki
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Re: [RVGL Release] 21.0905a

Unread post by Huki » Wed Sep 15, 2021 2:18 pm

607 wrote:
Mon Sep 06, 2021 8:22 am
I noticed that in the first video, it says 'created racing line from ghost path' both times, also for the overtaking line.
Good catch, I should fix that.
607 wrote:
Mon Sep 06, 2021 8:22 am
What's the MIDI support for? The piano?
For playing *.mid files for the level music (see the doc section).
SebR wrote:
Sat Sep 11, 2021 1:07 pm
I still not use shader on my old Linux 32bit, what does means the "-1" ?
Starting with this release, the version string includes a revision number, to better manage multiple releases on the same day (eg, a hotfix).
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