[RVGL Release] 18.0720a

News and discussion about Re-Volt's development.
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Huki
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[RVGL Release] 18.0720a

Unread post by Huki » Sat Jul 21, 2018 7:08 pm

RVGL has been updated to 18.0720a!

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 (updated this time, see changelog)
Download the Soundtrack: soundtrack.zip
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!

Improved Reverse Support:
For track makers, the ability to customize their tracks for reverse variants has vastly improved. All supported levels files and a few level graphics can now have reverse variants placed in the "reversed" or "custom/reversed" folder.

Below is a list of newly supported files that can have reverse variants:
  • w
  • vis
  • rim
  • ncp
  • lit
  • fob
  • fld
  • por
  • inf
  • properties.txt
  • custom/sky_*.bmp
  • custom/loadlevel*.bmp
If one of these files is not present in the "reversed" or "custom/reversed" folder, the game will fall back to the forward version of the file. Note that fallback support is only provided for newly added formats. There is no fallback functionality for file formats that were already supported. Specifically, a reverse variant must be provided for these formats:
  • cam
  • fan
  • fin
  • pan
  • taz
  • tri
All supported <level>.inf keywords can be customized for reverse mode by placing a "reversed/<level>.inf". The only exceptions are STARTPOS, STARTROT and STARTGRID which must use their REV variants.

Shader Updates:
The shader code has been restructured to generate more permutations and avoid dynamic branching where possible. This should greatly improve performance. It now supports a maximum of 8 Lights and 3 ShadowBoxes per mesh. Further, repetitive error messages on shader compilation failure is now avoided.

This release also brings support for new OpenGL functionality, taking advantage of newer hardware:
  • Uniform Buffer Objects: Buffer-backed uniform blocks are used to store and update shader state which can provide better stability and improved performance when rendering scenes with large number of meshes. Requires OpenGL 3.0, GLES 3.0 or driver support. The feature can be toggled using the EnableUBO key in rvgl.ini.
  • Separate Shader Objects: Shader programs for the vertex and fragment shading stages are generated separately, enabling better reuse of shader code. Requires OpenGL 4.1, GLES 3.1 or driver support. The feature can be toggled using the EnableSSO key in rvgl.ini.
Note: Support for these features can be verified from the Video Info section in re-volt.log.

Improved translucency sorting: Special effects like sparks, skidmarks, dust and smoke are handled better by the shader renderer. For some background, see the post at [RVGL Shader version] Translucent faces issue. This can be slightly more CPU intensive. A new key SortLevel has been added to rvgl.ini to switch between the new sorting algorithm and the old, simplistic sorting scheme.

Android Updates:
  • The target API level has been increased to 21 for compatibility with Android P.
  • Ultra wide aspect ratios, up to 27:9, are now supported.
  • Antialias support should be working on GLES3 mobile devices.
  • Disclaimer text at the intro screen is more readable.
Basque Language:
Support for the Basque language has been added, thanks to translation provided by Urtzi of Game Erauntsia.

Modifications:
  • Show confirmation message for Save Car Info in-game option (dev mode).
  • The log file mentions CPU architecture info (x86 or arm).
  • Support multiple gamecontrollerdb files for different SDL2 versions (useful for GNU/Linux systems where the latest version of SDL2 cannot be used).
Fixes:
  • Shaders: Fix lighting glitch in car springs and other parts.
  • Shaders: Fix glitch in reflections of additive blended meshes.
  • Shaders: Fix crash in Objects edit mode on quiting Preview.
  • Fix pure-black issues in BossVolt texture.
  • Fix firework target disappearing in Chase camera view.
  • Fix transparency issues and invisible nodes in edit mode.
  • Fix lines visible through walls in edit mode.
► Show changelog of this version
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Tomaso
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Re: [RVGL Release] 18.0720a

Unread post by Tomaso » Sat Jul 21, 2018 9:14 pm

So, what's up with the greyed out video settings in this version?:

Image

(Win8.1Pro,x64)
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Marv
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Re: [RVGL Release] 18.0720a

Unread post by Marv » Sun Jul 22, 2018 11:10 am

Tomaso wrote:
Sat Jul 21, 2018 9:14 pm
So, what's up with the greyed out video settings in this version?:
These entries are no settings, they're just for displaying purposes to see which video device and renderer is used.
It was introduced in this version: viewtopic.php?f=8&t=171
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Dave-o-rama
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Re: [RVGL Release] 18.0720a

Unread post by Dave-o-rama » Sun Jul 22, 2018 2:10 pm

Heads up for those of you on Windows 10: You might run into this when you try to launch the installer.

Image

I was able to get around it by turning off Windows Defender, but I figured I should share it in case anyone runs into the same error and panics about it.
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Marv
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Re: [RVGL Release] 18.0720a

Unread post by Marv » Mon Jul 23, 2018 8:55 am

Dave-o-rama wrote:
Sun Jul 22, 2018 2:10 pm
I was able to get around it by turning off Windows Defender, but I figured I should share it in case anyone runs into the same error and panics about it.
I think you can also click on More Info and then another button appears to let you run it.
Maybe it's time to switch to linux :grimacing:
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Dave-o-rama
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Re: [RVGL Release] 18.0720a

Unread post by Dave-o-rama » Wed Jul 25, 2018 1:11 pm

Marv wrote:
Mon Jul 23, 2018 8:55 am
I think you can also click on More Info and then another button appears to let you run it.
Maybe it's time to switch to linux :grimacing:
Ran into the same issue with 0725 and can confirm that you can just click through it like you said.
Maybe one day when Adobe Creative Cloud runs on Linux :thonkingintensifies:
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