School's Out!

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Kiwi
Posts: 537
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Re-Volt School's Out!

Unread post by Kiwi » Sun Feb 02, 2020 7:59 pm

The final version of School's Out! is out!

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Download from RVZ (15 MB)

1 PM. The last day of school is over. What about using the local high school for some cool RC car races? Driving through the classrooms, the gym and the outdoor sports field, as well as the surrounding neighborhood. Is there anything better to celebrate the beginning of the summer holidays? :)

This track is meant to be an ultimate tribute to the game we all love. Highly influenced by custom stock-like gems like PetroVolt or Jailhouse Rock, the track is also using well-known parts from Toys in the Hood and Supermarket.

Major features of School's Out!:

+ Long and diverse raceline
+ Reverse mode with a summer storm coming!
+ Practice mode star
+ Time trial times to beat
+ A lot of Re-Volt themed Easter eggs to find
+ Exclusive music by ZetaSphere

The track won't be the same without the help from this Re-Volters:

+ AI made by Whitedoom
+ Shading made by Gotolei
+ Replay cameras by L!lmexican
+ Performance Optimization by Mr. Burguers
+ Pickup Placement by Stingox
+ Raceline testing by Stvictorar and Zipperzbieracz
+ Several meshes made by Alexander and Instant
+ Exclusive music by Kirioso

The music track is not included in the RVZ download, because of the 15MB limit.
Get the music track in high quality here:
Download (10MB)

Changelog from version 1.1:

+ Added Reverse version
+ Added exclusive music by ZetaSphere
+ Added loadlevel picture
+ Updated track picture
+ Deleted most of the forced repos for a better experience in training mode
+ Full collisions at areas away from the raceline
+ Brighter skybox for the normal version
+ Fine-adjusted pickup placement
+ Several bugfixes

Changelog from version 1.2:

+ Added sweepcam effect ("Startgrid zoom") at normal and reversed version
+ Corrected a possible bug with direction arrow and split time triggers
+ Corrected placement of reposition triggers

Changelog from version 1.3:

+ Reduced the amount of moveable objects to avoid multiplayer disconnections
+ Replaced some moveable objects with instances

Screenshots:

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Videos:

Three videos of School's Out! can be found at my YouTube page:

+ Normal version with Adeon: https://www.youtube.com/watch?v=RSaep9scKOE
+ Reversed version with Phat Slug: https://www.youtube.com/watch?v=tMRld5SqKmI
+ RM version with Honeybee: https://www.youtube.com/watch?v=eDgz8HF-20U

Here some other videos from Re-Volters who raced on School's Out!

+ Phimeek, 2 laps with Ultima: https://www.youtube.com/watch?v=2zx-wiXDMKg
+ Paperman, 3 laps with Handboard: https://www.youtube.com/watch?v=a0eFuag7T-0
+ BamAcrossSomething, 3 laps with Varanus K: https://www.youtube.com/watch?v=DiwQsjrebyA
+ Last Cuban, 4 laps with Toyeca: https://www.youtube.com/watch?v=HoDRHSBWdq8
+ Last Cuban, 8 laps with Toyeca: https://www.youtube.com/watch?v=o8orATwPiz4
+ Last Cuban, track view: https://www.youtube.com/watch?v=t2vY1EfI5UU
+ DominicCZ 19, 4 laps with Toyeca: https://www.youtube.com/watch?v=ZDP9Xjkaq3Q
+ DominicCZ 19, 8 laps with Toyeca: https://www.youtube.com/watch?v=x5rFV1yYdFQ
+ DominicCZ 19, track view: https://www.youtube.com/watch?v=L8MhuYlE51w
+ DominicCZ 19, Reversed, 5 laps with Humma: https://www.youtube.com/watch?v=BbW_a4CLTHY
+ Paperman, Reversed, 3 laps with Frozen: https://www.youtube.com/watch?v=SRDS5bqhEQ4
+ Paperman, RM version, 3 laps with Onignition: https://www.youtube.com/watch?v=zbrfH6aNsXI
+ Paperman, Mirrored version, 3 laps with Sand Runner: https://www.youtube.com/watch?v=S97hfeEOXO0

You found a bug?

If you find any bugs or have other problems with the track, please post it here in this thread.
I will collect everything for the next bugfix update.
My Re-Volt creations: Skins | Pemto Pack Project | Cars | Tracks
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607
Posts: 324
Joined: Thu Dec 07, 2017 5:49 pm

Re: School's Out!

Unread post by 607 » Mon Feb 03, 2020 1:50 pm

Ah, you are still collecting bugs. So it's actually not the final version, probably. :P
Anyway, I'm looking forward to checking this out again! Especially curious for the music and the Reversed version, of course.
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Kiwi
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Re: School's Out!

Unread post by Kiwi » Mon Feb 03, 2020 4:35 pm

607 wrote:
Mon Feb 03, 2020 1:50 pm
Ah, you are still collecting bugs. So it's actually not the final version, probably. :P
It is the final version. I hope I've eliminated as much bugs as possible together with my testers. But if needed, I will for sure release updates in the future as well.

-----------------

By the way, I'm collecting videos from other Re-Volters who raced on School's Out!.

This are the ones I am currently aware of:

+ Kiwi, 2 laps with Adeon: https://www.youtube.com/watch?v=RSaep9scKOE
+ Paperman, 3 laps with Handboard: https://www.youtube.com/watch?v=a0eFuag7T-0
+ Phimeek, 2 laps with Ultima: https://www.youtube.com/watch?v=2zx-wiXDMKg
+ BamAcrossSomething, 3 laps with Varanus K: https://www.youtube.com/watch?v=DiwQsjrebyA
+ Last Cuban, 4 laps with Toyeca: https://www.youtube.com/watch?v=HoDRHSBWdq8
+ Last Cuban, 8 laps with Toyeca: https://www.youtube.com/watch?v=o8orATwPiz4
+ Last Cuban, track view: https://www.youtube.com/watch?v=t2vY1EfI5UU
+ DominicCZ 19, 4 laps with Toyeca: https://www.youtube.com/watch?v=ZDP9Xjkaq3Q
+ DominicCZ 19, 8 laps with Toyeca: https://www.youtube.com/watch?v=x5rFV1yYdFQ
+ DominicCZ 19, track view: https://www.youtube.com/watch?v=L8MhuYlE51w
+ Kiwi, Reversed, 2 laps with Phat Slug: https://www.youtube.com/watch?v=tMRld5SqKmI
+ DominicCZ 19, Reversed, 5 laps with Humma: https://www.youtube.com/watch?v=BbW_a4CLTHY
+ Paperman, Reversed, 3 laps with Frozen: https://www.youtube.com/watch?v=SRDS5bqhEQ4
+ Kiwi, RM version, 1 lap with Honeybee: https://www.youtube.com/watch?v=eDgz8HF-20U
+ Paperman, RM version, 3 laps with Onignition: https://www.youtube.com/watch?v=zbrfH6aNsXI
+ Paperman, Mirrored version, 3 laps with Sand Runner: https://www.youtube.com/watch?v=S97hfeEOXO0

The up-to-date list can always be found in the main post, in the "Videos" section.
My Re-Volt creations: Skins | Pemto Pack Project | Cars | Tracks
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607
Posts: 324
Joined: Thu Dec 07, 2017 5:49 pm

Re: School's Out!

Unread post by 607 » Mon Feb 03, 2020 7:26 pm

Kiwi wrote:
Mon Feb 03, 2020 4:35 pm
It is the final version. I hope I've eliminated as much bugs as possible together with my testers. But if needed, I will for sure release updates in the future as well.
If it's the final version, there will never be another. 'Final' means 'Last', not 'Latest'. :) Sorry, but it confused me, as I thought that you wanted to be done and never touch the track again (as happened with Ranch).
Kiwi wrote:
Mon Feb 03, 2020 4:35 pm
By the way, I'm collecting videos from other Re-Volters who raced on School's Out!.
That's cool! Let me consider when I'll likely post a video of School's Out!... I have had Ranch planned for episode 500 since it got released, and Spa-Volt 1 and 2 for episodes 400 and 401. I might do School's Out! for episode 450, then! I think it's cool to have a classic track for a milestone episode. :) That will be in the summer of 2021 then, probably.
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607
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Re: School's Out!

Unread post by 607 » Mon Feb 03, 2020 8:40 pm

The reversed version is great! It's strangely satisfying that it is exactly the same length as the regular version.
Most of the track is surprisingly intuitive in the reverse direction! Did you keep it in mind while designing? What did confuse me at first is that following the arrows in the skatepark area gave me an X, but in the second lap I realised... if I'm driving the track in the reverse direction, I should follow the arrows in the reverse direction! And then it was fine. :)
And I love the 'summer storm coming' in the reverse version. I had forgot about it, and was delighted. :) Very cool.
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Gotolei
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Re: School's Out!

Unread post by Gotolei » Tue Feb 04, 2020 6:41 am

Nice track in general, as everyone's been saying, but I noticed something after trying out the reverse version. I didn't notice this quite as much in the forward version because the reverse start doesn't break up the cars as quickly, but might there be any plans in the future for the AI nodes to have overtaking lines set up? It's generally good practice to have the two lines going in parallel, especially at parts of the track where cars get crowded together and/or there's more chance for differences in speed to come to surface. One or two watches of a grid full of AI starting the reverse track in simulation mode is enough to show why (it isn't rare to see cars spinning each other out as far in as the football field either). Starting from the back of the grid, as the player always does, it's basically a lottery as to whether you get an out-of-control car smacking into you or not. That and the AI has little enough capacity to make clean passes as it is, having them only be aware of the same line the player(s) is probably going for just compounds that.

(It also means the AI is easy pickings for oil slicks even more than usual, because they're always on the same racing line, even in wide sections)
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Kiwi
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Re: School's Out!

Unread post by Kiwi » Tue Feb 04, 2020 6:56 am

607 wrote:
Mon Feb 03, 2020 8:40 pm
Most of the track is surprisingly intuitive in the reverse direction! Did you keep it in mind while designing? What did confuse me at first is that following the arrows in the skatepark area gave me an X, but in the second lap I realised... if I'm driving the track in the reverse direction, I should follow the arrows in the reverse direction! And then it was fine. :)
Thanks. No, I didn't designed the track with the reverse direction in mind. To be honest, I had totally different plans at first. My first idea was, to make the R-version much shorter. It would have skipped the whole sewer and supermarket part. But after Stvictorar was driving this version and said, that it was confusing as hell, I refused this idea. Only from this point on (the track was in Alpha-state at this time), I tried to keep the reversed version in mind, and also had to adopt a lot of things because of this. For example the jump down from the Supermarket to the sewer area. This was much higher in early versions of the track.
607 wrote:
Mon Feb 03, 2020 8:40 pm
And I love the 'summer storm coming' in the reverse version. I had forgot about it, and was delighted. :) Very cool.
I'm using object throwers here. At the start of the lap there is no rain. When leaving the Supermarket, rain will be triggered, as well the lightning. And right before starting the second lap, even more rain will start. I don't know if any other tracks have used this functionality until now, but I think it adds a lot to the athmosphere. :) Sadly the tracks surfaces didn't change during racing. This means concrete, tarmac and grass won't change it's properties, and don't get slippery during a race. This is technically not possible with RVGL.
Gotolei wrote:
Tue Feb 04, 2020 6:41 am
I didn't notice this quite as much in the forward version because the reverse start doesn't break up the cars as quickly, but might there be any plans in the future for the AI nodes to have overtaking lines set up?
As most of you maybe know, the AI-nodes was done by Whitedoom. After I got the first version from him I asked him because of the overtaking lines, because I also noticed this. He told me that he never add overtaking lines when he do the AI-nodes, because the AI get less competitive when adding these. The AI is changing the raceline because of overtaking lines during racing, and the chance for them to loose time, loose control, or even crash, is much higher. However, I also think that overtaking lines are a needed compromise. I will talk once more to him stating the issues, but I am pretty sure he would not like to add them, because his main goal is to have some cars "escape" quickly.
My Re-Volt creations: Skins | Pemto Pack Project | Cars | Tracks
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Kipy
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Re: School's Out!

Unread post by Kipy » Wed Feb 05, 2020 3:32 pm

Kiwi wrote:
Tue Feb 04, 2020 6:56 am
He told me that he never add overtaking lines when he do the AI-nodes, because the AI get less competitive when adding these. The AI is changing the raceline because of overtaking lines during racing, and the chance for them to loose time, loose control, or even crash, is much higher.
This depends on how well you do those overtaking lines. It is time consuming, yes, but it worth do kill your time while you doing them.
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ZipperZbieracz
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Re: School's Out!

Unread post by ZipperZbieracz » Thu Feb 06, 2020 11:31 pm

The track is a 5/5. The graphics are fantastic, the environment feels realistic, the shadows are great, the raceline is in some parts demanding, but there are also places with simple turns and straights where it's possible to take a breath. A great track. The music is wonderful. Many references and graffitis about Re-Volt and players. Also it's possible to drive over the water hoses now! Im so excited about that.

______________

Very nice about the water hoses. In some places it's hard to get over them, but it's fine. A super cool feature. Also moving the milk box slightly away from the racing line is good too.

I spotted it is not possible to drive under the skateboards which stand on their wheels. Would be probably better to get stuck under them rather than hit a 90 degrees wall.
► Show Spoiler
Also, just an idea, wouldn't it be possible to make the boat and the tin boxes in the sewer as a custom animation objects, that would imitate the effect of flowing? Perhaps this way they could both float and have a hitbox/collision.
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Huki
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Re: School's Out!

Unread post by Huki » Fri Feb 07, 2020 3:07 pm

I'm glad that most repo boxes have been removed. There is still one repo box at the beginning, and I'm fine with this. However, it is possible to see incomplete parts of the world shortly before being repositioned. See below:



I think either the repo box should be moved to occur a bit earlier, or the fence should be extended below, to cover the area where the trees and sky are currently visible.
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Kiwi
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Re: School's Out!

Unread post by Kiwi » Sun Feb 23, 2020 8:51 pm

I've updated School's Out! to Version 1.2.

Version 1.2 Changelog from February 23rd 2020:

+ Added sweepcam effect ("Startgrid zoom") at normal and reversed version. (More infos here)
+ Corrected a possible bug with direction arrow and split time triggers (More infos here)
+ Corrected placement of reposition triggers

ATTENTION! Starting with this version, RVGL 20.0210a (or higher) is needed to play the track.

Download the track's newest version from RVZ.

Thanks for playing School's Out!.

Kiwi
My Re-Volt creations: Skins | Pemto Pack Project | Cars | Tracks
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Kiwi
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Re: School's Out!

Unread post by Kiwi » Sun Aug 09, 2020 6:16 pm

Image

School's Out! was updated to version 1.3!

Changelog:
+ Reduced the amount of moveable objects to avoid multiplayer disconnections
+ Replaced some moveable objects with instances

The next RVGL release will increase the stability of School's Out! in multiplayer games even more, as Huki will implement a change regarding the cone.m object. This moveable object will use the "Clever" Handler then, which will update the position of the american football object during multiplayer races not all the time, but only when it will be moved.

Download

Thanks for keep playing School's Out! :-)
My Re-Volt creations: Skins | Pemto Pack Project | Cars | Tracks
Strelok111
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Re: School's Out!

Unread post by Strelok111 » Mon Aug 31, 2020 6:57 pm

Looking great Kiwi, is it available on all versions of the game or just on the PC, or Android, or Linux version?
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VaidX47
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Re: School's Out!

Unread post by VaidX47 » Mon Aug 31, 2020 7:48 pm

Strelok111 wrote:
Mon Aug 31, 2020 6:57 pm
Looking great Kiwi, is it available on all versions of the game or just on the PC, or Android, or Linux version?
All content for Re-Volt/RVGL is cross compatible.
Might be slower on android due to hardware capabilities, naturally.
aka Vaid; >[MediaFire Stuff]<
Strelok111
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Re: School's Out!

Unread post by Strelok111 » Mon Aug 31, 2020 7:56 pm

Okay, thanks, that's awesome!
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