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.
Download the Dreamcast Pack: rvgl_dcpack.zip (not updated this time)
Download the Soundtrack: soundtrack.zip
More about the update and RVGL: changelog | docs
Full game downloads are available at distribute.re-volt.io.
The shader edition is now part of the usual alpha builds, selectable through an ini option. To switch between the shader and fixed pipeline (legacy) renderer, use the 'Shaders' key in rvgl.ini. The "-noshader" command line can be used to force the legacy renderer when shader mode is enabled through the ini.
Tiling Textures and More:
There now is a new level .inf keyword 'TEXTUREPROPS' to set various level per-texture properties. The syntax is 'TEXTUREPROPS 3 1 0 1', with four values specifying the index (0-9), mipmapping (0-disable / 1-enable), wrap mode (0-clamp / 1-repeat) and colorkeying (0-disable / 1-auto).
For example, use 'TEXTUREPROPS 1 1 1 0' to make texture page B use mipmapping, support mapping outside the boundaries and disable colorkeying (no pure-black alpha testing).
This gives you more freedom in regards of your mapping style and it also allows you to port custom content from other games that make use of unclamped texture mapping. Here's an example, courtesy of DC.All.
Note that enabling texture tiling can have a negative impact on performance while disabling colorkeying on textures that are not supposed to have transparency gives you a little benefit.
- Error messages for out-of-date language files are now more specific.
- The texture size limit of 8192x8192 has been lifted!
- Message windows no longer minimize the game when in fullscreen mode.
- Text widths have been adjusted in the Android version on the car selection screen to fit better.
- Winning a race with the amount of cars set to 1 no longer counts in the progress table.
- more in the changelog