Search found 399 matches
- Sun Feb 09, 2020 9:39 am
- Forum: Competitions & Online Racing
- Topic: RV House News
- Replies: 47
- Views: 285167
Re: RV House News
If the new IP is confirmed working (it's working for me), I could release a new RV House update soon. And while I have now account here, I'd like to extend many thanks to Huki for updating RV House, and the many other awesome things you've been doing in here. You're great! Thanks arto, and welcome t...
- Sat Feb 08, 2020 5:30 pm
- Forum: Suggestions
- Topic: [Done] [RVGL] Startgrid zoom for custom tracks
- Replies: 6
- Views: 7340
Re: [RVGL] Startgrid zoom for custom tracks
In the next release, it will be possible to set the startgrid zoom (technically called as the sweep camera) with the following *.inf key:
For now there is no further option to customize the coordinates, but this can be added later.
Code: Select all
SWEEPCAM 1 ; 0 to disable, 1 to enable
For now there is no further option to customize the coordinates, but this can be added later.
- Fri Feb 07, 2020 3:07 pm
- Forum: Creations
- Topic: School's Out!
- Replies: 14
- Views: 35764
Re: School's Out!
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: https://rvgl.re-volt.io/posts/imgs/schools_fence.jpg I think either the re...
- Thu Feb 06, 2020 2:04 pm
- Forum: Help & Bug Reports
- Topic: [RVGL] Direction triggers bug
- Replies: 8
- Views: 12926
Re: [RVGL] Direction triggers bug
Thanks a lot for testing, and doing this really nice and helpful video! I‘m shocked how often (and early) the problem occurs at a 20 fps framerate. OK, it’s clear now, I have to make the direction arrow triggers thicker, and release another bugfix release then. :( But to be 100% sure, I will wait f...
- Tue Jan 28, 2020 5:06 pm
- Forum: Help & Bug Reports
- Topic: Load Dreamcast Levels
- Replies: 4
- Views: 4466
Re: Load Dreamcast Levels
Thanks. I have those downloaded. I should add that the level order is different in the Dreamcast version. It does not have any mirrored levels. Are you talking about the order of levels in championship mode? RVGL uses the original PC order by default. You can enable Dreamcast mode by following thes...
- Mon Jan 27, 2020 9:59 am
- Forum: Work in Progress
- Topic: School's Out! - WIP Track
- Replies: 25
- Views: 137817
Re: School's Out! - WIP Track
I noticed a visibox glitch from this angle: https://rvgl.re-volt.io/posts/imgs/schools_visi.jpg *** https://i.imgur.com/lLKCL2v.png Panga here has no collision, some player could get rocketed/shockwaved into it and fly through it. Also, the panga's hind legs can intersect with the platform below, so...
- Fri Jan 24, 2020 5:09 pm
- Forum: Work in Progress
- Topic: School's Out! - WIP Track
- Replies: 25
- Views: 137817
Re: School's Out! - WIP Track
From the readme: + In the gym area it can happen, that the car shadow dissapears for a short period of time. The reason for this error is unknown. This can happen when the collision poly goes too much under the world poly. I reported a similar issue in Spa-Volt 1 . *** The boat here has no collision...
- Wed Jan 22, 2020 4:42 pm
- Forum: Suggestions
- Topic: [Done] Super Pro rating
- Replies: 4
- Views: 5010
Re: Super Pro rating
Support for additional ratings is planned (at least for Super Pro), but the details aren't finalized.
- Sat Jan 18, 2020 7:36 pm
- Forum: Suggestions
- Topic: Use flap.m if it exists
- Replies: 1
- Views: 4273
Re: Use flap.m if it exists
from what I can make of the xbox source, once the objects actually initialize, the mapping is overwritten by a switch statement where the mapping for ghost town 1 is the default case. I think you're describing the Fla g object. flap.m / Flappage is not even implemented, so it loads nothing (outside...
- Sat Jan 18, 2020 7:30 pm
- Forum: Help & Bug Reports
- Topic: [RVGL] Camera issues since 19.0819 update
- Replies: 29
- Views: 19280
Re: [RVGL] Camera issues since 19.0819 update
In the new release (19.1230a) changelog I saw this section: - Updated camera collision behavior: Scale the collision shifting based on the car speed such that the necessary scaling is only applied while racing, without introducing stuttering when the car is still. Can this have anything to do with ...
- Sat Jan 18, 2020 7:20 pm
- Forum: Help & Bug Reports
- Topic: [SOLVED] [Shader Renderer] Deactivated Reflections Problem
- Replies: 1
- Views: 3213
Re: [Shader Renderer] Deactivated Reflections Problem
Good find. Interestingly, this bug was introduced in 19.0210a but never reported before.
- Wed Jan 08, 2020 9:26 am
- Forum: Help & Bug Reports
- Topic: [RVGL] Camera issues since 19.0819 update
- Replies: 29
- Views: 19280
Re: [RVGL] Camera issues since 19.0819 update
The camera issues are back since version 19.1230a. To be more detailed, this point from my main post happens again: When you drive right beside a wall, the camera moves to a slightly different position, which was not the case before. An example are the tight areas between the houses at the Ghost To...
- Sun Jan 05, 2020 3:32 pm
- Forum: Help & Bug Reports
- Topic: [SOLVED] Tracker cheat and rooftops
- Replies: 2
- Views: 9156
Re: Tracker cheat and rooftops
This can only happen if rooftops is really missing from your installation. Have you tried reinstalling the DC pack?
- Sat Jan 04, 2020 1:18 pm
- Forum: RVGL News
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 34492
Re: [RVGL Release] 19.1230a
The gravity was indeed constant for the whole game and we made it customizable.
- Sat Jan 04, 2020 8:27 am
- Forum: RVGL News
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 34492
Re: [RVGL Release] 19.1230a
Did some testing on nhood2. It seems like certain objects don't want to use their correct texture sheet if an animation exists in the world? (On stock nhood2, the same objects also use incorrect texture sheets in makeitgood, but are fine in normal play) Apparently there is some hardcoding for the t...
- Fri Jan 03, 2020 9:31 am
- Forum: Help & Bug Reports
- Topic: [SOLVED] Problem with Spark Generator
- Replies: 10
- Views: 7195
Re: Problem with Spark Generator
You are right. For some other kind of testing, I had vsync on yesterday. That was also when the sparks were emitted vertically. Today I've turned vsync off again. And that is the reason, why the sparks are fine (horizontally) today. Here is a fix for the frame rate dependency. You should check the ...
- Fri Jan 03, 2020 7:28 am
- Forum: Work in Progress
- Topic: Spa-Volt Diary
- Replies: 79
- Views: 287219
- Thu Jan 02, 2020 3:28 pm
- Forum: Help & Bug Reports
- Topic: [SOLVED] Problem with Spark Generator
- Replies: 10
- Views: 7195
Re: Problem with Spark Generator
Apparently it depends on the frame rate. You get your "normal" behavior when the frame rate is high, and "vertical" behavior when frame rate is low. I have to check which part of the particle physics is tied to frame rate.
- Thu Jan 02, 2020 1:50 pm
- Forum: RVGL News
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 34492
Re: [RVGL Release] 19.1230a
The online documentation should now be up to date.
- Thu Jan 02, 2020 11:55 am
- Forum: Help & Bug Reports
- Topic: [SOLVED] Problem with Spark Generator
- Replies: 10
- Views: 7195
Re: Problem with Spark Generator
Hmm. Thanks for this info. But why did it changed it's behavior? Why it was vertical for you at the first time you've played it, and not for me? If it would be vertical for me as well, I for sure would have try to corrected this before I released the track. Also, there are a lot of spark generators...
- Thu Jan 02, 2020 10:50 am
- Forum: Help & Bug Reports
- Topic: [SOLVED] Problem with Spark Generator
- Replies: 10
- Views: 7195
Re: Problem with Spark Generator
Since the time I first played Beehive Valley, the spark was always vertical. I thought it was supposed to be a hot water spring. :D When I loaded it in edit mode, I noticed several things: There is a large Linear field and an Orientation field covering the entire world, and both are directed vertica...
- Thu Jan 02, 2020 6:43 am
- Forum: RVGL News
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 34492
Re: [RVGL Release] 19.1230a
Stars aren't included in the pickups limit: you could have up to 256 pickups and any number of stars. However, Stunt Arena is limited to 64 stars. The limit cannot be increased for now, because it would break the save file format. Perhaps we could allow additional stars and only save progress of the...
- Tue Dec 31, 2019 6:27 pm
- Forum: RVGL News
- Topic: [RVGL Release] 19.1230a
- Replies: 14
- Views: 34492
Re: [RVGL Release] 19.1230a
Will a proper documentation in the official RVGL documentation be added later? (I know there is the basic documentation, and a self-documented properties.txt - but for convenience a own section in the RVGL documentation would be nice) Yep. As far as all the previous releases are concerned - only th...
- Tue Dec 31, 2019 6:22 pm
- Forum: Suggestions
- Topic: Object Throwers
- Replies: 14
- Views: 9866
Re: Object Throwers
I am just not sure for what exactly you would reuse the "Reuse" flag. For example, only for the star, to decide if it's a practice star or a global weapon star? As I said, each object supports up to 4 flags (let's call them flag1, flag2, flag3 and flag4), and each of them can take any int...
- Tue Dec 31, 2019 4:34 pm
- Forum: Suggestions
- Topic: Object Throwers
- Replies: 14
- Views: 9866
Re: Object Throwers
This already sounds very good. I'm sure you already have thought more about it - and maybe it's more complicated, than I'm thinking. But would it be not possible to rebuild the Object thrower that way, so also the flag could be configured, as an additional option? Every object supports up to 4 flag...