Search found 399 matches

by Huki
Sun Feb 09, 2020 9:39 am
Forum: Competitions & Online Racing
Topic: RV House News
Replies: 47
Views: 275040

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...
by Huki
Sat Feb 08, 2020 5:30 pm
Forum: Suggestions
Topic: [Done] [RVGL] Startgrid zoom for custom tracks
Replies: 6
Views: 7281

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:

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.
by Huki
Fri Feb 07, 2020 3:07 pm
Forum: Creations
Topic: School's Out!
Replies: 14
Views: 34272

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...
by Huki
Thu Feb 06, 2020 2:04 pm
Forum: Help & Bug Reports
Topic: [RVGL] Direction triggers bug
Replies: 8
Views: 12711

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...
by Huki
Tue Jan 28, 2020 5:06 pm
Forum: Help & Bug Reports
Topic: Load Dreamcast Levels
Replies: 4
Views: 4438

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...
by Huki
Mon Jan 27, 2020 9:59 am
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 25
Views: 132829

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...
by Huki
Fri Jan 24, 2020 5:09 pm
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 25
Views: 132829

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...
by Huki
Wed Jan 22, 2020 4:42 pm
Forum: Suggestions
Topic: [Done] Super Pro rating
Replies: 4
Views: 4965

Re: Super Pro rating

Support for additional ratings is planned (at least for Super Pro), but the details aren't finalized.
by Huki
Sat Jan 18, 2020 7:36 pm
Forum: Suggestions
Topic: Use flap.m if it exists
Replies: 1
Views: 4187

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...
by Huki
Sat Jan 18, 2020 7:30 pm
Forum: Help & Bug Reports
Topic: [RVGL] Camera issues since 19.0819 update
Replies: 29
Views: 19122

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 ...
by Huki
Sat Jan 18, 2020 7:20 pm
Forum: Help & Bug Reports
Topic: [SOLVED] [Shader Renderer] Deactivated Reflections Problem
Replies: 1
Views: 3193

Re: [Shader Renderer] Deactivated Reflections Problem

Good find. Interestingly, this bug was introduced in 19.0210a but never reported before. :eyes:
by Huki
Wed Jan 08, 2020 9:26 am
Forum: Help & Bug Reports
Topic: [RVGL] Camera issues since 19.0819 update
Replies: 29
Views: 19122

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...
by Huki
Sun Jan 05, 2020 3:32 pm
Forum: Help & Bug Reports
Topic: [SOLVED] Tracker cheat and rooftops
Replies: 2
Views: 8928

Re: Tracker cheat and rooftops

This can only happen if rooftops is really missing from your installation. Have you tried reinstalling the DC pack?
by Huki
Sat Jan 04, 2020 1:18 pm
Forum: RVGL News
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 33001

Re: [RVGL Release] 19.1230a

607 wrote: Sat Jan 04, 2020 9:39 am Why does the gravity turn out to be customisable per level, anyway? All of the stock tracks have the same gravity, right? So you'd expect it to be constant for the whole game, and not set per level.
The gravity was indeed constant for the whole game and we made it customizable.
by Huki
Sat Jan 04, 2020 8:27 am
Forum: RVGL News
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 33001

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...
by Huki
Fri Jan 03, 2020 9:31 am
Forum: Help & Bug Reports
Topic: [SOLVED] Problem with Spark Generator
Replies: 10
Views: 7149

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 ...
by Huki
Fri Jan 03, 2020 7:28 am
Forum: Work in Progress
Topic: Spa-Volt Diary
Replies: 79
Views: 278530

Re: Spa-Volt Diary

Recently I noticed that car shadows are missing in this area of Spa-Volt 1. Tested with the latest track version (1.22).

by Huki
Thu Jan 02, 2020 3:28 pm
Forum: Help & Bug Reports
Topic: [SOLVED] Problem with Spark Generator
Replies: 10
Views: 7149

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.
by Huki
Thu Jan 02, 2020 1:50 pm
Forum: RVGL News
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 33001

Re: [RVGL Release] 19.1230a

The online documentation should now be up to date.
by Huki
Thu Jan 02, 2020 11:55 am
Forum: Help & Bug Reports
Topic: [SOLVED] Problem with Spark Generator
Replies: 10
Views: 7149

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...
by Huki
Thu Jan 02, 2020 10:50 am
Forum: Help & Bug Reports
Topic: [SOLVED] Problem with Spark Generator
Replies: 10
Views: 7149

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...
by Huki
Thu Jan 02, 2020 6:43 am
Forum: RVGL News
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 33001

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...
by Huki
Tue Dec 31, 2019 6:27 pm
Forum: RVGL News
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 33001

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...
by Huki
Tue Dec 31, 2019 6:22 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 14
Views: 9802

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...
by Huki
Tue Dec 31, 2019 4:34 pm
Forum: Suggestions
Topic: Object Throwers
Replies: 14
Views: 9802

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...