Download Win32 [ setup | 7z ]
Download Win64 [ setup | 7z ]
Download Linux [ setup | 7z ]
Download macOS [ TBA ]
Download Android [ apk ]
Visit the topics for the Android version and the Shader edition for more information.
Download the Dreamcast Pack: rvgl_dcpack.zip
Download the Community Soundtrack: soundtrack.zip
Download the Controller Map Android app: rvgl_controllermap.apk
More about the update and RVGL: changelog | docs
Full game downloads are available at Re-Volt I/O.
The network version has been updated!
NOTE: The macOS release is expected to be delayed by one week. It will be announced separately.
It is now possible to have a custom animation triggered multiple times. To do this, set the TriggerOnce property of an animation to false. Read the updated docs for more info. Below is a potential use-case for multi-triggering animations (sample contributed by javildesign):
Custom animations can now have a Light, 3D Sound and Spark Generator attached to each bone. To learn how to add these to your animations, read the updated docs. You can insert a LIGHT, SFX or SPARK section at any keyframe, and then change their properties in further keyframes. Properties once added are inherited by further keyframes, so only the properties that must change again need to be specified. Below is an example:
Adding a sound effect to a bone works similar to adding a model. This means you need to declare your sound files, typically at the top of the file, and set the SfxID for your bone. To stop playing a looping sound effect, set the SfxID to -1. Sounds can be played once or loop continuously.
Code: Select all
SFX 0 "gator" ; This loads "custom/gator.wav" SFX 1 "tw_plane" SFX 2 "tw_plane_propellor"
There are new parameters to better customize weapon firing offsets. The Weapon parameter is renamed to WeaponOffset1 (the old name keeps working for existing cars). Use WeaponOffset1 to tweak the shockwave and firework generation offset. Use WeaponOffset2 to tweak the water balloon generation offset. The default values for both offsets are provided in the docs.
The support for low-CoM and flippable cars has improved.
- Transfer of electropulse between low-CoM and high-CoM cars now works.
- Weapons no longer spawn underground or explode onto the firing car itself.
- Low-CoM cars are now detected when passing through trigger boxes.
- When flippable cars are upside down, weapons and cameras re-orient themselves.
The host has new options to block players based on their IP address. The first option is a "Disconnect and Block" command. Select a player in the Waiting Room and press Ctrl + Shift + D. Unlike the plain Disconnect command, this disconnects the player and prevents them from joining the session again.
The next option is a global blocklist file that can be loaded at startup. As a host, you can use this feature to block repeat offenders if you know their IP address, but keep in mind that most people around the world have dynamic IPs (they keep changing), so you should keep your blocklist small and clean up old entries every now and then. Follow these steps to set up your blocklist:
- Create a blocklist.txt file in your profiles folder (profiles\blocklist.txt).
- Add IP addresses to this file, one on each line.
- Add -blocklist to your list of launch parameters.
AI Nodes editor received fixes and additions for two lesser known features: (1) Generating a racing line from ghost path, and (2) Generating smooth curves at turns. The modern editor now supports them and there are new commands added. The old commands continue to work in the legacy editor. The docs have sections covering these features.
To generate racing lines from ghost path, you must be in Time Trial mode, and you must have completed a record. To verify you have a record, look for the ghost car or enable it from Game Settings. Then, press G to generate the ghost path (you should see a red line that traces your record lap). Then press Shift + G to update the racing lines, and Ctrl + Shift + G to update the overtaking lines. Overtaking line generation is experimental and might require further manual tweaking.
To generate curves, hold down the N key and select 3 consecutive nodes, one before the turn, one at the turn itself and one after the turn. These are control points from which the curve is generated. Adjust the curve by moving the middle node's racing / overtaking lines. When you're satisfied, press Shift + N to update the racing lines, and Ctrl + Shift + N to update the overtaking lines.
NOTE: In the legacy editor, the commands for ghost path generation are 6 and Shift + 6. For curve generation, 1, 2 and 3 keys select the control nodes, and 4 and 5 keys update the racing / overtaking lines. Numpad keys can be used to adjust the curve.
- Libraries are upgraded on Windows and Android (SDL -> 2.0.14, ENet -> 1.3.17), and on Windows (OpenAL Soft -> 1.21.1).
- FluidSynth 2 is supported for MIDI playback, so it should be working once again on newer Linux distros.
- The audio device is initialized with a 48 kHz sample rate if supported.
- Slovenian language is added (thanks to Mirko Ficko for the translation).
- Collision clipping bug: A long time issue that caused cars to randomly spin out when riding along walls is now fixed.
- Fixed game window getting minimized when a message box is shown. The fix should also prevent a fullscreen display on a multi-monitor setup from minimizing, although this is not tested.
- Fixed an inconsistency in music playback in a custom frontend when the In-Game Music option is turned off.
- Fixed ball bearing texture cut off at the top in the weapon holder.
- Fixed a bug that caused the Battle Tag timer to run slow.