[RVGL Release] 20.0210a

News and announcements about RVGL's development.
User avatar
Huki
Developer
Posts: 397

[RVGL Release] 20.0210a

Unread post by Huki » Mon Feb 10, 2020 7:19 pm

RVGL has been updated to 20.0210a!

Update:
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.

Goodies:
Download the Dreamcast Pack: rvgl_dcpack.zip
Download the Community Soundtrack: soundtrack.zip
Download the Controller Map Android app: rvgl_controller_map.apk
More about the update and RVGL: changelog | docs

Full game downloads are available at distribute.re-volt.io.

Image The network version has been updated!


Modern Editor:
In another major overhaul of the in-game editor, this release adds modern editor workflows to several more edit modes. All these edit modes now have a modern editor option, accessible by setting LegacyEditorControls = 0 in rvgl.ini.
  • AI Nodes (added previously: #1101, #1118)
  • Pos Nodes (added previously: #1101, #1118)
  • Camera Nodes
  • Fields
  • Instances
  • Objects
  • Triggers
  • Visiboxes
  • Track Zones
When the modern editor is enabled, you now have access to brand new tools that perform Translation, Rotation and Scaling in a much more intuitive way. These manipulations can be axis-constrained (one, two or all axes) and set to occur in World or Object space.

Image

Below is a basic gist of the available options:
► Modern Editor Controls
Force Fields:
Similar to Camera Nodes, the Force Fields file format is updated with new options. This breaks file format compatibility, so we've added a level *.inf key called FLDFORMAT that can be set to zero to save fields in the old format (in which case new features cannot be used). This only affects the saving - the correct *.fld file format is auto-detected when loading. When no FLDFORMAT is set in the *.inf, the new format is used by default.

Each field can have the following properties configured individually:
  • Shape (Box or Sphere)
  • Direction (Linear or Radial)
  • Distribution (Uniform or Gradient)
  • Apply (Force or Acceleration)
More field types have been added:
  • Angular
  • Angular Velocity
  • Orientation (Forward)
When using the new field format, there are a couple of points to note:
  • Spherical field is deprecated. Create a Linear field instead with these properties: Shape - Sphere, Direction - Radial, Distribution - Gradient.
  • Wind field is currently limited to Box Shape and Uniform Distribution.
Car Customization:
There are new parameters.txt options:
  • Super Pro cars are supported by the game. Set Rating to 5. (#1170)
  • Cars can be set to be unlocked upon clearing Stunt Arena. Set Obtain to 5.
  • Cars can have their own horn sound. Set SFXHONK '<path>'.
  • Cars can have their own wheel-turning sound. Set SFXSERVO '<path>'.
Level Customization:
  • Object Animation received some improvements. Rotating platforms are now possible (note, however, that the moving platform must be Bone 0). custom_animations.txt validation is improved and several bugs are fixed.
  • Object Throwers are improved. They can have lap settings specified in Flag High, similar to Object Animation. More objects are now throwable without crashing the game (these objects will use their default settings). (#1164)
  • Collision *.ncp file is now supported for Boat and Horse objects. Collision size for Train and Slider is no longer hardcoded.
  • Sweep Camera: The starting grid zoom effect can be enabled in user levels. Set SWEEPCAM *.inf key to 1. (#477)
Manage user-made content better with new command line arguments:
  • -nouserlevels: disable custom levels.
  • -nousercars: disable custom cars.
  • -nouserskins: disable car skins.
  • -nousersfx: disable custom car sfx.
  • -nouser: disable all the above.
Other Features:
  • Editor: The currently active edit mode can be changed directly from the in-game menu.
  • Shaders: Better compatibility with devices running Mali-400. UBO works better with various devices (Adreno 3xx, Mali-T720). Fog is performed in the fragment shader.
  • Fullscreen emulation: use -nofullscreen command line for borderless fullscreen window (i.e., fake fullscreen).
  • Android: Ability to launch from adb shell with command line arguments. Arguments are set through a string extra called 'args'. Eg, `am start -n com.rvgl.rvgl/.RVGLActivity -e args "-nointro -lobby 1.1.1.1"`.
Bug Fixes:
  • Fixed broken alpha transparency when Reflections are off. (#1173)
  • Particle physics is made consistent at different frame rates. (#1167)
  • Fixed crash when using collision render and wireframe. (#1165)
  • Fixed championship podium cars using wrong skins.
  • Save Car Info option uses consistent line endings across platforms.
► Show changelog of this version
User avatar
mrroblinx
Posts: 25
From: Brazil

Re: [RVGL Release] 20.0210a

Unread post by mrroblinx » Mon Feb 10, 2020 7:29 pm

Oh my God this update is freaking amazing! the modern editor looks crazy, can't wait to try it out.

Really nice job on this!
User avatar
Huki
Developer
Posts: 397

Re: [RVGL Release] 20.0210a

Unread post by Huki » Mon Feb 10, 2020 8:06 pm

Note that the parameter for horn sound is SFXHONK. The changelog wrongly mentioned SFXHONKA, and I've corrected it now (just in case anyone has downloaded the update already).

mrroblinx wrote: Mon Feb 10, 2020 7:29 pm Oh my God this update is freaking amazing! the modern editor looks crazy, can't wait to try it out.

Really nice job on this!
Big thanks goes to Frankie for his work on the editor. Glad you like it. :)
User avatar
kiwi
Posts: 557

Re: [RVGL Release] 20.0210a

Unread post by kiwi » Mon Feb 10, 2020 8:29 pm

This is a really great release. Thanks a lot for this.

I tested the new SWEEPCAM functionality at School's Out! already, and it looks phenomenal. :eyes:
User avatar
javildesign
Posts: 49
From: Holland

Re: [RVGL Release] 20.0210a

Unread post by javildesign » Tue Feb 11, 2020 8:30 am

Amazing! Great work. I will try it out a soon as I can.
User avatar
607
Posts: 388

Re: [RVGL Release] 20.0210a

Unread post by 607 » Tue Feb 11, 2020 6:53 pm

Aaah, so good! :D
The editor overhaul actually makes me want to work on a track again... :P Amazing work, FranklyGD!
User avatar
Huki
Developer
Posts: 397

Re: [RVGL Release] 20.0210a

Unread post by Huki » Thu Feb 13, 2020 4:06 am

The documentation is now up to date with the latest editor features.
User avatar
AnoTherS_
Posts: 4

Re-Volt Re: [RVGL Release] 20.0210a

Unread post by AnoTherS_ » Thu Feb 13, 2020 8:37 am

Please, add Russian to the next version of RVGL.
Thank you in advance.
:re-volt:
svito
Posts: 39

Re: [RVGL Release] 20.0210a

Unread post by svito » Thu Feb 13, 2020 9:49 pm

Proper Russian is impossible without Cyrillic characters. Also nobody will add that for you, sorry.
Adjie564
Posts: 1

Re: [RVGL Release] 20.0210a

Unread post by Adjie564 » Fri Feb 14, 2020 3:27 pm

This update is amazing, but there still a something missing, please for update in the future place a new championship for super pro car and allow custom championships and custom cars in this mode without having to use wolfrm4.
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