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.
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.
Below is a basic gist of the available options:
► Modern Editor Controls
Common
- 1 = Translate
- 2 = Rotate
- 3 = Scale
- I = Isolate
- Left Alt = Space (World or Object)
- Left Shift + D = Duplicate (Field, Instance or Object)
Fields Editor
- G = Gravity Field (Magnitude)
- Left Ctrl + G = Gravity Field (Direction)
- Left Alt + G = Anti-Gravity Field
- Numpad Period = Mod Type (Zone or Direction)
- Numpad 0 = Reset Orientation
- Left Alt + Numpad 0 = Reset Direction
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
20.0210a:
| Pumped network version.
Add:
[General]
- New force field format with extended options and type selection. The shape,
direction, distribution and apply type can be configured separately, and
new field types have been added. Use the FLDFORMAT level *.inf key to
switch between the new and old format for saving.
- Editor: Modern editor workflows now available for these edit modes: Camera
Nodes, Fields, Instances, Objects, Triggers, Visiboxes and Track Zones. New
tools added for Translation, Rotation and Scaling.
- Sweep Camera support: New level *.inf key SWEEPCAM (0 or 1) to toggle the
starting grid zoom camera in user levels.
- Added support for Super Pro cars (new Rating level 5). Set cars to be
unlocked upon Stunt Arena completion (new Obtain level 5).
- Added command line arguments to manage user-made content: '-nouserlevels',
'-nousercars', '-nouserskins', '-nousersfx' (for car sfx only), along with
existing '-nouser' (for all the above).
- Android: Ability to launch from adb shell with command line arguments (set
through a string extra called 'args').
[Graphics]
- Fullscreen emulation support: new command line '-nofullscreen' for
borderless fullscreen window (i.e., fake fullscreen).
[Audio]
- Custom car sfx: New parameters.txt keywords SFXHONK '<path>' and SFXSERVO
'<path>' to use a custom horn sound and servo sound for the car.
Mod:
[General]
- Object Throwers can now specify lap settings in flag high similar to Object
Animations. More objects are now throwable without crashing the game.
- Object Animation: Collision now accounts for angular velocity of the moving
object to support rotating platforms and objects (currently supported for
Bone 0 only).
- Collision is now supported for Boat and Horse objects.
- Removed hardcoded collision bounding box for Train and Slider objects.
- Updated stat bar ranges in car selection screen to account for Super Pros.
- Editor: The MAKEITGOOD cheat enables all editor features that are available
through Dev mode.
- Editor: The currently active edit mode can be changed directly from the
in-game menu (and press Enter to restart the level).
- Editor: Save Car Info option now uses in-game confirmation menu instead of
system message dialog.
- Updated Serbian strings.
[Graphics]
- Shaders: Updated lights and effects layout to use closely packed data. The
settings ShaderLights, ShaderShadows and ShaderEffects can be set down to
zero (previously needed to be at least 1).
- Shaders: Better mobile compatibility and improved UBO support. Properly
detect the fragment shader precision for GLES2, and use explicit layout
specifier for each uniform block (fixes UBO on several devices).
- Improved fog support: Fog computation is moved to the fragment shader for
proper per-fragment fog (avoid polygon artifacts).
- Particle physics processing is tied to the physics rate for consistent
behavior across different frame rates. Particle collisions are still
processed at the display rate to avoid computation overhead.
- Particles render setting now affects more objects (such as sprinklers).
- EffectsFlag rvgl.ini setting is also applicable in legacy renderer.
- Editor: Keep meshes visible when Show Collision option is uses. Also avoid
a crash when collision render and wireframe are both enabled.
Fix:
[General]
- Fixed force fields limit to 1024.
- Fixed minor glitches in gravity customization options.
- Fixed bad visimask tests for particles processing.
- Object Animation: Fixed glitch during keyframe relative translations.
- Object Animation: Improved validation to prevent crash with bad values and
show a helpful error message in addition to logging.
- Editor: Save Car Info option uses consistent line endings across platforms.
- Editor: Properly uninitialize when switching to a new mode or quitting.
[Graphics]
- Fixed championship podium cars using wrong skins.
- Fixed Speedup object animation linked to frame rate.
- Shaders: Fixed broken alpha transparency when Reflections are off.
- Shaders: On GLES2, ensure 32-bit indices are supported or use 16-bit
otherwise. This fixes a compatibility issue with Mali-400.