RVGL has been updated to
20.0905a!
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.7z
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
distribute.re-volt.io.
The network version has been updated!
Level Properties: There are a couple of features focused on levels that have an animated start grid (think of a platform that moves up or down at start).
- Reposition behaves differently in Time Trial and Stunt Arena. Here, the car is directly reset to the start grid. In normal races on the other hand, the car is reset on top of an AI node. There is now an *.inf key STARTGRIDRESET to customize this behavior.
Code: Select all
STARTGRIDRESET 1 ; Grid reset behavior (0: node reset, 1: grid reset)
When this is set to 0 (node reset), the car is reset to an AI node above the start grid rather than directly on the start grid. This can prevent the car from falling into space in case there was a platform at the start grid and it has since moved away. The default value is 1 (grid reset). The option is currently only applicable in Time Trial mode, but it could be extended to Stunt Arena in a future update.
- Object animations were synchronized in multiplayer by having them start only after the countdown. Animations can now specify a PreCountdown flag to disable this synchronization and let this animation start before the countdown. The online docs have an updated sample file that contains this flag. Use this option carefully: only use them for animations that finish well before the countdown ends (i.e., animation should end in 3-4 seconds).
Items in
properties.txt now support
custom slots in addition to overriding default IDs. For example, you're no longer required to replace one of the default material, dust or spark entries. Instead, you can customize one of the user slots. These are the new limits:
- 64 Materials
- 32 Corrugations
- 32 Dusts
- 64 Sparks
- 32 Trails
As before, get the updated sample
properties.txt from the
online docs.
The
3D Sound object (Objects edit mode) has new options. It has:
- A Mode option that can be Continuous, Random or Play Once.
- A Start Time option, effective only in Play Once mode; sets the number of seconds to wait before this sound is played.
There are some fixes too:
- Several TRAIL properties were not read correctly by the game. This is fixed.
- For Sparks and Trails, TexturePage can be set to -1 to disable texturing.
- Cars on top of animated platforms no longer fall through upon reposition.
Video Updates: This release includes several stability and compatibility fixes, updated ANGLE libs and a new ANGLE D3D11 profile. For Windows 10 users, there is a change in the application manifest to ensure better compatibility with
Intel drivers. This means native OpenGL support should now work (no more pesky "OpenGL 2.0" errors, hopefully).
Further, the game automatically attempts
fallback modes when device creation fails. It works like this:
- By default, try the OpenGL 2.0 shader renderer.
- Then, try the ANGLE Direct3D backend (Windows).
- Then, fall back to the OpenGL legacy renderer.
There is also a
new video profile for ANGLE D3D11. In
rvgl.ini, setting 'Profile = 3' initializes ANGLE D3D with an ES2 profile for wider compatibility. You can now set 'Profile = 4' to enforce D3D11 with an ES3 profile. This unlocks OpenGL ES 3.0 level features, like UBO and the ability to disable mipmap generation, and should be more stable. Use 'Profile = 4' if you're running at least Windows 7 with a DirectX 10 level GPU. Otherwise, use 'Profile = 3'.
Other changes include:
- New ANGLE libs based on the Chrome 69 branch. These are compatible with Windows XP and above.
- Launching the game in fullscreen should be faster and flicker-free.
Base and Pref Path: The game can now have the base data path and preferences path separated. This is an optional feature and is enabled through the command line. The base path is where the game looks for the base game data, including levels, cars and strings. By default, this is the folder where the game is run from. Set a custom base path with the '-basepath <path>' command line.
The pref path contains game saves and configuration files. These folders belong to the pref path:
- cache
- profiles
- replays
- times
These folders are automatically created when they are missing. You can set a custom pref path with the '-prefpath <path>' command line. If you simply specify '-prefpath' without any path, the system default is used. This is somewhere like:
- "C:\Users\<user>\AppData\Roaming\RVGL" (Windows)
- "~/.local/share/RVGL" (Linux)
Android Updates:
- The app now targets API 28 (Android 9) and supports the runtime permission model.
- The minimum supported version is now Android 3.1. Support for the ARMv5 32-bit architecture has been removed (minimum is now ARMv7).
- OGG vorbis uses an integer decoder (Tremor) on both 32-bit and 64-bit ARM devices.
- There is better controller support and HIDAPI support, thanks to an updated SDL2.
- The RVGL Controller Map configuration app is likewise updated.
Upgraded Libraries: The following libraries were upgraded:
- SDL2 -> 2.0.12
- SDL_image -> 2.0.5
- ENet -> 1.3.15
- OpenAL Soft -> 1.20.1 (Windows)
- OpenAL Soft -> 1.19.1 (Android)
- GLAD -> 2.0.0-beta
Other Changes:
- Replays: Each saved replay file has a race results CSV saved alongside. Launch times should be faster thanks to optimized replay files searching at startup.
- Online: AI cars difficulty is once again taken into account in online races. Game should be more stable in levels that have objects like wobbly cone and football.
- Editor: Zones editor now shows whether a car has gone outside zone. The modern Zones editor now uses N key to toggle AI nodes display. Previously, this feature was only available in the legacy editor. Also fixed an inability to deselect triggers in legacy editor, and a visibility issue when drawing lines in shader mode.
- Additional stock cars (those not part of the stack like Clockworks and UFO) can now have custom carbox textures.
- Several other bug fixes.
► Show changelog of this version
20.0905a:
| Pumped network version.
Add:
[General]
- The behavior when repositioning to start grid in Time Trial mode can be
customized. There is a new *.inf key STARTGRIDRESET that can be 0 or 1. 0:
reset to the node above start grid, 1: actually reset to start grid (the
default).
- Object Animation: New option PreCountdown in the ANIMATION section to
disable syncing in multiplayer and always start the animation before
countdown. This is useful, eg., for platforms that are supposed to come up
during the countdown.
- Level Properties: There is now support for custom slots in addition to the
default IDs. Up to: 64 Materials, 32 Corrugations, 32 Dusts, 64 Sparks and
32 Trails are supported.
- Level Properties: The MATERIAL section has a new Color property for editor
display (currently unused).
- Replay: Race results CSV is saved along with each saved replay.
- The game can optionally have separate base and pref paths. Use new command
lines '-basepath <path>' and '-prefpath <path>'. If no <path> is supplied,
the default paths are used. These folders belong to the pref path: cache,
profiles, replays and times. The default pref path is:
- "C:\Users\<user>\AppData\Roaming\RVGL" (Windows)
- "~/.local/share/RVGL" (Linux)
[Graphics]
- Windows: Added a new Profile option for forcing an ES3 profile with ANGLE
Direct3D11 backend. This unlocks ES3 level features, such as UBO and
disabling mipmap generation. In rvgl.ini, set 'Profile = 3' for a default
ES2 profile (D3D9), and 'Profile = 4' to enforce an ES3 profile (D3D11).
- Device creation fallback: Attempt fallback modes when device creation
fails. The order is: OpenGL (shader) -> D3D (ANGLE) -> OpenGL (legacy).
[Audio]
- The 3D Sound object has a redesigned Mode option (0: Continuous, 1: Random,
2: Play Once). There is a new Start Time flag to decide the time in seconds
before the sound is played. This is only applicable to Play Once mode.
Mod:
[General]
- The following libraries are upgraded: SDL -> 2.0.12, SDL_image -> 2.0.5,
OpenAL Soft -> 1.20.1 (Windows) / 1.19.1 (Android), ENet -> 1.3.15. The
GLAD OpenGL loader was upgraded to 2.0.0-beta.
- Android: The app now targets API 28 (Android 9) and supports the runtime
permission model. The minimum supported version is now Android 3.1. Support
for the ARMv5 32-bit architecture has been removed (minimum is now ARMv7).
- Better message box behavior: Ensure the main window is properly restored
once the message box is dismissed.
- Replay: Reading of replay files at startup is better optimized.
- Editor: Zones editor now shows whether a car has gone outside zone. In
modern mode, N key toggles AI nodes display.
- Additional stock cars (those not part of the stack like Clockworks and UFO)
can now have custom carbox textures.
[Graphics]
- Windows: Updated ANGLE libs to the 3497 branch (Chrome 69). Uses custom
built libs for Windows XP / Vista compatibility.
- Windows: Removed the ID for Windows 10 from the manifest for better
compatibility with Intel drivers. This enables native OpenGL support for
old Intel chipsets running on Windows 10.
- Shaders: Minor optimization in fragment shader code.
- Shaders: Cached binaries are now saved to "cache\shaders".
- Hide HUD now hides Replay, Spectator and No Pause text.
[Audio]
- Android: Integer decoder (Tremor) is now used to decode OGG on both 32-bit
and 64-bit arm devices.
[Input]
- Android: Better controller support and HIDAPI support. Updated the RVGL
Controller Map configuration app.
- Updated SDL GameController mapping files.
[Multi]
- Re-enabled AI rubberbanding and difficulty setting in multiplayer.
- Don't send data for objects that are almost still. This helps conserve
bandwidth especially for objects that are always moving, like tumbleweeds
and wobbly cones.
Fix:
[General]
- Level Properties: Fixed parsing of several TRAIL properties (Fades,
Shrinks, Expands and Length). TexturePage -1 can now be used to disable
texturing.
- Ensure custom level progress is loaded so OBTAIN works correctly.
- Object Animation: Cars on top of animated objects or platforms no longer
fall through upon reposition.
- Object Animation: Fixed improper case handling of custom animation model
file names. This affects case-sensitive platforms like Linux.
- Replay: Fixed a save game issue when selecting to view replay or restarting
the race from replay mode.
- Replay: Fixed a bug in replay file version check.
- Fixed crash caused by unlinked AI nodes in sprint mode.
- Fixed an AI recovery glitch when cars drop down during countdown.
- Fixed rounding errors in pickup randomization that can cause the player to
get the global weapon even when the probability should be 0%.
- Editor: Fixed inability to deselect a trigger in legacy editor.
- Linux: Game launcher now handles arguments with quotes.
- Better logging of loaded files.
[Graphics]
- Camera low CoM fix now takes the orientation of car BBox into account.
- Windows: Fixed a flicker when launching the game in fullscreen.
- Shaders: Fixed the order in which debug lines are rendered.
[Multi]
- Fixed an overflow in network traffic values (Ctrl + P).