[RVGL Release] 20.1230a

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

[RVGL Release] 20.1230a

Unread post by Huki » Tue Dec 29, 2020 1:56 pm

RVGL has been updated to 20.1230a!

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.

Image The network version has been updated!


Content Packs
This release introduces an inbuilt content pack management system similar to what you'd find in tools like Mod Organizer. Content can be placed in multiple folders, called packs, and enabled selectively through a packlist file.

When a packlist is active, only content from the listed packs are enabled. The game sees a merged view of the pack folders, as though each pack was extracted one after the other to the game folder. No files are actually copied or moved, so there is no additional overhead. It's all native and it just works.

To learn more about how to set up packs, read the docs.

Custom Cups
You can now have custom championship cups in the same way you have additional cars and tracks. Each cup is defined in a text file placed in the cups folder. The available cups are listed at the Championship selection screen. To get started, read the docs.

When a custom cup is selected, the camera switches to the trophy overview. For custom frontends, there is a new camera view (ID 24 or TROPHYUSER) that, when set, will be used instead. Get the updated sample frontend.txt that includes the new section.

Textures
Texture Animation is now supported for models (*.prm and *.m files). You create and save texture animation data to the world file as usual, but models can now refer to those animations. Simply assign the Texture Animation face flag to your model faces and assign the animation slot as usual. We've recently added a Texture Animation Guide that walks you through the process.

Also for track authors, mirrored-repeat texture mapping mode is now supported. Set the wrap mode to 2 in TEXTUREPROPS (0:clamp, 1:repeat, 2:mirrored-repeat).

Code: Select all

TEXTUREPROPS    3 1 2 1  ; Index - mipmaps - wrap mode - colorkey

Modern Editor
  • Lights and Portals modes now have a modern editor. Portals is supported for completeness even though it's unused. As for Lights, you can move Omni lights, rotate Spot lights, rotate and scale Shadow Boxes using the standard tools.
  • Scaling tool has improved with several glitches fixed.
  • The modern editor is now default for new installations.
Other Changes:
  • Search is supported in Replay and Cup selection screens.
  • Unfinished players are listed again in the session CSV. (#1352)
  • Difficulty setting (in profile.ini) is taken into account for gazzasaicar clients. (#1342)
Bug Fixes:
  • Fixed a crash related to the mystery car (can happen in Time Trial that has a custom car ghost and the custom car is no longer installed).
  • Fixed a bug that can cause P2P connections to fail in rare cases.

[hide=Show changelog of this version]
20.1230a:
| Pumped network version.

Add:
  [General]
  - Content Packs: The game now supports a pack management system similar to 
    tools like Mod Organizer. Content can be placed in multiple folders and 
    enabled selectively through a packlist file. There is a new "packs" folder 
    where packs and packlists are loaded from. The default packlist is 
    "packs/default.txt".
    The command line "-packlist <name>" can be used to select a different 
    packlist. This causes the packlist "packs/<name>.txt" to be loaded.
  - Custom Cups: Added support for custom championship cups. Each cup is 
    defined in a text file placed in the "cups" folder. Use the "-nousercups" 
    command line to temporarily disable them.
  - For custom frontends, there is a new camera view (ID 24) that is used at 
    the cup selection screen when a custom cup is selected.
  - Editor: Modern editor now supports Light and Portal modes.
  [Graphics]
  - Added texture animation support for non-world meshes (*.m and *.prm files). 
    Animation data is stored in the world file as usual, but models can now set 
    the Texture Animation face flag, just like world faces.
  - Added support for mirrored-repeat texture mapping for levels. To use this, 
    set the TEXTUREPROPS wrap mode to 2.

Mod:
  [General]
  - Editor: Modern editor is made the default.
  - Editor: No longer create dummy files in place of missing level files.
  - Session CSV once again prints unfinished players in the results table.
  - Replay and Cup selection now have search support.
  [Multi]
  - Difficulty setting is once again taken into account for multiplayer clients 
    that use the "-gazzasaicar" command line.

Fix:
  [General]
  - Editor: Fixed glitchy axes in modern editor when the level has just loaded.
  - Editor: Fixed several scaling issues in modern editor. Ensure a minimum 
    box size for zones, triggers, etc.
  [Graphics]
  - Fixed crash when a car using the Mystery cloth effect has no body mesh.
  - Editor: Ensure the editor text is drawn on top of other elements.
  [Multi]
  - Fixed a bug that can cause P2P connections to fail in rare cases.
[/hide]
User avatar
DVark09
Posts: 7

Re: [RVGL Release] 20.1230a

Unread post by DVark09 » Tue Dec 29, 2020 2:34 pm

Having to not fiddle with multiple installs is great though I'd like to see on the fly content refresh for when someone needs to download a track or a car for a race so they don't need to leave the lobby
joelcool51
Posts: 3

Re: [RVGL Release] 20.1230a

Unread post by joelcool51 » Tue Dec 29, 2020 8:04 pm

I'm not able to create a championship. I try the I/O example and is stay locked. My version is 20.1230a.
User avatar
VaidX47
Administrator
Posts: 125
From: 333

Re: [RVGL Release] 20.1230a

Unread post by VaidX47 » Tue Dec 29, 2020 10:33 pm

joelcool51 wrote: Tue Dec 29, 2020 8:04 pm I'm not able to create a championship. I try the I/O example and is stay locked. My version is 20.1230a.
1) Make sure you have all needed tracks installed (including files for reversed variants)
2) Make sure NumCars, Classes and Points logically make sense: if using 16 cars, Classes (summed in total from six fields* - do the math) have to be 15 (because we exclude player car) and lastly have 16 separate fields for Points, which are split by commas.
Decreasing number of cars will require you to decrease amount from other two mentioned properties.
*Classes as follows: Rookie, Amateur, Advanced, Semi-Pro, Pro, Super Pro

Everything has to be accurate. You can troubleshoot most common custom cup issues by checking your re-volt.log file in profiles folder.
aka Vaid; >[MediaFire Stuff]<
User avatar
Black-Revolt001
Posts: 92
From: France

Re: [RVGL Release] 20.1230a

Unread post by Black-Revolt001 » Wed Dec 30, 2020 3:17 pm

Too bad we can't put more than 15 steps, 20 will be perfect ... but great idea
in addition to this update, my lego circuit editor works again.
AMB1976
Posts: 11

Re: [RVGL Release] 20.1230a

Unread post by AMB1976 » Mon Jan 04, 2021 10:41 am

Good morning, my question is if is it possible to save my custom cup in order to finish it in a second time?
I didn't find this option available in the cup menu, actually i didn't find it even in the stock cup menu...
Thanks
User avatar
Zeino
Posts: 26
From: Slovakia

Re: [RVGL Release] 20.1230a

Unread post by Zeino » Thu Jan 07, 2021 11:46 am

You have to beat all cups in one go, its how the game is im afraid man.
i drive bendor and

Image
User avatar
Avecezar
Posts: 77

Re: [RVGL Release] 20.1230a

Unread post by Avecezar » Thu Jan 07, 2021 4:35 pm

This is a pitty. A new function to suggest. Would be useful.
SDeG
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