[RVGL Release] 17.1218a

News and announcements about RVGL's development.
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Marv
Developer
Posts: 236
From: Europe 2

[RVGL Release] 17.1218a

Unread post by Marv » Mon Dec 18, 2017 8:21 pm

RVGL has been updated to 17.1218a!
This is a bug-fix release.

Update:
Download Win32 [ setup | 7z ]
Download Win64 [ setup | 7z ]
Download Linux [ 7z ]

Goodies:
Download the Dreamcast Pack: rvgl_dc_pack.7z (not updated this time)
More about the update and RVGL: changelog | docs

Image The network version has been updated!

Spectating ongoing races:

Hosts now have the option to allow players to spectate ongoing races when they join late. The command line "-latejoin" has to be set by the host to enable this feature. (Note: This does not work with "-nop2p".)

Other Stuff:
  • The host can copy their public IP address with CTRL + C when starting a multiplayer game.
  • The rear-view mirror and the spectating camera (accessed with F2 and F3) now hide when using the hide feature (Shift + F5, Space).
Fixes:
  • Crash caused by invalid texture animations
  • Fix attempt for crashes at restart after using the free camera
  • Flickering on the loading screen
  • Black screen after positioning
  • Splitscreen weapon counter after race finish
  • Disconnects when the game is minimized
  • Weapon activation after restart (reported by Santiii)
  • more in the changelog
[hide=Show changelog of this version]
17.1218a:
| Bug-fix release.
| Pumped network version.

Add:
  [Multi]
  - Added command line "-latejoin" that can be set by the host to allow players 
    to jump into an ongoing race.
  - The host can use Ctrl + C keyboard shortcut to copy the public IP address 
    displayed in the top right corner.

Mod:
  [Graphics]
  - Window events are now processed during the load screen. This allows players 
    to minimize / maximize / resize the RVGL window while loading.
  - The inset cams (F2 and F3) are now hidden when using panel hide feature.

Fix:
  [General]
  - Fix potential crash when world polys use an improper texture anim slot.
  - Attempt a fix for crash experienced by some users when restarting the race 
    after using a freeform camera.
  [Graphics]
  - Fix potential flickering / black lines at loading screen.
  - Fix black screen after repositioning in some cases.
  - Particles setting not taking effect from in-game Render Settings.
  - Ensure split-screen cameras are updated properly when game is paused.
  - Fix stray weapon counter displayed in split-screen after race finish.
  [Multi]
  - Fix timeout / disconnect when the game is minimized during sync screen.
  - Fix weapons dropped at the start grid after several restarts.
  - Don't trigger Rear View or Change Camera while configuring controls.
  - Next Track menu in split-screen unusable after viewing replay.
  - Trying to join an ongoing race properly displays the 'Joining Next Game' 
    dialog (broken in previous update).
[/hide]
User avatar
607
Posts: 391

Re: [RVGL Release] 17.1218a

Unread post by 607 » Tue Dec 19, 2017 4:09 pm

-latejoin is cool! Why isn't it default, though?
ali
Posts: 2

Re: [RVGL Release] 17.1218a

Unread post by ali » Thu Dec 21, 2017 9:58 am

Gents, this is awesome! Coming back 10+ years later and seeing this alive is so sweet!

Anyhow: Is RVGL Open Source? I can't find a repo, and I happen to only have Macs :).
User avatar
Marv
Developer
Posts: 236
From: Europe 2

Re: [RVGL Release] 17.1218a

Unread post by Marv » Thu Dec 21, 2017 11:11 am

ali wrote: Thu Dec 21, 2017 9:58 am Gents, this is awesome! Coming back 10+ years later and seeing this alive is so sweet!

Anyhow: Is RVGL Open Source? I can't find a repo, and I happen to only have Macs :).
It's... you?! Welcome back! We're still very active. Custom tracks and cars are still being made and the online racing scene is very busy as well.

RVGL sadly isn't open source due to licensing concerns. The game IP is currently owned by someone.
I've been planning to compile RVGL on macOS but my previous attempts failed (I set up a Hackintosh but it's lacking hardware acceleration due to driver issues).
ali
Posts: 2

Re: [RVGL Release] 17.1218a

Unread post by ali » Thu Dec 21, 2017 11:47 am

Marv wrote: Thu Dec 21, 2017 11:11 am It's... you?!
Yap, it's... me. I made this this 15 years ago. But apparently people still remember my alias :)

Marv wrote: Thu Dec 21, 2017 11:11 am RVGL sadly isn't open source due to licensing concerns. The game IP is currently owned by someone.
Is it possible to share it? I might end up having a go at getting it running over year end :)
User avatar
Marv
Developer
Posts: 236
From: Europe 2

Re: [RVGL Release] 17.1218a

Unread post by Marv » Thu Dec 21, 2017 11:49 am

ali wrote: Thu Dec 21, 2017 11:47 am
Yap, it's... me. I made this this 15 years ago. But apparently people still remember my alias :)
I know, I learned a lot from it and I'm really thankful it's still online ;)
ali wrote: Thu Dec 21, 2017 11:47 am
Is it possible to share it? I might end up having a go at getting it running over year end :)
I sent you a PM.
User avatar
Dave-o-rama
Posts: 18
From: Philadelphia, PA, USA

Re: [RVGL Release] 17.1218a

Unread post by Dave-o-rama » Thu Dec 21, 2017 6:01 pm

Marv wrote: Thu Dec 21, 2017 11:11 am I've been planning to compile RVGL on macOS but my previous attempts failed (I set up a Hackintosh but it's lacking hardware acceleration due to driver issues).
I also have an actual iMac (from 2009, relatively old but quite capable of running RV) if you want to throw any testing things at me as well!
User avatar
Zs0l1
Posts: 5

Re: [RVGL Release] 17.1218a

Unread post by Zs0l1 » Thu Dec 21, 2017 6:12 pm

Hi I downloaded the new version and when the game has loaded a map it says: Please wait... it takes like 2 seconds and it starts the map but the count down has already finished and you start going but the camera span is still going and when you have already gone like 20 meters the camera goes back to the car. I don't know if it's only my problem but it sure is an annoying one. I have a video :
https://www.youtube.com/watch?v=DOdysNLzaQA
User avatar
kiwi
Posts: 557

Re: [RVGL Release] 17.1218a

Unread post by kiwi » Thu Dec 21, 2017 9:42 pm

Welcome back, Ali! :) Was racing your "At home"-track a lot 2 months ago. It was part of the monthly tracks. :)

3 months ago I also re-joined the community 15 years after my last activity. I really was surprised, there is still this much life in it, with a lot of young people playing Re-Volt. I think, there are not much games out there, where this is the case. Maybe you have the time, to join one of our races one day.

Bye, Kiwi
User avatar
Zs0l1
Posts: 5

Re: [RVGL Release] 17.1218a

Unread post by Zs0l1 » Fri Dec 22, 2017 9:55 am

Kiwi I was playing ReVolt since I'm 4 years old so I'm not a newcomer I only didn't know these sites existed so I was playing the original one.
User avatar
Huki
Developer
Posts: 399

Re: [RVGL Release] 17.1218a

Unread post by Huki » Fri Dec 22, 2017 2:33 pm

ali wrote: Thu Dec 21, 2017 9:58 am Gents, this is awesome! Coming back 10+ years later and seeing this alive is so sweet!

Anyhow: Is RVGL Open Source? I can't find a repo, and I happen to only have Macs :).
Glad to see you back! About RVGL source, I sent you an email. :)
Zs0l1 wrote: Thu Dec 21, 2017 6:12 pm Hi I downloaded the new version and when the game has loaded a map it says: Please wait... it takes like 2 seconds and it starts the map but the count down has already finished and you start going but the camera span is still going and when you have already gone like 20 meters the camera goes back to the car. I don't know if it's only my problem but it sure is an annoying one. I have a video :
https://www.youtube.com/watch?v=DOdysNLzaQA
This has been reported before (see here). We recently switched to multithreaded OpenGL context for assets loading, and this seems to be handled poorly by some drivers (are you using an Intel card?) resulting in a short pause at the end of loading. Not sure what I can do about the pause, but I've fixed the early countdown issue.
607 wrote: Tue Dec 19, 2017 4:09 pm -latejoin is cool! Why isn't it default, though?
Well, for one, it's considered experimental (support should already be improved greatly in the next release ;)). More importantly, making it optional helps conserve bandwidth on sessions that don't need it. The idea is to keep the default netcode as lightweight as possible.
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