****************************** *********Re-Volt v1.2********* ******Alpha Build 12.0815***** ****************************** |---------------------------------| |--Changelog since Beta 11.0208:--| |---------------------------------| ------------------------ Alpha 12.0815: ------------------------ Advanced Features| -----------------/ - Increased range for camera nodes: (for level designers) Replay camera nodes that are placed outside the 32768 range are now saved and loaded properly using an improved file format. This allows setting up elaborate replay cameras in much larger levels than what we see today. NOTE: The new .cam files are only readable by v1.2, even if your nodes are within the usual range. Upon pressing Ctrl + F4 in Edit mode, you will be prompted on whether to save in the old or new format. If your nodes are placed within the 32768 range, it is recommended to pick the old format for compatibility. Bug Fixes| ---------/ - Fixed glitches in some custom tracks introduced in the previous release. - Fixed possible crash in multiplayer when track data is out of sync between players. - Fixed lap count not updated when a remote player crosses the finish line while the local player has the game minimized (which results in bad distance displayed in radar). - Attempted to fix recently reported issues with car handling (sticking to walls, spinning out after jumps, scraping the floor). ------------------------ Alpha 12.0802: ------------------------ New Features| ------------/ Final Improved AI: ----------------- - Improved wall avoidance with two levels of avoidance: a more strict version if the "wall" flag is set for the AI node edge, and a slightly loose version otherwise. Further, the AI can detect narrow sections and steer more precisely in that case. - Better under/oversteer correction, based on the car AI values in the Parameters.txt file. The UnderFront and UnderRear parameters can now be used to force the car to go off-throttle when required. Intelligent oversteer correction which can detect when the car should be allowed to willingly oversteer and when not to. - Smart recovery from crashes, fixed glitches with car getting stuck and staying idle. Fixed glitch with taking alternate routes, improved use of Pickup routes, Shortcut and Longcut routes. Fixed car skipping checkpoints and continuing the race instead of resetting itself. NOTE: The recently added adaptive scanning distance and Bezier interpolation features were removed in this release. It is recommended to update the racing line directly if any improvement is needed on a specific track. Other Features: -------------- - Ability to disable the random camera in replay / spectator mode: cycle between random and first person cameras using the usual F1 key in these game modes. - Sort user cars by Rating (Rookie ... Pro) and alphabetically inside the same rating. - When the player has a bomb and bumps into a clone pickup, both the bomb and clone explodes simultaneously (previously, the bomb was simply canceled and only the clone pickup had effect). - Show the pickup holder greyed out in multiplayer when spectating a different player (remote player's pickup is not known). Previously the pickup holder was not shown. Advanced & Dev Features| -----------------------/ - Added support for disabling a user car for AI selection by using the new parameter "CPUSelectable TRUE/FALSE" in the Parameters.txt file (default is TRUE). Can be entered in the "frontend and selectability" section (same place as the Selectable parameter). - Increased collision polygons limit to 65536 (from previous 16384). - Increased instances limit to 800 (from previous 200). - Increased car folder name limit to 19 chars (from previous 15). - Allow hiding the pause menu with only Shift pressed (rather than Shift + Space) if the HUD is also hidden. Bug Fixes| ---------/ - Fixed glitch with reposition where car is not reset to the correct place, or the car is reset to the correct place but red X stays. - Fixed minor sync problem at Replay start. - Fixed glitch in Replay mode if W key is pressed. - Fixed log file path showing up in the loading bar. - Fixed ghost data not updated when laplocal and times files are out of sync. - Proceed with offline game even if Lobby initialization fails. ------------------------ Alpha 12.0405: ------------------------ NOTE: Improvements to the racing AI are still Work-In-Progress. Specifically, steering correction and wall avoidance are disabled and place holders are supplied. Use at your own risk. New Features| ------------/ Custom Car Shadows: ------------------ - Added support for custom car shadows. Each car can have its own shadow map, or it can use one of the preset stock shadows (useful for default car repaints). This release also comes with improved shadows for the stock cars. - The shadow map is generally a 64x64 bitmap image containing a white silhouette of the car on a black background. They can be generated from a top view of the car (preferably from a 3D modeller) and then post processed in an image editor. - Re-Volt requires 5 coordinates supplied in the car Parameters.txt file to position the shadow under the car. These are the Left, Right, Front and Back edges and Height relative to the model center. These values are independent of car COM so the values do not need to be updated after changing the COM. - These are the added parameters for use by the car authors: - TSHADOW to specify the shadow texture. The syntax is same as TPAGE and TCARBOX parameters. This parameter can be ignored if the car is not using a custom shadow map. - SHADOWINDEX to use one of the default car shadows found in "cars\misc\Shadow.bmp". The syntax is SHADOWINDEX followed by a number that specifies the shadow slot to use (using "SHADOWINDEX 0" for example uses RC Bandit shadow). Set this parameter to -1 to use a generic square shadow (this is the default for old custom cars). This parameter can be ignored if TSHADOW is used. - SHADOWTABLE parameter followed by 5 space-separated offset values specifying the Left / Right / Front / Back / Height of shadow relative to model center. Remove this line or set all offsets to zero if you'd like the shadow to be automatically placed under the car's body (note that this would not cover wheels extending out of the body). - A detailed walkthrough on generating a Re-Volt shadow map and automatically calculating the SHADOWTABLE offset values, use this link. http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1680 Stats For User Cars: ------------------- - Custom cars can now show the Speed / Acceleration / Weight bars in the car selection screen. - To use this feature, calculate and fill in the TopEnd and Acc parameter values using Calc Car Stats option in DEV mode. Weight parameter takes the same value as the car mass. Then add the parameter "Statistics TRUE" in the frontend section of the parameters file. Improved Car Preview: -------------------- - The way carbox and cars are presented was tweaked to be more consistent. - Doesn't display the carbox animation when the current car is already on the floor. - Doesn't load the car unnecessarily if user presses Esc after selecting car. - The old car on the floor is properly removed when user picks a different car and quickly skips the preview screen. - Disabled the automatic skip forward in car preview screen (previously this was a DEV-only feature). Extended User Track Limits: -------------------------- - Added support for unlimited number of texture animation slots in the level world. Note that old versions only support upto 16 animation slots, so if you want your track to be backward compatible, use the custom support to include two world files. - Updated the conveyor effect (such as in Museum 2) so that the direction of movement is according to each polygon orientation, rather than being hard coded. This makes it much more easier to utlize conveyor effects in custom tracks. - Increased animated objects limit from 128 to 256. - Allow to associate several Object Throwers per Trigger. Updated Special Cars Support: ---------------------------- - Fixed and updated the car Spinner effects (for cars like Panga). Use the following entries in the parameters file to utilize this effect: In the SPINNER section: ;)Type 0 ; 1: Default rot, 2: Turn with steer, ; 4: Translate with speed, 6: both 2 and 4 ;)Trans 0.000000 3.000000 6.000000 ; Translation max ;)TransVel 0.001000 ; Velocity factor NOTE1: that Type takes 1,2,4 or 6, and not sequental values! NOTE2: Unlike old versions where TransVel needed to be zero to make the spinner turn with steer, now TransVel specifies the speed of turning, so it should be non-zero. A TransVel value of zero denotes that the spinner doesn't turn at all. - Updated the behavior of Flippable cars such as Rotor. These cars were considerably slower and less stable upside down, both issues are now fixed. The speed and handling of these cars are now identical whether they are upright or upside down. These cars are now properly driven by the AI. Other Features| --------------/ - When the race is finished, the view changes to replay camera. Now you can pause the game if you'd like switch to the close-up camera rotating around the car. - In TVTIME and DEV modes, you can now zoom in or zoom out the lens in Freedom (F6) camera. Use Z/C key or mouse wheel to zoom in/out, X key or mouse middle button to reset the lens. - Skid marks fade in and out gradually, oil marks lose thickness as the oily time increases. - Use slide-out animation when going back from Gallery. Bug Fixes| ---------/ - By pressing Enter key with the right timing after Name Enter, we were able to directly reach the Car Preview screen with no car selected. This issue is fixed. - Fixed some cars sliding back into the wall in frontend car preview screen. - Fixed inability to change the local camera (F1) after quitting the race during sweep camera and starting a game mode without sweep camera (like Time Trial). - Avoided possible crash in single-race when some custom car is using a bad Rating value. - Fixed Lens zoom not reset when switching from Replay to Freedom camera in TVTIME mode. - Fixed objects using bad Level of Detail in high resolutions and when camera is zooming in. This problem was most visible in the car wheels in Replay mode. - Fix the Texture Animation glitch on triangle polygons in Mirrored mode (Toy World 2). ------------------------ Alpha 12.0107: ------------------------ NOTE: Although the AI should be more stable in this release, improvements to the AI are still Work-In-Progress. Use at your own risk. Bug Fixes| ---------/ - Fixed a lone spark fuse appearing somewhere in the level when a car without aerial gets a bomb. - Fixed a lot of bugs introduced in previous releases. Multiplayer should be more stable. ------------------------ Alpha 11.1215: ------------------------ New Features| ------------/ Multiple Profiles Support: ------------------------- - Added support for multiple user profiles. Each profile maintains its own progress, game settings and controller configuration. - Profiles are saved to the Profiles folder inside the Re-Volt installation directory, so they can be easily ported across PCs. NOTE: Please do not rename a profile folder or modify / move induvidual files inside a profile folder. Doing so could corrupt the profile. Only the entire folder of a specific profile can be zipped and ported. Better User Tracks Support: -------------------------- - Allow "reverse" mode for user tracks (automatically enabled when the "reversed" directory is found). - Add support for user "stunt" tracks (keeping individual progress for each level). - Add support for user "battle" tracks (multi-player arena). Support for both user Stunt and Battle tracks is done with the help of a new "GAMETYPE" entry in the .inf file. Here is a self-explanatory example: GAMETYPE 2 ;Track type (1:battle, 2:stunt) - Sfx (ie. WAV sounds) are not level-dependent anymore and all stock tracks sfx can be used in user tracks as well. Custom sfx are supported too (see "Custom Track Support" below). - Single Race "won" and Practice Star "found" progress of all user tracks are now maintained and saved. Of course, the custom stunt tracks progress too. Custom Track Support: -------------------- - Added support for advanced custom content in user tracks. This includes but not limited to: - Animated objects - Skymap, clouds, other graphics - Sound effects - Loadscreen image - HUD, menu and font - This works by replacing default (stock) data with custom content. When a model, sound, texture, etc. has to be loaded, the file is first searched inside the "custom" sub-folder located in the current track's folder. - The only thing to do to add support for custom files is to create a "custom" folder inside the track's directory and place the custom files inside. - Here is the list of the customizable files: - Skyboxes: sky_bk.bmp to sky_tp.bmp - All Objects added in Edit mode (MAKEITGOOD): the .m files and their associated .hul or .ncp file, if any. - All the .wav files (sfx). - All track's files, that is to say: .fob, .fld, .fan, .cam, .fob, .pan, .tri, .taz, .por, .w., vis, .rim, .ncp, .lit - The track textures. - trolley.bmp, sun.bmp, dragon.bmp, water.bmp, clouds.bmp - loadlevel1.bmp to loadlevel4.bmp - fxpage1.bmp to fxpage3.bmp - font.bmp, loading.bmp and spru.bmp - gogo.m and go1.m to go3.m - NOTE: there is no direct support for custom Instance models files (.prm), but the .fin file is customizable. - This is an exhaustive list. Some of these files should practically never be customized. The support for some formats was only added to be able to release a track compatible with both v1.2 and legacy Re-Volt version (see the note below). NOTE: With support for .fob custom file, it's easy to release a track including a simplified main .fob file (without custom objects) as well as a custom .fob file (including custom objects). That way, the track will load properly with both v1.2 and previous Re-Volt version. The same way, a track can be release with both regular 256x256 textures and more detailed custom textures, like 512x512. NOTE: In reverse mode, the custom version of the files that Re-Volt expects to find in the "reversed" folder have to be placed inside the "custom\reversed" folder to be detected. Better User Cars Support: ------------------------ - Panga, UFO, Rotor and Mystery cars special effects are now managed through dedicated entries in the parameters.txt file instead of being bound to one car only. - The Panga effect (the head turning and ducking according to speed) has been improved: we can now use rotation only, translation only, or both. - Here are the new entries available in parameters.txt: In the main section, rather inside "Handling related stuff": ;)Flippable FALSE ; Rotor car effect ;)Flying FALSE ; Flying like the UFO car ;)ClothFx FALSE ; Mystery car cloth effect In the SPINNER section: ;)Type 0 ; 1: Default rot, 2: Turn with steer, ; 4: Translate with speed, 6: both 2 and 4 ;)Trans 0.000000 3.000000 6.000000 ; Translation max ;)TransVel 0.001000 ; Velocity factor NOTE: The stock cars' parameters.txt file have not been updated yet but the entries are already available for user cars. NOTE: As usual, the new entries can be introduced with ;) to keep the parameters file compatible with legacy Re-Volt version. Improved AI: ----------- NOTE: These improvements are still Work-In-Progress and existing cars might not be fully compatible with the AI engine. Use at your own risk. We'll be discussing more about these features in the coming weeks. - Adaptive look-ahead distance. - Bezier smoothed racing line. - Better correction and recovery. - Bug and glitch fixes. Optimized Custom Content Searching: ---------------------------------- - Searching for user cars and levels is significantly faster, especially with a large number of custom content installed. Re-Volt thus starts faster. - When launching a multi-player lobby session, loading of custom content is delayed till the game is connected to the session. - Only the needed car parameters (to display in the Car Selection screen) are loaded at app start. The full parameters file is loaded only when a car is actually used. Advanced & Dev Features| -----------------------/ Calc Car Stats Mode: ------------------- - User can select a car to calculate stats for. - The stats are calculated in the same way as was done originally for the default cars. - TopEnd gives the maximum top-speed that can actually be reached by the car. Acc gives time, in seconds the car takes to reach the top speed. - These values are used for the graphical bars in frontend (not yet supported for user cars. - In-game HUD shows more info, both the newly calculated values and the original values in the Parameters file are shown at the end. - Can use PgUp / PgDn keys to change the car in-game. This will re-init the test. Refresh Car Info: ---------------- - Player's car parameters can be refreshed and car data (models, textures, etc.) reloaded using [Ctrl + R] command. - Only the current player's car is reload, so this is significantly faster. - The shortcut can be used in either Dev mode or MakeItGood Edit mode. It also works both in the frontend Car Selection & Car Preview screens and In Game. - The car engine sound and special car features (flying, flippable, cloth effect) are updated when refreshing car info with this command, and also when changing the current car with PgUp / PgDn keys. Other Dev Stuff: --------------- - Can switch through Follow cameras with [RCONTROL+F11] and Attached camera with [RSHIFT+F11]. - The car bounding boxes can be drawn in DEV mode from the Render Settings. - Car axis can be drawn too with the new "showaxes" cheat, which should be typed in-game. - Display the thrown object name (instead of index) when setting the object thrower properties in Edit Mode. Added Command Lines: ------------------- - "-blitload" to revert back to a legacy method of drawing the loading bar. - "-nouserlevels" and "-nousercars" to disable user cars and tracks respectively. - "-preinstall" and "-postinstall" to run specific installation procedures (for use with our automatic installer only). - "-profile [profilename]" to force the loading of a user profile and skip the Profile menu. [profilename] is optional, and if missing, the last selected profile is loaded. Other Features| --------------/ - Support for Z-buffer with depth greater than 16 bits, resulting in less "Z-fighting" issues. Check for example Dave-o-rama's track "Canyon Of The Wolves" (with TVTIME cheat and F5 camera) or Hilaire9's "Terminus". - Better support for vehicles with low center of mass: - The in-car camera position is not bounded to CoM anymore but uses the vehicle bouding box instead. - The camera should not get too close to player's car anymore. - When using the object thrower, the thrown object model, sfx and any specific textures are now pre-loaded during the track loading. Previously it was loaded during the race, which could introduce noticeable hang. - When a player with a bomb hits a clone pickup and explodes, the existing bomb is canceled. - Auto-adjust the height of the player's name displayed above the car in multi-player. Should now work properly for any car size. - Render the NameWheel Stand reflection. - Car Env effects such as the electrozap or turbo are now drawn on the body directly (ie. without any offset), resulting in a faster model loading. - The correct track length is shown for Normal and Reverse modes. - The list of available controllers is updated each time when entering the Controller Settings menu. - Language can be changed from Game Settings. - Added Polish translation. - Car parameters are initialized to default safe values before loading, so that any missing entries or a missing default car do not cause the game to crash. - Errors in car parameter files are logged instead of displaying a message box. Bug Fixes| ---------/ - Fixed the glitch with reflection not drawn on mirror surface when an object or an instance gets offscreen (mostly noticeable with the RC San carbox in frontend during car preview). - Fixed a VisiMask issue that can occur when using custom planet models (causing the model to be randomly invisilbe). - Fixed a bug in the collision engine, which could make very small steps insurmountable (as the step from the potatoes sack to the long freezer in market1. - Fixed race position suffixes (st/nd/rd) in clockwork mode. - Fixed crash when a car does not use any model for the body. - Fixed crash in some level with Trolley selected as the player's car. - Fixed crash when starting a track in Reverse mode if the "reversed" folder is missing. - Fixed problem with MP3 playback speed (only 44.1k sample rate was supported). - Fixed delay in loading the frontend tv screen texture (which shows the current selected track's image) during which a random texture was displayed. - Fixed the loading progress bar not drawn properly in some slow PCs. - Missing files (cars, levels, languages) are handled with error messages instead of causing a crash. - Misc. multi-player fixes. ------------------------ Alpha 11.0825: ------------------------ - Disabled extra objects in multiplayer when pickups are turned off. - Fixed radar position and lap bugs introduced in previous release. - Fixed crash and inconsistencies in battle tag mode. - Updated car shininess effect fixes. ------------------------ Alpha 11.0810: ------------------------ New Features| ------------/ Controller Config. Improvements: The controller configure menu is now displayed as a ------------------------------- normal menu screen. Each key can be selected and configured induvidually. There is also an automatic Batch configure option to set all keys one by one. Press TAB to skip modifying the current key in batch mode. Press Esc at any time to quit batch mode. The menu width was also increased to display long joystick button names. NOTE: Many controller config. bugs could have been fixed by these new changes and improvements. If you have been experiencing any problems configuring and using your controller, let us know if you find them fixed in the current release. Improved Car Env Effects: Car shininess effects such as the electrozap and turbo ------------------------ boost were improved, and related rendering bugs have been fixed. Note that these improvements contain experimental modifications. Testers are required to report any car shininess glitches found in this release. Other New Stuff: --------------- - Object Preview in Edit mode uses Ctrl + P shortcut instead of just P. - DC finish camera and spectating unfinished players after race finish are now allowed in single-player mode too. - When viewing other players after race finish, press F1 to set the camera focus back to your car. Both classic and DC version cameras can be toggled. Bug Fixes| ---------/ - Fixed Fire button (usually the joystick Button 0) not working in the menus. - Fixed the reposition button not working when the car has reached a reposition trigger. - Fixed ghost car disappearing after being repositioned. - Fixed irregularities with remote car position in radar, lap count and lap times. - Fixed texture bug in car aerial in frontend preview. - Fixed inconsistencies with player position, improved calculations using Pos nodes. ------------------------ Alpha 11.0731: ------------------------ New Features| ------------/ Spectating Improvements: ----------------------- - Can spectate others after multiplayer race is finished and view their HUD info. - Best Lap Time info is shared to everyone so the exact time can be shown when spectating. - The configured Accelerate / Reverse buttons are used to cycle through players instead of Pgup / Pgdn. - Players still racing are cycled through first. - Press F1 after multiplayer race finish to switch to classic rotating camera, F5 to switch back to new DC camera. Edit Mode Improvements: ---------------------- - Selecting an edit mode will launch a new minimalistic game mode focused on editing, by default instead of Time Trial. - Added support for previewing object animation on-the-fly in Objects edit mode, with the P key. Pressing P again will switch back to static inanimate models. For example, this feature can be used to change the parameters of a Spark Generator and quickly preview the results. Other New Stuff| ---------------/ - Allow disabled objects like ABC Block, Bottle, etc. in multiplayer. - Enable all pickups at race start in user levels. - Smoother text drawing with alpha blending. Bug Fixes| ---------/ - Fixed pickups and clone weapons not generating after some laps in single-player. - Fixed crashes when all players don't have the same number of objects in the level. - Fixed CPU timer issues (game speeding up, inconsistent timers, etc). - More stable loading and smoother frame rate in some cases. ------------------------ Alpha 11.0717: ------------------------ - Multiplayer race finish camera and practice star found animation now resemble the Dreamcast version of Re-Volt. - Lot of minor bugs and inconsistencies fixed. ------------------------ Alpha 11.0710: ------------------------ New Features| ------------/ Per-Rating Time-Trial: The time-trial mode has been expanded to use separate split times --------------------- for each car rating (Rookie / Amateur / Advanced / Semi-Pro / Pro). Each rating of cars has it's own ghost opponent and record times. Each ghost file (LapLocal and LapDownload) is saved in a separate folder. If you're sharing your ghost with someone as a LapDownload file, be sure to keep the folder paths intact! NOTE: Your old records and split times of each track will be moved to the new paths when loading the track in time-trial mode for the first time in v1.2. User Tracks in Practice Mode: User tracks are now selectable in Practice mode and Practice ---------------------------- star can be included for these tracks. Note that only one practice star is supported per track, and the progress will not be saved after catching this star. This issue will be fixed in a future release. Other New Stuff| ---------------/ - Re-Volt can store up to 12 minutes of ghost car data in its buffer. - The big rotating star that appears in practice mode after catching the star will be moved to the top-left corner of the screen after some time. - Maximum number of pickups generated during play is increased to 4 per player. - Reject ghost data if not suitable (ex. if user copies a Normal ghost into Mirror folder). - Ghost data is reset if the player changes his car with cheat code. - Long car and level names are shown completely, by reducing the width of each character to fit in the available space. Bug Fixes| ---------/ - Fixed game starting immediately with a GO sign if loading takes a long time. - Fixed a collision glitch in Museum 1 level. - Fixed conflict between the names of two Key cars. - Fixed glitches in multiplayer if player keeps re-volt minimized. - Fixed inconsistencies with ghost opponent's position shown in radar. - Fixed ghost car disappearing is some user tracks. ------------------------ Alpha 11.0625: ------------------------ New Features| ------------/ Ghost Car in Time-Trial: Player can race against his own local ghost or someone ----------------------- else's downloaded ghost. A local ghost is saved in Re-Volt "times" folder as a .LapLocal file, while a downloaded ghost should have .LapDownload extension. A LapDownload file is just someone else's renamed LapLocal file. After placing a .LapDownload file in your "times" folder, you can choose to use the Local or Downloaded ghost from Game Settings. You can also optionally turn off the ghost car. NOTE: A bug with time data generation was found and fixed. This is more noticeable now that the ghost car is actually shown. It is advisable to delete all files inside your "times" folder and start over. User Tracks in Time-Trial: User tracks are now enabled in Time-Trial mode. Many of these ------------------------- tracks were not playable in this mode because a small fall will reset the player back to the starting point. Some tracks also use reposition triggers to mimic teleportation. Now the reposition triggers don't send the car back to start anymore. Only manually pressing the reposition button does. Other New Stuff| ---------------/ - Track times are saved even when quitting with Alt-F4. Previously the times were saved only when manually quiting from menu. - Hide player names in multiplayer when using hide HUD feature. - Alpha channel of 32bit bitmap is also available in 16bit texture mode (25% threshold). - Windows key is enabled by default, added -nowinkey command line to disable it. Dev Mode| --------/ - After inserting a new AI node, the Red Node is now selected by default instead of the Green node. - Show camera Look and Pos in Edit and Dev Mode using Right Shift + F9 key. Bug Fixes| ---------/ - Re-Volt's support for different Env color for each World polygon was broken, as the color values ended mixed-up. This was fixed. Further, now vertices sharing faces with different Env colors, will take the average Env color of all the faces. - Fixed automatically switching to edit mode after saving an edit file. - Fixed a bug with Ghost shadow rendering. - Fixed ghost reposition bug. ------------------------ Alpha 11.0610: ------------------------ New Features| ------------/ 16 Players in Multi-Player: Added support for up to 16 connections in multiplayer. -------------------------- A maximum of 12 players can be active in a race, while the others can spectate the race. Players can choose to either Join Game or Spectate when the room is open. If the session becomes full, the Join Game option will be disabled and a Room Full text will be shown in its place. Host can set the "Number Of Cars" option between 2 and 12, to limit the number of active players. Higher Texture Sizes: Added support for any texture size up to 8192x8192 and up to -------------------- 10 mip-maps, with an option to keep compatibility with older versions. Check the forums for more information. - Improved use of texture sets and GPU memory by loading a lower res mipmap set as the main textures if there is not enough space for the high res texture sets. - Added -texinfo command line which shows the maximum set size that can be loaded in the current GPU. Sets refer to the pack of level, car and fx textures. - Enabled the use of shared video memory when dedicated video memory is full. Modifications| -------------/ - Show directional arrows only in first person camera modes. - In-game cheats allowed in multiplayer only in dev mode. - Ship1 star bug fix disabled when multiplayer compatibility is on. Bug Fixes| ---------/ - Fixed crash when loading user tracks with a level / object sfx. - Fixed crash after podium lose sequence. - Fixed bomb transfer during podium lose sequence. - Fix crash when sending zone position from different track. - Misc. fixes. ------------------------ Alpha 11.0525: ------------------------ New Features| ------------/ - Added support for 32bit BMP textures with Alpha channel transparency. - New re-volt icon with Windows Vista / 7 support. - Added hi-res re-volt logo in frontend, loading, demo mode. - Improved and more robust spectating support. Dev Mode| --------/ - Force full track reload in MAKEITGOOD edit mode and Dev Mode. A simple track restart is enough to reload all level files. Bug Fixes| ---------/ - Fixed flip-repo-flip bug. - Fixed repeated water splash bug when there are 2 or more water boxes. - Fixed the Ship1 star bug (where player gets the star pick-up right from the beginning of the race). ------------------------ Alpha 11.0510: ------------------------ New Features| ------------/ Spectating Support: Players can now either join the races or choose to spectate. ------------------ Spectators can cycle between players using the Page Up / Page Down keys. It is also possible to jump into spectator mode or join the game in the middle of the session, from the in-game pause menu. - When host starts the game, players who are not ready will not be added to the start grid, if late join is supported in the session. Host Migration: When the current host quits, the game will not terminate. Instead, -------------- someone else will become host and the game can continue. - In TVTIME mode, press shift + F5 to hide the game HUD, and shift + Space to hide the in-game menu. Dev Mode| --------/ - MAKEITGOOD and TVTIME are enabled by default. - Camera pauses at car preview screen indefinitely. - Pressing Shift + F10 in the car preview screen and in-game will reload all the car parameters and refresh the current car. Bug Fixes| ---------/ - Fixed minor bugs in previous release: crash when using the TAB menu, issues with chatting, and misc. ------------------------ Alpha 11.0501: ------------------------ New Features| ------------/ - Show difficulty, pickups, number of laps and maximum connections in Waiting Room. - Show Reverse, Mirror level attributes in waiting room. - Allow setting random cars, random track after starting multiplayer game. - Allow changing battle tag time (1 to 5 minutes). - Added "multiplayer dashboard" where players can join the game / spectate or manage players (if host). Some of these options are not yet implemented and will be greyed out. Bug Fixes| ---------/ - Fix a glitch in car shadow rendering: parts of shadow disappearing on hilly ground. ------------------------ Alpha 11.0426: ------------------------ New Features| ------------/ - Added new multiplayer exclusive camera for race finish. Bug Fixes| ---------/ - Fixed crashes when player fires a shockwave or a bomb explodes. - Fixed frontend objects disappearing after quiting objects edit mode. - Fixed all known bugs introduced in previous releases. ------------------------ Alpha 11.0421: ------------------------ New Features| ------------/ - Reject junk remote car / object data (avoid processing an older car position than the current one). Bug Fixes| ---------/ - Fixed inconsistencies in player follow camera (F3). - Fixed RC Bandit car displayed in loading screens when joining as spectator. - Fixed crash after selecting Battle Tag game mode. - Other minor bug fixes. ------------------------ Alpha 11.0418: ------------------------ New Features| ------------/ - More stable Late Joining support. - Race starting position is randomized at every race (1.2 only). ------------------------ Alpha 11.0417: ------------------------ Bug Fixes| ---------/ - Fixed a lot of inconsistencies, glitches and crashes introduced in the previous release. - "Unofficial beta releases" / Nightly Builds are now tagged as Alpha builds, which can prevent a lot of confusion. ------------------------ Alpha 11.0416: ------------------------ New Features| ------------/ - Added Late Joining support (1.2 only). - Kick player support (can kick players running older versions too). In Waiting Room, use arrow keys to select the player and ctrl + K command to kick the player. When in-game, press TAB button to show the Player List pop-up menu, where you can kick players the same way. - Enabled trailer camera for multiplayer. Hide HUD when waiting for all players ready. Keypress Conflict Prevention: When chat is on, all keyboard keys are locked out for ---------------------------- car controls. There are 10 exception keys which are never locked out: the arrow keys, home, end, pgup, pgdn, left and right ctrl. Joystick and other controllers are always free even when chat is on. Bug Fixes| ---------/ - Fixed all kinds of out-of-sync countdowns and bad starts. Out-of-sync player will not be able to start, and will keep trying to get in sync with host's race timers. When sync is successful, he gets a GO sign. - Players who have quit are removed from the session more efficiently. - More efficient management of available bandwidth. ------------------------ Alpha 11.0331: ------------------------ New Features| ------------/ - Increased packets per second (data rate) to 60, misc. latency improvements. Sending more data per sec. can crash old versions, so this feature is available only in 1.2-Only games. Bug Fixes| ---------/ - Fixed possible freeze when sending more data per sec (Vista / 7). - Included d3drm.dll file to make Track Editor usable in Vista / 7. ------------------------ Alpha 11.0328: ------------------------ New Features| ------------/ - Reorganized multiplayer menu, new network settings added. - Added "Network Compatibility" option and ability to block older versions from joining. Turn compatibility off to allow 1.2 clients only, turn it on to allow all versions. New features incompatible with older versions are disabled when compatibility is on. - Added -netcomp 1 or -netcomp 0 command line to quickly force Network Compatibility on or off. Use it for quick access when launching from a Lobby application. In RV House, you can just use the Version option in the Room Settings. If you are using the "RV 1.2 Only" option, be sure to mention so, in the room name. - New language: Swedish. - Ability to select difficulty mode for multiplayer races (Simulation / Arcade / Console / Junior RC). This is a "1.2 only" feature, only available if Network Compatibility is turned off (or when launching with "-netcomp 0" command line). - Multiplayer chat length increased to 48 characters, limited to 40 characters if compatibility is on. - Multiplayer session list shows host game version. List of players in session shown in pop-up menu. Increased maximum number of sessions listed to 18. Bug Fixes| ---------/ - Fixed bug with transparency disabled in 3D Player names displayed over cars. - Fixed instability in propogating some data in multiplayer race (player finish time, sync message, etc). - Fixed high latency at the start of a multiplayer race (cars starting slowly and then catch up). All players should be using latest v1.2 release for this fix to work. - Fixed crash when host restarts race while re-volt is minimized. ------------------------ Alpha 11.0312: ------------------------ New Features| ------------/ - Much faster enumerating and updating list of sessions and joining a session by direct IP connection. All connections are made in the background without hanging up the game. - Copy / Paste, Autorepeat and Delete key support for entering Host Computer IP address in Re-Volt. Just place the selection at Host Computer and press ctrl + V to paste from clipboard, press Delete to clear the entered IP. - Disabled Windows Key when running Re-Volt in full screen. - Added -forcesinglecore command line, which will force the main thread (only) to a single cpu on multi-core processors. Use this if you experience tuxabug, a rare form of timer bug, or fps drop in multiplayer. Bug Fixes| ---------/ - Fixed glitches in replay mode when pressing W key. - Detects corrupt surfaces and textures and restores them instantly. This will prevent glitches with font and textures. - Fixed crash when desktop resolution is changed while Re-Volt is running. - Fixed bug when ctrl-alt-del is pressed while Re-Volt is running in full screen (on Vista/7). - Fixed possible flickering in Vista/7 when changing display mode in Re-Volt. - Fixed bug with unable to join a multiplayer session by direct IP connection. ------------------------ Alpha 11.0306: ------------------------ New Features| ------------/ - Re-Volt displays a message when connecting to a lobby session. Previously, the only way to cancel a lobby connection was to kill the revolt process. Now it is possible to cancel a lobby connection and quit at any time by pressing Esc key. - Using new intro images, refined intro slides to be compatible with all graphics cards, disabled "outro" and other slides. Modifications| -------------/ - Set TCP/IP as the default connection type for Multiplayer. - Show player names over car in multiplayer only after countdown has started. - Scan levels and cars only after connecting to lobby session. Bug Fixes| ---------/ - Fixed local player name not propogated to all players sometimes. ------------------------ Alpha 11.0301: ------------------------ Bug Fixes| ---------/ - Fixed lag at the beginning of a multiplayer race. - Fixed misc. multiplayer sync issues. ------------------------ Alpha 11.0227: ------------------------ New Features| ------------/ - Launching the game with a command line from lobby launchers such as RVHouse was not possible as the command line entries were erased from registry after each start. Now Re-Volt does not overwrite the DirectPlay registry entries if already found. In case you've messed with the registry entries, you can force the game to re-register using -lobbyregister command line. Bug Fixes| ---------/ - Fixed Re-Volt taking full CPU usage when the game is minimized/inactive. - Fixed app active state not detected properly in windowed mode. ------------------------ Alpha 11.0226: ------------------------ Modifications| -------------/ - Removed -nosli command line, added previous -sli command line. The display buffers error in Vista/7 is fixed in a different way without -sli command line. - If players are not ready even after the 15sec waiting time, game will not start automatically. The host can decide whether to start game or to keep waiting (press TAB to start game). Bug Fixes| ---------/ - Fixed chat messages appearing over the "waiting players" list. ------------------------ Alpha 11.0224: ------------------------ Bug Fixes| ---------/ - Fixed a bug with rendering of clouds. - Bad starts and out-of-sync countdown times should be fixed. ------------------------ Alpha 11.0222: ------------------------ New Features| ------------/ Multi-Core Support: Re-Volt now supports running on multiple CPU's without ------------------ any problems. Till the previous release, we had forced Re-Volt to run on a single processor only, due to crashes and instabilities. All these instabilities are fixed and you're ready to take advantage of the game's Multi-Threading capatibilities. You'll notice faster and smoother loading, and most importantly - no crashes! . Removed -useallcpu command line. Faster Multiplayer sync: With this release, all network messages are sent ----------------------- asynchronously (in the background) without hanging the game! This, along with the multiple processor support (see above) will result in faster and steady online games. Increased Env Range: Shininess does not disappear after a short distance. ------------------- It can be seen as long as the object is visible. You can control the Env range from Render Settings -> Shininess: Off/Medium/ Full. Although the range should be set to Full by default, you might find it at medium if you already had Re-Volt installed. Be sure to set this to Full after installing this update! HUD on Top: The game HUD elements are now drawn on top of all game cameras. ---------- This way the Rearview (F2) and Follow-Player (F3) cameras won't hide the multi-player chat messages anymore. Bug Fixes| ---------/ - Fixed freezes during multiplayer session (before each race starts), especially when some players crash. - Fixed false "Waiting For: Player" messages even when all players have loaded and are ready. - Fixed crashes while loading when running on multiple processors/cores. - Fixed freeze/crash and corruption of data in large multiplayer races - mainly related to weapons/bombs. - Fixed bug in screen capture (F8 key in Dev Mode). - Fixed trouble maximizing after minimizing re-volt in Windows Vista/7. - Fixed extra dot showing up on european letters based on i (new Font file included). Dev Mode| --------/ - Added "Shift + R" binding for Multiplayer to show all players' ready status. ------------------------------------------------------------------------------------------- Copyright © Huki and Jigebren 2011 Webpage: http://update.rvzt.net Forum: http://forum.rvzt.net Email: mailto:contact@rvzt.net