**************************** **** Re-Volt v1.2 Patch **** **************************** [ NOTE: This readme is best viewed with a constant width font such as Consolas or Courier. ] This brand new update for the PC version of Acclaim's classic R/C racer "Re-Volt" is aimed at bug fixes, compatibility and user improvements, new features, additional content and more. Work in progress. Have suggestions, ideas for new Re-Volt features, or bugs to report? Feel free to join and post in our forum boards. [ http://forum.rvzt.net ] |-----------------| |--- Changelog ---| |-----------------| --------------- Alpha 13.0815 --------------- Add [General] - Command lines: -emulatefullscreen, -nostars, -noforce, removed: -preinstall, -postinstall, -nowinkey. Mod [General] - Restored earlier modification to pickup count in user levels. - Disabled "little step collision fix". - Disabled AI catchup ("rubberbanding") for now. - Improved French translations. - Moved Network Settings to the Multi-Player menu. [Audio] - Does not try to update CD music volume (which doesn't work anyway) in Vista and above, fixes no sound issue for some users. [Input] - Enabled camera and rearview buttons when game paused. [Multi] - Disabled "joker" cheat when typed in-game. - Restored data rate to 6 packets per sec. - Updated remote player interpolation. - More reliable sync during countdown, less frequent sync during race. - Improved detection of bad / old network data from previous race. [Dev] - Does not show debug info when using -gazzasaicar command line, use -gazzasaiinfo for debug display. - Spectating support in -gazzasaicar mode. Also allow change camera, rearview and AllWeapons cheat buttons. Fix [General] - Rare timer bug with physics running faster than the race clock. [Input] - AllWeapons cheat not working with joysticks with 8 buttons or more. [Multi] - Battle Tag timer stopping when game is paused. - Can't restart next track after viewing replay in split-screen mode. - Weapon fires not broadcasted properly in some cases. - Objects thrown using Object Thrower not synchronized properly. --------------- Alpha 12.1225 --------------- Mod [General] - Increased Track Zones limit to 256 (from previous 128). [Input] - Updated controller setup for split-screen: now keyboard can be assigned to Player 3 and 4 too. - Non-linear steering setting is saved to profile. Fix [General] - Crash in Track Zones edit mode with more than 128 zones (eg., large tracks generated by Track Editor). [Multi] - Crash in multiplayer when remote player changes car using cheats. - Misc tweaks. --------------- Alpha 12.1102 --------------- Add [General] - Split-screen multiplayer mode (2 - 4 players), upto 2 players with keyboard and more with external controllers. New entry for Screen Split in Render Settings (decided automatically by default). - Hood / Roof camera mode and instant Rearview, new parameters for user cars. [Input] - Configurable Rearview (Del) and Change Camera (F1) buttons. [Graphics] - Brand new hi-res font. [Multi] - Support for AI cars in split-screen single race, new entry Multiplayer CPU in Game Settings. --------------- Alpha 12.0815 --------------- Mod [General] - Increased range for Replay camera nodes, removed 32768 range limit (necessary for eg., Rooftops). - Limited "car sliding in horizontal surface" fix to Frontend preview screen, disabled in-game (should fix reported issues with car handling). - Reverted some changes to under/oversteer handling for better compatibility with legacy versions. [Dev] - Allow saving old or new format in Camera Nodes edit mode. Fix [General] - Glitches in some custom tracks introduced in previous release. [Multi] - Lap count for remote player not updated and bad radar distance displayed if the remote player crosses start line while local player has game minimized. - Possible crash when track data out of sync. --------------- Alpha 12.0802 --------------- Add [General] - Support for disabling user car for AI selection, new parameter "CPUSelectable TRUE/FALSE". Mod [General] - Improved AI: Improved wall avoidance, better steering correction (better use of AI values in parameters file), intelligent oversteer correction, smart recovery from crashes, improved use of special routes. Removed previous experimental changes. - Ability to disable random camera in Replay / Spectator mode and cycle through static cameras with the usual camera key (F1). - Sort user cars by Rating (Rookie ... Pro) and alphabetically inside the same rating. - When player has a bomb and bumps into a clone pickup, both the bomb and clone explode simultaneously (previously, the bomb was simply canceled and only the clone pickup had effect). - Proceed with offline game even if "register for lobby" fails. - 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). [Multi] - Show greyed out pickup holder when watching another player in Spectator mode (remote player's pickup is not known). [Dev] - Allow hiding the pause menu with only Shift pressed (rather than Shift + Space) "hide HUD" option is also used. Fix [General] - AI glitches: car getting stuck and staying idle, glitch when trying to take alternate routes, car skipping checkpoints and continuing to race instead of resetting itself. - Glitch with reposition: car not reset to the correct place, or car reset to the correct place but red X stays. - Sync problem at Replay start. - Glitch in Replay mode if W key is pressed. - Ghost data not updated if laplocal and times files are out of sync. [Graphics] - Log file path showing up intermittently in the loading bar. --------------- Alpha 12.0405 --------------- Add [Graphics] - Support for user car shadow (can set the shadow texture, position and size), ability to reuse default car shadows (for repaints). Added new parameter entries TSHADOW / SHADOWINDEX, SHADOWTABLE. Mod [General] - Disabled the automatic skip-forward from car preview screen. - Pausing at race finish switches to classic rotating camera. - Allow unlimited texture animation slots (see Toy 1 arcade machine), was previously limited to 16 slots. - Updated conveyor effect (eg., Museum 2), direction of movement is according to each polygon orientation (previously hardcoded). - Increased animated objects limit to 256 (previously 128). - Allow to associate several Object Throwers per Trigger. - Fixed and updated "Panga effect for user cars". - More tweaks to experimental AI changes. [Graphics] - Show stats in Frontend for user cars (values taken from parameters file). - Updated shadows for all default cars. - Improved and optimized car preview and carbox animation, doesn't load car unnecessarily, ensures proper car is dropped on floor. - Skid and oil marks fade out gradually for better realism. - Use missing slide-out animation on exiting Gallery. [Dev] - Lens zoom in (Z) / zoom out (C), X to reset zoom. Fix [General] - Rotor handling less stable and wrong AI steering when upside down. - Glitch going to car preview screen directly with no car selected by pressing "forward" key with the right timing at Name Enter menu. - Some cars sliding slowly on flat horizontal surfaces (eg., frontend preview screen). - Inability to change the car camera (F1) after quiting the race during trailer camera and then starting a game mode without trailer camera (like Time Trial). - Crash in single-race when some user car is using a bad Rating value. [Graphics] - Objects using bad Level of Detail in high resolutions and when camera is zooming in (most visible in car wheels in Replay mode). - Texture Animation glitch on triangle polygons in Mirrored mode (eg., Toy World 2). [Dev] - Lens zoom level not reset when switching from Replay to free camera. --------------- Alpha 12.0107 --------------- Mod [General] - Minor tweaks to experimental AI changes. Fix [General] - Spark fuse appearing alone somewhere in the level when car without aerial gets a bomb. [Multi] - Fixed several bugs and instabilities introduced in previous release (mainly related Arcade mode collisions). --------------- Alpha 11.1215 --------------- Add [General] - Command lines: -profile [name], -nouserlevels, -nousercars, -blitload, -preinstall, -postinstall, removed: -nouser, -sli. - New language: Polish (Polski). - New automatic installer, sets necessary file permissions and registers components. - User profiles support. Saves Single Race "won" and Practice Star "found" progress for user tracks. - Reverse mode for user tracks, detects automatically when "reversed" folder is found. - User Battle and Stunt tracks support, new GAMETYPE entry in track inf file. - Support for advanced custom content in user tracks: replace any default (stock) content with user content of the same name placed in a "custom" folder. - Support for Panga, UFO, Rotor, Mystery effects for user car through new parameter entries, extended options for Panga effect. - Experimental changes to AI engine (Bezier racing line, adaptive look-ahead, steering corrections). [Graphics] - Support for Z-buffer with depth greater than 16 bits, resulting in less "Z-fighting" issues (eg., Terminus by hilaire9). Mod [General] - Preload Object Thrower objects instead of loading them during the race for improved performance. - Optimized user content searching for faster startup with large number of cars and tracks installed. - Only needed parameters are loaded for each car at game start (eg., name and stats for Frontend display). - Errors in car parameter files are logged instead of displaying a message box. - Reduced user car folder name limit to 15 characters. - In-car camera is bound to car BBox centre instead of CoM (better support for low-CoM cars). - Game starts consistently with Profiles menu, both in normal and lobby mode. Moved Language menu to entry in Game Settings. - Removed Rearview Mirror setting (use F2 in-game shortcut). - Renamed default stunt level to "Neighborhood Arena". [Graphics] - Enabled reflection for the name wheel stand. - Optimized car env effects (electro, battery) for performance. [Audio] - Allow using sfx from different themes (Neighborhood, Garden, etc) in the same user track. [Input] - List of available controllers is updated each time when entering the Controller Settings menu. [Multi] - Lobby games now start at the main lobby menu where options can be set or user profile changed before starting / joining / continuing game. - Auto-adjust the height of the player's name displayed above the car to work properly for any car size. [Dev] - Updated Calc Car Stats mode to calculate and display car stat values for parameters file. Change car in-game using PgUp/PgDn. - Updated "refresh car info" command to Ctrl + R (previously Shift + F10). Now does a more complete reload (sfx, shadow, special effect). - Display correct object name when setting Object Thrower properties. - Enabled dev commands: switch to Follow cameras (RCTRL + F11) and Attached cameras (RSHIFT + F11), draw car bounding box when option turned on from Render Settings. Fix [General] - Fixed fuse glitch when player with bomb hits a clone pickup and explodes. - The correct track length is shown for Normal and Reverse modes. - Visibilty tests issue when replacing default planet models for custom support. - "Small step collision fix": Glitch in collision engine that makes it impossible to climb small steps (eg., step from potato sack to long freezer in Market 1). - Avoid crashes with broken / incomplete user car parameters. - Missing files (cars, levels, languages) are handled with error messages instead of causing a crash. - Crash when a car does not use any model for the body. - Crash in certain levels (eg., Garden) with Trolley selected as the player's car. - Crash when trying to start track in Reverse mode if the "reversed" folder is missing. [Graphics] - Glitch with reflection not drawn when only the object goes out of sight (eg., noticeable with RC San carbox in Frontend preview). - Delay in loading the frontend tv screen texture during which random texture was shown. - Loading progress bar not drawn properly in some slow PCs. - Wrong race position suffixes (st/nd/rd) in clockwork mode. [Audio] - Problem with MP3 playback speed when sample rate was not 44.1k. [Multi] - Several misc tweaks. --------------- Alpha 11.0825 --------------- Mod [Multi] - Disabled extra objects when pickups turned off (similar to Time Trial mode). - Updated previous fixes to car shininess for better performance. Fix [Multi] - Radar position and lap bugs introduced in previous release. - Crash and inconsistencies in Battle Tag mode. --------------- Alpha 11.0810 --------------- Add [Input] - New improved Controller Config menu. Each key can be configured induvidually or at once. With "Config All" option, TAB to skip current key, Esc to skip all keys. Mod [General] - DC finish camera and "watch other players after race finish" now also available in single player modes. - When watching other players after race finish, press F1 to set the focus back to your car. [Dev] - Changed Object Preview shortcut to Ctrl + P. Fix [General] - Ghost car disappearing after being reset. - Fixed wrong player position at start grid. [Graphics] - Texture bug in car aerial in Frontend preview. [Input] - Fire button (joystick button 0) not working in menus. - Reposition button not working when car has reached a reposition trigger. [Multi] - Glitches in repote car radar position, lap count and lap times. --------------- Alpha 11.0731 --------------- Add [General] - Command lines: -forceallcores, removed: -forcesinglecore. [Multi] - Support for watching remaining players after race finish without switching to Spectator mode. Uses same keys as Replay and Spectator mode to cycle through players. - View player's Best Lap time and other HUD info when spectating. [Dev] - Selecting an Edit Mode will launch a new minimalistic game mode focused on editing instead of Time Trial. - Support for previewing object animation on-the-fly in Objects edit mode (P key to toggle preview). Mod [General] - Restored previous modification to "number of pickups generated during race", enable all pickups at race start in user levels. [Graphics] - Smoother text drawing with alpha blending. [Input] - Replay and Spectator modes use the configured Acc / Reverse buttons to cycle through players (previously used PgUp / PgDn). [Multi] - Removed "Multiplayer Game Settings" menu, restored Difficulty menu. Game settings can now be accessed from Options in lobby main menu. - Switch to classic rotating race-finish camera (F1 key). - Enabled extra objects (ABC Block, Bottle, etc). Fix [General] - Pickups and clone weapons not generating after some laps. - CPU timer issues (game speeding up, inconsistent timers, etc). - More stable loading and smoother frame rate in some cases. [Multi] - Crash when there are discrepancies in level data between players. --------------- Alpha 11.0717 --------------- Mod [Multi] - Changed "race finish" camera according to DC version. Fix [General] - Several minor bugs and inconsistencies. --------------- Alpha 11.0710 --------------- Mod [General] - Updated Time Trial mode to use separate ghost data and split times for each car rating (Rookie, Amateur, etc). - User tracks are selectable in Practice mode. - Move the big flashing star to the top left after catching it in Practice mode (similar to DC version). - Increased number of pickups generated during race to 10 initial and 4 per player (from 5 initial and 2 per player). - Show long level and car names without truncating by reducing char width to fit. - Updated Clockwork car name according to DC version. Fix [General] - Inconsistent radar position for ghost opponent in Time Trial. - Ghost car disappearing in some user tracks. - Reject ghost data with wrong attributes, or if player changes car mid-race using cheat. - Game starting immediately with GO sign if loading takes a long time. - Collision glitch in Museum 1. [Multi] - Glitches when player keeps the game minimized. --------------- Alpha 11.0625 --------------- Add [General] - Command lines: -nowinkey. - Show Ghost Car in Time Trial, new option in Game Settings. [Graphics] - Added missing / broken support for per-face Env color for World polygons. Vertices sharing faces with different Env colors will use the average of both colors. [Dev] - Show camera Look and Pos values for level inf file (RShift + F9). Mod [General] - User tracks are selectable in Time Trial mode. - Increased ghost data maximum length to 12 minutes. [Graphics] - 32-bit Alpha channel transparency support is now also available for "16-bit mode" in Video Settings -> Textures. [Input] - Re-enabled Windows key (use -nowinkey command line). [Dev] - Hide player names displayed over car when using "hide HUD" feature. - After inserting a new AI node, selects the Red node by default instead of the Green node. Fix [General] - Reposition triggers do not send the car back to start line in Time Trial mode, allows user tracks with teleportation effects to work. - Properly save ghost data in Time Trial when using Alt-F4 to quit. - Fixed bug with ghost data generation when player resets the car. [Graphics] - Ghost car shadow rendered improperly. [Dev] - Edit mode (F4) triggered when trying to save file (Ctrl + F4). --------------- Alpha 11.0610 --------------- Add [General] - Command lines: -texinfo. [Graphics] - Higher texture sizes support. Allows any square, power-of-two size upto 8192x8192. - Support for up to 20 mipmaps, 10 upper mipmaps (bmo, bmn, bmm, etc) and 10 lower mipmaps (bmq, bmr, bms, etc). [Multi] - Support for upto 16 connections, upto 12 active players (depending on "Number of Cars" setting) and extra slots for spectators. - Maximum Connections option in Network Settings (2 - 16) to limit total number of connections (players and spectators). Mod [Graphics] - Improved use of available texture sets (i.e., mipmaps). Selects the texture set that matches the hardware requirement. - Enabled the use of shared video memory when dedicated video memory is full. - Removed support for stretching / squishing textures of unsupported sizes. Fix [General] - Crash when loading user tracks with a level or object sfx. - Crash after podium lose sequence. - Glitch with bomb during podium lose sequence. [Graphics] - Glitch with directional arrow shown prematurely (eg., Ghost1 start). --------------- Alpha 11.0525 --------------- Add [Graphics] - Support for 32bit Bitmap textures with full 8-bit Alpha channel transparency (only available when Video Settings -> Textures is set to 32-bit mode. - New hi-res Re-Volt icon. Mod [Graphics] - Use hi-res Re-Volt logo in frontend, loading, demo mode. [Multi] - Improved and more robust spectating support. [Dev] - Force full track reload when restarting track in edit mode. Fix [General] - "Flip-repo-flip" bug. - Repeated water splash and lag when there are 2 or more water boxes. - Ship 1 star bug (players gets the star pickup right at the start of the race). --------------- Alpha 11.0510 --------------- Add [Multi] - Spectator mode support (PgUp/PgDn to switch between players to follow, similar to Replay mode). - "Multiplayer Dashboard" which allows players to join game or choose to spectate, and manage players in the session in case of host. New options to in-game pause menu: spectate / join for next race and Manage players (for host). - Host migration support, continue game with a new host when old host quits. [Dev] - Toggle HUD display (Shift + F5) and hide pause menu (Shift + Space). - Refresh car parameters (Shift + F10) in Frontend car preview screen and in-game. Mod [Dev] - MAKEITGOOD and TVTIME are enabled by default. - Camera pauses indefinitely at car preview screen. Fix [Multi] - Minor bugs in previous release (crash when using the TAB menu, issues with chatting, etc). --------------- Alpha 11.0501 --------------- Add [Multi] - New "Game Settings" menu replacing difficulty menu (after selecting game type), allows setting usual game settings (laps, pickups, random cars / tracks) in addition to difficulty mode. - Battle Tag Time option in new Game Settings menu (1 - 5 min). Mod [General] - Access Game Settings from in-game and multiplayer lobby (change Rearview and Speed units preferences). [Multi] - Show session info and Reverse / Mirror attributes in Waiting Room. Fix [Graphics] - Glitch in car shadow rendering (eg., on hilly ground). --------------- Alpha 11.0426 --------------- Add [Multi] - New "race finish" camera. Fix [Multi] - Crash when player fires a shockwave or when a bomb explodes. - Reject bad data (outdated car positions, data received from previous race, etc) and avoid resulting crashes. - Car name displayed as RC Bandit when joining late. - Crash after selecting Battle Tag mode. [Dev] - Objects disappearing in Frontend after returning from edit mode. --------------- Alpha 11.0418 --------------- Mod [Multi] - Race start positions are randomized every race. - More stable Late Joining support. --------------- Alpha 11.0416 --------------- Add [General] - Includes necessary updates for Track Editor. [Multi] - Late joining support. - Kick player in Waiting Room (Up/Dn to select player, then Ctrl + K). - In-game Dashboard, accessible anytime with TAB key. Mod [Input] - Improved key conflict prevention added in previous releases. [Multi] - Increased data rate to 12 packets per sec (from previous 6). - More efficient management of available bandwidth. - Enabled trailer camera (previously available for singleplayer only). - Hide HUD till countdown starts. Fix [Multi] - Avoids out-of-sync countdowns and late starts by blocking bad players until they are able to sync with the host. --------------- Alpha 11.0328 --------------- Add [Multi] - Command lines: -netcomp. - New language: Swedish (Svenska). - New menu Network Settings. - Network Compatibility option for hosts. On to allow all Re-Volt versions to play together (some features may be disabled). Off (default) to only allow players running appropriate 1.2 version. Mod [Multi] - Enabled menu to select difficulty mode in online races (previously forced to Arcade). - Increased chat length to 48 characters (was previously 40). - Reorganized Multiplayer menu, improved Session List menu. Fix [Graphics] - Transparency problem in player names displayed above cars in multiplayer. [Multi] - Instability in broadcasting data (player finish time, sync message). - Fixed high latency at race start (cars don't move for a while and then catch up). - Crash when host restarts race while client game is minimized. --------------- Alpha 11.0312 --------------- Add [General] - Command lines: -forcesinglecore. [Multi] - Support for pasting IP address from clipboard (Ctrl + V) and clearing entry (Del) for "Host Computer" option. Mod [Input] - Disabled Windows key in full screen mode. [Multi] - Faster enumeration and joining of sessions. All connections are made in the background without hanging up the game. Fix [General] - Glitch in Replay mode if W key is pressed. [Graphics] - Reloads lost surfaces and textures when game is reactivated from minimized state. - Crash when desktop resolution is changed while game is running. - Flickering when changing display mode (Vista/7). --------------- Alpha 11.0306 --------------- Add [Graphics] - New hi-res intro screens, improved rendering of intro screens both in fullscreen and windowed mode. [Multi] - Interactive message while connecting to lobby session, replacing the modal black screen. Mod [Multi] - Set TCP/IP as the default connection type. - Scan for user content only after connecting to lobby session. Fix [Multi] - Player names not broadcasted consistently. --------------- Alpha 11.0227 --------------- Mod [Multi] - Do not register for lobby support at each run. This avoids error messages in limited user mode and preserves previously registered settings during install time. Fix [General] - Free up CPU when re-volt is inactive (minimized). - Fixed app active state not detected properly (windowed mode). --------------- Alpha 11.0226 --------------- Mod [General] - Command lines: restored: -sli, removed: -nosli. [Multi] - If players are not ready after the waiting timeout, prompt the host to press TAB instead of starting the game automatically. Fix [Graphics] - Fixed glitch in rendering of clouds. --------------- Alpha 11.0222 --------------- Add [General] - Command lines: removed: -useallcpu. - Improved and more stable loading and better utilization of multi-core processors. Removed single process affinity limitation. Mod [Graphics] - HUD is now drawn on top of in-game (F2/F3) cameras. - Increased shininess range. Updated Render Settings -> Shininess option (Off/Medium/Full). Fix [General] - Fixed trouble maximizing after minimizing re-volt (Vista/7). [Multi] - Fixed freezes during multiplayer session (during sync screen and before race start), especially after some players crash in the previous race. - Properly updates player ready status for each race, fixed incorrect "Waiting For" messages even when all players have loaded. - Fixed freeze / crash in large multiplayer races, mostly related to weapons and bombs. [Dev] - Fixed bug in built-in screen capture (F8). ============== Beta 11.0208 ============== | Second Beta release. | Add [General] - Command lines: -useallcpu. - New language: Dutch (Nederlands). - Faster loading of levels and frontend. [Audio] - Detect if CD is inserted while game is running (during the next level load or when music is toggled off and back on). Mod [General] - Increased maximum number of pickups in level to 64 (from 40). - Instantly update changes to Audio/Video settings on leaving menu. - Access Options menu from in-game and multiplayer lobby (Audio/Video/Controller Settings only). [Graphics] - Changing display mode / device works much faster. - Improved last-loaded-file display during loading. [Multi] - After host starts, only start game when the player has reached Waiting Room, not when in Name / Car select screen. Fix [Graphics] - Shockwave disappearing immediately after launching. [Audio] - CD Music not looping in Vista/7. - Freeze when changing (looping) music track. [Dev] - Crash when switching to free (F6) camera in Replay mode. --------------- Alpha 11.0101 --------------- Add [Graphics] - Anisotropic texture filtering support. [Input] - Support for missing and foreign characters for multiplayer chat. Mod [General] - Texture filtering and Antialiasing settings are saved. --------------- Alpha 10.1223 --------------- Add [General] - Command lines: -setdir [path] [Input] - Autorepeat support for name entry and chat messages. Mod [General] - Press any key to skip current intro screen, press Esc to skip all intro screens. [Input] - Numpad keys can be configured for controls. [Multi] - Del to clear chat sentence, Esc to clear and turn chat off. Fix [General] - Crash in some menu screens because of accessing bad memory. [Graphics] - Improved and refined font and text display. - Bug in rearview camera when underwater. - Glitches in menu box outline (spru bar), and glitches during fade effects with Anti-Aliasing turned on. [Audio] - Fixed MP3/Redbook conflicts: higher priority for Redbook in default levels, higher priority for MP3 in user levels. [Input] - Fixed key conflicts: key pressed for one action will not trigger another action using the same key. - Bug typing Shifted and AltGr characters in some European keyboards. --------------- Alpha 10.1213 --------------- Add [General] - Command lines: -window [x y], -aspect [x y [z]], -dev - Rearview mirror on/off option in Game Settings. [Graphics] - Wide Screen support and Aspect Ratio correction. Mod [General] - Forced settings (using command lines) not permanently saved. - Window automatically resized to match resolution (windowed mode). - Allow turning on F2/F3 cameras after race is finished. - Last player watched in F3 camera is remembered. - Disabled auto-repositioning in user levels. [Multi] - Waiting Room shows Build number and highlights Host player. - Multiplayer chat length increased from 28 to 40 chars. - Latest 5 messages shown (increased from 3). - Game started in Waiting Room only if TAB key pressed alone, combinations such as Alt-TAB are ignored. [Dev] - Show (CHT) when Dev Mode is activated from command line. - Properly capture mouse pointer in edit mode (windowed mode). Fix [General] - Temporary fix for level loading crashes (forces process affinity to single core). - Timer Roll-over bug (GoGo bug). [Graphics] - Bug in displaying and selecting display modes, modes are now sorted in correct order. [Multi] - Bug identifying host player in Waiting Room. [Dev] - Unable to switch back to player camera after selecting a free camera at the start of race. - Bug initializing local camera data. --------------- Alpha 10.1120 --------------- Add [General] - Per-car box art support (TCARBOX entry in car parameters). - Escape character ';)' in car parameters.txt file for backward compatibility. Mod [General] - Use standard memory allocation methods for wider compatibility. [Dev] - Code to toggle Dev Mode uses menu buttons instead of configured buttons for joystick users. Fix [Dev] - Crash when loading Calc Car Stats mode. --------------- Alpha 10.1118 --------------- Add [General] - Support installing unlimited number of levels. - Alphabetical sorting of cars / levels. [Dev] - "No Pause when inactive" support (LShift + F9). Mod [Dev] - Allow AllWeapons cheat in multiplayer. Fix [General] - Crash when lots of cars installed. - Crash when last selected car is deleted. [Multi] - Crash when transfering bomb pickup between players - Duplicate objects (eg., traffic cone) in game world. --------------- Alpha 10.1116 --------------- Fix [General] - Battle / Stunt Arena loading crashes. [Multi] - Glitch when host restarts same track twice. - "Unknown track" message persists when host restarts to an unknown track and then restarts to a good track. - Crash when quiting from lobby session. --------------- Alpha 10.1113 --------------- Add [General] - Command lines: -sload, -nointro, -checkcd Mod [Audio] - Enabled CD Audio and per-level MP3 support. - Sound engine initialized to 44.1kHz. ============== Beta 10.1112 ============== | First Beta release. | Add [General] - Command lines: -nosli, removed: -sli. - Build number display in frontend. Mod [General] - No forced wait over 1st intro image. - Disabled CD Check and CRC Checksum. [Multi] - Upto 12 Players in Lobby session. - Reduced All Players Ready timeout to 15s. - Chat while waiting for players, toggle chat messages with F12. [Dev] - Enabled Dev Mode toggle code in frontend (for testers only). Fix [General] - Double reposition in custom tracks in Time Trial mode. - User tracks are sorted in correct order. - Misplaced / wrong text in menus. [Graphics] - "Can't flip display buffers" error in Vista/7. - Loading images not displayed in Vista/7. [Audio] - Frontend music not played after minimizing and restoring. [Multi] - Updated some parts related to interpolation. [Dev] - Black screen when switching to free camera while repositioning. --------------- Alpha 10.0926 --------------- | First Alpha release. | |-----------------| |- Documentation -| |-----------------| [ NOTE: This section is meant for car and track makers and is updated from time to time to reflect features in the latest Alpha release. ] [ HINT: It may be convenient to work with tracks and cars in "DEV mode". This mode enables several helpful features for car / track making, in addition to MAKEITGOOD and TVTIME cheats. To access DEV mode, run Re-Volt with -dev command line. ] ==================== Textures & Mipmaps ==================== [NOTE: Applies to both cars and tracks. ] -------------- Texture Size -------------- Supports standard texture sizes that work with any graphics card. Your texture has to be square (i.e., same width and height) with power-of-two dimensions (like 256x256, 512x512, etc). We have currently set a safe higher limit of 8192x8192. [ NOTE: The legacy Re-Volt versions only support one texture size: 256x256. To learn how to make your track using hi-res textures backward compatible, see the Mipmaps section just below. ] --------- Mipmaps --------- Mipmaps are low resolution copies of the main texture. Mipmaps improve both the performance and visuals of your content, especially when used with hi-res textures. Several mipmap levels can be used, each level must be half the size of the previous and named with a different ".bm[p]" extension: the last character keeps increasing. (eg., a 256x256 "texture.bmp" will have a 128x128 "texture.bmq" file as the first mipmap level and a 64x64 "texture.bmr" as the second mipmap level). We also allow the use of mipmaps that go upward (i.e., with the above mentioned example, you may include a hi-res 512x512 version called "texture.bmo"). By including your hi-res texture this way, you will be able to keep the actual "texture.bmp" file at 256x256 and enable your content to be played in legacy Re-Volt versions. For a quick reference, here is a list of supported sizes and their corresponding file names, as per the above example: 8192 x 8192 - texture.bmk 4096 x 4096 - texture.bml 2048 x 2048 - texture.bmm 1024 x 1024 - texture.bmn 512 x 512 - texture.bmo [ 256 x 256 - texture.bmp ] 128 x 128 - texture.bmq 64 x 64 - texture.bmr 32 x 32 - texture.bms 16 x 16 - texture.bmt 8 x 8 - texture.bmu 4 x 4 - texture.bmv 2 x 2 - texture.bmw 1 x 1 - texture.bmx [ NOTE: Intermediate mipmap levels cannot be skipped. For example, do not include a texture.bmp" (256x256) and a "texture.bmn" (1024x1024) without a "texture.bmo" (512x512) inbetween. ] [ NOTE: For uses of mipmaps with hi-res textures, see: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=500&#entry10637343 ] -------------- Texture Sets -------------- Mipmaps also find a third use as "texture sets". The game will pick textures of the appropriate size to load, depending on the available system resources. Therefore, it is always recommended to include appropriate mipmap levels for your content. [ HINT: Use the -texinfo command line to display the texture sets info that was detected for your system. ] -------------------- Alpha Transparency -------------------- Supports bitmap textures with alpha channel for transparency data. Only 32-bit ARGB (A8 R8 G8 B8) format is supported. Alpha channel transparency can be used to create rich and varied effects, eg., transparency gradients and well anti-aliased shapes. Colorkeying is disabled in this case, which means pure-black color (RGB 000) can be used freely on opaque surfaces. [ NOTE: Care should be taken to save your alpha-enabled texture in the correct format ARGB. Some other 32-bit BMP formats such as XRGB, while creating a 32-bit bitmap file, does not save your alpha channel in the extra space. This would result in a fully transparent texture in-game. ] [ NOTE: For example uses of 32-bit textures, see: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1619 ] ================ For Car Makers ================ Customize user cars through new entries in the car's "Parameters.txt" file. [ NOTE: To make sure your car stays compatible with legacy versions of the game, precede each line of a new entry in the parameters file with ";)", without quotes. This is done in our examples below. ] [ NOTE: Car folder names are limited to 19 characters. This may change in the future. ] ------------ Carbox Art ------------ To add a box-art image to your car, use the TCARBOX parameter. This entry works the same way as the TPAGE parameter. General syntax: ;)TCARBOX The carbox texture should be a full 256x256 bitmap image (although other sizes may be supported), with pure white (RGB 255,255,255) background. Mipmaps may be used for improved quality and performance (see the Textures & Mipmaps section). [ NOTE: View online help and download an example car here: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=100&#entry10628143 ] --------------- Custom Shadow --------------- Each car can have its own shadow map, or it can use one of the preset stock shadows (useful for default car repaints). 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 the 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 the car CoM and do not need to be updated upon changing the CoM. Parameters to be added: - TSHADOW to specify the shadow texture, similar to TPAGE and TCARBOX parameters. This parameter can be ignored if the car is not using a custom shadow texture. - SHADOWINDEX to use one of the default car shadows found in "cars\misc\Shadow.bmp". Set this parameter to -1 to use the generic square shadow. This parameter can be ignored if TSHADOW is used. - SHADOWTABLE parameter followed by 5 offset values for 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 (in this case, the shadow will not cover wheels extending out of the body). General syntax: ;)TSHADOW ;)SHADOWINDEX -1 ; 0 to 27, (or) -1 ;)SHADOWTABLE -10.2 10.2 30.4 -30.4 -4.2 [ NOTE: For a walkthrough on generating and setting up a car shadow, and to download an example car, see: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1680 ] --------------- Stats Display --------------- User cars can 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 Start Race -> Calc Car Stats option in DEV mode. Weight takes the same value as the car mass. [ NOTE: v1.2 also requires the Trans parameter to be properly filled in. ] Then add the following line in the Frontend section of the parameters file. ;)Statistics TRUE [ HINT: 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. ] [ NOTE: To download an example car with custom shadow and stats, see: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=1150&#entry22000166 ] -------------------- Hood & Rear Camera -------------------- Configure the hood and rear-view cameras for your car by adding the new CAMATTACHED section in your parameters file. Below is a sample: ;==================== ; Camera details ;==================== ;)CAMATTACHED { ; Start Camera ;)HoodOffset -0.12 -71.81 -60.01 ; Offset from model center ;)HoodLook 0.02 ; Look angle (-0.25 to 0.25, 0.0 - straight) ;)RearOffset -0.12 -71.81 27.24 ;)RearLook 0.03 ;)} ; End Camera ----------------- Special Effects ----------------- Enable Rotor, UFO or Mystery effect for your user car by adding new parameters in the "Handling related stuff" in the parameters file. General syntax: ;)Flippable FALSE ; Rotor car effect ;)Flying FALSE ; Flying like the UFO car ;)ClothFx FALSE ; Mystery car cloth effect [ NOTE: Mystery car effect will also need modification to the car mesh to flag the polygons that form the edges of the cloth. For more details, see: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=1000&#entry10640663 ] To use Panga affect (i.e., head turning and ducking according to speed), modify the SPINNER section. Further, you can use rotation only, ducking (translation) only, or both. General syntax (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: Unlike in legacy versions (eg., default Panga car) where TransVel was 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. ] ------------------ AI Selectability ------------------ Disable a user car for AI selection by adding the CPUSelectable parameter in the "frontend and selectability" section in the parameters file. General syntax: ;)CPUSelectable FALSE -------------- DEV Commands -------------- [ NOTE: These commands work in DEV mode, some commands may also work by manually entering MAKEITGOOD edit mode or other appropriate cheat codes. ] Instant Car Refresh: Press Ctrl + R to refresh the car data. Allows you to quickly make changes to the car parameters and data (textures, hull, etc) while Re-Volt is running and view those changes in-game. This works both in Frontend preview screen and in-game. ================== For Track Makers ================== Customize user tracks through new entries in the "level".inf file and the extensive "custom" folder support. ----------- MP3 Music ----------- To play a custom MP3 file in your track instead of the default CD audio, use the MP3 entry in the "level".inf file. General syntax: MP3 If both MP3 and REDBOOK lines are present in the inf, MP3 has the higher priority. ----------------------- Supporting Game Modes ----------------------- Practice: User tracks can be played in Practice mode. Add a single star object for this mode, when the player finds and catches it, the progress will be saved. Battle & Stunt: These special type of tracks can be created and supported with the help of a new GAMETYPE entry in the "track".inf file. General syntax: GAMETYPE 1 ;Track type (1:battle, 2:stunt) Add several stars for Battle Tag mode, and upto 64 stars for Stunt Arena. Progress for Stunt track type is saved and displayed. Reverse Mode: Support for Reverse mode can be added by including a "reversed" folder in your track folder, containing the needed files (see the default levels for an example). [ HINT: Several edit modes (AI Nodes, Pos Nodes) support automatically reversing the data for you, by using the LShift + R command. ] ------------------------ Advanced Customization ------------------------ 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 custom content in your track is to create a "custom" folder inside the track's directory and place the custom files inside, with the same name as the stock content you want to replace. 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 files: .fob, .fld, .fan, .fin, .cam, .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 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 Compatibility Notes section below). [ 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. ] [ NOTE: For an example track utilizing custom features, see: ] [ http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1443&st=800&#entry10639949 ] --------------------- Compatibility Notes --------------------- With support for custom track files (.fob, .fin, etc), it is possible to to include, for example, a simplified .fob file in the main track folder and a custom .fob file placed in the "custom" folder. That way, the track can be played with both v1.2 and legacy Re-Volt versions. The recommended practice is to first create the simplified track files, then copy those files into the "custom" folder and continue working in Edit mode to add v1.2 specific customizations. Any modifications will now be saved in the "custom" folder without touching the main track files. When designing simplified track files for legacy versions, the following limitations need to be taken into account: Texture Animation: The simplified world (.w) file should contain no more than 16 texture animation slots, any more will crash legacy versions. Camera Nodes: This edit mode gives you an option whether to save the .cam file in the old format or the new v1.2 format (with support for higher range). If you are sure your track coordinates are within the range of (-32768 to 32768), you can choose to save in the old format without having to worry about compatibility. If your track exceeds the specified range, first create a simplified .cam file with nodes staying within the range and save it with the old format. Then copy this .cam file to your "custom" folder and continue adding the rest of the nodes, this time saving it with the new format. Conveyor Effect: The direction of conveyor effect is hardcoded in legacy versions, hence not easy to support in those versions. It is recommended to first create the world (.w) or instance (.fin) file with no conveyor effect, then use custom support to add the effect later. Limiations: Any content exceding these limits will simply be ignored by legacy versions and are not of concern for compatibility. - Pickups: 40. - Objects: 128. - Instances: 200. Below limits are not usually exceeded but if otherwise, you might want to use custom support to include simplified files. - Track Zones: 128. - Collision polygons: 16384. -------------- DEV Commands -------------- [ NOTE: These commands work in DEV mode, some commands may also work by manually entering MAKEITGOOD edit mode or other appropriate cheat codes. ] Full Track Reload: Make changes to track files while Re-Volt is running, then simply restart the track to reload all the files. Preview Objects: In Objects edit mode, press Ctrl + P to preview objects animation instantly, then use the same command to get back to editing. Show Camera Position: Press RShift + F9 to show position and direction of the camera. This can help setting the required StartPos and StartRot values in the "track".inf file, by placing the camera at the start line and noting the camera values. Hide HUD and Menus: Shift + F5 to hide HUD, then with the game paused, press and hold Shift to hide the pause menu. This helps, eg., taking a screenshot for the main track gfx. ------------------------------------------------------------------------- Copyright © Huki and jigebren 2013 Webpage: http://update.rvzt.net Forum: http://forum.rvzt.net Email: mailto:contact@rvzt.net