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These "feelings" are surely the thing the most reliable it here...nevermind @ 15 Aug 2015, 06:02 PM wrote:"I feel that ..." is an infinitely accurate and rigorous way to determine how something works in detail, and provides every needed information about it. Thus, it is the perfect feedback for developers.
Say that the driving of 15.0413 is OK means nothing...Touriga @ 16 Aug 2015, 09:33 AM wrote: I dare to say (under danger of Dolo calling me a noob) that the driving of 15.0413 is ok.
I haven't tested RVGL, but installation under Windows 7 went well and managed to join online immediately, had no sound at first run but it was working on the second.
Just my 5 cents.
Thank you for all you work Huki.
All the best,
Fixed.Areno @ 16 Aug 2015, 01:35 AM wrote:The screen doesn't turn bluish in water in RVGL.
Aah, I see what you mean.. stupid typo while porting the effects code. Good find.Ciccio wrote:The particles in fxpage1 are for some reason stretched. If this is intended, i don't like it.
1) It's you.it's me or is physics modified? for me it works differently since 1.2, i think it has to do with the technology used....
i had the moto.wav error but it was like once in toy1, nowhere else and it just fixed itself
Hmm, on Windows it can't deal with the folder names? Is the car not even detected, or are you able to select it, but you get "can't load ... prm" errors when the car is being loaded?sebr wrote:rvgl can't deal with : é è à... on folder names...
an exemple of car who work on rv 1.0 & 1.2 but not with rvgl : ToyàPig
From what I understand, dolo says both the latest v1.2 alphas and rvgl have these changes while the original v1.1 and the v1.2b do not. He's just bringing his old problem to this new thread expecting new answers.. I'm sorry, I wish we could help him but like I said earlier, without rigorous tests to confirm that there is definitely some difference we can't start to do anything.Gotolei wrote:It might be worth pointing out that RVGL is a "rewrite/port" of an ancient game to a different, newer codebase and platform.
While I haven't noticed any changes myself, maybe there's a chance of minute calculation differences that don't change much but could still be noticed by someone who's played the game for a long time?
1) Confirmed, Dolo is freaking out again with placebos. and maybe other people.Huki @ 16 Aug 2015, 11:41 AM wrote:1) It's you.it's me or is physics modified? for me it works differently since 1.2, i think it has to do with the technology used....
i had the moto.wav error but it was like once in toy1, nowhere else and it just fixed itself
2) For now I have no clue.. did you also have any music player in the background
Chat in GameRanger wrote:mmud: this version does not like my screen capture program for some reason......all black and that's it
mmud: maybe something to do with directx?
Phantom: what software mmud?
mmud: fraps works
Chat in GameRanger wrote:SCracer: steering is different for my wheel
Phantom: dolo mentioned something similar
SCracer: dolo and i use the same wheel
About the unfixable physics bugs, of course I also feel the differences and it's not a placebo effect. But with the time I finally gave up on them. I learnt to accept that there are some things that can't be fixed. Old versions have a better taste but this new version' taste is not bad. At least I had better races playing with 15.0413 or RVGL compared to the horrible feeling of 13.0820.Chat in GameRanger wrote:mmud: What Dolo said is true tho, I've said the same thing before about the steering
mmud: Some versions are horrible for gamepad but it's different for each racers
mmud: Like Huki said it shouldn't make a difference with driving vsync off or on. With vsync on it's like I'm driving through mud.....big difference for me.
mmud: I like rvgl so far though, and even Dolo has said it is not bad.
mmud: Obviously the beta works best for him and Kipy
Because rvgl is not revolt. Sounds funny, but it's true.Phantom @ 17 Aug 2015, 01:23 AM wrote:Since renaming rvgl.exe to revolt.exe makes the game launch correctly anyway. What's the purpose of having 2 .exes?
Ok, fixed both.Ciccio @ 16 Aug 2015, 10:14 PM wrote: Another little bug:
Is present with every language but English and French. In Swedish there is the opposite problem (text reaches the half of the box).
Also, it works only with championships, with tracks the text displayed is always the english one (Locked).
It doesn't have anything to do with the filename. In windowed mode the monitor is not exclusively owned by re-volt, so hardware cannot do a fast buffers flip - it has to fallback to the much slower blitting of pixels. This may not be supported well with all configurations, but it should already be much better supported in OpenGL than in legacy DirectX, especially with V-sync on.Ciccio wrote:So some graphical issues I occasionally I have (mostly screen lag with V-Sync off in windowed mode) could be solved if the .exe file was rvgl.exe instead of revolt.exe?
Yes, this part is unfinished - it should be done by the next release.Phantom @ 17 Aug 2015, 03:53 AM wrote:The few issues I've noticed are:
• At least for French and Spanish, symbols / characters for multiplayer chat have changed from its correspondent keys. I can't find question marks and other symbols after upgrading to RVGL. Will it be fixed for next release?
Same as above, it's just unfinished.• Something I find odd is that when you are in the 'Waiting Room' and you want to go back to Options menu, you are disconnected from the game. Either for clients or host it's the same. And since the clients depend on the Host now to see each other, the whole game is terminated if the Host needs to go back to Options to change the number of laps. I hope this is not the expected behaviour. I have a suggestion about displaying the Options in multiplayer but I'll write it in the Suggestions thread later.
Ok, I'll check that.• When you paste a copied IP into the game using Ctrl+V command it also pastes a V next to the IP number. Could you avoid it?
This is intended because the data needed to get you into the ongoing race is rather big: it could overwhelm the host and cause the network to lag everytime someone is late-joining. So we rather let the late-joiner wait at the waiting room until the host restarts.• Late Joining works but Spectating mode doesn't. I late joined a game and I was stuck at waiting room until the Host restarted.
Interesting.. if I'm correct this could be due to the water ripple object (the dolphin pool with the nice ripple animation). Just to confirm, can you delete this object and save the .fob file and tell me if the lag goes away?• Botanical Garden makes the game sort of "freeze" for me. I would say the game seems lagging but I don't want it to be confused with internet lag. This is like screen lag. It happens only on this track and doesn't happen on v1.2. For years with my current computer I always needed to use VSync On because turning VSync Off made all of the tracks lag for me. VSync Off is said to improve the game performance for most online players but for me VSync On was the best I could get. Even at 60fps the game was more stable and less freezy than with 200fps. I assume it was a hardware thing and that I need a strong PC to make good use of the Vsync Off feature. On RVGL the situation is the same than with v1.2 with the exception of Botanical Garden. Only this track freezes terribly for me, especially on curves when I'm moving fast. But turning VSync Off seems to make it calm down. And I really enjoyed the feeling of VSync off on this track. I'm much more agile.
As we don't use DirectPlay anymore, adding lobby support requires changes to be done in the lobby program (RVH or GR) too. This is straightforward and simple to do, but someone has to be willing to do it. Do you think the GR devs are up to it?When is it going to have lobby support so I can test in GameRanger? I already got GR to launch the game perfectly by renaming rvgl.exe to revolt.exe but without lobby mode. Also, since renaming rvgl.exe to revolt.exe makes the game launch correctly anyway. What's the purpose of having 2 .exes?
Yes I understand the reason for this. It's a good reason for disabling spectating. However, waiting in the plain waiting room for 4 minutes is awful. Maybe we can think of an implementation that is more pleasing for the late joiners and healthy for the people racing when spectating is off.So we rather let the late-joiner wait at the waiting room until the host restarts.
Is the freezing specific to multiplayer or can you reproduce it offline too?Phantom @ 22 Aug 2015, 02:01 AM wrote:About the screen freezing, [...] I am beginning to think that maybe RVGL is more resource hungry and the freezings have something to do with ram memory or buffer.
Is this difference in driving noticeable with the keyboard too or only with wheels / gamepads?Phantom wrote:Unlike me, mmud uses Vsync off. For him occasional hangs occur even on v1.2 alpha with vsync off, but with RVGL they happen a lot more often. Closing background applications like Gameranger or RVhouse alleviate the little screen freezings. Vsync on doesn't produce freezings for him, but he won't use it since the driving is too much different from Vsync off.
From my notebook keyboard and with my current hardware at least, I can't feel noticeable driving differences between last alpha and RVGL. I think mmud (gamepad user), scracer or dolo (wheel users) can give a more accurate answer, but I think it is only perceived on gamepads / wheels.Huki wrote:Is this difference in driving noticeable with the keyboard too or only with wheels / gamepads?
got the same bug with my nvidia gpu (didn't tryed with my internal graphic card)Ciccio @ 25 Aug 2015, 10:17 AM wrote: This happens to other players too when they put a skymap in the level, and not happens only to me. If doesn't happen to you, please post an image (I believe you anyways, but an image of the waterstreams with a skybox would be appreciated). I use a laptop with double GPU, an nVidia GeForce GT540M 2GB and an internal graphic card that I don't know how it is called. For Re-Volt I use the internal graphic card (less energy consumer, less power) and I can't switch it for some random reasons.
Very strange.. is it always the moto.wav, never any other file? And after you get this error does the car engine sounds play during race or not?Phantom wrote:Moto.wav error is a pain in the a$$! It happened 5 times in a row during my tests, especially after playing the game for a while but sometimes happens even after just 3 tracks, it popped up 5 times even when loading Frontend. I shoud mention my memory was quite full back then.
Fixed this one.Phantom wrote:New bug, I tried to complete the game and I'm stuck because I can't do Silver Cup. Beating Bronze track doesn't really unlock Silver Cup.
Always moto.wav. Sounds are working fine even after this error message.Huki @ 25 Aug 2015, 09:21 PM wrote: Very strange.. is it always the moto.wav, never any other file? And after you get this error does the car engine sounds play during race or not?
I didn't. Just tried manually creating that path but still experiencing the same issue hmm..Gotolei @ 26 Aug 2015, 10:02 AM wrote: Just to make sure, do you have the 32-bit version of it (libenet2a:i386 in *buntu) installed?
I have it in /usr/lib/i386-linux-gnu/libenet.so.2 (symlinked from libenet.so.2.4.2).
So perhaps you can try that for enet? Instead of copying the .so you can try symlinking the i686 version into the /usr/lib32 path.urne wrote:for alure, i couldn't find any lib32 package..So I did a horrible hack which was to download alure for i686 and just manually copy that single *.so into my /usr/lib32 folder.
....sorry for wasting your time, yes you're right that did the magic..Huki @ 26 Aug 2015, 12:59 PM wrote: Hi urne,
IIRC, under 64-bit Arch Linux the 32-bit libraries are supposed to be placed in /usr/lib32. Specific lib32 versions are available for some libraries, like this one for libsdl. But enet and alure unfortunately don't provide lib32 versions. From our email conversation a few months ago, this is what you did for alure:So perhaps you can try that for enet? Instead of copying the .so you can try symlinking the i686 version into the /usr/lib32 path.urne wrote:for alure, i couldn't find any lib32 package..So I did a horrible hack which was to download alure for i686 and just manually copy that single *.so into my /usr/lib32 folder.
Btw, rvgl doesn't manually search for any libraries. We link to the necessary libraries at compile time and it's your system's so loader that searches for them and outputs those error messages to the terminal.
I presume 0 A.D. provides native 64-bit binaries which simply uses the proper x64 version of libenet, that's why it works out of the box. We don't provide a x64 rvgl for now, but it's definitely planned though.
I can confirm the bug with race times, I'll be releasing a fixed build in a while.mmudshark @ 27 Aug 2015, 10:20 AM wrote: Wed. Aug 26 PDT stock track races with pickups on and 5 players using v15.0814a. We started earlier with 3 racers using v15.0825a but the times were horribly wrong at race end so switched to the earlier version.