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This can happen if we install beta to the RV folder what contains 13.0820 or 14.0306 version?ThugsRook @ Dec 10 2014, 06:32 PM wrote: someone is messing with you
there is no swing model in the game.
must have come from some user track install or something.
youre on beta so there are no customs...
reinstall your revolt\models folder, and your revolt\levels\toylite folder.
come from NHOOD GRIMMKipy @ Dec 10 2014, 06:11 PM wrote: Dunno it's whatever or not, but I'll post here this one:
This is shows up in online and offline races as well.
Blame month tracks race, hehhesebr @ Dec 10 2014, 08:13 PM wrote:come from NHOOD GRIMMKipy @ Dec 10 2014, 06:11 PM wrote: Dunno it's whatever or not, but I'll post here this one:
This is shows up in online and offline races as well.
There's a way to make all version compatible, why make separate archives?ThugsRook @ Dec 11 2014, 08:59 PM wrote:might want to add my 1.2b version of Nhood Grimm to the repack so it supports all RV versions.
Of course it works for all. The only difference is that specific features can't be used for earlier versions, simply because they were not supported by the game back then (and 1.2 can't solve this issue either).ThugsRook @ Dec 11 2014, 08:56 PM wrote: ^ yes that would work for most tracks, but not all.
why add reversed track as seperate tracks ????Kenny @ Dec 12 2014, 10:41 PM wrote: [...]
Even reversed tracks had to be added as seperate tracks which is a waste of file space and pollutes the track selection.
Are the models and their functionality as objects essential for racing through the track? If not then it shouldn't be declared "broken".ThugsRook @ Dec 12 2014, 11:00 PM wrote: ^ actually no, its not good enough to just play broken tracks in 1.0-1.2B especially when it only took me maybe 5 minutes to fix Nhood Grimm for it.
That doesn't mean that the feature is supported, it means that there is a workaround to make it work (and it usually gets quite annoying if you intend to frequently play reversed custom tracks).sebr wrote:REVERSED folder work on EVERY revolt version since 1.0 ...
(you just need to use TRACKER cheat and start a reversed stock track first on old revolt)
I don't think that this is what I was trying to say but I guess we'll just leave it with "people can have different opinions and views"ThugsRook @ Dec 12 2014, 11:55 PM wrote: Kenny ~ according to your train of thought, its the same as saying we dont actually need 1.2a it depends on who cares, and who dont. obviously id rather fix the track.
Why not? I understand that old RV is more flexible/accommodating in many respects than V1.2 is. What is the reasoning for that? (Considering that most of the custom track/carmaking was originally possible at all because of no strict checking of e.g. number of cars/tracks, and most really new car ideas/effects (and some of tracks) are also due to no checking of enforced limits...) Why enforce limits now?(as v1.2 doesn't artificially stretch it anymore)
v1.2a handles textures differently.Citywalker @ Jan 20 2015, 06:19 PM wrote:Why not?(as v1.2 doesn't artificially stretch it anymore)
I'm not aware of any other limits introduced, but feel free to report if you find any...City wrote: I understand that old RV is more flexible/accommodating in many respects than V1.2 is. Why enforce limits now?
The car folder limit is unfortunate: we added it when we were planning to identify cars in multiplayer by the car's folder name rather than the car's real name (and the length of this name had to be kept at 20 for backward compatibility). Anyway, we ended up never working on this feature so I'm going to restore the limit for the next release.Citywalker @ Jan 21 2015, 09:40 PM wrote:From the top of my head – the shortened limit of car folder name lengths. That broke a few cars.
I seem to remember some issues with older custom tracks not displaying or playing properly any more (hence this same topic was started, IIRC).
The procedure is not portable / cross-platform (they used a weird and old Windows procedure). If we had continued to use it, then there would have been many tracks today where track makers left out improper sizes (accidentally). Then eventually when we can't support it any longer, everyone will have had a bad surprise coming...And hmm... How difficult would it be to just adopt the existing resize-to-256x256 code of old RV and duplicate/use it to always squish to the next lowest orderly size? Call the same procedure, change input values.
ThugsRook @ Jan 18 2015, 10:34 PM wrote:RickyD has like 100 tracks, can you be a little more specific? ill take a look at them.
Freezing Rain fixed ~ freezing_rain.zip
Thanks for the fix.Huki @ Jan 19 2015, 07:06 PM wrote:Could be non-standard texture dimensions (as v1.2 doesn't artificially stretch it anymore).
Thanks Thug, you fixed thawed it.
it could be fixed actually, if blender reads the world, and having 99% of the track it could be tweaked manually and recompile the ncp or just figure it out? maybe sebr or bee can do that or any extreme track maker?ThugsRook @ Feb 10 2015, 01:14 AM wrote: ^ world file is damaged. unfixable by me.
It's not a damaged world file, because it has EXACTLY the same shape as his NCP file.Santiii727 @ Feb 10 2015, 04:47 AM wrote: Hello, I found this in 2x by Ricky
Those files should be re-exported with Audacity. Probably odd, unsupported .wav bit rate for RVGL. Might be an issue from OpenAL audio library, which is used in RVGL.mmudshark @ 17 Nov 2016, 11:59 PM wrote: We were racing hil's Ultra Pack tracks yesterday and received some errors only on Ultra Goblin.
The birds1.wav and birds2.wav files would not load using RVGL but work fine when using Re-volt 1.2.