Let me first get a long pending announcement out of the way: our email address has changed to rv12(at)revoltzone.net. If anyone had recently tried to contact us through our old firstname.lastname@example.org address, please send again to the new one.
I must admit that jigebren and I had decided to more or less stop the 1.2 development for now. That's not to say the project is entirely abandoned though: things were happening behind the scenes in fact, and we have been making plans together with Urne.
I'm quickly going to leave some inputs on the kind of problems we are facing and our (hopefully exciting) plans for the future.
- I'm convinced that it's not a good use of our time and energy to continue to maintain and improve the current codebase with its outdated components.
- The collision issues had become a major roadblock as online players would probably not adopt new 1.2 releases unless they are fixed. At the same time, the physics and collision code are 100% clean, so the problem appears to be coming from some unstable multiplayer code, as well as the use of the outdated DirectPlay component. They cannot be fixed easily in the current codebase (or fixed at all). As you remember, jigebren has been trying actively to workaround or fix these issues and ultimately gave up.
- It's also not easy in the current codebase to add any new multiplayer features either. I had already taken great pains to add the features we have today (especially late join / spectating).
- Needless to mention, the port-forward troubles in playing online because of DirectPlay.
- The poor performance in Win8 which I'm using and the lack of a native Linux release (which jig and I along with Urne look forward to).
It would give us much better control over the code to bring new features quickly and efficiently - especially in multiplayer, eliminate the online issues (including the need to open ports!), bring full compatibility with Win8 and native Linux release. At the same time, by starting to replace the outdated components, we would significantly reduce our dependency on code protected by WeGo's IP.
Meanwhile I heard about the folks working on the Xbox code in RVL. Though we can't share the 1.2 code at this time, I'll continue to keep an eye on it and hopefully provide some guidance if they get stuck.
Update (01 May 2015): RVGL project page is now up!