RVGL on the Pandora

The combined effort of ptitSeb and Huki has brought us a port of our beloved game to the Open Pandora handheld. It is based on a recent version of RVGL and it works just like any other version of the game.

There have been four builds so far. Bugs have been fixed and the game is reported to play quite well.
You’ll be able to take all your custom tracks and cars with you, mod the game and perhaps even play online soon. There also are intentions to port the game to the upcoming Pyra handheld, the successor of the Pandora.
This makes the Pandora the smallest handheld that is home to a proper version of Re-Volt.

Re-Volt is also available on iOS and Android. Those versions were also planned to have support for custom tracks and cars but that idea has obviously been scrapped (making those versions very pointless). Take that, WeGo. We don’t need you. The essence of Re-Volt is community and user content. The port for the Pandora shows just that. Huge thanks to ptitSeb and Huki for their effort! Now I really want to get a Pandora…

Forum thread on pyra-handheld.com: https://pyra-handheld.com/boards/threads/rvgl-re-volt-remake.77027/

Article on PandoraLive: http://pandoralive.info/?p=5485

Pandora Repo: https://repo.openpandora.org/?page=detail&app=rvgl_ptitseb

[News] Local Tournament Upcoming

As you may have noticed, there is a new page called Tournaments. On that page you will find information about the next tournaments (in the city that I live in) as well as some general ideas and rules for Re-Volt LAN parties.
I hope you’ll be able to try them out one day (we used to have a lot of fun back then!). If you have more ideas for LAN parties, be sure to leave a comment on the Tournaments page.

[News] New Download

I added a new link to the Downloads section. Don’t even ask me why I’m using OSX again… I might add RVHouse support soon, I got some nice new ideas… As of now it has a shiny new redbook soundtrack and the latest 1.2 patch. Pretty much vanilla. It weighs about 200 MBs, I hope to cut it down in the future.

It’s been a bit quiet around here lately. I’m studying computer science, no time for anything else. Help me.

Thanks for reading this blog, if you’re still around.

-Marv

[PODCAST] The first Episode sees the Light of Day

The Re-Volt Podcast

Some of you might have heard about our plans to make a podcast for the community (other shall be surprised now). Now, after several failures in terms of editing, it is finally there.

Today marks the day of the release of the first Re-Volt podcast.

This time we talk about WeGo, the company that acquired the rights to our beloved game and explain why our relationship to them suffers.

We recently experience a big amount of WIPs and new releases in terms of custom content. We also discuss the rather bright future that brings RVGL, the next step after the 1.2 patch.

This is for you guys.

Topics (and links we talked about) are:

 

 

[NEWS] The Future of the Community and RVF

For some time now I’ve been wanting to make some tutorials about track and car making. It’s been rather hard to get into the matter, I have to admit. Having learned how to create content for the game from community members, rather than tutorials, I know that something has to change.

It all started with Ali who programmed tools that made it possible to export content to the Re-Volt format. Users had to use a 3D modeling software that exports to ASE, which is a simple format for 3D objects, to then convert it to Re-Volt’s .w, .prm or .ncp. The situation has changed over the years. More and more tools have been released to make everything easier. The breakthrough, however, is Jigebren’s Blender plugin. This plugin allows you to create nearly everything of a track or a car in Blender itself. Mirrors, surface types, shadows have never been that simple.

The problem is that Blender has a very steep learning curve. Coming from 3DS Max, there weren’t many problems for me. I learned by trial and error and developed my own workflow. Whether or not it’s perfect, it works for Re-Volt. My goal is to make video tutorials to get makers closer to Blender and its workflow combined with Re-Volt. Looking at the most recent tracks (sidebar to the right), there are only a few promising ones. Now imagine that every track would be good in playability, flow and visuals. A look at Steam Workshops also shows that other games have much more available tools in order to create content.

Now, the Blender plugin is currently for closed testing only. You will have to send Jig a PM. If that doesn’t work out, I’m sure there are other ways to obtain it, although it wouldn’t be as nice. That is the main thing that’s holding me off right now. There are just no public tools.

Why am I thinking about this right now? I think that we have hit a critical point, especially with WeGo further contributing to the decay of the community. Yes, there are more people joining the forums, more people talking about the game – but those are the ones who fall for WeGo’s pay-trap. Those don’t add anything to the community. That might sound harsh indeed. In their defense, they probably don’t know any better because Re-Volt 2 is probably the first part of the game they’ve seen. I don’t want to imply that those people joining are bad guys. What I want to say is that we have to defend the game, or rather the impression people get from it. Re-Volt is no crappy F2P title that you have to empty your wallet for. It is a community-driven game with custom content and respectful competition.

One part on the way to achieve the just said is the series of tutorials that I announced. There are many other ways apart from that. First of all we need a place that represents the game at a glance (that’s what I set Re-Volt Frontend up for). The website is, however, lackluster for the most part. I would not consider it accessible. Thus, I have been working on the site as well as on the Youtube channel. Regarding the Youtube channel, I think that some kind of news digest would be nice. Giving the channel a face or at least a voice is a necessity, I think. If anyone would like to join me on that part, I’m glad to work with someone. There are many more topics to cover as well. Stay tuned, hopefully I’ll manage to set something up. Help is always appreciated.

Hope everything is going well!

[Track] Industry

Track: Industry

643e1065e3ab75b98ce3d525f48bac23

download

Author: Marv
AI, Visiboxes and more: R6
Tools: Blender (with Jig’s plugin), Photoshop, Gimp, Audacity, prm2hul by Jigebren
Music: Parabiosys by Nybraz
Additional: Plants and crates by Nobiax, Some textures from CG Textures

You need a recent Re-Volt 1.2 ALPHA from http://rv12.revoltzone.net to play this track.

There were many tracks that I started but never finished. Let them rest in piece.
Here is finally one that I planned and made real.
Regarding custom tracks for Re-Volt, I learned most from Kay and R6. Thanks a ton for helping me!

I had many more plans but I decided to release the track as it is right now. I can’t keep it any longer.
Some bugs here and there,
but I think you will have some nice races on it.

RVL Thread

Changelog:
2015-03-25
initial release
2015-03-26, 27, 30
fixed mesh, relocated textures, removed some unnecessary files, fixed ncp and w

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Re-Volt DEV version

Hello,

Just like its own name, Re-Volt DEV was known to be a developer’s must-have Re-Volt version that even the old Full Custom Phoenix R3 and the new WolfR4 raced to implement most of its features.

Even with the progress done in rv1.2 and WolfR4, DEV still retains much mysteries and features like reporting AI problems or estimating future wrong things (warnings).

Among known features: open makeitgood/dev modes (cameras as well), the ghost car, ability to see all the tracks, statistics and intro sequence track. It also features Acclaim employees’ ghost cars.

 

The introduction of DEV version was by kay (kfalcon) on 2008 into RRR, where he uploaded this version, later the music of it. However due to sites falling down, the music has been lost.
Kay also mentioned that he got it from his dad’s friend as a gift.

Today, Re-Volt Frontend team including Marv, kay, VaidX and Thomas, finished repacking the whole game after getting music files from kay’s jungle files.

 

Get it from here

DEV showing ghost

Patching up Re-Volt

Re-Volt has been around for many years. It’s been 15 years now and we won’t stop loving and caring for the game.
Our dedication to the game ended up in fixing everything and making the game look better, no matter how marginal the improvements are.
The base of it all is the Re-Volt 1.2 alpha patch. It adds support for huge textures and expands our modding abilities by a huge step.

The following is a list of the best upcoming community patches and mods that make the game look and feel better, all of them are WIP:

  • Milkfix
    You might not notice the changes the first time you play. If you don’t know Re-Volt, you never will. Some serious stuff has been fixed, though. Definitely get it and track its progress.
  • Re-Volt 2 Track Textures Project
    As much as I hate what WeGo has done to the game, some guys decided to port the cleaner textures from Re-Volt 2 to the PC. I personally do not prefer the clean looks, since Re-Volt is dirty on design. Check it out if you like.
  • High Resolution Textures
    This is my go on better textures for Re-Volt. My aim was to recreate the textures of the game. I tried to make them as little different as possible. If you like to have a better and cleaner HUD only, you might also only apply that (gfx folder). Mods are fully modular.

To make your experience even better, I suggest to download these:

 

That should help you spice your game up a bit.

[Behind the Scenes #1] Tracks: Rooftops

Re-Volt has gone through some design changes. Many tracks and concepts suffered from that. Over the past few years, a lot of those tracks have been recovered from old hard drives, the source code and previously unreleased Re-Volt versions.

Most tracks are commonly known, some released to the public and some lost forever.

Let’s start with Rooftops since it kinda fits into the scheme here. This track is known to all community members and has been available for many years now. Its initial appearance dates back to the Dreamcast release, which exclusively featured this track as it’s been undergone some design changes and polishing. Although this track has been one of the first concepts for the game, it was not present in the initial PC release in July 1999.

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The screenshots and concepts (masterpieces by Paul Phippen) we see here are from ’97-’98 and show a different version to the Rooftops we know today. It’s set during daylight and looks a lot dirtier than most of Re-Volt’s tracks. You can surely say that the first idea of the game was immensely different, although Acclaim wanted a game that competes with Mario Kart (which implies a colorful and clean game). That explains why Re-Volt today is such a clean and polished game that really stands out among the games of its time.

I came up with the original idea along with paul phippen, who now lives in cambodia! the final game wasn’t quite as i imagined it, the original idea was more realistic, no weapons or speedups. the original level was set in a tower block in london, racing around the dirty walkways and dodging old mattresses and pools of piss. nice.

– Simon Harrison

So what happened to that old Rooftops level (back then called Fiddlers on the Roof, probably a reference to an old movie)? When Re-Volt was set to be released on the Dreamcast, the team got some help and managed to port that track, which suffered from severe lag and fogging, to the platform. The key seemed to be rearranging the track and set it during night so that there is an excuse for the low view distance. I guess we can say they did an outstanding job.
Fiddlers on the Roof? The name and concept suit Re-Volt perfectly in my opinion. Did you know that Re-Volt’s source code has been leaked back in 2006 (my speculation: by a Microsoft employee)? It wasn’t only the source code. It also featured lots of concept art and unfinished pieces. Among them: a folder called ROOF. I think it was back in 2012 that I started mapping the mesh that was included in that folder. 3DS Max was the program I used and it seemed so foreign to me that I eventually gave up. Until I found Blender. Blender was much more intuitive for me and thanks to Jigebren, it also had a Re-Volt plugin that made importing and exporting Re-Volt files MUCH easier than the hacky ways of 3DS Max.

Last year or so I remembered about those files and started mapping and polishing the track which is now available on Re-Volt Zone and this website. I gave my best to mimic the two screenshots I had of the track and bringing it to Re-Volt’s highest graphical qualities possible. I failed both. But you’ll get an idea how the track might have looked like.

Wanna try it? Download here.

 

Stay tuned for the next Behind the Scenes.