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…
It’s been quite a time since RVZT recieved its last updated (was there any at all?). Zach has been planning to update the site for a very long time now. Finally, RVZT is becoming Re-Volt Zone. It should be online very soon. It will be right here: http://revoltzone.net/ (Thanks kay, totally forgot to post the link)
I’m being a bit audacious now: Here’s what Zipper posted on RVL.
Hopefully within the next month, the new RVZT ( named RVZ ) will be launched.
There are many new added features, here’s a quick list of the new things to expect:
RVZ allows authors to send in update zips
No longer must you direct your gfx image when uploading, it auto detects .jpg files and uses that
Better searching functions
Better uploading GUI
Social Media Integration ( if wanted )
Now authors can type a description on the download page
More fluid site dynamics
Different rating system: now goes by stars instead of numbers, and one single grade instead of multiple aspects
A few other things, but that’s the primary things occurring. I can not share the link yet, and if you have it we’d prefer you don’t pass it around at the moment.
Zach and I are really excited to bring you the new site.
I recently started converting tracks to support Re-Volt 1.2. I convert the bitmaps to 32bit and add an alpha channel and repack custom files to the /custom/ folder (if there are any). I recommend checking the following link periodically as there are many more to come.
I’ve been doing some archaeological digs and found some interesting stuff. This is a little gallery page for the design odds and sods that were knocked up during the production phase of Re-Volt circa 1997 -1999, stuff that’s been haunting my dusty hard drives – they might bring some light amusement and maybe some insight to the original design choices, and the ideas that were bouncing around the team at the time. Hopefully some of the other guys have got some stuff, and they can add to the pile. Enjoy some Re-Volt history, – Thank you to the whole RV community for not turning the life-support machine off 🙂
Publicity screengrab with the original Re-Volt logo (which Acclaim rejected, maybe it looked too socialist), car was made and textured by James Duncan
The first concept sketch for Re-Volt EVER – 1997 – construction yard theme
page one of the original concept design document
page two of the original concept design document
page 3 of the original concept design document
early (and unconvincing attempt) to bring RV life to the Natural History Museum
the rooftop race was the first theme we tried, – polycount to die for
The Red Thumb Gang was an idea I had to give the game some “faces”, these lab animals trained to play the game. To my eternal dismay this didn’t go down well with our Exec’s
An inner city council estate was one of Simon’s ideas, it was an offshoot of our rooftops theme. This was extensively built with effects, but the stairs nixed the whole idea.
Poster idea using a decal sheet (like the one’s you get with airfix kits etc),
Rooftops of the council estate
Sounds play a big part in establishing the environment, – Simon had this idea that you could hear domestic violence behind some of the doors on the council estate. We were way ahead of our time.
Council estate, get shafted by the lift shaft
The original rooftops course was epic, – it incorporated all the rooftop storyboard scenes, <>
We considered a sponsorship tie-in with battery manufacturers (Models and render by Simon Harrison)
Random car sketches
Chimichanga – basically a fast tractor
Screengrab of the editor mode as a work in progress (date unknown)
The first model of the first Re-Volt level – whittled down from the original concept sketch
Skeletal gibbons swinging from the roof – as if the game wasn’t hard enough already
The legendary mummy jump, – I don’t know why this didn’t pass muster, feel free to use it in V1.3
Hi-rez rendering/lighting for museum textures
Concept sketch from the Egyptian wing of the museum, note how the cars exit from a Sphinx’s tea-towel holder
Lesser known headless apatosaur, – before we stripped the polys down to within an inch of its life
Primitive texture page for the (Ken Loach inspired) council estate level
More of the never to be council estate level, – mix-n-match urban decay and squalor
Screengrab from Fiddlers on the Roof, the first RV level – heavy fog coming in
Another view of Fiddlers
Early logo proposal
Renders for the space wing of the museum
Early concept for Bertha Ballistics – “Doh!” was considered as a game title, until we regained our senses.
Fiddlers 1 (fireworks)
Fiddlers 3 – Off piste
Fiddlers 12 – we had this scenario working in real time, it was totally possible.
Early museum sketch
other logos were proposed ( but were rejected I think )
Today, I’m going to represent a new tool , the texYUI (Texture Animation, Yet another User Interface).
It’s built in using a parallel engine to nVolt (I’ll call it YUI for now…). Open Source Re-Volt implementation for .NET languages and built on top of Irrlicht.NET (later Mogre or OpenGL). The new engine will be also used in a program based on Car::Load (named Re-Volt Car studio. See the offtopic post below which is partially planned to be released within a month).
The Texture animation editor will be based on frames (and of course, frames animations) with final preview before exporting (for now it’ll be nVolt… may change that later on the ink and paper plans). The tool is estimated to be released next week (and final version the next one). Fully dedicated to Dave-o-rama and KiWi.
Just to note, about the YUI engine: It’s possible to build it further to become a new makeitgood but I guess it’s futile… perhaps advanced ai editor or mirror editor may be proposed but for now, let’s just keep one project alive… if you’ve got a better idea I can develop it if it’s needed.
The final version before halting: Download
Finished documentation + 2 tutorials