[GAMES] RVGL - Re-Volt (libGL)

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[GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Tue Apr 19, 2016 3:40 pm

RVGL is a reimplementation of one of my favorite games of all time Re-Volt.
And thanks to the RVGL Team and especially (Huki and jigebren) we are now able to play this awesome game on ODROIDs thanks to GLshim from @ptitSeb.
(lots of people to thank for this awesome piece of work :))

For those who don't know Re-Volt there's a nice article about it in the ODROID Magazine: http://magazine.odroid.com/wp-content/u ... 201604.pdf

For those who are eager to see some screenshots:
Image Image Image

The Game even support multiplayer and multiplayer splitscreen:
Image

And here's a nice multiplayer video from RVGL:


To play the game on ODROIDs you have to install it from my repositrory (jessie/main package list) with:
Code: Select all
apt-get install rvgl-odroid


The game requires the original Re-Volt game files to play
You have to put these in /home/odroid/.rvgl/

If the folder does not yet exist, just start the game once and it will be created.
It should look something like this in the end:
Code: Select all
odroid@gamestation-turbo:~$ tree -d .rvgl/
.rvgl/
├── cars
│   ├── adeon
│   ├── amw
│   ├── beatall
│   ├── candy
│   ├── cougar
│   ├── dino
│   ├── flag
│   ├── fone
│   ├── gencar
│   ├── misc
│   ├── mite
│   ├── moss
│   ├── mouse
│   ├── mud
│   ├── panga
│   ├── phat
│   ├── q
│   ├── r5
│   ├── rc
│   ├── rotor
│   ├── sgt
│   ├── sugo
│   ├── tc1
│   ├── tc2
│   ├── tc3
│   ├── tc4
│   ├── tc5
│   ├── tc6
│   ├── toyeca
│   ├── trolley
│   ├── ufo
│   ├── volken
│   ├── wincar
│   ├── wincar2
│   ├── wincar3
│   └── wincar4
├── edit
├── editor
│   ├── sounds
│   └── tdf
├── gallery
├── gfx
├── levels
│   ├── bot_bat
│   ├── frontend
│   ├── garden1
│   │   └── reversed
│   ├── intro
│   ├── markar
│   ├── market1
│   │   └── reversed
│   ├── market2
│   │   └── reversed
│   ├── muse1
│   │   └── reversed
│   ├── muse2
│   │   └── reversed
│   ├── muse_bat
│   ├── Muse_Bat
│   ├── nhood1
│   │   └── reversed
│   ├── nhood1_battle
│   ├── nhood2
│   │   └── reversed
│   ├── ship1
│   │   └── reversed
│   ├── ship2
│   │   └── reversed
│   ├── stunts
│   ├── toy2
│   │   └── reversed
│   ├── toylite
│   │   └── reversed
│   ├── wild_west1
│   │   └── reversed
│   └── wild_west2
│       └── reversed
├── models
├── profiles
│   └── meveric
├── redbook
├── strings
├── times
│   ├── mirror
│   ├── normal
│   ├── reverse
│   └── reversemirror
└── wavs
    ├── garden
    ├── ghost
    ├── hood
    ├── market
    ├── muse
    ├── ship
    └── toy

please note the "redbook" folder this is where you can put the soundtrack
Code: Select all
odroid@gamestation-turbo:~$ tree .rvgl/redbook/
.rvgl/redbook/
├── track02.ogg
├── track03.ogg
├── track04.ogg
├── track05.ogg
├── track06.ogg
├── track07.ogg
├── track08.ogg
├── track09.ogg
├── track10.ogg
├── track11.ogg
├── track12.ogg
├── track13.ogg
├── track14.ogg
└── track15.ogg

either as .mp3, .wav or .ogg files

Please checkout http://www.re-volt.io/downloads#game-files for more information about what files you need and some legal concerns about the game.

Have fun with this awesome and very impressive game and thanks again to everyone who made this port possible.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby odroid » Tue Apr 19, 2016 4:19 pm

Very nice game indeed. :o
It looks very attractive to RC car manias too.
I am downloading 170MB of game files now.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby tipoto » Sun Apr 24, 2016 7:58 pm

Thank you very much for this great port!

After installing and copying all the files, I get this error message: "Can't find any languages"
But the "strings" folder is not empty, I have english.txt, french.txt, german.txt, italian.txt and spanish.txt

On the terminal I have this:
~$ rvgl_start

skipping directory cars
skipping directory gfx
skipping directory levels
skipping directory strings
Fixing filenames
WARNING: This will modify your Re-Volt installation in:
/home/odroid/.rvgl
././LICENSE.TXT was not renamed
Done.
LIBGL: Initialising glshim

Any idea of what I am doing wrong please?
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Sun Apr 24, 2016 8:47 pm

Have you installed the files from the original Re-Volt game?
They are required as well. Can you compare with the tree command that I posted above that all files are and in the correct folders?
Normally there should be a very long list of files that were or were not renamed.. I'm missing that in your output.

Edit:
BTW: I will update the package today, including an auto installer for the gamefiles
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Sun Apr 24, 2016 10:33 pm

Update:

New version from Huki which fixes a bug in Joystick deadzone calculation as well as heavy code refactoring.

I improved the starting script which now has an option to download the game data files.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby tipoto » Mon Apr 25, 2016 12:48 am

I copied the files from the link you provided on your first post, I picked the version with the soundtracks included.
The folder structure looked the same as yours (unless I missed folders when I checked this part).
Anyway... I will test your new install and let you know... I'm sure it's going to fix the problem. ;)

Thank you!
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby tipoto » Mon Apr 25, 2016 3:34 pm

The new install works great! It's so cool to have this game on our Odroid :)
Thank you!!!
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby gabika1941 » Tue Apr 26, 2016 6:06 am

Man, you just brought my childhood back!! :o This is awesome! I never thought I will see that game again. Thank you!
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Tue Apr 26, 2016 6:51 am

Yeah same for me, but I think I was better in driving back then :D
Although I guess Multiplayer is still a lot different than Single Player Mode :)
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Gburas » Tue May 31, 2016 8:17 am

when i`m trying to start game, files don`t download. window in gui disappears after choosing "with music or without"
gburas@odroid-jessie:~$ rvgl_start
/usr/local/bin/rvgl_start: line 7: rsync: command not found
Gtk-Message: GtkDialog mapped without a transient parent. This is discouraged.
Gtk-Message: GtkDialog mapped without a transient parent. This is discouraged.
Gtk-Message: GtkDialog mapped without a transient parent. This is discouraged.
Gtk-Message: GtkDialog mapped without a transient parent. This is discouraged.
unzip: cannot find or open rv_gamefiles.zip, rv_gamefiles.zip.zip or rv_gamefiles.zip.ZIP.
rm: cannot remove ‘rv_gamefiles.zip’: No such file or directory
/usr/local/bin/rvgl_start: line 49: ./rvgl: No such file or directory

help :)
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Tue May 31, 2016 1:45 pm

Code: Select all
apt-get install rsync curl


I'll add this to the package dependencies.

Edit:
new package uploaded with new dependencies that should fix all issues.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Tue May 31, 2016 8:40 pm

Oh yeah... Re-Volt was awesome! If I remember correctly, I had unlock everything :twisted: . I then started to contruct tracks which were only finishable by specific cars :lol: .

I was trying to install it on my C2. I added the necessary package lists, but on installation, it fails with
Code: Select all
 rvgl-odroid:armhf : Depends: libglew1.10:armhf (>= 1.10.0) but it is not installable
                     Depends: libgl-odroid:armhf but it is not installable
E: Unable to correct problems, you have held broken packages.


Is it because of th other architecture, why it is not compatible (yet)?
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Tue May 31, 2016 10:09 pm

exactly... this is the armhf version and only works with armhf drivers at the moment.
I was actually working on arm64 version yesterday, but it gives me a segfault during start, so I have to look into it.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Tue May 31, 2016 10:33 pm

meveric wrote:exactly... this is the armhf version and only works with armhf drivers at the moment.
I was actually working on arm64 version yesterday, but it gives me a segfault during start, so I have to look into it.

No problem :) . Let me know, if I can help somehow. Looking forward to enjoy this game again!
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Wed Jun 01, 2016 4:53 am

Oh my.... back on my C1, I am SO SAD:
Code: Select all
 rvgl-odroid : Depends: libenet7 but it is not installable


The other missing dependencies I could solve by myself. But this one is pretty hard :( :( . Would you give me a hint please?

[edit]
libenet-dev is installed
[/edit]
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Wed Jun 01, 2016 6:29 am

libenet7 is a library available on Debian Jessie, not sure if it exists on Ubuntu.
It can probably just copied over from Debian if needed.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Wed Jun 01, 2016 4:11 pm

meveric wrote:libenet7 is a library available on Debian Jessie, not sure if it exists on Ubuntu.
It can probably just copied over from Debian if needed.

Yes, I hoped to be able to install it by adding your Jessie/main repository. But no :(.
If it could be copied from Debian to Ubuntu, how do I accomplish that? Where do I find it and where do I have to copy it to? Does the library then need to be "registered" or something else?

[edit 1]
Ok, I think I've got something:
http://packages.ubuntu.com/de/xenial/armhf/libenet7/download

But I can't find a download link for the armhf version. In addition it is for xenial and not for trusty :( .
[/edit 1]

[edit 2]
Hell yeah, installation worked by installing this:
https://launchpad.net/ubuntu/yakkety/armhf/libenet7/1.3.12+ds-2
:)

Now I need to check if I get the game running! I keep you updated.
[/edit 2]
Last edited by Jojo on Wed Jun 01, 2016 4:53 pm, edited 1 time in total.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Wed Jun 01, 2016 4:50 pm

Jojo wrote:Yes, I hoped to be able to install it by adding your Jessie/main repository. But no :(.

That's no surprise I only provide software that is NOT available on Debian repositories. Why would I provide packages that are already in the repository? ;)

Jojo wrote:If it could be copied from Debian to Ubuntu, how do I accomplish that? Where do I find it and where do I have to copy it to? Does the library then need to be "registered" or something else?

[edit]
Ok, I think I've got something:
http://packages.ubuntu.com/de/xenial/armhf/libenet7/download

But I can't find a download link for the armhf version. In addition it is for xenial and not for trusty :( .
[/edit]


any of these links should work: https://packages.debian.org/jessie/armh ... 7/download

If you want the Ubuntu packages you can find them here: http://ports.ubuntu.com/pool/universe/e/enet/
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Wed Jun 01, 2016 4:55 pm

Hi meveric,

seems like we both were typing :) . I managed to install the lib and the game. Thanks for your effort!
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Fri Jun 03, 2016 1:12 am

AWESOME! I can confirm that RVGL runs fine on the ODROID C1 with the official HK Ubuntu! Thank you @meveric and all the team around RVGL!

One small "negative" note (not really negative in relation to this great game ;)): in some situations the FPS rate drops heavily to <10 . But for me its ok anyway :) !
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Fri Jun 03, 2016 6:35 am

Jojo wrote:AWESOME! I can confirm that RVGL runs fine on the ODROID C1 with the official HK Ubuntu! Thank you @meveric and all the team around RVGL!

One small "negative" note (not really negative in relation to this great game ;)): in some situations the FPS rate drops heavily to <10 . But for me its ok anyway :) !

Well the C1 is not the most powerful device there is. So it's really not a surprise that FPS drops here and there.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby tipoto » Fri Jun 03, 2016 7:54 am

Actually even the XU4 has some low FPS sometimes (complicated map with lots of effects and cars), but most of the times it plays very well. :)
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Fri Jun 03, 2016 7:57 pm

Yep, for me it's completely OK :) .

Did you guys also notice the "dev" bug? When I scroll through the menue when there is the "room" in the background, every second menue entry change seems to unlock some kind of "developer" mode, where all cars and tracks are unlocked (all boxes are open and there is "dev" in the bottom-right corner instead of the version). So if I do the right combination of menue-entry-changes (just up/down), I am even able to play every track with every car :o .
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Fri Jun 03, 2016 9:21 pm

Actually I think that's suppose to work if you press left and right on the menu, so you don't need to time any menu-entry-changes, just press left or right on the option you want.

But yes I've noticed that too. I'm gonna ask Huki if that's intended or a bug.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby jit » Sat Jun 18, 2016 1:59 am

Hello,

I'm trying to make it work on my C1 but I only get a blank screen (using jessie from meveric, clean install).
when I launch it and redirect output to a file, here is the file content (eg: rvgl_start > /tmp/thefile)...

Any idea ?

sending incremental file list

Code: Select all
sent 2,014 bytes  received 30 bytes  4,088.00 bytes/sec
total size is 8,947,496  speedup is 4,377.44
LIBGL: Initialising glshim
libGL:loaded: libGLESv1_CM.so
libGL:loaded: libEGL.so
libGL: built on May 20 2016 20:41:34
LIBGL: Current folder is:/root/.rvgl
glX stub: glCopyTexSubImage3D
glXGetProcAddress: glBlendColor not found.
glX stub: glFogCoordPointer
glXGetProcAddress: glMultiDrawArrays not found.
glXGetProcAddress: glMultiDrawElements not found.
glXGetProcAddress: glPointParameteri not found.
glXGetProcAddress: glPointParameteriv not found.
glXGetProcAddress: glBeginQuery not found.
glXGetProcAddress: glDeleteQueries not found.
glXGetProcAddress: glEndQuery not found.
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glX stub: glDrawBuffersARB
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glXGetProcAddress: glCheckNamedFramebufferStatusEXT not found.
glXGetProcAddress: glClientAttribDefaultEXT not found.
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glXGetProcAddress: glCompressedTextureImage3DEXT not found.
glXGetProcAddress: glCompressedTextureSubImage1DEXT not found.
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glXGetProcAddress: glCompressedTextureSubImage3DEXT not found.
glXGetProcAddress: glCopyMultiTexImage1DEXT not found.
glXGetProcAddress: glCopyMultiTexImage2DEXT not found.
glXGetProcAddress: glCopyMultiTexSubImage1DEXT not found.
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glXGetProcAddress: g
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Sat Jun 18, 2016 11:32 am

Are you using it from an X11 desktop, or are you trying to run it off the terminal?
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby jit » Sat Jun 18, 2016 3:55 pm

I start it from a term in X11, no desktop manager installed. So in fact from the base install, I launch "startx" then the game from the default xterm.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby jit » Sun Jun 19, 2016 6:59 am

after a reboot, the game is now launching with no error.... but I only get a very few part of the screen with the game display (it seems to be the left bottom corner).
I'm using a little html display (5 inches) in 800x480.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Yethiel » Wed Jan 11, 2017 8:51 am

Hey guys,
Your work is much appreciated!
I maintain the Re-Volt community website, formerly re-volt.me.
We've moved and we're rebuilding the site which is now available at re-volt.io

The download page has moved, but I set up a redirect for you: http://re-volt.io/rvm/downloads/games/
You just have to swap me and io. I'll soon upload them to the server itself so that the download script works again.
Let me know if you need anything else.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Wed Jan 11, 2017 3:42 pm

Thanks alot for the info. Please let me know when you've uploaded directly to the site so I can rework the download script. :)
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Yethiel » Wed Jan 11, 2017 4:29 pm

There you go! Please let me know if there are any problems.
http://files.re-volt.io/assets/
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Wed Jan 11, 2017 7:55 pm

Thanks a lot, just uploaded the new packages: viewtopic.php?p=175201#p175201
Do you know if there were any code changes lately that I should contact Huki about?
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Yethiel » Thu Jan 12, 2017 8:07 am

P2P multi-player and many fixes: http://rv12.revoltzone.net/downloads/rvgl_changelog.txt
The only major recent thing is P2P, though. We had some online races recently and it works really well.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Thu Jan 12, 2017 3:09 pm

Thanks for the info, I'll try to get and build the new sources :)
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Fri Jan 20, 2017 5:58 am

Update

I just finished uploading a new version of RVGL, first time with arm64 support, thanks to @Huki who's developing RVGL and fixed an issue with the arm64 version under Debian Jessie.

Changelog since last version:
Code: Select all
17.0115a:
| Pumped network version.

Mod:
  [General]
  - Updated the Spanish translation for Instances option in Render Settings.
  - Disabled the "Object Out of Bounds" warning that appeared in Dev mode. The
    message is now logged instead.
  [Multi]
  - The external IP service provider is now changed to 'www.myexternalip.com'.
  - P2P is now the default mode for multiplayer sessions. Use "-nop2p" command
    line to explicitly disable P2P and use client-server mode.
  - Disabled the ping displayed above cars. Ping values can still be checked
    from the debug display in Dev mode (Ctrl + Numpad Enter).

Fix:
  [General]
  - Fixed camera stuttering issues. This undoes a change introduced in v1.2
    build 15.0325 that was intended to improve stability at high fps.
  - Flickering lights (as in Market1) were improved so the flicker speed is no
    longer dependent on the frame rate.
  - Fixed audio clipping at high frame rate.
  [Multi]
  - Players on the same LAN connecting to a remote host in P2P mode should now
    be able to see each other.
  - Fixed lobby timeout not giving any error in the previous release.
  - Fixed bad 'player leaving' message sent by clients in P2P mode.

--------------------------------------------------------------------------------

16.1230a:
| Pumped network version.

Add:
  [General]
  - This release includes additional Gallery pages from the DC version.
  [Multi]
  - Initial support for P2P multiplayer: use the "-p2p" command line to start a
    P2P session. Only the host needs to set the command line. UDP hole punching
    is used to link clients behind NAT, so no port forwarding is required for 
    the clients.

Mod:
  [General]
  - Replays are now saved per-profile when using the Save Replay feature.
  - Added missing entry for libGLEW.so.2.0 in the rvgl launch script.
  - The changelog is now saved in UTF-8 encoding.
  [Multi]
  - Lobby connection timeout is reduced from 60s to 15s.

Fix:
  [General]
  - Time Trial records and ghosts not loading in Linux after running the
    fix_cases script.
  [Graphics]
  - Possible alpha transparency glitch in saved screenshots.
  [Multi]
  - 'No countdown' bug when a fast client finishes loading when the host is
    still at the sync screen.

--------------------------------------------------------------------------------

16.1210a:

Add:
  [General]
  - Added missing texture files for the Trolley car.
  [Graphics]
  - New implementation of multisample anti-aliasing using Framebuffer objects.
    Antialias is now a proper option under Render Settings, and changes take
    effect instantly. The command line "-multisample <num_samples>" can be used
    to initialize a multisampled opengl window the old fashioned way, without
    framebuffer objects.
  - Screenshot support: automatically save screenshots from the game using F8
    key. The screenshots are timestamped and saved in the profiles folder in
    PNG format.
  [Audio]
  - Added libsndfile decoder to support various compressed WAV formats.

Mod:
  [General]
  - Updated the collision poly limit to accomodate instance collpolys. The
    maximum polys supported by the world ncp file is limited to 65536. However,
    it's now possible to add any number of additional instance ncp files, i.e.,
    the total number of world + instance collpolys can now exceed 65536.
  - The unlocking behavior and CPU selectability of BigVolt and BossVolt are
    now restored based on the original DC version.
  - Improved logging to display additional details and log error messages.

Fix:
  [General]
  - Fixed repeated error messages at startup when the selected language strings
    are missing or outdated.

--------------------------------------------------------------------------------

16.1125a:

Add:
  [Graphics]
  - Support for enabling Multisampling (MSAA) from the Video Settings. Changing
    this setting currently requires restarting RVGL to take effect.

Mod:
  [General]
  - Updated the Dreamcast pack with the latest files.
  - Localized the "Windowed" text in Video Settings.
  - Log the OS and architecture to the re-volt.log file.
  [Multi]
  - Calculate the remote delay based on the last packet lag only (not taking
    into account the interval between packets). This avoids increased delay in
    case of low pps.
  - Debug display is now invoked with Ctrl + Numpad Enter (Dev mode).
  - Show lag and interval values in multiplayer debug display.
  - Car / object position updates are now sent in a separate enet channel.

Fix:
  [General]
  - Fixed bug in .lit file saving in Lights edit mode.
  - Fixed crash after selecting give up try in Championship mode.
  - Dev mode: don't add a camera section when saving car info if the car
    doesn't use one.
  [Multi]
  - Reducing the number of cars from Game Settings in an online session now
    properly sets any extra players to spectating mode.

--------------------------------------------------------------------------------

16.0927a:
| Bug-fix release.
| Pumped network version.

Mod:
  [Multi]
  - Ensure remote car orientation doesn't deviate too much from correct angle.
  - Restored the remote object delay (to a lesser extent than before).
  - Weapon transfer now uses guaranteed messaging.
  - Show CHT if the player has entered dev mode.

--------------------------------------------------------------------------------

16.0920a:
| Pumped network version.

Add:
  [General]
  - Additional content: added support for additional cars from the DC version
    (available as a separate optional download). This adds BigVolt and BossVolt
    to the car selection screen. It is possible to use the original Dreamcast
    frontend.fob file to bring the same carbox layout as the DC version (i.e.,
    all carboxes displayed on screen).
  [Input]
  - Support for modern game controllers like the Xbox 360 and PS3 Controllers.
    This means Triggers can be selected along with other axes. The axis and
    button names are displayed in the Controller Config menu for these devices.

Mod:
  [General]
  - Rooftops now shows the proper gfx and length at the track selection screen
    even if the level data is missing.
  - Provide signed parameters for special cars (key cars, Mystery, UFO) to
    remove CHT mention.
  - Automatically restore window upon dismissing a message box in fullscreen
    (Windows only).
  - Linux 'setup' script now sets proper permissions to the 'lib' folder.
  [Graphics]
  - Increased the enumerated number of display modes to 1024 (previously 256).
    The number of display modes is logged to the re-volt.log file.
  [Input]
  - Controller buttons are properly supported for menu navigation: axes can now
    be treated as buttons. Use Fire - forwards (Button A by default) and
    Pause - backwards (Button Y by default).
  [Multi]
  - Disabled the delay added to the multiplayer cars and objects animation.
  - Updated multiplayer animation model, should result in smoother animation
    even at high pings without the need for adding a remote delay.
  - Increased the network packets per second to 20 (from previous 6).
  - Improved debug display in multiplayer (Numpad Enter in Dev mode).

Fix:
  [General]
  - Bug restarting level in reverse / mirror mode in split-screen.
  - Fixed CPU cars info shown in race summary in split-screen even when
    Multiplayer CPU setting is turned off.
  - Fixed key cars locked at the options menu when a race is quit before the
    countdown has ended.
  [Graphics]
  - Possible crash when the number of display modes is above 256.
  - Glitch when switching from windowed to fullscreen at the frontend after
    selecting split-screen mode.
  - Improper menu layout when the window is resized while the menu is animated.
  [Input]
  - Menu navigation not working when controller axes are used as buttons.
  [Multi]
  - Track search unavailable when going back from waiting room.
  - Wrong weapon target when using the 'all weapons' cheat in multiplayer.

--------------------------------------------------------------------------------

16.0904a:

Add:
  [General]
  - 64 bit builds are now available for Windows.
  - Additional content: added support for Rooftops level from the DC version
    (available as a separate optional download).
  - Support Rooftops models, sfx and skybox in the Objects edit mode.

Mod:
  [Graphics]
  - Edited the 32-bit bitmaps included in 16.0705 for compatibility as they
    were found to not load in v1.2 and older versions.
  [Audio]
  - Increased the sfx range to be closer to 1207 behavior.
  - Disabled the exponential volume curve introduced previously.

Fix:
  [General]
  - Bug selecting 'no' during championship give up try.
  [Audio]
  - Fixed a bug in 3D surround panning.

--------------------------------------------------------------------------------

16.0710a:

Add:
  [General]
  - 64 bit support: this release includes native linux binaries for both 32-bit
    and 64-bit systems (rvgl.32 and rvgl.64).
  - Added rvgl launch script that auto-detects the system type and launches
    either the 32-bit or 64-bit executable. The script automatically resolves
    dependencies by using libs included with rvgl in place of any missing libs.
    This allows rvgl to run without any manual configuration on a wide range of
    distros as long as the opengl drivers, sdl2 and sdl2_image are installed.

--------------------------------------------------------------------------------

16.0705a:

Mod:
  [General]
  - Spherical linear interpolation (slerp) code used for remote car animation
    is now closer to the 1207 / DC version.
  - Updated the Linux build for Ubuntu 16.04 support.
  - Avoid renaming dll files when running the fix_cases script.

Fix:
  [Graphics]
  - Fixed 32-bit bitmaps (icon, logo, etc.) that can cause transparency issues
    with latest SDL libraries.
  [Input]
  - Fixed TAB and F11 keys not working when caps lock or num lock is on.

--------------------------------------------------------------------------------

16.0505a:
| Bug-fix release.

Mod:
  [General]
  - Improved AI catchup code: should make the effect more subtle, especially in
    Junior RC mode.
  - Updated fix_cases script on Linux to avoid renaming the lib folder.
  [Multi]
  - Reverted lag management change from 16.0315a as it can cause jittering.

Fix:
  [General]
  - Fixed crash introduced by the water box fix in last release.


The new version also includes bonus cars and an additional track from the dreamcast version of the game.

Once again many thanks @Huki for sharing this awesome game with us :)
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Sat Jan 21, 2017 5:36 am

Hi,
I was trying again to install it on my C2. I added the necessary package lists, but on installation, it fails with
Code: Select all
 rvgl-odroid : Depends: libglew1.10 (>= 1.10.0) but it is not installable
E: Unable to correct problems, you have held broken packages.


When I install libglew-odoid, it always installs the armhf version and the armhf version of libgl-odroid as well. Do you know, what I might have missed?

Cheers

[edit]
I am trying to install it on the stock Ubuntu image. For the C1, this worked pretty fine...
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Sat Jan 21, 2017 8:12 am

I haven't build any libglew specific packages for C2 (means there is no libglew-odroid package), libglew1.10 is stock Debian Jessie library which doesn't seem to be available on Ubuntu.
You probably have to download the library manually.
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Sat Jan 21, 2017 7:20 pm

meveric wrote:I haven't build any libglew specific packages for C2 (means there is no libglew-odroid package), libglew1.10 is stock Debian Jessie library which doesn't seem to be available on Ubuntu.
You probably have to download the library manually.

Ah, stupid... I got it. In my package list, there was the package "libglew1.13". I installed that, because I thought that it is ">= 1.10.0". But now I understand, that the "1.10" is essential ;) .

Anyway, I installed that from HERE (uninstalled libglew1.13). Now the game tries to start, but I get thrown back to the login screen (wtf?!). This is the terminal output:
IMG_20170121_104755.jpg
(662.82 KiB) Downloaded 1921 times


And with sudo:
IMG_20170121_104830.jpg
(579.11 KiB) Downloaded 1921 times


Then the screen gets black, and then I am back at the login greeter screen :? . Any ideas?

Greeting
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Sat Jan 21, 2017 7:45 pm

I can check on the strings error which might be a permission issue within the packages itself.
But what ever causes the system to crash to login greeter I don't know.
In the end I'd suggest using Debian Jessie instead.

Edit:
confirmed, there was a permission issue on the strings folder within the package, which I fixed and I just uploaded a fixed version.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Sun Jan 22, 2017 9:47 pm

meveric wrote:In the end I'd suggest using Debian Jessie instead.

I know ;) .

meveric wrote:Edit:
confirmed, there was a permission issue on the strings folder within the package, which I fixed and I just uploaded a fixed version.


Thats a pity. I just can't get it running on the C2. It installed successfully, but I still get thrown back to the greeter screen every time :( . I just was curious to see the performance of the C2 and to get it running at all. But no....
Maybe I will try to get it running under Debian...

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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Mon Jan 23, 2017 3:19 am

performance on the C2 is good. You can play the game in full speed without lagging although it's slower than on the U3 (haven't tried C1 lately).
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby Jojo » Sun Jan 29, 2017 5:09 am

Ok, I got it working on the C2 using the original HK Ubuntu.
I've tried it on another C2 with a "more original" OS, and it worked without any problems (after installing libglew1.10 manually).
I don't know where the problem is on my other C2, but anyway... I am happy to confirm, that it is generally working very well!

Thank you!
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby jit » Fri Apr 28, 2017 5:13 pm

Is there any chance to see a fbedev version (odroid c1) ? ;)

I could try to make it, but sources are not availables :(
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Fri Apr 28, 2017 6:05 pm

Hmm not sure, it would probably be rather complicated, since it's heavily relying on OpenGL and SDL2.
gl4es supports fbdev, but SDL2 could be tricky.
It's a rather big task and I normally avoid something like that, since I believe only a few people use fbdev and the C1.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby jit » Fri Apr 28, 2017 6:54 pm

ha, ok... I did not know that SDL2 was not supporting fbdev.
Too bad I'm not able to compile a buildroot image with X for my Odroid c1 (it works with fbdev, but generate drm compile error with X) :(

Well I may use the dreamcast version of this game with reicast.
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Re: [GAMES] RVGL - Re-Volt (libGL)

Unread postby meveric » Fri Apr 28, 2017 7:06 pm

maybe you should considering compiling directly on the ODROID rather than in buildroot.
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