Post subject: Revolt source code compile Posted: Wed Aug 03, 2011 8:58 am
Guru Beta Collector
Joined Fri Mar 28, 2008 11:34 am
Posts 904
Hey guys! I grabbed a copy of the revolt source code off the FTP today. After seeing that there weren't any project files bundled in the archive I had a little 'Challenge Accepted' moment where I was going to get the damn thing working
After a couple of hours of looking through the source files (and grabbing a copy of the DX8 SDK from the HL2 code) I managed to get the code compiling. There are a few nitty gritty fixes that need to be made to the code for it to launch (mostly going outside the bounds of arrays) which I won't detail. One of the font files was missing which made the game unplayable until I found the file on the net. I was then greeted by a disappointing menu:
The menu option 'new front end' leads to the more retail style menu:
2 random pictures of the default level:
From the state of the UI and the crappy menu (and no intro movies\credits), I'd say this is source code for a beta version of the game.
Right now there's a bug where the game crashes when the player hits a trigger (so the game is basically unplayable). If anyone is interested, I'll keep this thread updated.
_________________ I'm a Xerox Alto, and the GUI was my idea
Post subject: Re: Revolt source code compile Posted: Wed Aug 03, 2011 11:16 am
1337 Beta Collector
Joined Wed Aug 18, 2010 6:54 pm
Posts 1811
Location Cambridgeshire, England, UK
Favourite OS Arch Linux
This looks awesome, this could probably be uploaded as a compiled copy.
_________________ Hi. I'm a Linux user, programmer, science enthusiast, and as of recently, a website administrator - I run a small forum on my Raspberry Pi. Click my profile to get a link to it.
Post subject: Re: Revolt source code compile Posted: Wed Aug 03, 2011 1:46 pm
Guru Beta Collector
Joined Fri Mar 28, 2008 11:34 am
Posts 904
dans34 wrote:
oh wait , i thought that thing in the middle of the screenshots was gun
Now that you mention it, the car does look like a gun in the thumbnails LOL
I'll probably archive what I have now (stock code with the missing files added+a few fixes to make it compile and run) and upload it to the BA server tomorrow (since the copy on the server doesn't compile\is missing files).
_________________ I'm a Xerox Alto, and the GUI was my idea
Post subject: Re: Revolt source code compile Posted: Wed Aug 03, 2011 2:12 pm
1337 Beta Collector
Joined Wed Aug 18, 2010 6:54 pm
Posts 1811
Location Cambridgeshire, England, UK
Favourite OS Arch Linux
dans34 wrote:
oh wait , i thought that thing in the middle of the screenshots was gun
So did I. Oh well. I didn't even know what Revolt was in the first place.
_________________ Hi. I'm a Linux user, programmer, science enthusiast, and as of recently, a website administrator - I run a small forum on my Raspberry Pi. Click my profile to get a link to it.
Post subject: Re: Revolt source code compile Posted: Mon Aug 15, 2011 10:05 pm
Newbie Beta Collector
Joined Mon Aug 15, 2011 9:48 pm
Posts 17
lucas93, you should join the Re-Volt 1.2 crew. They are always looking for coders to help improve the game.
EDIT: Just got FTP access and had a look at the source. I can confirm that it is from the Re-Volt Xbox Live port, which is derived from a beta source screenshot. One of the programmers who work on the Live port leaked the source to the Re-Volt modding community, which is what was used to create the Re-Volt 1.2 patch. I happen to have a more complete copy of the source, so I'll upload it soon.
Post subject: Re: Revolt source code compile Posted: Sat Dec 24, 2011 4:55 pm
Amateur Beta Collector
Joined Thu Oct 14, 2010 5:00 pm
Posts 88
Favourite OS Archlinux
j4tp wrote:
lucas93, you should join the Re-Volt 1.2 crew. They are always looking for coders to help improve the game.
EDIT: Just got FTP access and had a look at the source. I can confirm that it is from the Re-Volt Xbox Live port, which is derived from a beta source screenshot. One of the programmers who work on the Live port leaked the source to the Re-Volt modding community, which is what was used to create the Re-Volt 1.2 patch. I happen to have a more complete copy of the source, so I'll upload it soon.
I would be very interested in that. could you send me a link or notify me when you uploaded it?
@lucas: nice one, could you upload the "fixed" source of yours? I would try to make it run myself but I guess I wont find the files you describe (like the fonts)
It was replaced because my copy contained more files. It's still a incomplete copy of the beta source screenshot. The only person I know of who claims to have the complete beta source code is Paintballpsyco2369.
Post subject: Re: Revolt source code compile Posted: Fri Feb 10, 2012 4:53 pm
Newbie Beta Collector
Joined Fri Feb 10, 2012 4:30 pm
Posts 2
Favourite OS GNU/Linux
I sent a PM to Paintballpsyco2369 a while ago, he basically told me that he couldn't get much of the source code and that some of the libraries were missing (sound for exemple).
So I guess he probably have the same source code that other people do.
From what I hear here and there, it seems to be a pretty huge mess to compile, fix and improve (and complete).
Post subject: Re: Revolt source code compile Posted: Fri Feb 10, 2012 11:39 pm
Guru Beta Collector
Joined Fri Mar 28, 2008 11:34 am
Posts 904
lunavorax wrote:
From what I hear here and there, it seems to be a pretty huge mess to compile, fix and improve (and complete).
It wasn't really that bad, it took me about 4 hours to get working (getting missing libraries, fixing compile issues and fixing initial crashes). To complete, that's a whole lot of work right there!
_________________ I'm a Xerox Alto, and the GUI was my idea
Post subject: Re: Revolt source code compile Posted: Sat Jul 21, 2012 8:44 am
Newbie Beta Collector
Joined Sat Jul 21, 2012 8:33 am
Posts 1
Favourite OS MacOSX 10.6
Has anyone had a go at getting this working on iOS? The original game was released on the Dreamcast and I've managed to get a Dreamcast game running on iPad.
Post subject: Re: Revolt source code compile Posted: Sat Jul 21, 2012 5:02 pm
Amateur Beta Collector
Joined Thu Oct 14, 2010 5:00 pm
Posts 88
Favourite OS Archlinux
Sure, you can run the console versions on emulators on iOS (or Android), I know that the N64 and PSX versions are playable.
However if you meant porting the whole game to the platform then that is a whole different thing (though it would improve the gaming perfomance a lot). Not to mention that the source mentioned in this thread so far is only a beta of the original game, a lot of stuff has changed since then (and I'm not talking about content but rather gameplay feeling).
I dont know if some of you know about it but there was also a Xbox version planned for Re-Volt which was dropped in 2002 but its source code has been leaked and is available for some time now. I think thats the basis where the current community patches started from so if you want to make something out of the game I would recommend that you use the Xbox source code.
I'm currently trying to get it working again for the PC (I know, its pointless because of the people who already did this but since there is no other way for me to make the changes to the game I ever wanted to, I'm doing this ) and its actually not that difficult to do. The only challenging stuff is the network code and some of the graphics code (like the menu font drawing), most of the other Xbox code has been marked as such and can be reverted easily.
And last but not least, just recently there has been some kind of announcement from the people who are currently owning the rights of Re-Volt (and apparently someone who was involved in original Re-Volt development), they are planning to re-release Re-Volt on iOS and Android (and perhaps other platforms) so a community made port might not even be necessary.
Post subject: Re: Revolt source code compile Posted: Mon Oct 22, 2012 1:43 pm
Newbie Beta Collector
Joined Mon Aug 15, 2011 9:48 pm
Posts 17
I was looking up some N64 C functions and I noticed some results showing up Re-Volt source files hosted on neilhutchinson.org. It appears that the entire source tree was uploaded, but has since been deleted.
Did anyone manage to download the complete source tree before the site was removed?
Edit: No, the files were 404'd when I found them.
Last edited by j4tp on Mon Nov 19, 2012 6:52 am, edited 1 time in total.
Post subject: Re: Revolt source code compile Posted: Fri Nov 16, 2012 7:14 pm
Amateur Beta Collector
Joined Thu Oct 14, 2010 5:00 pm
Posts 88
Favourite OS Archlinux
Well did you manage to obtain anything or was it already taken down when you searched for it?
And just a sidenote here: Re-Volt has been officially released for iOS, there is their website -> http://www.bigbit.co.uk/
Also in case anyone is interested, I need someone to help me compile and getting the tools "rconv" and "UnitConv" to run. Their source can be found in the Xbox leak which you can get here -> http://dl.dropbox.com/u/60683690/rvsource.zip (paths are "..\rvsource\PC\distro\rconv\" and "..\rvsource\PC\distro\Track Editor\UnitConv") UnitConv is actually a modified version of rconv so it uses all of its source files (which means simply copy&paste all files in the rconv directory to the UnitConv root directory (but don't overwrite user.cpp!)
About the tools themselves: rconv is supposed to be a convertion tool to convert and modify certain file types which were used during Re-Volt's development (I believe it was mostly used to port the game to the console versions). I'm interested in this one because it should be able to extract all the contents from the .p3d files (which are also included in the leak) and thus give us some more insight of unreleased and concept stuff of Re-Volt.
UnitConv is supposed to be a convertion tool to convert from .p3d to .rtu files (and I believe some more stuff). This would be even nowadays relevant since .rtu files contain all the module information for the ingame TrackEditor. That could give us a possiblity to create our own modules!
I already tried myself a lot to make something out of the source and got the conclusion that you are best off using Visual C++ 6.0 (they are both MFC applications). I even succeeded in compiling rconv but he also needs a compiled .dll which should also be compilable with the same source (just do some resewarch if you are unsure how to do that) and thats where my problems begin. He gives me some unresolved external linker errors (either because the .lib files are too old or for some other reason) which I'm unable to figure out.
And UnitConv needs a few additional source files which are nowhere to find but maybe someone can reproduce them..
Users browsing this forum: isuweather and 3 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
All views expressed in these forums are those of the author and do not necessarily represent the views of the BetaArchive site owner.