Revolt Game No Z Buffer For Beta

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).

ABOUT THE GAME: Friday the 13th: The Game is a third-person horror, survival game where players take on the role of a teen counselor, or for the first time ever, Jason Voorhees. Android APK now displays the proper version number. Fix custom cars and tracks hanging the game forever on Android (happens. Framebuffer objects.

If anyone is interested, I'll keep this thread updated. Lucas93, you should. 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) also I found a Dev version on the net, I'll upload it sometime later (pretty interesting stuff in it although everything is already described of it in the wiki -> ). 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. Edit: almost forgot - the source where you can read all about it: (you can also find the Xbox source posted somewhere on that forum).

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 -> Also in case anyone is interested, I need someone to help me compile and getting the tools 'rconv' and 'UnitConv' to run.

Composition of z buffer

Their source can be found in the Xbox leak which you can get here -> (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).

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