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Street Legal 1: REVision News

Weekly progress update #61: Shop Marathon!

[h2]In short[/h2]
Part shop fundamentals in place, misc career improvements.

[h2]List of changes[/h2]
Street racing / career mode
  • It is now possible to finish races on foot - useful in case you wreck right at the end :D
  • Slightly restyled racer talk dialog, consistent with other similar dialogs.
  • Added a hidden option (can be set via console command), to skip racer talk dialogs and get straight to Race Setup - response lines for refusal to race are then displayed as messages in the middle of the screen.
  • Added a 0.1s delay after the opponent challenges the player before showing Race Setup, to allow the opponent's honk to be briefly heard, avoiding potential confusion.
  • Endgame: To make acquisition of low-end cars less inconvenient, primary (most-common) category of cars found at the dealer is now based on which garage you enter the dealer from.
Part shops
  • To ease aiming at small parts, first person mode crosshair does not auto-hide here.
  • Infinite first person mode hover/click reach.
  • Consistently with first person mode everywhere else, part names and prices are now shown in the middle of the screen, instead of under the STREET LEGAL logo;
    Name of the current shop is shown instead there.
  • Working logic for buyable parts!
  • Since cursor position is untouched by SL1R's first person mode, parts can be quickly bought via double-click.
  • Optional interior fogging applies to shops too now.
  • Player hull cannot be placed outside of shop walls (relevant when exiting photo mode).
  • Proper entry positions for all shops.
  • SL1-matched dynamic lighting.
  • Dynamic shadows are disabled in shops - too many problems keep them from looking good.
  • Proper entry/exit logic, saving your terrible parking position, just like the original game did.
Misc
  • Fixed some bugs with photo mode, related to changing maps.
  • Changed default FPS limit to 250.
  • First person mode in garage now shows the STREET LEGAL logo whenever the cash display is visible (any dialog open or Esc recently pressed), for visual consistency with part shops.

The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/

Check back for more in a week!
Stay tuned! :)

Weekly progress update #60: Shaken to the Store!

[h2]In short[/h2]
Working engine shake, starting work on the part shops, improved endgame!

[h2]List of changes[/h2]
Street racing / career mode
  • Fixed opponent route bonus being permanent.
  • Like in the original game, opponents can now challenge the player without the player honking back.
  • Holding down the horn is no longer required to reliably get attention of racers and pedestrians - a tap is sufficient!
  • Fixed police fine amount when returning to garage via tow.
  • Police escape conditions are now based on raw distance, rather than on-road route length - jumping out into the scenery is a valid strategy for escape now, just like in the original game.
Endgame
  • Find lower-end opponents to race by visiting earlier parts of the city!
  • High-end opponents have a chance to spawn among them.
  • Max bet is now based on the lowest club involved in the race (instead of only player's club).
  • Rankings still get swapped as normal - losing to a member of a lower-end club will land you into said club! This is mostly visual - you'll still have access to the entire city, all garages, and opportunity to challenge an opponent of any club to get your rank back!
  • Variety of final club opponents to race against in the final area.
Cars/parts
  • Fixed a case of attached parts failing to load on the correct slots.
  • Very slightly wider operating range for I4 superchargers.
  • Poked at shock/spring mount positions some more.
  • Fixed paintability of Naxas ram air intakes - thanks to g13ba for contributing this!
  • Engine shake animation is now functional!
Misc
  • Fixed temporarily reduced framerate after switching to first person mode in the garage, especially with 28-slot inventory, especially-especially when rapidly switching between the modes.
  • Painstakingly tracked down the cause of a stutter that may eventually start happening every two seconds. The chances of this have been slightly reduced, but this will need deeper attention.
  • Fixed another way for the ever-persistent ghost of unwelcome player car to whisper wind noises into one's ear.
  • Removed messy baked shadows from the front (entry) walls of the first three shop interiors, and patched a related bug! Also flipped the texture to put the door in a more logical place for Shop 2 - thanks to g13ba for helping with this!
  • Started work on the scripts for the part shops (maps themselves were ported & largely visually fixed a long time ago :))
    Unless you count the credits, this is the last major feature missing from SL1R! :)

The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/

Check back in a week!
Stay tuned! :)

Weekly progress update #59: From Beginning to an End!

[h2]In short[/h2]
Career logic working, improved aero mechanics, adjustable seating!

[h2]List of changes[/h2]
Street racing / career mode
  • Dynamic paint surface resolution for opponent cars.
  • Opponents won't spawn inside yet-unlocked areas. (unless you have found a way into said area yourself :))
  • The opponent just raced will not spawn repeatedly.
  • -50% chance of opponents wanting to race from one area to another.
  • Remade the basics of the original police chase mechanics.
  • You may visit the home garage (and save there) anytime. Tow will always take you to the latest garage, however.
  • After becoming #1, you can enter any garage in the city! Tow now will take you to the most recently visited garage.
  • Pedestrian response lines are now re-randomized after every race (or game restart, as before).
  • April 19th marks the first full career completion of REVision! :)
Cars/parts
  • Moved the Zed seats further back still.
  • Merged identical Kurumma taillight glow textures.
  • All taillight glow objects now match the original look.
  • Reasonably-realistic aerodynamic drag attributes for all cars. To be improved in further detail post-launch!
  • Deformed bodywork is less efficient at reducing drag, up to -50%.
  • Fixed the ghost of player car making scary wind noises as you walk areas where it's not welcome.
  • A fix regarding removal of occupied seats.
  • More-predictable camera behavior when playing with the steering wheel from a passenger seat while the car is moving.
Adjustable seating
  • Right-clicking a currently occupied (non-bench) seat allows adjusting first person seating (camera) position - up/down, forward/back.
  • Offset presets can be saved/loaded globally, or per seat slot of the current vehicle type.
  • Per-vehicle settings are kept even after replacing the seats.
  • Seat itself slides forward and back, but not up or down; To allow placing the camera's 'chin' all the way up against the steering wheel without creating an absurd seating position, seats move forward at a sub-1:1 rate.
  • Trying to dynamically reposition the driver model would create many problems, so he stays in place;
    Driver's seat is temporarily returned to it's normal position whenever Mitch is visible.
Misc
  • Removed some messy city shadow casting.
  • New splash screen art for three different aspect ratios.
  • Fixed a few minor OSD bugs.

The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/

Check for more in a week!
Stay tuned! :)

Weekly progress update #58: Opposition Edition!

[h2]In short[/h2]
Work on career mode, improved compatibility!

[h2]List of changes[/h2]
Part shops
  • The part shop discovery logic now works!
  • If the location of the shop in the most recently unlocked area is already known, pedestrians will give you the location of the one in the local area instead - shops can not be permanently missed anymore!
  • Shops can now also be discovered by driving near them, including during races!
    Talking to a pedestrian is no longer required to unlock access!
  • Shop entry triggers can now also be activated by walking into them in first person mode.
Street racing
  • Per-opponent attributes (names, cars, prestige, etc...) are now all the same as in the original game.
  • Almost everything opponent-related is generated using (effectively) the original algorithms, rather than explicitly defined - opponents will also use any modded-in cars, car generator changes will apply to them too, and ability to race a totally different set of them could easily be implemented!
  • Recreated the original post-race prestige calculations.
  • Fixed a jello effect when using RMB-drag in Race Setup at "low" framerates (
  • Started work on spawning opponents & career races!
Misc
  • Improved Windows XP support.
  • The cursor is now locked to the window/relevant monitor while the game is in focus.
  • Slightly improved sound effect playback stability.
  • Display resolution is now auto-detected for first launch, rather than attempting to start up in the potentially-incompatible 800x600 default.
  • Added a config option to start the game in 16-bit color mode; Auto-detection may be added later!
  • Improved default settings & fixed setting application behavior on first startup.
  • Reverted back to the original tyre smoke particles.
  • Changed a part of how random car part selection works, to exactly match SL1's behavior - potentially worse in functionality, but necessary for matching the original look of the opponent cars!
  • Fixed an oversight regarding the Yotta trunk.
  • A patch for a clutch issue with the temporary instant manual shifting solution.

The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/

Check back in a week!
Stay tuned! :)

Weekly progress update #57: The Conversationist

[h2]In short[/h2]
Remade springs, more first person improvements, ped conversations!

[h2]List of changes[/h2]
First person driving
  • Fixed a way to crash the game too, when only intending to crash the car.
  • Reworked camera position tracking, to be no longer purely tied to seat position, allowing better per-car adjustment, and now properly getting offset in case of heavy roof or side deformation.
  • SL1-matched camera positions for all front seats (passenger seat mirrors driver's).
  • All cameras are now centered by steering wheel, rather than seat - small change, but with big effect to how comfy the interiors feel!
  • Raised cameras for better views out of the ST9 and Yotta.
  • Few other fine-adjustments.
Spring remake
  • To solve some visual bugs, springs now feature modelled coils, made to mimic the look of the transparent texture on a simple low-poly cylinder shape seen in the original game.
  • Proper vertex weighting: The coil maintains consistent thickness regardless of compression.
  • Click object is still a simple cylinder - no extra accuracy needed to remove them!
  • Darker shading on the inner surface, same overall look as the originals otherwise!
  • Optimized materials - potentially better performance despite a more complex model!
  • Thanks to g13ba for doing the majority of the work on these!
Splash screen
  • Though the art itself isn't fully finished yet, the logic for displaying it on startup is now in place!
  • If the option for this is enabled, text for what's going on during startup is now displayed in the lower right corner, just like for loading screens.
    Though startup process is usually complete long before there's a chance to even attempt to read anything, this feature can still be helpful for diagnosing any startup crashes or slowdowns.
  • Added an option to skip the splash screen entirely.
  • If the splash screen isn't disabled, the wait time is now used to pre-load some resources.
  • Splash screen (and loading screens too, for that matter) can be hidden by pressing Esc.
Valo City
  • Night mode is now accessible without use of console commands; Hold Shift when leaving from the garage (Shift+click or Shift+F2)!
    As mentioned previously, the city at night is a bonus mode for top speed runs and relaxed cruising - you will not be making career progress in this mode!
  • Disabled some old experimental police AI tweaks.
  • Fixed some text being incorrectly hidden.
  • Police is marked on the navigator only when chasing you, just like in the original game.
  • All city triggers are now fundamentally functional.
  • For as long as the garage trigger area hasn't been left, returning to garage via menu is free!
    This removes the need to drive away and back to re-enter the garage for free after an accidental exit.
  • After initially leaving the garage trigger area, returning to garage via menu will always involve a tow fee, regardless of distance, just like in the original game.
Pedestrian conversations
  • The dialog interface now makes space for multi-line shop/race responses, if necessary.
  • Fixed blabber interface being shown for pedestrians who lack additional things to say.
  • Current crowdfunder submissions for pedestrian names/responses have been added to the game!

    Mock a Frenchman!
    Listen to some guy's Australian vacation story!
    Become cursed!
    Receive questionable vehicle purchase advice!
    "Steal" someone's "girl"!
    ...and more!

    The reward is still available, and any future submissions will be added before launch!
Misc
  • Moved back the seats of the Zed - Mitch sits much more comfortably now!
  • Car Lot now properly kicks you out of your seat.
  • Safer first person car exit logic in garages, now considering proximity to walls.
  • Fixed horizontal misalignment of the shock absorber model.
  • Fixed the main menu still being loaded when auto-executing the "load" console command (immediately loading into a career on startup).
  • Fixed a way to get loading screens stuck.
  • Fixed random SFX being played during the caching process when going to Test track/Valo.
    (The familiar gear change sound is still played, but on purpose now :))
  • A janky temporary solution to make manual gear changes instant.
  • Some additional shock/spring position tweaks for cars, now that springs function properly.
  • Support for being (and saving) within a garage other than your current club's.
  • Recreated the original initial chase camera placement logic when entering Test track/Valo.
  • Fixed camera FOV/Roll sometimes desyncing from the sliders when re-entering photo mode.
  • All music has now been replaced with SL1's! Tracks cut from later versions included!

The streets of Valo need more personalities!
Check out some interesting rewards in the crowdfunding thread! :)
https://steamcommunity.com/app/1571280/discussions/0/3053988806896458547/

A week 'till more!
Stay tuned! :)