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v1.6 alpha
-rocket launcher view over the whole screen (no black frame; the sniper keeps its scope).
-the PC intro movies (movies/Logo.mpg, movies/GTAtitles.mpg) at start up: only with an empty USRDIR/videointrotest.txt. X, O or Start skips them.
From Gamer100Dev's reVC-PS3-Optimised
-Shadows:
1.filtered right;
2. no rectangle around the headlight beam on the ground;
3. the ped shadow no longer wraps to black at the edge of its range;
4. the car lights fade smoothly.
-the long corona streaks without their square.
-RSX safety: no memory reused while the RSX still uses it, no dropped draws when the vertex ring fills, and damaged textures are refused.
v1.5alpha
The performance work of reLCS-PS3 1.1 and 1.2, brought over to re3
Performance
-the audio mixer runs on one SPU and the particles' sprites (smoke, sparks, explosions, rain, splashes) are built on another, so the PPU has that time for the game. The SPU particles keep the PC smoke size limits and the PS3 fill limit, so big smoke near the camera still fades out instead of covering the screen.
-the game data is read on a thread of its own: the game no longer stops to wait for the disk when a new area or car loads.
-true colour textures go straight into PS3 textures and are finished by the texture thread on the PPU's second hardware thread.
-radio, music and mission audio changes are opened by the audio stream thread instead of the game thread.
-AltiVec collision broadphase: the exact tests are skipped for triangles that can't be hit.
-the game's busiest code (collision, physics, entities, animation, the world, the render list and the RSX pipelines) is built with -O3.
-the log is off by default (nothing written to the disk while playing). Create an empty USRDIR/logson.txt to turn it on when reporting a bug.
Fixes:
-no more square car lights: the white boxes drawn at every car's headlights and tail lights are gone, as in reLCS-PS3 (the coronas and the light on the road still are; traffic lights and sirens are unchanged).
Every change can be turned off with an empty file in USRDIR if it causes trouble (nocdthread.txt, notxddirect.txt, nostreamasync.txt, nospuaudio.txt, nospuparticles.txt, novmxcol.txt); see Troubleshooting in the README.
v1.4.1alpha
the accelerator and the brake are now pressure sensitive, as on the PS2. thanks to buttzfer for pointing the missing feature out
v1.4alpha
new
-Unique jumps on the radar and the map (Display > Unique jumps on map), next to the hidden packages and rampages.
-MP3 volume boost as in Vice City (Audio > MP3 volume boost, under SFX).
-Aiming: 3/VC (Gamepad settings): VC's lock-on camera and target choice.
-Stick settings page: dead zones for each stick (5% to 70%, 30% by default, the game's own), right stick sensitivity down to 20%.
-Vibration option (Gamepad settings).
-USRDIR/mods: files there replace the game's ones, loose or inside the .img, like a PC mod loader.
Fixed
-Static on the skid sounds after a long game, and a crash in the audio: a bug of the PC game that wrote past the end of the sound queue.
-Crash opening the map after a while (video memory running out); green blocks on the map.
-Textures that don't fit in video memory stay as DXT instead of showing white.
-PC keyboard/mouse help texts left in the menus (controller settings, map).
-Pausing takes less time.
Known issues
-The pause menu stopped taking input once, on the way to loading a game. The log now records it; please send it if it happens.
v1.3alpha
new
-hidden packages and rampages on the radar and the pause menu map (Display > Hidden packages on map / Rampages on map, off by default). Lime green packages, blood red rampages; the one you pick up disappears.
-car spawner (testing tool, off by default: create an empty carspawner.txt in USRDIR to enable it): L3 + R3 on foot. Left/Right to go through the vehicles ("ID: name"), L1/R1 by 10, X to get in, O to close. Boats spawn on the water in front of you.
Fixes (from reVC-PS3 1.4 alpha)
-mission cars are no longer deleted under the mission script when the game makes room for a new mission entity.
-the police sirens didn't switch on with a tap of L3 at 60 fps. Now a tap under 250 ms switches them, a longer press honks.
-the player no longer stays stuck in the air between objects.
-vehicle rampages get the traffic they need (the PS2 limits are lifted while they run).
-audio: guards and logging from reVC-PS3's Cabmageddon crash (same code in GTA III).
-the log records what a mission script waits for, and the pools every 10 s.
v1.2alpha
Performance and stability release (all of these come from reVC 1.3)
-DXT textures (most of the PC game's) now stay compressed in video memory and the RSX reads them as they are: 4 times less VRAM, and the flights over the map hold 59-60 fps instead of 55-57, with far fewer hitches when new areas stream in
-textures are converted on the PPU's second thread, and mip levels are made with AltiVec
-big smoke and explosion particles right in front of the camera fade out, so explosions no longer swamp the RSX
-after a crash the game goes back to the XMB instead of freezing the console (in theory, atleast)
-fixed a crash from deleted objects left in the physics list, and other stale pointers.
If a texture looks wrong, create an empty USRDIR/nodxt.txt and send the log (USRDIR/re3-ps3.log).
v1.1 alpha
new features:
-more graphics options ('graphics settings'): mipmaps, texture filtering (bilinear, trilinear, anisotropic 2x-16x) and antialiasing (Off / FXAA).
fewer hitches when new areas stream in.
-right stick sensitivity settings (third and first person).
fixes:
-ped speech is loaded by the audio thread instead of stopping the game to read the disk.
-the audio no longer makes the game wait for the disk (radio and stream changes).
-the audio mixer is protected against bad values (frequency, position, volume).
-the world's sector loops can no longer run away on bad coordinates (a possible full freeze).
-more details in the log when the game freezes (what the audio was doing, the last steps of the frame).
-half the smoke particles at 60 fps
-textures are converted several times faster, compressed (DXT) textures go straight into video memory, the work is spread over several frames, and the log is written in the background.
-code that only worked with the PC compiler: compiler optimizations that broke the original code, unset variables, loops that could freeze the game.
-particles animated past the end of their texture list (crash).
-Saves that wrote pointers unaligned; full pools and stale pointers.
KNOWN ISSUE:
-A freeze after crashing a bike at high speed has been reported. This version has fixes for what could cause it, but it hasn't been confirmed fixed. If it happens to you, please send the log: /dev_hdd0/game/REVCPS300/USRDIR/revc-ps3.log.
v1.0alpha
v1.0alpha
expect bugs, as this is an alpha lacking a proper playthrough