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Releases
v1.7alpha
-rocket launcher view over the whole screen, as in San Andreas (no black frame; the sniper keeps its scope).
-the PC intro movies (movies/Logo.mpg, movies/GTAtitles.mpg) at start up, for testing: only with an empty USRDIR/videointrotest.txt. X, O or Start skips them.
from Gamer100Dev's https://github.com/Gamer100Dev/reVC-PS3-Optimised
-shadows:
- filtered right;
- no rectangle around the headlight beam on the ground;
- the ped shadow no longer wraps to black at the edge of its range;
- the car lights fade smoothly.
-the long corona streaks without their square.
-the M4, Ruger and M60 aim in third person in the stairs camera zones.
-lens drops and blood refract the current frame.
-the radio tunes faster (8 frames instead of 20).
-RSX safety: no memory reused while the RSX still uses it, no dropped draws when the vertex ring fills, and damaged textures are refused.
1.6alpha
The performance work of reLCS-PS3 1.1 and 1.2, brought over to reVC
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).
-drops on the screen last as they should: the rain, splash and hydrant water drops and the chainsaw's blood drops were cut off after 2 seconds. Each drop now runs down the screen and dries up at the end instead of vanishing (up to about 9 seconds for water, 6 for blood), the same at 30 and 60 fps.
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.
v1.5.1alpha
the accelerator and the brake are now pressure sensitive, as on the PS2. thanks to buttzfer for pointing the missing feature out
v1.5alpha
new
-Unique jumps and store robberies on the radar and the map (Display), next to the hidden packages and rampages.
-Stick settings page: dead zones for each stick (5% to 70%, 30% by default, the game's own)
-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 (likely the cause of the Cabmageddon audio crash).
-Crash opening the map after a while (video memory running out).
-Textures that don't fit in video memory stay as DXT instead of showing white.
-PC keyboard/mouse help texts left in the menus.
-Only pad 1 plays, as on the PS2.
v1.4alpha
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
-Vigilante/Brown Thunder: criminals stopped appearing (the game deleted the previous criminal's car under the mission script) and the mission failed.
-Distribution: the Mr Whoopee jingle (and 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 crates.
-Vehicle rampages and Messing with the Man get the traffic they need (the PS2 limits are lifted while they run), and Messing with the Man's chaos meter fills 75% faster.
-Audio: guards and logging around the code of a crash seen once in Cabmageddon after 2.5 hours of play.
See "Changes from the original" in the README for the gameplay changes.
Known issues
-Freeze after crashing a bike at high speed (reported, not reproduced, not confirmed fixed).
-Crash in the audio during Cabmageddon after a long session (not confirmed fixed).
If either happens to you, please send USRDIR/revc-ps3.log.
v1.3alpha
Performance and stability release.
-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 (179 MB -> 75 MB in the stress test), 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
-fixed a crash in the Cubans' mission Naval Engagement (a deleted object left in the physics list) and other stale pointers
-after a crash the game goes back to the XMB instead of freezing the console (in theory, atleast)
-new autotest modes for performance logs: mode=stress and mode=tankstress.
If a texture looks wrong, create an empty USRDIR/nodxt.txt and send the log.
KNOWN ISSUE: a freeze after crashing a bike at high speed has been reported. 1.2 and 1.3 have fixes for what could cause it, but it hasn't been confirmed fixed. If it happens to you, please send USRDIR/revc-ps3.log.
v1.2 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.
v1.1.1alpha
-fixes code that only worked with the PC compiler: unset variables, loops that could freeze the game, and compiler optimizations that broke the original code
-if the game crashes or freezes, USRDIR/revc-ps3.log now says what it was doing: please attach it to bug reports
v1.1 alpha
-finally fixed 'Riot' crash. the cause was a loop in the original code that the PS3 compiler turned into an unbounded memory scan, clearing a pointer of the strikers
-extra safety checks for peds (stale pointers, deleted attractors, bone lookups)
v1.0 alpha
pretty much the same game as 3. if u encountered any bugs on re3, it's probably here too. please let me know if there's an issue