News Archive - 2015
Dec 20 - Merry Christmas/Happy New Year!
Just wanted to take a moment to wish everyone a Merry Christmas, and a happy new year! Not much to report this month, mostly behind the scenes upgrades/fixed. 4×4 Evo is verified to indeed be working 100% on Windows 10, and Fengo is still hard at work on a new intro video. So far it’s shaping up to be pretty awesome, and will be included in the next patch when ready.
On the Monster Truck Madness side of things, some pretty awesome things seem to be in the works from the fine people over at MTM2.com. With luck they may be doing some patches of a similar nature of their own soon.
Dec 2 - Happy December!
Hopefully those of us stateside have recovered from a turkey coma and shopping fever from the darkest of Fridays at this point. Not much news to report, minor tweaks/fixes here an there and attempting to ramp up for a patch release this month hopefully. Should have some more information up soon!
Nov 11 - Jeep Trail of Life Demo Found!
Thanks to Fengo over at Vales, he managed to recover a copy of what was thought to be a long lost demo. Originally a 2003 promotional demo of 4×4 Evo 2 for both the Tomb Raider movie, and the Jeep Wrangler. It provides a unique one off mission and is likely the last version of the game released. Get it now from the downloads section!
Oct 29 - Patch 011/012 “Invalid Track!” series workaround
A bug was identified a few days ago where all series tracks are being listed as invalid. The fix for this is being researched right now, we should have an update available in a few days fixing this critical issue.
Oct 26 - Patch 012.2 Live!
Took longer than expected to attain access to a connection capable of uploading the corrected files. Changelog is the same as the prior release, and offers massive improvements in MTM track compatibility!
Oct 23 - Patch 012 Taken Down
Certain critical startup issues were identified, and while they have been resolved. New files will be uploaded within the next 24 hours. They resolve the following issues:
-FIX: Wrong render DLLs included originally, could cause startup crashes
-FIX: Full-screen re-enabled
-MTM: If no file extension is detected, it will be assumed that it’s an MTM .BIN model that was incorrectly put into the POD file.
-MTM: Added invalid model detection. More track compatibility until the issues is resolved
Oct 19 - Patch 012 is live!
Newest patch is out, it fixes quite a few existing bugs. Get it now from the downloads section!
-FEATURE: Added nightfrog’s CPU ID code
-FIX: Loading screen in OpenGL now shows something besides black
-FIX: Joysticks should work, was broke in attempt to fix a memory leak.
-GAMESPY: Gamespy is working again!!! Thanks to the folks at openspy.net for making this a reality.
-UI: Added “Other” controls binding menus
-UI: Fixed track name repeating bug in replay UI
-UI: Adjusted alignment of text items
-UI: Finally fixed the key binding issues
-UI: Moved large scroll bar to the left of the screen
-UI: Fixed camera menus
-VISUAL: Fixed issue where all parts were visually enabled, despite them not being installed
-VISUAL: Suspension now renders correctly, shock length is determined by suspension travel.
-OTHER: Nightfrog’s been busy on the Linux port, numerous behind the scenes changes most of this isn’t visible to the end user but it’s a lot of work and deserves some notice.
Oct 18 - Progress!
Make a large amount of progress this week, most of the UI and control issues have been resolved as has the new suspension model. Just attempting to knock out some more testing before release an we should be good to go.
Oct 4 - Patch 012 on the way
Working on getting another patch out within the next day or so. This should restore the now once more working GameSpy support through the use of OpenSpy, fix joystick support, and other minor tweaks. The Dreamcast version of 4x4Evo 2 is still moving along slowly, mostly just memory optimization to free up texture memory so we can have the on-screen map.
Sep 19 - Gamespy support is back!
Thanks to some work by Sponji he discovered that there is an open-source implementation of GameSpy available called OpenSpy. This will be implemented in the next patch, however if you want to use it in 4x4Evo it can be added via hex-editor. Instructions will be added later.
Sep 3 - 4x4 Evo 2: Dreamcast?
Going to put some effort into getting Evo 2, or at least a portion of it ported to DC. This should be interesting.
Aug 29 - 4x4 Evo Dreamcast Available (Again!)
Thanks to Impulse at Dreamcast-talk.com for saving the original download awhile back, I had since lost it. Thanks to both him, and some recent interest at Assemblergames.com it is once again in the download section.
Aug 26 - Patch 011 Beta 6 Released!
NOTE: DO NOT INSTALL THIS OVER YOUR EXISTING INSTALLATION! THIS IS STANDALONE!
Been sitting on this for way too long, it’s nowhere near done but here it is. From here on hopefully we’ll return to making small monthly patches. Despite some bugs however, this is still a massive update. Check out the changes below:
-CAMERA: Move quadrotor cam to 250 units distance
-CAMERA: Set near clipping plane on quadrotor to 0.5, and blimp to 128
-CAMERA: Front and rear suspension camera P/Y/R is no longer reversed
-EDITOR: Version 8 SIT files, track splines optional in game on non-MTM tracks
-FEATURE: Added COLLADA DAE model support (NOTE: UV MAPPING NOT SUPPORTED YET/BUGGY)
-FIX: Memory leak fixed (Courtesy of Nightfrog)
-FIX: Found instance where a non-standard .BIN model was causing transparency crash in Zoon Moon
-FIX: Rear-steering was always on with analog control
-FIX: Random menus freeze resolved (Unknown if new issues will arise)
-FIX: Startup crash isolated, no proper fix yet. Run 4x4Revo_NoJoy if you have this issue.
-PHYSICS: Automatic torque table generation for Version 10+ trucks
-PHYSICS: Corrected issue where setting a truck to full oversteer provided traction advantage
-PHYSICS: Added truck camber settings.
-TEST: Truck Editor UI implemented, like goggles it does nothing.
-VISUAL: MTM1/2 ground boxes show all 6 correct textures now
-VISUAL: Maximum BigVis render distance changed from 80 to 160
-VISUAL: Tweaks to snow to improve appearance
-VISUAL: More suspension model work
-VISUAL: Model scaling bug fixed, no more pancakes
-VISUAL: MTM1/2 ground boxes show all 6 correct textures now
-VISUAL: Fixed veggie rendering
-PHYSICS/OTHER: Implemented Pontiacman’s (Sorry it took so long!), Dreamcast Patch 002, and many other tweaks
-UI/PHYSICS: Removed option for New/Old physics, too hard to maintain seperation. (Speed 125%, ground friction %15 strength)
-UI: Automatic transmission has it’s own indication now
-UI: Dyno chart fixes
-UI: Integrated author info, author description, and truck description to vehicle display screens
-UI: Added dyno graph on single player truck selection screen
-UI: Removed GameSpy, it’s likely dead forever.
-UI: Removed mission tracks from MP list
-UI: Quadrotor HUD work
-UI: Showroom has all text re-enabled
-UI: Options to change MP UI colors. (Courtesy of Nightfrog)
-UI: Reverted to original intro until it can be resized to 640×480
-UI: Replay was repeating track name FOREVER until it crashed of course not too long after.
-UI: Issue with background being offset
-UNTESTED: Version 1 SMB support enabled
-OTHER: Better misc error messages
-OTHER: Version 10 TRK files implemented
-OTHER: Removed tunngle support
-OTHER: Conversion of x86 assembly to C/C++ for future porting (Courtesy of Nightfrog)
-OTHER: XML test support added, for future additions
-OTHER: Removed Steam test files, will not be added.
-OTHER: Removed multiplayer menus music, this never existed but it would always try to find it.
-OTHER: More specific error reporting for corrupt models issues
-OTHER: All tracks now go in the tracks folder
Aug 25 - Beta Release Progress
Currently in the process of applying some changes that were done long ago, and implementing the new torque curve system. There are a lot of trucks to update, so of course this will take some time as well as implementing a lot of corrections that were in the Dreamcast patch, and changes Pontiacman performed awhile back.
Aug 23 - Patch 011 Beta Release On the Way
After some light discussion, it’s been decided to release patch 011 as is. At which point hopefully we can resume the small minor patches that were happening prior to this. It will likely be a bit painful, but hey it’s coming finally!
Aug 19 - Party like it's 2001!
Found the GameCube version of Evo 2 at a local game store, so in honor of such I set it up in an era correct manner in hopes to play though it some to find any other differences that might have been missed. For those not in the know, this was the final retail build of Evo 2. It also has the manual in it still, hopefully should get some scans of it up soon.
Jul 19 - Windows 8.1 Tablet Testing
Just got hold of a bottom of the line Windows 8.1 powered tablet for testing. And I’m happy to report the game does indeed run on it, no finagling needed. However there is near no way to interface with the game short of an external keyboard at the moment. It’s likely it will remain this way for awhile, but still it’s pretty awesome to see.
Jul 3 - What a month!
Vales.com is having some issues at the moment, hopefully this will be resolved soon. 4×4 Evolution Brasil was also having issues with their forums as well. Not much in the way of time for updates so far this month, hopefully can finish out DAE support while some issues with UV mapping get sorted.
On a sad note, Satoru Iwata of Nintendo passed away on 11 July, 2015 may he rest in peace. Few people had as much impact on the world of gaming as he did.
Jul 3 - DAE Support, continued!
COLLADA DAE support is partially implemented! While this is likely the least impressive screenshot ever, this is quite a big deal and allows us the break free from from using ZModeler 1 to export SMF files. Suffice it to say this is not even remotely backwards compatible with Vanilla Evo or MTM. UV mapping should be sorted quite soon, and hopefully a public beta of patch 011 will follow soon so everyone can try and break it.
Jun 25 - DAE support, more behind the scenes work
Started work on adding support for Collada DAE files, what does this mean. The eventual phasing out of SMF files if successful, as only ZModeler 1 supports working with that format. Nightfrog has continued to plug away at cross-platform compatibility. Still a long road, but as always work continues.
Jun 16 - More behind the scenes work
Reworking the method we use to update .TRK files to something much more user friendly. Will be implementing a lot of PontiacMan’s work from last year (Sorry it took so long!) correcting errors in the .TRK files. Nightfrog has still been hard at work on general optimization, and diving head first into the dark rabbit hole of assembly. Also implementing Ford style twin-I beam suspension as well, should look pretty darn cool for those fans of prerunners.
Jun 5 - Terminal Velocity iOS/Android Released!
While this has near nothing to do with 4×4 Evolution, besides the terrain engine. It would only be right to post about it given the support from TRI in allowing this project to be what it is, and hopefully can be. The game has been ported by it’s original author it features widescreen art, touch controls, and improved render distances among other fixes. More information can be had here:
Made some interim tweaks to the sky, which now can accept .TIF files. Also made some tweaks that greatly improve the appearance of snow by adding correct fog. Slow and a bit too steady as usual. Massively increased BigVis distance from 80 to 160 units, wheel camber settings are now 99% implemented, just need to touch up some art and other minor touches on that front. And finish work on the new sky textures as well.
Hopefully someday we can skip the whole need for sky textures, but that is a topic for much further down the road.
Patch 011’s painfully slow progress continues. Added new feature during vehicle selection, which now shows a dyno chart so you can get a full idea of how a vehicle delivers it’s power and not just a single number. Added camber options to the vehicle settings page. And Nightfrog’s continued efforts to get Evo more Linux friendly have continued, this should be a good week for some more progress very soon. Also removed the option of Evo 2 & Evo R physics, as it’s been impairing the ability make the game better to an extent with the hopes of improved physics as time goes on.
With that sim speed will be 100%, gravity modifier while in the air was changed from 175% to 150%, and ground type friction will be 33% as powerful.
Nightfrog’s been working on attempting to get a native Linux version running, still a ways off there. Very minor behind the scenes work otherwise, been a slow two weeks for updates. Working on an update to how engine torque curves are managed, which has been coming along nicely and will greatly simplify the ease of truck editing.
Nightfrog has been hard at work troubleshooting a rare situation where 2 players on the same network can’t play together online. Sponji has returned after a lengthy time away, and with that he came with a potential candidate for fixing track searches. He is now running one of the four chat servers now available, been pretty crazy but with some luck patch 011 will get back on track and out the door. No ETA, but it’s far from dead.
Excellent news today, fixed the final obstacles in MTM2 track support. Transparent textures have been fixed, turns out a bad model was causing a issue a workaround will need to be found. And proper groundbox texture support has been restored. All in all, not too bad.
Both Sponji and Nightfrog came through again, and after a bit of mucking about. We now have an extra chat server up and running! Other than that, some other discoveries were made on the backend bringing us ever closer to getting the track query system working once more.
Not too much to report, some behind the scenes work is being handled by nightfrog (aka. Peterbilt) improving the chat servers. Been a slow week for progress, but the next patch is still coming along nicely.
Mostly spent the entire week dead focused on Quadrotor camera view, this led to the creation of a new dash/HUD specifically for it. And new higher resolution digital dash textures to go along with it. NFSgeeek is hard at work with the new intro, and dare I say it’s looking splendid!
Still a lot of bugs to sort but slowly and surely it’s getting there.
Turned out the people have issues with rear-steering were using analog controllers, leaving it always stuck on regardless of vehicle parts/settings. One more bug down, so many more to go! NFSgeeek has been taking some time to attempt making a new intro cutscene, not certain if this will be ready once patch 011. Other than that, just making minor tweaks/fixes when I get time. Still looking for someone that can tackle UI texture work, would be a huge time savings.
Initial work has been started on this, it seems like this is something that should have been in the game initially. It’s just taking the truck viewer, and making it useful for something besides viewing the truck. The hope is to make packaging custom trucks way easier, by automating the entire process for the initial version. Later patches will then be used to expand upon it. Some of the UI choices here will likely spill over to the track editor, as it was designed to be used in an era where 800×600 was normal. (Proof!)
Working on an automated installer for the next release of 4x4EvoR, this might take some time. But hopefully it will take some headaches out of getting this mod installed. Especially if you want to install it in the Program Files folders. If anyone would like to assist with this it would be GREATLY appreciated, just send me an e-mail or contact me on the Vales forums.
Thanks to the help of NKA_Street, the issue has been located with the random menus freeze bug! Testing is now underway to ensure it doesn’t break the game. For reference the Windows API function QueryPerformanceCounter() was causing this.
Wow, it’s been a crazy year. So crazy I just realized we passed the one year mark of starting this silly project! With the very first update being released on 2014/01/19, this project has come a very long way since that simple hack. This project simply would not have been possible without the help of a bunch of people, and I just wanted to take a moment to thank everyone whom has had even the smallest hand in the project. I believe I have ya’ll listed on the credits but I want to take a moment again to thank you all once more.
Also turns out there is another forum available, that seems to cater more to the South American crowd just wanted to give them a shout out. I’ll be adding ya’ll to the links section later today:
http://evoforum.tk – Forums
http://4x4evo.tk – LTE track hostingLINK DEAD.
Found a WINE script as well for use in Linux, however I can’t test it. Might prove usefeul as such I’m putting it in the Guides/FAQS section.
Finally had some time to work with someone experiencing the infamous random startup crash. The issue has been finally isolated, and now the next step is to figure out a proper fix. The issue appears to be a DirectInput problem, disabling it resolved it. However the removal of joystick support is not an acceptable fix. Progress!
Been doing more work behind the scenes, successfully tested an x64 build of EvoR. Hopefully it might help with some launch crashing, but I’m not certain. Other than that I have my doubts it will have any tangible benefits once released. Early attempt at an Android build failed to yield anything useful yet, then again near no time has been applied to it yet however releasing that shall prove… tricky.
All information pertaining to track queries has been posted up and added to the modding info section. While I’d love to code this myself, it’s a non-option currently if someone has knowledge on CGI scripting and wants to take a crack at it then send an e-mail. Would love to get this feature back in the game fully.
Spent a bit of time today understanding what is needed for query results to display in game, now that I have the result I was able to make a short list. Next is to understand how it sends it, but for now I’ll post what’s been found in the “Modding Info” section. With luck it seems like this feature can be brought back.
Don’t recall ever touching upon this, but it was discovered that they had roofracks available in the GC version (At least the models do). I’ll need to find out if they had any function, but regardless, they will be added to the game. Could possibly be used for additional fuel later on should that get properly implemented.
Also the fine folks at Dreamcast Talk will be playing vanilla 4x4Evo1 on Wednesday @ 10PM EST. More info here, come join in! More info here -> http://dreamcast-talk.com/forum/viewtopic.php?f=4&t=4521
So NFSgeeek and I were talking, and it occurred to us there is really no reason to constrain ourselves to the bounds of reality. So I’m using this as both an excuse to both make a track, and work on some fixes to the editor. While making something a bit unusual, luckily enough the NES version of Zelda’s overworld happens to be exactly 256 tiles wide.
Did some more general work, including some editor updates. Been hard a work on a new track, to both resolve some editor issues and provide a slight change of pace. As a result some new features were added last night. The big one allowing anyone to disable ground splines for MTM style tracks.