Street Legal: Revision cover
Street Legal: Revision screenshot
Genre: Racing, Simulator

Street Legal: Revision

Weekly progress update #60: Shaken to the Store!

In short


Working engine shake, starting work on the part shops, improved endgame!

List of changes


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!

In short


Career logic working, improved aero mechanics, adjustable seating!

List of changes


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!

In short


Work on career mode, improved compatibility!

List of changes


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 (<200).
  • 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

In short


Remade springs, more first person improvements, ped conversations!

List of changes


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! :)

Weekly progress update #56: Walls of Ejection!

In short


Many fixes, everything gauges!

List of changes


Car/Part contributions from g13ba

  • Fixed/improved Axis bumper and sideskirt textures.
  • Improved Axis rear bumper alignment.
  • Removed paint spots from Naxas underside.
  • Fixed decal projection and matched material of Remo wing.
  • Improved Remo hood texture mapping, more-convincing vents on hood 3.
  • Added new style of Remo sideskirts.
  • Improved/fixed Codrac trunk texture.

Driving HUD

  • Finished implementation of the SL1-style damage display.
  • Restored the original tachometer.
  • Tach now appears correctly regardless of aspect ratio.
  • Added an optional digital font to speed & gear readouts - the original font is still available, and now has improved alignment.
  • Added an option to hide the tach in first person view.
  • Added a little moving needle to the previously-unused N2O level gauge.
  • Added an option to show N2O percentage in text too, like in the original game.
  • Experimented with an option to disable the damage display - it proved messy to implement, so this idea was ultimately put on hold;
    Let us know if you'd really like to see such an option! :)

In-car gauges

  • Added two shorter needle types, applied them where necessary.
  • Fine-adjusted needle positions where necessary - better centering, and no more clipping into geometry.
  • Gauges are now as accurate as reasonably possible, given the textures available - OSD tach isn't needed when driving in first person for many cars now!
  • Increased maximum possible rotation of most gauges, for a little extra usable range.

First person mode

  • Mostly-patched a camera position desync when switching to first person mode at speed.
  • Fixed the steering wheel being possible to release on click when in hood/bumper cam.
  • Removed more glue from the hands of Mitch.
  • Fixed hovered part info not being displayed if the same part remains hovered after switching to the mode in the garage.
  • Fixed Test Track text not appearing.
  • Fixed behavior of switching back to chase cam after going on an on-foot adventure.
  • Removed 'ejector seat' camera effect when switching back to the normal garage camera while seated in the car. (It was not as fun as it sounds, promise! :D)
  • If the camera is in a low position when switching to the mode within garage, player hull is now placed precisely on the floor (instead of letting physics figure it out), and the view is predictably pitched downwards, to compensate for the sudden warp up, otherwise resulting in suddenly looking at the ceiling.
  • Corrected default player hull placement height in garage 2 (relevant when entered with the mode immediately active, and not sitting in a car).
  • In garages, the player hull may no longer be placed outside of the walls when entering the mode.

Misc

  • Fixed the pause menu failing to appear on narrower aspect ratios, like 5:4.
  • Cursor sensitivity is now adjustable.
  • Added an option to not auto-hide the garage side panel.
  • SL1-matched car "enginepower" parameters.

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


Next week shall bring more!
Stay tuned! :)

Weekly progress update #55: Suspension of Disbelief!

In short


Fixed shock & spring click, quick disassembly cheat, garage improvements, misc fixes!

List of changes


Cars/Parts

  • Restored & fine-adjusted sway positions of the remaining cars.
  • Accurate shock & spring click positions for all vanilla cars, at least as long as the car hasn't become a mangled mess :D
  • Restored & improved shock & spring positions for all cars.
  • Fixed/improved the texture mapping of all Gliss wheels - thanks to g13ba for contributing this!
  • Restored original hinges for Furrano, Naxas and Whisper.
  • Restored original mirror positions for Codrac and Stallion.
  • Steering wheels don't add to vehicle value, and aren't displayed in CarInfo anymore.
  • Restored the original part generator logic for all cars.
  • Cars generated with the V8 intake manifold for superchargers (which raises the intake too high, even without a supercharger installed) will always come with a cut hood or no hood, depending on generation parameters and a cut hood being available or not.
  • Reduced chance of a Badge generating with an unnecessary cut hood.
  • Updated CarConvert.exe to apply lower shock/spring mount positions fitting for the generic suspension given to imported cars, and to disable front shocks being moved with steering.
  • Fixed asymmetric Axis front suspension model - thanks to g13ba for this too!

Garage

  • Added cheat: "MONKEYWRENCH" - type this into the console while in the garage to enable SLRR-style disassembly!
  • Removed the "OK" button from the ASSEMBLY ERROR dialog - it can now be hidden by clicking anywhere!
  • Fixed (non-removable) steering wheels inhibiting chassis repair.
  • Fixed chassis repair not working in first person mode.
  • Restyled the first person 'chassis options' dialog.
  • Added a "TRY" button to the 'You can't drive this car because X' dialog when going to Valo/Test Track - you can see how it goes, to try using a car with missing wheels or other important components :)
  • Fixed part condition readout not updating after repairing in first person mode.

Misc

  • Fixed a bug related to diving the camera into the abyss in Car Lot photo mode.
  • Fixed a semi-recent oversight causing pedestrian talk dialogs to crash the game.

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

More in a week!
Stay tuned! :)

Weekly progress update #54: Chipped & Battered!

In short


SL1ification continues - accessories & suspension!

List of changes


Cars/Parts

  • Restored most of the original configurations/positions of N2O bottles, RevChips/SparkChips and batteries, with fine-adjustment/fixes where necessary - no more floating parts, and clipping avoidance where possible;
    Besides fixed chip rotations, the most obvious difference from the original game is with batteries, having been moved to avoid clipping into engine components on many cars.
    In case of the Codrac, the battery remains in the trunk SLRR 2.3.1-style, for complete lack of usable space in the engine bay.
  • Restored the original drive types of all cars;
    Though for the sake of compatibility with SLRR-imported cars, transmissions still come with a 'default' drive type, vehicles can now include logic to override it, so for example, the Teg remains FWD regardless of I4 or V6 installed, Zed remains RWD with an I4, etc...
    This also means that cars will keep their drive type regardless of what crazy engine you install in them using cheats :)
  • Restored the original colors in which the bodyparts of different cars are found in the Catalog, if the setting to sell them in the car's factory color is not enabled.
  • Merged all identical suspension textures - slight performance improvement!
  • Suspension textures of cars with full double wishbone configuration are no longer of lower quality, rears have the correct textures, and though the mapping is still a mess in need of fixing on the arms and halfshafts there, at least they don't shimmer anymore thanks to mipmaps, so you're not as likely to notice - too bad we mentioned it :D
  • All car-specific suspension has been ported!
    With this, all the original parts are now available in SL1R! Unique swappable parts available for the vanilla cars now totals 1071!
  • Correct material properties and no more missing textures on all tie rods, (Codrac-exclusive) front halfshafts, and RR hub of the Badge.
  • Fixed a few swaybar positions.
  • Restored the original suspension, wheel, and brake positions of all cars, with fine-adjustments to half of them, make reasonably-good wheel fitment possible, and a few other minor fixes.

Catalog

  • Fixed layering of a dialog.
  • Rebound camera control keys can now also be used for navigation.
  • Up/down arrow keys and rebound equivalents now change part subcategories.

Keyboard shortcuts

  • F4 and F8 (same as in-garage shortcuts for the sections) now serve as additional confirm/cancel keys for Car Lot/Car Dealer.
    With WASD bound as camera (car selection) controls, the Car Lot can now be fully interacted with only using the left side of the keyboard!
  • F6, the in-garage shortcut for Car Info, now also works at the Car Dealer.

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


Next week: More!
Stay tuned! :)

Weekly progress update #53: Secret of the Naxas!

In short


Mass part SL1ification, better engine swap cheating, improved organization, chasing evil crashes!

List of changes


Parts

  • Fixed a case of moved part offset being lost.
  • Improved how well non-V10 engines fit into V10 cars.
  • Improved how well V10 engines fit into non-V10 cars - the engines won't stick out the front anymore (mostly :D) if installed where they shouldn't be using cheats :)
  • Fixed mismatched bodywork material properties for various cars, mostly the Teg.
  • Restored all SL1 bodyparts which weren't included with the SLRR 2.3.1 ports of the cars - do note that most of them were missing for good reason, and will need visual fixes!
  • Totally redone the catalog display order for all car-specific parts;
    Careful searching for what you're looking for is no longer needed thanks to consistent/predictable order, and ALL parts can now always be bought in build order without flipping back a page!
  • Fixed a keyhole previously invisible on Naxas doors.
  • Removed unused indicator functionality from headlights.
  • SL1-matched manufacturers, naming & pricing of all parts.

Misc

  • Fixed a rare crash on game exit relating to OSD cleanup.
  • Better handling of mods which attempt to use invalid color indexes.
  • Minor file handling fix for CarConvert.exe.
  • Tracked down & solved the cause of rare, silent & unpredictable game crashes during the new part generation process used for SLRR-imported cars.

We'd estimate ~1,300 unique part-related files edited in total this week :)

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

As ever, check back next week for more!
Stay tuned! :)

Weekly progress update #52: Smoke n' Shadows!

In short


Restoration of lights, misc part improvements!

List of changes


Lights

  • Restored all the original headlight & taillight models.
  • Fixed Kurumma headlight glass flickering.
  • Improved all textures of smoked taillights - a carried-over addition from SLRR 2.3.1.
  • Removed taillight flares.
  • A fix to accurately restore color of brake light lighting meshes has been developed, but has not been widely applied yet, a related improvement currently being under consideration, which would need to be done first.

Parts

  • All unnecessary cases of shadow casting have now been found & fixed.
  • All sideskirts and a few other silhouette-changing parts now cast shadows.
  • Ram air intakes for the Naxas, Furrano and Whisper are now available, with SL1-matched attributes.
  • Improved how well the SL1 engines fit into SLRR-imported cars, though there is still room for improvement.
  • V8 engines set up for supercharging no longer mess with your ability to interact with non-cut hoods;
    This restriction was buggy & confusing, and may be reworked in the future.
  • Restored the original engine positions of all cars, with additional fine-adjustment.

Misc

  • More-convenient position for the part mover dialog.
  • SL1ified the used car generator - critical components will no longer be removed, consistent part colors, and fewer missing bodyparts.

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

More next week!
Stay tuned! :)

Weekly progress update #51: Exhausts Exhaustive!

In short


Car SL1ification, original exhausts ported, shadow fixes & more!

List of changes


Parts

  • Improved the part-disappearance-upon-slot-edit fix mentioned in the previous post.
  • Replaced a few textures which had excessive resolution.
  • All SLRR placeholder parts have now been removed!
  • Fixed a regression regarding saving of part offsets from damage.
  • All the original exhaust pipes have been ported in!
  • SLRR 2.3.1-style assembly order for the Badge side exhausts - S-pipe attaches first! This is more intuitive to build, much more convenient to disassemble, and allows you to only have the S-pipes, if you wish!
  • Badge side exit exhaust S-pipes are no longer without mass!
    (Slightly reduced the side muffler mass to compensate.)
  • Most silhouette-changing parts now cast shadows, including most exhaust pipes, all bumpers, sideskirts, hoods, wings, doors, a few headlights (plugging up holes obvious on the straight-down shadows of the garages), and various others.
  • Removed most cases of unnecessary shadow casting - will be checking for more next week! This is done to improve performance.

Vehicles

  • Major SL1ification of all cars - matched mass/balance, prices, added back pedal textures, removed brand names, models, descriptions, camera positions, colored headlights, custom doors and exhaust pipes that were added for SLRR 2.3.1, and more changes!
    (For some context, modifying the existing ports of these cars made for SLRR 2.3.1 is a lot more efficient than porting them to the SLRR engine from scratch and redoing all the little fixes that have already been done.)
  • All part slots & compatibilities that were added for SLRR 2.3.1 have been preserved, so part mods will be compatible between the games!
  • The few SLRR-imported vehicles out there configured to only be sold at the new car dealer of SLRR will now show up at SL1R's dealer too.
  • All CarInfo blueprints are now properly tied to their respective vehicles - the original backgrounds will be shown instead for any modded-in/imported cars which lack them.

Misc

  • Minor touch-up for dealer UI behavior.
  • Better navigation using arrow keys in Car Info.
  • The driver's hands are now properly unglued from the steering wheel when switching out of first person mode in the garage (or CarLot/Dealer with cheats active).
  • Fixed some hotkeys being active when they shouldn't.
  • More-consistently audible air wooosh SFX at speed.

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 next week! More shadow adventures coming!
Stay tuned! :)