Welcome to the primary download source for Rollcage Extreme - a reboot of the Rollcage Stage II racer. Click on the link to fuel up ...
Disclaimer (it's a modern world): This video game is copyrighted to, and remains the property of Psygnosis/Sony. Furthermore, I make no claim upon on it. I was one of the original coders on the game, and my intention here has only been to fix bugs and improve the experience for a modern audience. Needless to say, you should only download and play this game if you own a copy of the original. I warmly encourage any representative of Psygnosis/Sony to contact me directly if they have any objection to what I've tried to do here, as certainly, I hope it's obvious that no offense has been meant.
v1.1.9, 21st August, 2017
- New music player
- Removed DirectPlay dependency due to bad Windows 10 support
- Removed network multiplayer option
v1.1.8, 26th May, 2015
- Audio now explicitly mixed at 48KHz to avoid problems with environmental effects
v1.1.7, 25th December 2014
- Improved the appearance of line particle primitives
- Improved the rendering of smoke and dust trails with code re-engineering
- Made the auto-update check a little more robust
- Auto-update check now performed on a background thread to prevent stall at game exit
- The bringbacktheoldtimes cheat code toggles the PlayStation version CD music track indexing
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Fixed serious memory allocation bug introduced in v1.1.0
- this was very sporadic and often hidden by the Windows Fault Tolerant Heap
v1.1.6, 23rd October 2014
- Movies now played at the correct aspect ratio
- Reduced the opacity of the HUD background
- Sized the car sprite on the HUD correctly for knockout races
- Improved the accuracy of the frame timing
- Smoothed the timing in loose network mode
- Improved the rendering of missile trails
- Fixed broken loading of large textures
- Stopped the ice weapon from completely obscuring the rear view mirror
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Added in new rain sound effect and increased the volume that it plays at
v1.1.5, 9th October 2014
- Removed (obsolete) background network message processing
- Improved audio mixing performance
- Added reverberation to the audio sources when in an enclosed environment
- Added reverberation signalling to the game code
- Automatic game update checking feature when the game exits
- Defaulted some audio options that are no longer optional
- Improvements to audio for systems that have a LFE channel component
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Now installs on the Windows Server OS (though I make no guarantees)
v1.1.4, 12th September 2014
- Video now played in 32 bit colour where possible
- Improved the balancing of some sound effects
- Improved the visual distribution of the radius bomb particles
- Improved the rendering of the missile trails graphics
- Increased the audio update frequency to smooth out sound effect changes
- Missing movie files now doesn't cause the game to crash
v1.1.3, 31st August 2014
- Improved the 3D processing on the sound subsystem
- Improved the volume controls to be audibly linear
- Improved the balancing of some of the sound effects
- Improved building explosions so they are not as needlessly dense
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Added a 12% deadzone to the input controllers
v1.1.2, 30th August 2014
- New sound subsystem that is vastly superior to the old one
- Fixed various sound-related in-game bugs
- Input system now works correctly on Alt Tab during initialisation
- Disabled various redundant options in the user interface
- Temporarily (at least) removed gamma adjustment as this interferes with the desktop
- Made the undoubled time warp simply half as powerful and the doubled time warp
- Removed semitransparent sprite rationalisation code
v1.1.1, 26th August 2014
- Improved the rendering of the air-heating effect
- Fixed crash bug when using the Steam Overlay
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Modifications for improved Direct3D state restoration
v1.1.0, 24th August 2014
- Fixed rendering clipping bug which left odd pixels on top and left edges of the screen
- Fixed analog joystick axis mapping to controller inputs
- Fixed a handful of general bugs exposed by a modern compiler
- Fixed replay file being deleted before it was being used
- Fixed time warp rendering error
- Fixed input bug with some polled devices not returning state information
- Added windowed mode which smooths out the rendering on most machines
- Auto-select the resolution / bit depth based on the current desktop setting
- Added display page-flipping option (improves display smoothness on some machines)
- Allowed Alt Tab to function, as well as all the other system keys
- New, much more accurate frame timing code for a smoother frame rate
- Switched on SSE2 support in the compiler options
- Now using a section of the registry to store game settings that isn't protected by Windows
- Replay files now stored in a file system location that isn't protected by Windows
- Program now reloads itself, rather than a hard-coded exe name, when it restarts the UI
- Added a generalised bitmap loader for high-colour textures
- Maintain the aspect ratio correctly when rendering loading screens
- Added the iamalazybastard password to enable all options
- More conservative CPU usage when the CPU is not required (the physics is locked to 30 FPS)
- Improved the explosion effect
- Improved rain weather effect
- Improved the car shadow rendering to help combat the Z fighting issue
- Improved the blending characteristics of many of the rendering effects and head-up display
- Improved the time warp screen effect to match Rollcage Redux
- Newly frozen screen for player being attacked with ice wheels
- New mp3/ogg music player
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Extended the file-based music playing API to replace more of the CD track playing API
- including correct volume setting and random (shuffle) track play
- Volume fade on user interface music before game
- Improved the rendering of the explosion shock waves
- Improved the aesthetic distribution of explosion fragments
- Improved the rendering of effects to match the time of day
- Improved the rendering of loading screens to avoid lines between different texture pages
- Improved the end-of-game statistics rendering to fit screen correctly
- Made the undoubled time warp more effective against opponents
- Removed triple-buffering option (not used in a Windowed environment)
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Removed SIMD and 3DNow assembler vector transform routines
- no longer any benefit
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Removed a lot of sensitive assembly routines and replaced them with C code
- this allows compiler optimisations for modern processors
- Removed bump mapping as it was badly implemented, may revisit later
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