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Derail Valley
« on: February 02, 2019, 03:42:05 PM »


Drive trains with your own hands! Haul massive cargo between industries across an open railway network, and build your career as a train driver. Make your way through the harshest of railways in old, beaten up locomotives. Enjoy scenic routes and make sure to keep your train on the tracks!


Home page: Here
Steam: Here
Official forum: Here
Youtube: Here

Single-player

VR Support (not required)


Derail Valley - Early Access Trailer / Jan 18, 2019



About

Derail Valley is a highly immersive train driving simulator, letting you truly be in a train cab and operate controls with your own hands! Choose jobs and deliver a variety of cargo between industries in a vast open world, using a diesel-electric shunter or a heavy steam locomotive. Explore the beautiful landscape of 256 km² filled with railways, industries and maybe even some secrets!

Freely choose step-by-step jobs found in offices of every industry. They include (un)loading, shunting and hauling, involving dozens of cargo types modeled after a realistic industry chain. Use the hard-earned money to refuel and service locomotives, or even buy new ones! Finally, try to stay on the tracks!

Derail Valley Early Access is a major upgrade to the award-winning demo from 2016, being developed by a small team.


Features:

•   Built for VR from the ground up
•   Emergent simulation of a shunter & steam locomotive
•   256 km² open world
•   Procedural jobs driven by industry chain
•   Derailment physics
•   Locomotive maintenance & basic damage


Truly be there



Sit back and operate train controls with your own hands, just like in real life. Derail Valley was built from the ground up for VR, in every aspect, including controls, interface and optimization.


Living, breathing simulation



Feel the machine dynamically changing over time. Shovel coal and monitor the gauges. Derail Valley brings you the essence of two locomotives: a diesel-electric shunter and a heavy steam engine.


256 km2 of beautiful landscape



Seamlessly move anywhere in the scenic world filled with relaxing forests, fields, mountains and lakes. Explore its railway network and industrial complexes - and you might even find some secrets.


Jobs created by industries



Transport over 30 different types of cargo between 15 industries, each offering countless shunting and freight haul jobs. Earn money and spend it on maintaining trains and buying new licenses.


Derail with style



Trains can and will fall off the tracks when driven recklessly. Derailments are realistic and often surprisingly impressive. Locomotives can receive damage and even their windows might shatter!


Simple instructions



Instructions are simple and clear. If you've got veteran skills your trips will be more efficient, but if not - no worries, simple step by step instructions will guide you as your skills develop.


Non-VR support:
For players who are not in position to use VR, we include rudimentary controls for playing on a regular flat-screen PC, using keyboard and mouse. For the best experience however, we highly recommend using a supported VR headset.


Free Demo:
Free demo is available, however note that it dates from mid-2017 and is no longer representative of the full game. Derail Valley has been almost entirely remade since, for it to support large worlds, walking outside, item handling, etc.






















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Re: Derail Valley
« Reply #1 on: February 05, 2019, 01:03:00 AM »
Build #52 - Fixed random derailments, nonVR leaning & small bug fixes
4 Feb - Altfuture


Hi all,

Improved derailment:

As you know there have been some remaining quirks with derailments. We've done some changes to improve them. You should be able to pull all kinds of trains now, loaded or unloaded at reasonable speeds through turns.

Do note however that hard braking can cause a derailment due to train compression forces. Slowly engage your brake.

Wheel squeal sound cue has been reworked in order to fit the new derailment settings. When you hear a deep grind you should start worrying.

Non-VR lean and arrows:

This week we plan to do various improvements for non-VR. The first is the addition of lean, using Q and E keys. Another is inclusion of using arrows for movement, for left-handed players. There's more to come in a few days.

Fixed getting kicked out of shunter when leaning in VR:

Some of you noticed that sometimes you'd be thrown out of a shunter while in smooth locomotion. This was happening if you'd lean more than 30cm and is now fixed.

Always spawning shunter:

Previously we added a temporary feature that your last used train will spawn next to you if you respawned or loaded the game. This caused some confusion among players however, thinking that the shunter never spawns. We've now changed this so that shunter will always spawn regardless of your last used vehicle.

Small commonly reported bugs:

- Fixed brakes getting unapplied when pausing (also fixes runaway trains)
- Fixed service station sometimes not working
- Fixed essential items sometimes missing

Full changelog:

Derailment:

- Fixed cars derailing in turns seemingly randomly
- Updated derailment parameters and sound cue

Controls:

- Fixed leaning in shunter causing player to be pulled out
- NonVR: Added leaning (Q/E)
- NonVR: Arrow keys do same as WASD

Gameplay:

- Load game and respawn to nearest station will now always spawn a shunter (temp.)

Service station:

- Fixed being unable to refill a resource sometimes
- Fixed cash register buttons rarely not responding
- Fixed station remaining occupied after a serviced locomotive gets deleted

Vehicles:

- Fixed tender being too far from steam locomotive (WIP)
- Fixed brakes releasing when game unpaused / headset idle awake

Items:

- Fixed essential items missing after respawning to nearest station

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Re: Derail Valley
« Reply #2 on: February 07, 2019, 12:02:15 AM »
Build #53 - Graphics options
6 Feb - Altfuture


Hi all,

Today we're adding graphics options to Derail Valley. This should particularly help players running the game on lower-end GPUs, but also allows you to crank up graphics to higher than default.



Based on some of our players' feedback, we have hence reduced the game's minimum requirements from GTX 1070 to GTX 760 for nonVR mode (1070 remains minimum for VR).

Note that graphics options are work in progress, and we are yet to add resolution options. We are working on adding them in the next few days. Important: default settings are the ones shown in the screenshot.

For some players CPU may still be the bottleneck. If graphics options don't help much please have in mind that we are also working on CPU optimizations that should be done by the end of the week! There are a few more changes in this build:

Full changelog:

Options:

- Added graphics options (WIP, no resolution yet)
- Added sound volume option

Controls:

- Added tilt to nonVR lean

Gameplay:

- Fixed cash register money duplication exploit

Debug:

- Output log now includes system info (CPU, GPU, RAM, etc.)

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Re: Derail Valley
« Reply #3 on: February 09, 2019, 01:24:21 PM »
Build #54 - Non-VR improvements & more
9 FEB - ALTFUTURE

Hey everyone,

Today we have a new build. First of all, it brings:

NonVR improvements:

- NonVR Resolution options (should work in 21:9 too)
- NonVR Teleporting
- NonVR Keyboard train controls
- NonVR Old Bob's garage vehicle
- NonVR Console command to disable HUD
- NonVR Press numbers to select item slot

Derailment fixes:

We did some further fixes to derailments too. This might eliminate "random derailments" altogether, but we're not sure until it's tested further.

Updated roadmap:

Today we've also radically updated our http://www.derailvalley.com/roadmap/. Check it out!



http://www.derailvalley.com/roadmap/

Early next week we will improve the looks of the HUD in nonVR. CPU optimizations didn't make it into this build, but should be in soon.

Full changelog:

Options:

- Added screen resolution option

Controls:

- NonVR: Added teleport (key F)
- NonVR: Added keyboard train controls
\ U/Y: Throttle
\ J/H: Reverser
\ M/N: Brake
- NonVR: Added slot selection via 0-9 keys
- Added item equip/unequip sounds (back)
- Updated controls booklet page for nonVR

Vehicles:

- Further improved derailment
- NonVR: Added secret rail vehicle (keyboard only)

Game:

- Reduced price of water
- Fixed a money duplication exploit
- Reduced job booklet spawn rotation randomness
- Disabled deleting cars when player is in car

Console:

- Added debug.toggleui command to hide/unhide UI

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Re: Derail Valley
« Reply #4 on: February 13, 2019, 12:07:06 AM »
Build #55 - Further nonVR & derailment improvements
12 FEB - ALTFUTURE


Hi all,

We've been working further on the most critical issues, mainly regarding nonVR and derailments. Soon, as things stabilize, we aim to move on to adding new features too (e.g. Hazmat jobs http://www.derailvalley.com/visibility/ ).

NonVR whistle, draft, better HUD and more:

Whistle rope and draft on the steam locomotive can now be used in nonVR. HUD has also been improved, as well as keyboard driving controls, now smooth.

Brake tweaks, reduced train compression:

In this build we haven't made direct improvements to derailment physics, but we did some changes to brakes that should reduce derailments caused by braking.

Namely, train brake handle now allows more precision at low application level, and on the locomotive itself brakes are significantly less powerful than before, causing less train compression. This will be further improved by dynamically adjusting brake power for specific car mass in future builds.

Thank you all for your continual feedback! We're reading it all. Some small fixes also made it to this build:

Full changelog:

Simulation:

- Made brakes less sensitive to light application
- Reduced locomotive braking power
- Further tweaked derailments

NonVR:

- Fixed switch remote not working properly since last build
- Improved HUD appearance (WIP)
- Made draft and whistle usable in nonVR
- Further improved keyboard train controls, now smooth
- G key now does weak throw, removed MMB throw
- Fixed switch remote aiming incorrectly

General:

- Slightly increased track “clearance” space, so that they’re not packed switch-to-switch
- Fixed job validator beeping infinitely when taking money in nonVR or using wallet in VR
- Cash register now returns money to wallet if player walks away from it
- Made water surfaces blue in the map
- Tweaked option names

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Re: Derail Valley
« Reply #5 on: February 15, 2019, 12:29:11 AM »
Build #56 - Steamer improvements, CPU optimization and more!
15 FEB - ALTFUTURE


Hey all!

10% CPU gain:

We've entirely rewritten the under-the-hood simulation that deals with how vehicles go on tracks, gaining around 10% of CPU usage improvement, as well as eliminating some of the former stuttering.

More CPU optimizations are in the plans.

Steamer fire, coal, water consumption:

Many of you asked for the consumption of steam engine to be reduced. Going about it we eventually found out that many players were continually overfilling both the firebox and the boiler. Overfilling however had a bug that caused consumption of resources even when they didn't contribute anything to an already full firebox/boiler.

Apart from that coal and fire were updated so that they will last much longer unattended. You will still need to shovel coal frequently however if you are using blower or draft, and want to maintain a very high temperature level.

Other notable fixes:

•   Shunter headlights now work, but are work in progress.
•   Leaning in VR causing mis-teleporting was fixed in this build.


Full changelog:

Performance:

- Rewritten simulation code which moves rail vehicles along the track
\ Reduced overall CPU usage ~10%
\ Should result in less stuttering

Steam locomotive:

- Fire and coal now last much longer on the final stretch of burning
- Fixed tender coal being consumed when adding coal to an already full firebox
- Fixed tender water being consumed when adding water to an already full boiler
- Shoveling in nonVR now requires firebox door to be opened
- Added wind sound for blower and draft effect
- Fire now automatically ignites when adding coal to a hot firebox
- Updated minimum firebox temperature from 0 C to 25 C
- Fixed whistle sounding off when entering steam locomotive
- Added back tender water hatch

Trains:

- Added headlights to shunter (WIP)
- Fixed uncoupled trains only applying brakes on the first car
- Fixed cars still showing coupled when deleted
- Fixed brakes staying active on cars, once uncoupling the second locomotive

Controls:

- Fixed leaning on a moving train in VR causing player to be teleported around

Jobs:

- Haul job payment now depends on train mass instead of car amount

Platform:

- Potentially fixed Oculus SDK supersampling unable to be set more than 100%

See you next week with more updates!

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Re: Derail Valley
« Reply #6 on: February 19, 2019, 12:48:12 PM »
Build #57 - Several bug fixes, better nonVR UI
18 FEB - ALTFUTURE


Quick patch - while we're working on some bigger improvements, we managed to squeeze in a few bug fixes and another CPU optimization for today.

Full changelog:

Performance:

- Further optimized CPU usage by not rendering various off-camera text elements

Controls:

- Fixed teleport imprecision/offset when used on moving trains
- Fixed reverser sometimes getting inverted and causing infinite acceleration as of #56

UI:

- Further improved nonVR HUD

Jobs:

- Fixed lack of available jobs as of #56

Debug:

- Pressing ‘i’ no longer activates spawn mode

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Re: Derail Valley
« Reply #7 on: February 20, 2019, 02:02:16 PM »
Build #58 - More bug fixes, slight performance improvements


Hey everyone,

Here are a few relatively urgent fixes for today. In parallel we're working on larger updates.

Full changelog:

Bug fixes:

- Fixed a bug that in large stations negatively impacted performance since #56
- Fixed cars sometimes spawning inside buffer stops
- Fixed leaning and crouch smoothing bug introduced in #57

Console:

- Added console commands for Oculus SDK adaptive resolution & render scale
- Oculus.AdaptiveResolutionEnabled
- Oculus.RenderScale

Other:

- Few minor memory allocation optimizations to reduce stutter
- Updated splash screen background color

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Re: Derail Valley
« Reply #8 on: February 21, 2019, 12:25:36 AM »
Build #59 - Various bug fixes, alternative keyboard controls
20 Feb - Altfuture   


More daily bug fixes!

Those of you with non-US keyboards will like to hear that now you can drive trains using keys F1-F6, in addition to former keys.

Full changelog:

NonVR HUD:

- Fixed HUD showing empty on game start, even if it isn't
- Respawned items don't show up in the inventory until selected again
- Fixed HUD getting broken if using debug.toggleui command as of build #57
- Minor HUD CPU usage optimization

Bug fixes:

- Fixed "Press F to enter" not appearing when aiming under shunter’s window
- Fixed lean/crouch being bugged after teleporting in some cases in nonVR
- Fixed error with deleting unused cars introduced in #58

NonVR controls:

- Added secondary locomotive keybinds:
\ F1/F2 - throttle release/apply
\ F3/F4 - brake release/apply
\ F5/F6 - reverser backward/forward
- Keyboard driving now fades control movement in/out

Hazardous Materials teaser:



In case you missed it on our Discord[discord.gg] and other social media, here's a teaser shot of some of the upcoming Hazardous Materials assets!

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Re: Derail Valley
« Reply #9 on: February 24, 2019, 12:02:16 AM »
Build #60 - Solid bridges & tunnels, track tweaks, Oculus performance
23 FEB - ALTFUTURE


Hey all,

Solid bridges & tunnels:

Since launch bridges and tunnel walls could be passed through, which was especially inconvenient when it led to falling under the world. This is now fixed and bridge tops and tunnels are now solid objects.

Railway and tunnel tweaks:

There have been some bumpy tracks and tunnels, that have been adjusted. As part of this the infamous Steel Mill grade was somewhat nerfed. We've also further reduced amount of trees and rocks on tracks.

Reverted Oculus supersampling max value:

Ever since build #56 Derail Valley allowed default Oculus adaptive resolution to be set over 1.0. For players running Oculus SDK version, unaware of its original setting, this created an impression that performance of the game dropped, whereas it was in fact doing higher supersampling. The default value is now back to 1, and if you want to force a higher value you can do so using a console command Oculus.RenderScale.

Slight roadmap update:

We've slightly updated our roadmap, and are currently working on savegame, item storage, hazmat jobs and more bug fixes: http://www.derailvalley.com/roadmap/

Full changelog:

World:

- Added bridge and tunnel colliders
- Fixed a faulty tunnel entrance on lake helix causing collision
- Fixed tunnel sticking out of terrain near Forest South, causing collision
- Further removed trees and rocks from track
- Somewhat reduced severity of grade south of Steel Mill
- Fixed lake helix track bumps
- Fixed Iron Ore Mine East track being named L05 instead of L08

Misc:

- Updated nonVR controls booklet page
- Added nonVR controls page to game files

Platform:

- Reverted max Oculus adaptive resolution default value from 2 to 1
\ Was causing performance drop to people unaware of its original setting (as of #56)
\ To force another value use console command Oculus.RenderScale

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Re: Derail Valley
« Reply #10 on: February 28, 2019, 12:06:26 AM »
Build #61 - Fixed unpause damage, potentially fixed "quit crash", Vive click-rotate
27 FEB - ALTFUTURE

Hey all,

Many of you experienced that when you come back to a long-paused game, it would smash the windows and cause maximum damage to your locomotive. That should now be fixed in this second attempt.

For those of you who have been experiencing crashes when quitting the game, or other kinds of crashes, this build might potentially fix those problems. We are not sure about it, so please let us know if you're still experiencing them (this doesn't count crashes caused by insufficient memory!).

If you're a Vive user, you no longer need to swipe to turn around. A new option in the Misc menu will allow you to click the touchpad to rotate or flip pages.

Full changelog:

Build #61 - February 27, 2019:

Bug fixes:

- Fixed unpausing still shaking/damaging trains

Controls:

- Added option to click touchpad to turn, on Vive

Misc:

- Potentially fixed quit crash and some other crashes (updated burst compiler, untested)

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Re: Derail Valley
« Reply #11 on: March 07, 2019, 12:01:10 AM »
We're now an 8-member team!
6 Mar - Altfuture

Hey all,

It's only been about a week since we posted that we're expanding the team for three new positions. In the meantime the positions have been filled, with the members already in the team and working today!

Altfuture is now an 8-member team, with the addition of:

- Community manager
- Programmer
- Junior assistant

You might like to know that we've actually met the first two in our Discord community[discordapp.com]
- Ivan and Nohus! Welcome guys!

This expansion will help us develop the game notably faster and reach even more players. Thank you everyone for making this possible!

See you very soon with another update!

P.S. Reached the Caboose goal:

Community unlock points are growing at an insane rate! We've passed the Caboose goal today! Estimate of adding it to the game - early May. See community unlocks http://www.derailvalley.com/visibility/ for more info.




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Re: Derail Valley
« Reply #12 on: March 08, 2019, 12:09:43 AM »
Build #62 - Item storage revamp!
7 MAR - ALTFUTURE

Hi everyone,

You've all experienced your inventory becoming full but being unable to get rid of items. This is no longer a problem!




Item storage revamp:

Items you throw away will no longer come back to your inventory, but rather stay where you left them! If you go too far from items you own however, they'll become "lost". You are able to retrieve lost items at your own convenience in new "lost & found" sheds, found in every station.

If you leave items in a train cab, they'll stay there. If, however, you go too far from the locomotive and it despawns, your items will be transferred to a lost & found shed.

Apart from job booklets (support coming soon), all player-owned items are now saved at the locations you left them. Mind that this will be improved along with savegame improvements coming soon.

We have update videos now!

Our new community manager Ivan is doing a fantastic job creating new videos to accompany our updates! You'll be seeing those with every new update.

Full changelog:

Item storage system:

- Added Lost & Found sheds
\ Located at every station
\ Lost player-owned items will respawn in these sheds
\ To be considered lost, item needs to be 600m+ away from the player
\ Items will no longer respawn in player inventory
- Rail vehicles are now storage locations too
\ Items left in locomotives and cars will remain there
\ If a locomotive/car is deleted, items will be moved to Lost & Found
- Player-owned items are now saved at their real location, if not lost or in inventory
- Job Booklets and Job Reports are not yet being saved (coming soon)

Jobs:

- Fixed occasional bug with missing jobs in empty stations
- Fixed Food Factory schematic map saying S04 instead of I04

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Re: Derail Valley
« Reply #13 on: March 09, 2019, 12:39:24 AM »
Build #63 - Fixed missing essential items for some players
8 MAR - ALTFUTURE


As of the last build, some players experienced all their inventory items gone. With this fix, essential items should now be located at Lost & Found sheds.

Those of you affected - please let us know if it worked!

Full changelog:

Item storage:

- For players missing essential items, they will now respawn at lost & found sheds
- Minor graphical tweaks to shed

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Re: Derail Valley
« Reply #14 on: March 14, 2019, 10:29:46 AM »
Build #64 - Continual save-game!
13 MAR - ALTFUTURE


Hi guys,

Today we're adding a major save-game improvement that all of you have been waiting for!





Continual save-game:

Ever wished you could quit the game while on a job and continue later? Now you can!

Derail Valley now continually autosaves player position, rolling stock and ongoing jobs. When you load the game it will no longer move you to the nearest station, but rather let you continue from where you left off. Note however that fuel and damage states are not being saved yet, which remains to be added in a future update.

Other:

- Added console command to reset player position, in case you fell under the terrain
- Various item storage fixes

Full changelog:

Save-game:

- Saves player position
- Saves trains and their position
- Saves ongoing jobs and their progress
- Added console command “Debug.DeleteCarsAndJobsSaveData”
\ Flushes all current train and job save-game data in case of a bug

Item system:

- Fixed inventory order getting shuffled when reloading
- Fixed game starting without items for some players
- Fixed certain items sometimes missing for some players (may go to Lost & Found)
- Fixed duplicate wallet appearance (might need to find yours in Lost & Found shed)
- Fixed tutorial items able to render tutorial impossible to complete as of #62
- Fixed shop items not sharing the total available amount of each item
- Added colliders to Lost & Found shed, window tweak

Controls:

- Player position will be auto-fixed if falling under terrain, past the water level
\ Added console command “Player.MoveToLastGoodPosition” for manual recovery
- On Vive enabling option “touch-click” will now use click to turn pages too

Misc:

- Updated various 3rd party plugins (potential bug fixes and performance improvement)

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