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Offline Asid

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Re: Derail Valley
« Reply #30 on: February 21, 2020, 12:12:28 AM »
Overhauled coming end of April 2020
Thu, 20 February 2020


Closed beta will begin early March, trailer early April

Hello engineers!

We know you’ve been eager for news about the next update! We’re happy to announce that Overhauled, the major update that we’ve been working on for nearly a year, will launch in late April 2020. The specific date will be announced early that month, along with the launch of a new trailer.



For anyone unfamiliar, the update overhauls a lot of systems and features under the hood and will improve most core issues, from unexpected derailments, janky controls and low performance, to things such as more engaging gameplay, adding new cargo types, and the eye-catching HAZMAT cargo.

Work on Overhauled started in April 2019, and since July, the entire team has been working exclusively on it, every working day. With roughly 6 years of man-hours done on it by the time of release, the update will be the biggest accomplishment of our team to date.

Closed beta starts early March

While doing the final touches, we will share the game to a closed group of testers in early March. The testers will be chosen among the most trust-worthy/active members on our Discord, where we’re active daily. We'll form a small team of testers with diverse hardware and controller types for both VR and NonVR.



Community Unlocks v3

With many changes coming to the game, we will also be revamping our online and social presence. The first to go live is our new Community Unlocks page.



Many new rewards were added to it, making it the new official public roadmap for Derail Valley. Here you can see what our plans are for the game, and the order it will be done in.

As we stated in the past, after Overhauled we aim to go back to regular weekly updates. Many of the “in progress” tasks will be done with Overhauled or soon after, and we aim for the future rewards to be released with the same frequency as the new ones getting unlocked.

Please let us know what you think and keep in mind that, until the new points economy settles, it may be further adjusted.

Going to Train Jam & GDC

In March, Slobodan and Nenad will be attending the Train Jam, a yearly event in which indie developers gather in a rented Amtrak train to jam games while travelling from Chicago to San Francisco. After that we’ll attend GDC. We’d like to thank the Train Jam organizers and their sponsors for the generous help they provided for us to visit these events! If you’re in the SF area (or LA) in that period and would like to meet up, let us know!

That's all for today, see you soon with more news!

-Slobodan

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Offline Asid

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Re: Derail Valley
« Reply #31 on: April 22, 2020, 11:56:38 PM »
Derail Valley: Overhauled - New Trailer!
Tue, 21 April 2020

The major free update is coming on May 21, 2020
Hi everyone,

We’re excited to reveal the brand new trailer for Derail Valley: Overhauled - a major free update coming to Derail Valley, for PC and VR, on May 21, 2020.




The update will fix most of the game's current issues, on both platforms, revamp many of its existing systems, and add new content and features. We will have more in-depth videos about the update as we get closer to the release date.



Due to a few remaining bugs, but mostly in order to catch some breath, we've pushed the release 3 weeks into May. Given the coronavirus situation and the very long development period behind us, this delay is relatively minor and we hope understandable. Don't worry though, we're not rebranding to Delay Very just yet.





During the past two months our closed beta testing has been going very well and our awesome testers have helped us pinpoint and resolve a whole lot of issues. Apart from further testing, we'll use the available time to polish the update as much as possible by release.



Finally, we'd like to thank you all for your patience while waiting on this enormous update. Going forward we expect to be able to go back to our regular weekly game updates after Overhauled.

That's all for today. Stay tuned for the in-depth videos about Overhauled coming closer to the release!

-Your DV Team


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Re: Derail Valley
« Reply #32 on: May 16, 2020, 03:29:36 AM »
Overhauled Video Series + Dev Support OST
Fri, May 15, 2020

Hi everyone,

We know you’re super eager to learn more about Derail Valley: Overhauled, our major free update coming on May 21 at 10am PST.

To that end we’ve created episodic video content, which will explain all the ins and outs of the update, one video per day, until the release!




Today’s video is an intro to the series, and the remaining 5 will showcase very specific new features and content of the update. Stay tuned! To not miss the other videos, consider subscribing to our YouTube channel and hit the notification bell.


https://store.steampowered.com/app/1308910/Derail_Valley_Dev_Support_OST/

At the same time, we’re launching our Dev Support OST - a collection of music we’ve made for Derail Valley’s trailers, as well as some extras. If you would like to further financially support our work on Derail Valley, this is the place! All revenue from the OST will go directly to development.

For those of you interested in backstory about each of the tracks, check out “view the quick reference” button at the store page’s sidebar.

And last but not least - influencers, please contact us for preview keys! We will contact many of you with preview keys in the following days, but if you never contacted us before, give it a go! Our email address can be found on our sites. We will be sending the keys next week to all influencers with relevant audiences (simulators or VR).

That’s it for now - stay tuned for a new video every day until release! See you on the 21st!


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Offline Asid

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Re: Derail Valley
« Reply #33 on: May 21, 2020, 01:56:42 PM »
Overhauled Changelog - Build #80
Thu, 21 May 2020



Derail Valley: Overhauled - Build #80 will launch in less than 5 hours, at 17:00 UTC.


In the meantime you can browse the full changelog here:

Performance:

- Drastically optimized CPU load of parked cars (notable in stations)
- Drastically optimized CPU load when spawning trains or coming close to them
- Drastically optimized CPU impact of derailed cars
- Drastically optimized rendering of tracks, props, cars and cargo
- Removed hiccup at the moment of derailing
- Fixed items remaining active when distant
- Optimized various sound code
- Slightly optimized car cargo model rendering
- Fixed rare items getting duplicated when revisited
- Fixed non-physical shovel in VR killing performance

Graphics:

- Added V-Sync option (unlocks FPS)
- Added render path settings (forward vs. deferred)
- Added post processing effects (optional)
- Added SSAO (optional, deferred only)
- Added TAA (optional, nonVR only)
- Added experimental real-time reflections (optional)
- Improved lighting in offices
- Improved anti-aliasing on vegetation billboards (distant trees)

VR Controls:

- Added Oculus Quest support (via Link)
- Revamped controls on most controller types
- Revamped VR implementation
-- Fixed issues with room-scale and centered (formerly seated) play area types
-- Added adjustable player height setting
- Improved item handling
-- Added option so items stick to hand (default for all but Index, configurable)
-- It is now possible to move and turn while holding an item in hand
-- Trigger-click to use item in hand (trigger+up on Vive)
-- Trigger+axis to use or scroll the item in hand (e.g. page flipping)
-- Fixed items shaking when held
-- Fixed accidentally grabbing false items and sub-controls (priority system)
-- Removed excess haptic feedback (when touching an item in belt or the other hand)
-- Items now properly align to the hand when taken
- Smooth locomotion is now the default locomotion type (configurable)
- Telegrab is now a one-button action (hold grab to point, release to attract)
- Teleport button now works in all situations, no longer clashing with telegrab
-- This fixes being unable to move sometimes when using Index controllers
- Added smooth turn option (configurable turn speed)
- Added crouch and jump
-- Hold axis down to crouch, tap to jump
- Fixed snap turn math error that was offsetting the player from player collider over time
- Fixed trigger-press dropping held item
- Fixed items getting dropped when pulled quickly out of inventory
- Fixed controls booklet adapting to headset type, now adapts to controller type instead
-- This fixes Vive/Index combo users not seeing Index controls in the booklet
- Shovel is now non-physical by default (configurable)
- Fixed arc and vibration levels in Oculus VR mode to be consistent with the SteamVR version
- Added ControllerAnchors.json file (in SaveGameData)
-- Can be edited to tweak position and rotation of VR controller sphere and telegrab/UI beam

Non-VR Controls:

- Added mouse-wheel support for using train controls
- Added sitting toggle (default key X)
-- Useful for better visibility in some locomotives
- Improved hitboxes for using train controls with mouse
- Smoother lever movement when keyboard-controlled
- Added controls options
-- Mouse sensitivity, Invert Mouse Y axis, Toggle crosshair, See controls
- Improved camera transition when exiting item-interaction mode (Alt)
- Player moves slower when crouching (or sitting)
- Made all train controls remappable (steamer valves, draft, etc.)

Jobs & Cargo:

- Added Hazardous Materials jobs
-- Includes 15 hazmat cargo types (11 new)
-- Includes explosive, asphyxiating, corrosive, radioactive and other kinds
-- Includes some new cargo models
- Added 4 new vehicle cargo types
- Added deliveries of empty containers
- Added 16 contextual container liveries
-- Includes A/C model variant
- Much more diverse job chains and routes
- Notably increased amount of cars and jobs per station
- Renamed Empty Haul job type to Logistical Haul
-- Now also colored red, distinct from Freight Haul
- Revamped the job payment calculation for better balancing
-- Now also takes into account cargo value, damage risk, “boringness,” etc.
- Changed shunting train splitting to maximum of 3 tracks (was 5)
- Prevented being able to load/unload cars while they're moving
- Prevented being able to finish a job while the cars are moving
- Revamped the Industry Chain diagram
- Made small improvements to the job booklet design

Career & Economy:

- Revamped Licenses
-- Licenses can now be a requirement for already existing jobs
-- Some licenses now have a tier-based progression
-- Added Hazmat license (3 tiers)
-- Added Military license (3 tiers)
-- Added Concurrent Job license (2 tiers, now required to do concurrent jobs)
- Extended Longer Trains license to 2 tiers (and no longer affects general train length)
- Licenses you own now determine your time bonus and insurance copay (more below)
- Redesigned license graphics
- You can buy licenses only if you have no unpaid fees (more on that below)
- Added Career Manager machine
- Located in every office station
- Used to browse licenses and buy them
- Used to browse fees and pay them
- Added Fees
- Career Manager can print fee booklets, detailing damages and consumed resources
- Fees are tracked per job (cars included) or per locomotive
- Fees can also include environmental damage (from emissions or accidents)
- Player must repay all fees in order to buy or upgrade licenses
- Job reports now list relevant fees
- Added Insurance Copay
- Player only needs to pay the insurance copayment in order to clear all the fees
- Initially the copayment is small, but it gets bigger with every newly bought license
- Added difficulty settings (affects payment amount of newly generated jobs)
- Added repair-only stations to towns that didn’t have service before
- Adjusted prices of items
- Can’t enter military bases without the base license

Train Simulation:

- Revamped derailment physics
- Fixed all sorts of unexpected derailment occurrences
- Higher speeds are now safe to travel at
- Made rerailing possible (more info below)
- Revamped couplers
- Completely reworked coupler physics
- Brought coupled cars closer together
- Made buffers compressible
- Added fully functional chain couplers, with dangling physics
- Added damage simulation
- Added damage tracking of cars, cargo and the environment
- Added liquid and gas cargo leakage on damaged cars
- Liquids naturally flow and spread over terrain
- Added fire and explosions, which can damage their surroundings
- Added general chemical and chain reactions between reactive materials
- Revamped brake simulation
- Air is now realistically distributed throughout the entire train
- Brake system now takes time to fill up with air (i.e. big trains need multiple locos)
- Cars feature manual brake valves, and can be uncoupled without brakes applied
- Added fully functional air brake hoses, with dangling physics
- Shunter now generates air pressure only while the engine is running
- Steam locomotive now generates air brake pressure using steam pressure from boiler
- Braking now requires more planning and slamming is disincentivized
- Fixed bugs with braking when having multiple locomotives in a train
- Finished handcar simulation
- Increased steam locomotive power, reduced wheelslip
- Somewhat reduced shunter top speed
- Remade buffer models (better visual quality, more variety)
- Added independent brake to locomotives (more responsive than train brake)
- Buffer stops are now breakable
- Made steamer “Fire Out” valve work (if temp. under 100 deg)
- Fixed broken window shards flying in the opposite direction when colliding
- Temporarily removed locomotive headlights until they’re finished
- Added notches to shunter throttle lever
- Improved whistle rope grabbing
- Fixed bogies sometimes having weird rotation and gap after derailment

Trains:

- Added Diesel locomotive
- Can be acquired via license purchase
- High power but also high fuel consumption, for use with very heavy trains
- Added Nuclear Flask Carrier car
- Added a few new car skins
- Redesigned the car ID plate (now shows vehicle and cargo damage too)
- Fixed new cars spawning in front of job cars while shuffling cars outside of yards
- Trains now spawn around the middle of a yard track instead of against one end
- Spawned trains sharing the same track are now visually separated from one another
- Cars now have random orientation when spawning in yards
- Manually spawned (non-job) cars no longer despawn if they are coupled to a loco
- Fixed bad normal map shading direction on boxcars and tank cars
- Locomotives now despawn after 2 hours of no use

World & Tracks:

- Revamped all stations
- Added countless new props including roads, buildings, fences, vehicles, etc.
- Changed track layouts
- Revamped all yards to have a ladder layout
- Added turntables and roundhouses, where applicable
- Added passenger stations where applicable (for future use)
- Added service depots
- Added procedural sign generation
- Automatically creates speed and grade signs throughout the entire railway network
- Easily adaptable to potential new tracks and worlds in future
- Added a Military Base station (north)
- Added two Military Base sub-stations (MF and HB)
- Added player home location
- All lost items now respawn at home, in addition to Lost & Found sheds
- Switches can now be manually operated (click-based)
- Various track curve tweaks
- Fixed sharp terrain walls and floating tracks
- Fixed grass sticking through office floors and some platforms
- Fixed radar floating when viewed from distance
- Redesigned track ID signs
- Set fixed distance of track ID signs from track ends

UI:

- Revamped inventory (VR and non-VR)
- Hold inventory button to access, hover and let go to take/store a selected item
- Greater capacity
- Dynamic layout, shows only occupied slots
- New visual style (includes item icons and slot numbers in non-VR)
- Wrist-based slots for dropping items into inventory (VR)
- Fixed VR inventory buttons getting stuck sometimes
- Revamped teleporting (for VR and non-VR)
- Generally a lot more intuitive and precise
- Allows easier climbing on rooftop surfaces
- Allows climbing on flipped cars
- Fixed issues when teleporting through tunnel entrances
- Fixes many related bugs
- Revamped menu GUI
- Now more responsive, featuring new layout, graphics and sounds
- Includes links to DV support page, Discord, etc.
- Showing current headset/play mode at the bottom of main menu
- Clicking out of menu now closes it (non-VR)
- Improved VR belt
- Items can now be taken out of belt only from within the belt sphere
- Belt point positions can now be adjusted when grabbed with empty hands
- Improved visual feedback
- Fixed being unable to place an item to belt after briefly touching a VR inventory slot
- Item retrieving
- You can now retrieve essential items from the main menu
- They will be brought to your hands, no matter where they are
- Added VR loading screen (SteamVR only)
- Added a loading screen when teleporting via map (non-VR and SteamVR only)
- Item highlighting when clicking can now be turned off in the controls menu
- Crosshair now automatically fades out when mouse is inactive (configurable)
- Fixed sound pause lagging when opening menu

Items & Shops:

- Added Comms Radio
- Replaces Junction Remote and includes several modes:
- Switch mode - Throw a switch remotely, like before
- Rerail mode - Rerail a vehicle, for a fee
- Clear mode - Delete a vehicle, for a fee
- Crew mode - Spawn a handcar if unlocked, at no cost
- Spawn mode - Spawn any vehicle (replaces the old spawn tool, now also works in VR)
- Cargo mode - Add cargo to spawned vehicles
- Improved switch remote mode aiming precision
- Remade World Map
- Fast travel to any station or locomotive, for a fee
- Fast travel with your locomotive, at extra cost
- See other locomotives marked on the map
- Improved map indicator visuals
- Improved model
- Added Golden Shovel
- Very expensive, has extra capacity, stylish
- Revamped schematic maps
- Now includes markers for offices and service stations
- Fixed items not going back to Lost & Found shed if left on derailed cars
- Prevented many items from falling through terrain
- Reworked shops
- Shops are now dedicated buildings with item shelves
- Every shop now features items exclusive to that shop
- Remade cash register
- Improved service stations
- Fixed bugs when trying to service multiple locos
- Steam loco and tender now need to be serviced separately
- Increased servicing speed
- Updated service station resource icons (consistent style with cargo icons)
- Cash registers now issue receipts when completing purchase and service transactions
- Lost money now goes to Lost & Found
- Made the trash bin bigger and more massive

Save system:

- All locomotive states are now getting saved, including damage
- Backup now keeps the saves of at least 3 sessions, or up to 10 MB
- Made important items save as left on trains, when leaving the game (and not fall through)
- Reduced autosave to every 5 minutes
- Show notification banner when auto-saving
- Steam version now stores the save on the Steam cloud

Sound:

- Fixed numerous issues with sounds (rail joint spam, glitches on start, etc.)
- Fixed train wheels making rolling sounds when off-track
- Improved sound processing (improved EQs, filters, reverbs, side-chaining...)
- Fixed sound not changing to exterior when leaving the shunter sometimes
- Added new joint sounds when crossing over switches
- Added doppler effect to horns
- Fixed wheels sound having start-delay when stepping on a rail vehicle

Misc:

- Revamped tutorial
- Introduces VR controls on the controller, for beginners
- Includes new UI and various other systems
- Various tweaks and improvements
- Updated locomotive manuals
- Added Train Basics booklet
- Updated DV Guide booklet
- Revamped tunnel holes code to prevent sometimes hitting them as solid terrain
- Added free camera (for video filming)
-- Console command - Player.FreeCamToggle
-- WASD, ctrl, space - move
-- Mouse scroll - change speed
-- LMB/RMB - change FOV
-- Alt - orbit around aimed target
-- Num Enter - attach to a moving vehicle player is on
-- Step on a moving vehicle to load terrain as it goes
-- It is possible to stop time by pressing pause (Esc)
-- Pressing Q also stops time but it stops the moving trains too
- Loading screen in NonVR now shows high-res screenshots, picked at random
- Updated Oculus SDK to the latest version
- Fixed double-clicking Esc causing the player to teleport to the sky
- Alt+Tab no longer enables mouse-look when the latter is bound to Alt key
- Removed the “you derailed” popup as it’s no longer relevant
- Updated DV logo
- Reduced size of splash screen Altfuture logo
- Added option to prevent Alt+Tab from pausing the game (non-VR only)
- Fixed coal lumps not disappearing when thrown into firebox
- Increased sensitivity of locomotive remote joysticks
- Added sound alert for wheelslipping using locomotive remote
- Fixed wallet text overflowing to new line when too rich
- Fixed being able to bring up menu during loading


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Offline Asid

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Re: Derail Valley
« Reply #34 on: May 22, 2020, 12:03:28 AM »
Derail Valley: Overhauled Is Now Available
Thu, 21 May 2020



The biggest project we've ever done at Altfuture, the major update for Derail Valley, is here! Your game should automatically update.

If you previously used any mods, do a clean reinstall - uninstall, delete any remaining content in the game's folder and install the game again.




If you're wondering what's new in Overhauled, take a look at our In-Depth video series, diving into the ins and outs of the update. Alternatively you can see the full changelog in the above post

YouTube™ Video: Derail Valley: Overhauled - In-Depth [1/6] - Introduction
Views: 13,051
ENTER THE GIVEAWAY: https://discord.com/invite/45AmEzY BUY OUR MUSIC: https://store.steampowered.com/app/1308910/Derail_Valley_Dev_Support_OST/ HELP US ADD MORE CONTENT:...

This update is, of course, free. If you'd like to additionally support our work, please consider purchasing our all new soundtrack! All the revenue from it will go back to Derail Valley development.

Derail Valley Dev Support OST
15 May, 2020
By buying this album you directly support development of Derail Valley. Dev Support OST contains music we composed for Derail Valley's trailers, as well as some extra tracks made during the game's development.
£7.19
Add to Cart
Add to your Wishlist

We also have the new Altfuture Bundle available at a -25% discount - check it out!

Note that Derail Valley is still in Early Access, and things aren't perfect just yet. We're looking forward to your feedback. If any issues arise, we're on it. Please report them to us via Discord, Steam forums or email ( contact@derailvalley.com ).

We'd like to say a - massive thank you! - to our beta testers who've been breaking the game apart since early March. Without you it would've been very difficult to catch all bugs we've fixed in the meantime.

Final reminder - we've said it before, but to restate:
Previous saves will no longer work in Overhauled. All players start clean slate.

That's it for this update! Have fun!

-Altfuture

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Re: Derail Valley
« Reply #35 on: June 06, 2020, 12:35:04 AM »
Build #81 - Fixes to VR, Copay, Jobs & More!
Fri, 5 June 2020




It's been two very busy weeks here at Altfuture, since the launch of Overhauled. After the release (which went really well - thank you all!), we've gone back to improving the game in short, regular, small updates.

Except, we forgot what a small update means. In Build #81, you'll see massive changes, all based on the feedback you've all provided. Thank you so much. Along with this post, we've quickly put together a video too, to cover the many changes in the update:



As always, we strongly recommend you to go through the changelog to see what's new, as there are many small improvements that can't be shown in a video. Highlights:

•   Fixed numerous VR issues
•   Lowered the learning curve
•   Better clarified job information
•   Many more bug fixes and balancing (see changelog)

In regards to the learning curve changes, the focus was on better introducing the core game mechanics, and one step at a time. Please note that the changes are likely to make more sense to new players than those of you who already learned how to game's mechanics work.

Please note - This build will erase your currently ongoing jobs and locomotives, their fees, as well as junction states. Just fast travel to the nearest station and pick another locomotive/job to continue.

Full changelog:

Errors:

- Fixed “white terrains” bug
-- Potentially fixes some types of crashes on old GPUs
- Fixed NRE in tutorial (VR) if no controllers were turned on
- Fixed a rare OverflowException error
- Potentially fixed cars rarely spawning over existing cars
-- Should also fix the case of cars spawning damaged
- Fixed a case in which a car could get undespawnable along with items inside, until restart

VR Controls:

- Fixed bad item orientation/position for WMR, Index, Quest and Oculus SDK users
- Fixed issues with Vive wand controllers
- Fixed VR joystick drift issue
- Fixed it being difficult to teleport between cars in Teleport locomotion
- Fixed page flipping/player rotation not working on the right controller in some cases
- Potentially fixed problems with starting with only the left Index controller on
- Fixed undefined controller types being able to break the game
- Fixed teleporting getting disabled if having an undefined controller
- Potentially fixed NOLO controllers not working
- Made it possible to dial pocket watch with the holding hand in VR

Career & Licenses:

- Redesigned Career Manager dialog texts
-- Puts more focus on what you need to pay to clear all fees
- Reduced starting copay from $5k to $100.
- Added Shunting license
-- Costs $1k, serves to introduce player to the concept of working with occupied tracks
- Added Logistical Haul license
-- Costs $20k, serves to prevent beginners from taking logi jobs in early game
-- Requires having a CCUR1 license, as these shouldn’t be hauled alone
-- Increases time bonus deadline by 5%
- Added Manual Servicing license
-- Costs $20k, serves to prevent beginners from servicing manually while having low copay
-- This prevents players from wasting money on servicing in early game
- Buying licenses DE6 and SH282 now requires having a CCUR2 license
- Trying to buy a dependent license will now write the exact needed license at Career Manager
- Added Freight Haul license, auto-acquired on game start
- Greatly reduced cost of Military 2 license
- Rebalanced copay/time effects and prices of some licenses
- Made “print info” button green, on Career Manager

Jobs:

- Added warning messages to job reports explaining why the task isn’t complete
- Shunting job booklet now specifies how many pick-ups/drop-offs it involves
- Updated job payment calculation
-- Somewhat increased shunting job payment
-- Increased payments involving empty containers
-- Slightly decreased payments involving tank cars
- Increased track clearance so that trains look more like they’ll fit the tracks
-- Should prevent people from thinking there’s no space to fit their train, although there was
-- As a consequence, some trains will be shorter than they used to
- Added a button to Job Validator to respawn all existing job booklets
- Added 1 min tolerance to meeting the bonus time
- Fixed a minor bug that could prevent some jobs from getting generated

Servicing:

- Added service station range platforms
- Added service station train detector
-- Indicates with lights and sound whether a train is in range for servicing
-- Informs player if they need a license
- Moved City SW service station closer to exit, so it’s not blocked by a spawned loco
- Added diesel/oil/sand station at Food Factory

Trains:

- Fixed coupler chain hook drifting over time sometimes
- Teleporting to the steamer and shunter now puts you straight to the driver position
- Fixed steamer cab teleport gizmo showing up when leaning against the tender
- Made tender invulnerable until excessive damaging is fixed
- Updated steamer UV layout to make skin modding easier
-- Will break existing steamer skin mods
- Fixed being able to teleport onto invisible colliders on the sides of locomotives
- Fixed loco spawner requiring unnecessary 1.5m of clearance
-- Fixes steamer not spawning at IMW
- Made at least one shunter always spawn at the Harbor

Maps:

- Halved cost of fast travelling without the locomotive
- Removed minimum distance requirement to fast travel (was 200m)
- Added repair station blips to world map
- Added FF diesel station to world map
- Increased size of player home blip on world map
- Removed (obsolete) blips from office world maps
- Updated schematic maps
-- Added shop icon to overviews
-- Added missing service stations to overviews
-- Fixed wrong bearings in City SW
-- Fixed wrong track name in schematic map (HB-G O3 -> 3O)
- Prevented fast-travel with loco when derailed (was causing bugs)
- Fixed a rare fast-travel with loco edge case that could lead to breaking the game
- Fixed IMW office map “you are here” flag pointing at MF

World & Tracks:

- Beware: Junction save states will reset in this update
- Fixed wrong track names at IMW and CM
- Added a separate parking track at IME, freed the previously blocked service station
- Loosened the bypass turn at City SW
- Loosened the turn at Food Factory north exit
- Loosened turns on the route north of Sawmill

Tutorial:

- When the player derails or crashes for the first time, a “what now” message will pop up
- Fixed being able to do actual damage to the locomotive before leaving the tutorial area
- Player is now told to kill throttle when leaving the tutorial area, learning fuel conservation
- Added Train Basics pages about Fuel Conservation and Track Designations
- Improved tutorial loco blocker letting the player into the loco prematurely
- Fixed missing pointer in the “switch change” tutorial step
- Player is reminded to read Train Basics and DV Guide at the end of tutorial
- Reworded “Push” to “Hold” for certain VR joystick tutorial messages
- Added note on how to turn pages to the Controls booklet front cover
- Fixed Train Basics booklet having wrong page numbering

Misc:

- Fixed held items growing over time, sometimes (RIP shevel)
- Fixed getting stuck in loading screen when save file is corrupt
- Fixed UI text bugs on computers with non-English regional settings
- Fixed inverted collider warning log/console spam during game load
- Updated Unity Burst Compiler to 1.3.0
-- Could fix other potential errors/crashes

That's all for today's update. While #81 covers the bigger part of the issues you all reported so far with the previous build, there's lots more to come! Stay tuned!

-DV Team

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Re: Derail Valley
« Reply #36 on: June 27, 2020, 01:24:40 AM »
Build #82 - Fixes to RAM, Crashes & More!
Fri, 26 June 2020



When we released Overhauled a month ago, we soon identified stability and performance issues as needing our top attention. It took some time to crack them, and now we're starting to see the results.

In today's build we've fixed the abnormal RAM usage. As a result, Derail Valley should no longer suffer from certain crashes, and should require no more than 12 GB of RAM to play. The change is yet to be tested properly, so please let us know how build #82 works for you! The game previously used up to 20 GB of memory, requiring use of virtual memory to fit it all, but with this update that was reduced to the sane ~6 GB.
 



Apart from stability fixes, the update brings many small improvements too, as you can see in the video and the changelog below. Highlights:

•   Fixed abnormal RAM usage (now 12 GB or less required <- yet to confirm)
•   Fixed (all?) crashes
•   Interactive shunter doors
•   Option to use trigger for all train interactions in VR
•   Many newbie-friendly text/booklet updates


If you experience any new issues with this update, please let us know. Even if we can't always respond, we read all feedback. It helps us a ton to identify and prioritize issues. Thank you!

Next in line will be the performance fixes for the "loading area" and "spawning trains" stuttering. The solutions for both are almost done (massive reworks), and may come already next week!
Please note - This build will not have fire or liquid spills, due to the ongoing terrain system rework. This will be fixed in the next build.

Full changelog:

Stability:

- Reworked terrain loading
-- Fixes abnormal RAM usage
-- Should no longer cause crashes on PCs with 12 GB of RAM or more
-- Somewhat reduces stuttering when loading new areas (WIP)
-- Can cause vegetation NRE if player goes out of world bounds (WIP)

VR Controls:

- Added option that Trigger operates all train controls
-- If enabled then Grip only interacts with items
-- On by default for Index users (based on feedback)
-- Applies to all controllers except Vive wands
- Fixed left-hand item scrolling moving the player (e.g when page flipping)
- Fixed a bug where opening menu while hovering over a wrist orb could break the game
- Fixed a case where Comms Radio won’t work when taken out of the belt
- Fixed a bug where pageflipping could get stuck when not looked at, in VR
- Improved grab precision of Index controller (volume was too big)

NonVR Controls:

- Fixed item view mode (Alt) getting bugged when alt-tabbing
- Fixed some bugs with nonVR inventory when adding items to the last slot

Trains:

- Reworked shunter to have interactive doors
-- Maintains the same UV layout so the existing skin mods still work
- Minor optimization to diesel locomotive rendering

Career:

- Costs from manual servicing now add up to copay too
- Added Stats screen to Career Manager
-- Shows player stats including total copay and time bonus deadline effect
- Removed "manual servicing" hint screen if the fee is bigger than remaining copay
- Reworded “you only need to pay” when having a smaller fee than copay
- Tweaked wording on “job denied” printout
-- Explains that you only need to pay the fees you can afford, not all
- Fixed steam locomotive fee payment not putting out fire (causing ongoing env. fees)
- Fixed a rare case where a locomotive despawning during fee paying could break the game
- Updated DE6 license text to say it’s capable of loads up to 1400t

Items:

- Fixed Shop Item Scanner sometimes not spawning where it should
- Fixed loco remote not charging through DE6’s windows
- Updated inventory item representations of most booklets, to make them language-independent

Navigation:

- Added key page to Schematic Map
- Tweaks to Schematic Map (missing switches, etc.)
- Fixed being able to fast travel to a locomotive you don't have a license for

World & Tracks:

- Remodelled Iron Ore Mine chute area to be wider (prevents DE6 from clipping it in a corner)
-- Reworked tracks around it to fit
- Made IME service station tender-accessible when reached head first
- Replaced an empty/unused shop building with an unenterable scenery shop model
- Moved HB D yard slightly so both a shunter and a flatcar can fit into the merge track
- Fixed oil silos floating
- Fixed terrain going over tracks at a wye west of Harbor

Misc:

- Fixed user settings not getting saved until the player reopens the menu
- Fixed being able to fast-travel twice before the first one initiates, breaking the game
- NonVR Controls booklet now has a specific icon in inventory

Tutorial:

- Changed the "Save and Exit" button text to not say that during the tutorial
- Fixed UI option not updating when choosing some options in tutorial
- Updated DV Guide texts to better explain some things
- Tweaked nonVR “pick up the Comms Radio” prompt wording
- Tweaked steam locomotive manual (+ added “prerequisites” page)


That's all for today's update. We should have more performance improvements already next week. Stay tuned!

-DV Team


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Re: Derail Valley
« Reply #37 on: July 01, 2020, 11:39:54 PM »
Contest: Steam Locomotive Skinning Contest!
Tue, 30 June 2020

We're doing our first contest - the skinning of the SH282 steam locomotive! The contest will take part in 4 categories (art, idea, meme and overall) and it will include prizes!




Later on we will create an official steam locomotive skin as part of the game, inspired by the winning entry of the Overall category! The winner's name will be listed in a hidden in-game hall of fame list.

The contest starts NOW and will end on Sunday, July 19th, 23:59 UTC. You'll find exact rules and information on how to take part in our Discord community news post:

> CONTEST RULES & DETAILS <

We're excited to see the skin mods that comes out of this! Good luck to all the contestants!

https://discord.com/invite/Bdb5pwQ


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Re: Derail Valley
« Reply #38 on: July 11, 2020, 01:11:30 PM »
Build #83 - No More Stuttering!
Fri, 10 July 2020

The long-awaited performance improvement is here! As previously announced, build #83 fixes stuttering as well as freezes during gameplay, usually associated with the "loading area" and "spawning trains" onscreen messages.

The stutters should now be completely eliminated or drastically reduced (100 times?), depending on your hardware. This is true even when approaching the Harbor! This improvement involved a big rework of how cars are loaded to the game, as well as a total overhaul of how terrains are loaded and displayed.




The massive terrain revamp has been an ongoing process for several weeks, aimed to solve several critical issues in one go. In the previous build it allowed us to drastically reduce RAM usage, today it fixes the stuttering and in the next build it will help us vastly improve visual quality of distant landscapes. Stay tuned for some pretty sights!

As always, this update brings you many more smaller improvements and bug fixes, all detailed in the changelog below:

Full Changelog:

Stability:

- Further terrain rework (WIP)
-- Eliminates stuttering when “loading area”
-- Increases terrain texture resolution in distant terrains
-- Fixes end of the world being visible (terrain prolongs outside of the world borders)
-- Reduces system complexity, allows easy world terrain updating
- Reworked car loading
-- Fixes stuttering caused by trains spawning when approaching stations
- Potentially fixed the ignition switches not starting the train for some players
- Fixed fast-travel with handcar crashing the game

VR:

- Fixed a bug sometimes making it impossible to teleport while moving
- Fixed a bug with Comms Radio getting dropped when used since build #82
- Potentially fixed a bug where grip binding could move to trigger after a while
- Fixed a bug causing Vive wands sticky item holding to behave like continuous
- Fixed inventory tooltip jittering if on a moving train

Career:

- Fixed a bug with jobs not spawning properly after fast-travel
- Prevented manual service tip screen from showing on fees smaller than $1k
- Inverted sorting order of fees so the smallest ones show first
- Fixed fast-travel with handcar charging extra for loco transport
- Reworded a few Career Manager lines

Trains:

- Fixed loaded trains having faulty mass in Freight Haul and Unloading jobs
-- They were almost twice lighter than they should be
- Reworked hopper car UV map and texture to be modder friendly
- Made locomotive windows harder to break
- Loosened the ignition rotary switches on DE2 and DE6 locomotives
- Fixed unused locos being able to despawn if part of an active train

Misc:

- Increased sunlight intensity
-- It was accidentally lower than normal since the Overhauled release
- Fixed Hazmat spills/fire being temporarily disabled since #82
- Fixed tank car leak orientations being wrong and their cracks invisible
- Fixed a bug in NonVR where tab+esc would make the handheld item flimsy


That's all for today's update! See you soon with another!

-DV Team

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Re: Derail Valley
« Reply #39 on: July 21, 2020, 12:30:57 PM »
Announcing the winners of the Steam Locomotive Skinning Contest!
Mon, 20 July 2020



Hi everyone!

We’re pleased to announce the winning entries of the Steam Locomotive Skinning contest! The community voting ended yesterday, with the following results:

Best Art:




Best Idea:




Best Meme:



Due to the rule of a contestant being able to win with only one entry, we didn’t have a third-place winner in the meme category. That said, there are more great entries that deserve to be seen. Here are some honorable mentions of the entries that didn’t win:



At the end, we at Altfuture have also chosen our favorite. The winner of the Best Overall category, even though they didn't win any of the community vote rewards, has clearly put a lot of creativity, effort, skill and detail into their entry, as well as its presentation. It is our favorite:

Best Overall:



This skin will be used as inspiration for the new steamer skin that we'll officially create for the game in the future. This will likely come in the Steam Locomotive Improvements update, and will, of course, include creative modifications.

You can download these amazing skins, and many more, thanks to the modders who have generously made them available: https://www.nexusmods.com/derailvalley/mods/

Finally, we'd like to say big thanks to all the participants! You guys made this contest fun and so diverse! The winners will be handed their prizes shortly. We'd also like to invite everyone to join our Discord and congratulate the winners directly, in the #contest-discussion channel! There were even more entries submitted than shown here, so be sure to check them out!

That's all for today. See you soon with more news!

-DV Team

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Re: Derail Valley
« Reply #40 on: August 08, 2020, 02:16:44 AM »
Growing our team to 10 members!
Fri, 7 August 2020

It's been a long journey.

I want to say thank you for supporting us over the years, to each and every one of you who have bought our games (especially those of you who did it multiple times)! You’ve done a wonderful thing, helping us push VR and the train simulator genre forward. There’s so much more we want to do, and this is only the beginning.



We faced countless challenges over the years, partly because we saw it necessary to remain truly independent. This allowed us, however, to make all decisions regarding design, business strategy and publishing ourselves, as developers who are in the trenches. We were able to innovate without friction, react quickly to feedback, adapt to new situations, communicate directly with our players, and lead Derail Valley in the best possible direction.

Overhauled, our recent major update, was the pinnacle of that effort. Released remotely from our homes in the midst of a worldwide lockdown, it ended up more successful than the game’s original launch! After years of struggle, we are finally where we always wanted to be: self-sufficient, tightly bonded with our players, able to grow, and still in full control over our games. This is not only a business milestone, but very much a personal one too.



We’re opening 4 new positions, to grow our team to 10 members (first time reaching the double digits!). We are looking for three highly experienced game developers / programmers, as well as an assisting developer, to join our team. Remote work is possible, depending on many factors. We’re looking for highly talented developers from Serbia primarily, but wherever you are, if you think you’d be a great fit, do get in touch — we will consider all applications. See the link above for details on the positions and how to apply.

Ever since we launched Derail Valley, we’ve kept its price low. The price was based on the rough shape the game was in at launch, to encourage early supporters. We've made massive improvements since, and as announced in the past, soon we will increase the price to represent the current quality and play-time it has to offer. The cost bump is still months away, as first we want to add a proper main menu with a save manager, a sandbox mode (ability to play without career) and many more smaller improvements. Stay tuned for a more detailed announcement about it as we get closer. The new price will only affect new buyers, of course.



Derail Valley will remain in Early Access after the price increase. There’s still so much more that we want (and need) to add! The Unlocks page is only a part of what’s planned, and we want to keep working on Derail Valley for years to come! We see this expansion of our team as essential in getting there timely. After the initial period of onboarding, I hope to see us churning out updates at a faster pace than ever, fortifying our goals of making Derail Valley the best train simulator in the world, as well as one of the best VR games.

Once again, all this wouldn’t be possible without your support, so in the name of the whole team — thank you! I hope this news makes you as excited for the future as we are! In the meantime, we’ve been cooking a new update slated to come out next week. Stay tuned!

-Slobodan


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Re: Derail Valley
« Reply #41 on: August 15, 2020, 02:32:31 AM »
Build #85 - Caboose, Fee Tolerance, Tutorial Extension & More!
Fri, 14 August 2020



It's time for new content! This week we're introducing the caboose, a community unlock, as well as a few other much needed improvements. As always, you'll find more info in the video below:
 



The caboose includes many new features, making it an essential tool for hauling and shunting long trains. Some of them include:
•   Loco Remote signal booster & fast-charger
•   EOT map marker
•   Instant jumping between caboose and locos in the same train
•   Mobile servicing (career manager)
•   Strong independent brake
•   Item storage, cupola & more!


 
We've added Fee Tolerance, a feature that helps with the fees being too restrictive. This time those of you further in the game won't have to pay for every small fee before taking a new job. Now the fee tolerance will move dynamically, in the range $5-50k, depending on your overall wealth.

The update also extends the tutorial, requiring the player to deliver the starting hopper car to the Steel Mill for maintenance, letting them know they can take other locomotives, and introducing them to taking new jobs.




As always, the update includes many more small improvements, which you'll find in the changelog below:
Full Changelog:

Trains:

- Added Caboose
-- Secret garage find, unlockable by buying a key
-- Boosts Loco Remote signal by additional 2km, when in 2km range
-- Features a fast battery charger for the Loco Remote
-- Visible on map (useful as end-of-train marker)
-- Contains its own Career Manager (allowing mobile or remote area servicing)
-- Allows free teleporting between it and the locos in the same train (“jump”)
-- Can be summoned using Comms Radio for $10k
-- Has its own independent brake
-- Has stronger brakes than other cars/locos
-- Can be used to store items
-- Doesn’t take damage (until locomotive ownership is added)
- Fixed a train spawning bug (solves the sometimes missing steamer at IMW)
- Oil no longer deteriorates from mileage, but only from engine RPM
- Fixed ISO tank support beam clipping into the tank

Career:

- Added dynamic Fee Tolerance
-- Job suspension will now tolerate fees depending on the % of your overall wealth
-- Your current Fee Tolerance can be see listed in Stats
- Added “press ‘print’ for details” line to Career Manager item listings

Navigation:

- Modified size of player/loco map blips
- Decreased brightness of map text and location blips
- Added target vehicle ID to fast-travel GUI

Tutorial:

- Extended tutorial
-- At the end instructs the player to deliver the hopper to the Steel Mill depot
-- Includes various new steps and checks (WIP)
-- Can save during the extension
- Added separate messages for when derailing and crashing for the first time
- Added “Fee Tolerance” page to DV Guide
- Corrected brake arrow orientation in Shunter manual
- Added “signal booster” and “charger” notes to Loco Remote manual
- Modified the Quit button description to say that you’ll lose progress (until saving is possible)

Stability:

- Attempted fix at game hanging on quit
- Slightly decreased RAM consumption (distant vehicles texture optimization)
- Slightly optimized steam locomotive interior rendering when outside
- Fixed error spam caused by engine smoke during paused game

VR Controls:

- Fixed telegrab sometimes causing hoses to get frozen in air
- Fixed item not dropping sometimes in “click” mode

Misc:

- Added a shop to City SW
-- Features a poster (more shop posters todo)
- Made rerailing gizmo autocorrect its orientation to best match target vehicle’s world orientation
-- Should prevent accidentally rerailing vehicles the wrong way
- Updated “Crew Vehicle” Comms Radio option, to allow Caboose summoning
-- Made Crew Vehicle options hidden while locked
- Fixed lean in nonVR allowing teleporting to forbidden areas
- Fixed “flood” effect when looking at bodies of water with shallow shore from distance
- Added signal boost light to Loco Remote
- Tweaked buffer stop LOD distance
- Fixed short glitchy sound playing when entering vehicles with sliding interactables
- Fixed DE6 loco having a duplicated audio script
- Renamed “RT Water Reflections” to “Real-time Reflections”
- Corrected default value description for Detail Level setting


That's all for today's update! See you next week with another!

-DV Team


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Re: Derail Valley
« Reply #42 on: August 22, 2020, 12:58:00 AM »
Build #86 - Gondola, Scrap Metal & More!
Fri, 21 August 2020

Today we're crossing off another one of the Community Unlocks - the Gondola car type! With it we're adding a new freight cargo too, Scrap Metal. As always, check out our weekly video for more information:




Adding the gondola was one of the first steps towards expanding the industry chain, which we'll discuss more in the future. For now, the car's goal is to transport all the scrap metal from cities and towns to the Steel Mill, making town runs more diverse, shorter, and leading to a central location.



We've also made it so that when jobs and trains are reset (whenever tracks are updated, like in this update), the game will conveniently move you to the nearest station that has a locomotive of the type you are licensed to use. It will also show a message to let you know what happened. Please let us know how that worked for you.



Finally, we've improved the fast-travel loading times. Oh, and there's a jump ramp-ish at the Coal Mine. That's all for this week! See you soon with another update!

-DV Team

Full Changelog:

Stability:

- Drastically improved fast-travel loading times

Trains:

- Added Gondola car type
- Added colliders to Caboose buffers
- Added keyboard control to Caboose independent brake
- Fixed Nuclear Flask Carrier car getting stuck sometimes

Career:

- Added Scrap Metal freight type
-- Produced by cities/towns, delivered to Steel Mill in Gondola cars
- Improved player resetting after a tracks update
-- The game now moves the player to the nearest station with a loco you’re licenced for
-- A note informs the player of what happened
-- Remaining empty job items now get automatically removed from inventory

World:

- Modified Coal Mine track layout to loosen the loading track curve
- Attempted fix at OWN service station door collision, once more
- Tweaks to some tracks kinks
- Added CSW shop icon to world and schematic maps


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Re: Derail Valley
« Reply #43 on: September 13, 2020, 01:16:46 PM »
Build #87 - Multiple-Unit, Tutorial Fixes & More!
Sat, 12 September 2020



We're adding a long-requested feature today - Multiple-Unit Control! This powerful cable lets you connect multiple DE2 and DE6 locomotives together and operate them all from a single cab.




As always the update includes many more fixes and improvements. Namely, tutorial fixes, crispier textures (Anisotropic Filtering Ultra setting), and many more. See the changelog below for more info:




Full Changelog:

Trains:

- Added Multiple-Unit Control
-- DE2 and DE6 locos now come equipped with an MU cable
-- When connected, locomotives will share all controls
-- Compatible with Loco Remote
-- Requires a new MU license to use
- Randomized timing of engine shut-off due to overheating

Tutorial:

- Added a step in tutorial extension that teaches the player to pay the fees
- Fixed a bug on tutorial extension restart that could spawn the shunter under the hopper
- Fixed errors when loading the tutorial in certain states causing it to become unplayable
- Fixed a bug with the “first crash” message able to appear multiple times, and too soon
- Modified the turntable step resolution criteria to be clearer
- Modified tutorial end criteria (prevented potential intentional game crash)
- Removed locomotive blocker from service depot (could cause temporary item loss)
- Fixed being asked to take out a Comms Radio when already holding it
- Fixed a case where the tutorial wouldn’t detect the player entering the loco
- Fixed missing belt points on save game load during tutorial extension (VR)

VR:

- Fixed player-camera misalignment caused by circular movement when smooth turning
- Fixed switching from room-scale to centered play type not updating the player height setting

Stability:

- Fixed game crashing of you put a brake hose in the inventory
- Fixed sound NRE on game quit
- Fixed various small bugs with code-reused cars (stuck hazmat fx, stuck sounds, etc.)
- Made a minor Gondola rendering optimization
- Reworked how terrains are loaded, slight optimization
-- Fixes bug with derailed trains falling through terrain

Misc:

- Added Anisotropic Filtering Ultra setting (sharper texture rendering)
- Fixed bad position of Gondola brake cocks
- Fixed visible terrain corners at the military base tunnel entrance
- Fixed loco spawning not working properly at IME (and potentially other locations)
- Fixed being able to take items through Career Manager when interacting with mouse
- No longer showing “press ‘print’ for details” on a “you have no fees” screen
- Fixed GF and FF service stations always drawing regardless of distance
- Fixed Reginald poster always drawing regardless of distance to player
- Made the VR centered play area mode popup take Trigger to begin
-- Can be cancelled by opening the menu
- Fixed sound not having interior effect when teleported to vehicles, sometimes
- Standardized code settings regarding VR haptic feedback
- Removed “shop” sign from gas stations
- Added quotes to license names in UI (nonVR)


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Re: Derail Valley
« Reply #44 on: October 11, 2020, 01:25:21 AM »
Derail Valley #88 - New Sign Generator & Many More Fixes!
Sat, 10 October 2020



Hi everyone!

Today's update is a bit of a surprise. We're working on some rather big features, and while that's cooking we decided to release what we have already, as a separate update. As always, Ivan laid out all the highlights a new video update!




With this update we're introducing the new, improved sign generator. Apart from reducing the clutter and turbulence of the speed limit signs, it helps indicate whether the next upcoming sign will have you accelerating or slowing down, among other things, all laid out in the updated Train Basics booklet.





Also improved are the vegetation rendering (less tree popping!), the Caboose being more permanent, the map graphics, controls for players using Windows MR headsets, and a lot more! As always, the full changelog is listed below.

That would be all for this week. Enjoy the update and have a great weekend!

-DV Team

Full changelog:

Stability:

- Fixed NRE in tutorial when approaching SM
- Fixed “skip tutorial” breaking the game since last build
- Fixed tutorial breaking if playing offset in seated/teleport mode in VR
- Guarded against a case of locomotives falling under the world and causing NaN
- Skip spawning of cars with corrupt world position in savegame
- Fixed infinite loading screen if Alt pressed during fast travel
- Fixed NRE when entering caboose while in roundhouse
- Fixed more rare benign errors related to item grabbing
- Potentially fixed a rare case where spamming inventory button in VR can freeze the menu
- Slightly decreased RAM consumption
-- Optimized textures of far buildings LOD
-- Reduced size of some booklet textures
- Fixed rare benign errors related to item grabbing
- Slightly optimized saving states during tutorial

Graphics:

- Fixed vegetation rendering
-- Fixed trees LOD fade effect being inverted and causing extra popping
-- Trees in distance no longer pop into existence, but smoothly fade in
-- Fixed distant trees flickering visibility while the player is moving, from certain angles
- Improved texture clarity of some booklets (particularly in VR)

VR:

- Added preliminary fixes for WMR joystick drift
-- Enable via Debug.WMRFix 1 and Debug.WMRFix 2
- Added sprint to WMR, activated by holding both joysticks up
- Fixed being able to open inventory during pause in VR

Trains:

- In case of reset tracks, Caboose will retain items left in it
- In case of reset tracks, Caboose will teleport with the player to the nearest station
-- Will happen if the Caboose was attached to the train you were last using
-- Will happen if the Caboose was within 1.5km of the player in the last session
-- Will happen in #87 -> #88 build transition
- Added charging sound to Caboose loco remote charger
- Fixed MU plugs not aligning properly when connected
- Fixed Handcar taking time to “refill air brakes” when just spawned
- Fixed Handcar brakes taking long to respond (sticky behavior)
- Fixed tender sometimes spawning uncoupled from the steam locomotive
- Prevented coupling to handcar (both auto-couple and via remote)

World & Tracks:

- Improved sign generator
-- Added speed ahead diff signs (shows on current sign if next limit is notably different)
-- Significantly reduced sign clutter and speed limit turbulence
-- Junction signs now display distance till actual junction (in km)
-- Changed junction sign color to white and red
-- Grade signs now display grade amount on them (in %)
-- Increased grade sign sensitivity
-- Updated Train Basics manual with new info on signs
- Fixed being unable to teleport into the Military Base tunnel
- Fixed various track kinks in stations
- Moved various trees off the tracks, in stations
- Increased LOD distance of signs text

Map:

- Updated world map
-- Remade the world texture in higher detail
-- Now features accurate track layout
-- Increased size of player blip
-- Player blip now draws on top of other blips
-- Increased brightness of map text
- Fast travelling with MU’d locos now takes all of them together
- Fixed fast travelling with multiple vehicles playing coupling sound on arrival

Misc:

- Teleporting off a vehicle while sitting in nonVR will now unsit the player
- Disabled Unity’s resolution dialog (previously started by ctrl + game start)
- Fixed inventory items not loading in tutorial extension on restart
- Fixed menu UI sounds having glitchy volume when used
- Improved clarity of scrap metal texture when looked at level
- Made Career Manager “copay paid” screen exit directly to item selection
- Stylized “boosted signal” to “sgnl boost” on loco remote for consistency
- Improved appearance and text of the “skip tutorial” prompt
- Fixed a village house having slightly offset shadows


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    Stardew Valley

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