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Re: Derail Valley
« Reply #45 on: October 15, 2020, 02:19:16 AM »
Hotfix for the rare case of players missing items/money
Wed, 14 October 2020



Please read further if you're affected

Thanks to your reports we've tracked down a bug that affected a small amount of players, where their items and/or money disappeared with the most recent build. This occurred to players who had a derailed caboose when their game updated. There's more to it, but in short, the derailed caboose would cause an error that would propagate to the rest of the saving process.

If you're affected (a few players)

(your items and/or money are missing since updating to #88, and you own the caboose)

Unfortunately you'll need to roll back to the save before #88, if you wish to retrieve the lost items/money. To do this, follow these steps:

1.   Update Derail Valley (restart Steam to make sure the hotfix is downloaded and applied)
2.   In Steam Library right click Derail Valley > Properties > Local Files > Browse Local Files...
3.   In the new window go to folders DerailValley_Data > SaveGameData
4.   Rename the file "savegame" to something else (e.g. "savegame-88-broken")
5.   Make a copy of the file "savegame_old_version5"
6.   Rename that copy to just "savegame"

This way you'll have replaced your current save with the latest working backup. Now you should be able to start the game, and it will continue where you left off in #87 without issues. Side note: in the future Derail Valley will feature a proper in-game save manager.

If you're not affected (most players)

(you have all your items/money, don't own the caboose, or you didn't update to #88 yet)

You can continue playing normally. This update won't affect you.

---

Despite thorough testing, both internally and with beta testers before releasing updates, this one slipped through. We're sorry for the inconvenience!


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Offline Asid

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Re: Derail Valley
« Reply #46 on: October 30, 2020, 01:43:30 AM »
Our plans, going into 2021
Thu, 29 October 2020



Hi everyone,

We wanted to give you a quick rundown on how things are going, and where we’re headed. Usually we don’t reveal a lot about what we’re working on, so that our priority shifting would remain agile. This time, however, it will take us longer than usual to show significant results, and we want to keep you informed.

We’re steering our focus toward more long-term development goals. For the next many months, our team will be working on these features, some of which are already in progress:

•   Day and night cycle
•   Dynamic weather
•   Improved simulation for diesel-electric and steam locos
•   Support for more locomotive types (for future use)
•   Basis for train mod support (for future use)
•   Save & user manager
•   Main Menu
•   Sandbox game mode
•   Language localization

We know you’re excited to have these things out as soon as possible, but there's still a long way to go. We’re already doing major changes to locomotive simulation, seeing how other future locomotive types and mod support will tie into it. We’re also deep into testing solutions for day and night cycles and weather changes. Regarding the save manager, main menu and sandbox mode, there’s quite a bit of work to be done too.



All those things will take a while to finish, around the same time actually. We’re slowly starting to see them all grow into a single, major update, coming sometime in 2021. There are no specifics on the date at this point, and there likely won’t be any until the update is almost done and ready to reveal. With this update we’ll probably also roll out the previously announced price increase for new buyers - but more on that later.

Until then, we’ll definitely have several smaller updates, but they won’t include any of the things listed above. We’ll also use this time to squeeze in a few days by the end of this year to release the long-awaited update of our former game, Switchcars.

Our team now counts five developers, three of which are dedicated programmers. We definitely want to speed up development, which is why we’re still hiring. Turns out, finding the right people for the job during the virus outbreak is hardly any fun.

With this news we wanted to set the right expectations for the next couple of updates. It will take us some time to release the stuff that really adds significant value. That said, rest assured that even though it’s not currently visible, our top effort is being put into Derail Valley on a daily basis. The game consistently gets better. Like with Overhauled, the wait will be worth it, and probably also shorter.

That's all for today, and we'll see you in a couple of weeks with another small game update!

-Slobodan


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Re: Derail Valley
« Reply #47 on: December 20, 2020, 12:37:14 AM »
Build #89 - Oculus Quest 2, HP Reverb G2, Shovel Rework, Footsteps & More!
Fri, 18 December 2020



Hi everyone!

While we work on the yet unnamed big 2021 update, we also want to include a couple of small updates in the meantime. Today we're launching the first one of them, the build #89! As always you can find more information in the video below:




The update makes various small improvements for both VR and nonVR players. The highlights are:

- Oculus Quest 2 support (via Oculus Link)
- HP Reverb G2 support
- Remade VR shovel behavior
- Footstep sounds
- FOV, Always Run and Cab Highlight settings (and sliders)
- Fixed crash on quit

Oh, and don't forget to check back next week for a humble surprise!

BUILD #89:

Stability:

- Fixed the hang on quit causing the “not responding” prompt to appear
- Fixed rare case where sounds could become permanently disabled in a session

VR:

- Added support for Oculus Quest 2 (via Oculus Link)
- Added support for HP Reverb G2
- Revamped shovel interaction
-- Allows twisting and using with both hands
-- Entirely rewritten code (for dual-handed item interaction in general)
-- Fixed visually adding coal on shovel from empty tender
-- Decreased amount of shoveling needed to fill up the firebox
-- Coal fling yet todo
- Items in hand can no longer bump into train controls (levers, valves...)
-- They still collide with solid objects however
- Fixed steamer rope not adhering to the “use trigger to interact” setting
- Belt orbs now only show directional gizmos when grabbed

Movement:

- Added footstep sounds
-- Includes 40 new sounds
-- Dynamically changes based on surface underneath
-- Applies to movement, teleporting and falling
- Improved headbob

GUI & Settings:

- Added sliders to menu GUI (yet to be added to all settings)
- Added “FOV” setting (vertical angle)
- Added “Always Run” setting
- Added “Cab Highlight” setting
- Mousewheel can now scroll through nonVR inventory slots while holding Tab
- Fixed “Press F to enter” appearing while looking at an item (e.g. map)
- Split VR and Graphics settings windows into two rows in VR menu
- Tidied up menu layout misalignments

Items:

- Loco remote charge speed no longer depends on sun direction
- Schematic map now sounds like a heavy book upon impact

Misc:

- Made minor schematic map corrections (IMW, IME)
- Slight physics collisions optimization
- Fixed ISO tank container using wrong LOD texture
- Updated Career Manager default screen text to “Please select:”
- Fixed bad character in a tutorial text message
- Derail log now also prints vehicle’s ID and job ID

-Your DV Team

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Re: Derail Valley
« Reply #48 on: December 25, 2020, 01:34:28 AM »
Build #90 - Snow, Snow, Snow & More!
Thu, 24 December 2020



Merry Christmas!
We have a very special update for you today! It's Christmas and snow fell upon the Valley. It will only stay like that for a limited time - about a month, - so make sure to make the best of it!




2020 was a strange year, yet also the best one for Derail Valley so far. With your support and the release of Overhauled, we've had a blast further strengthening our goals — to make Derail Valley both the best train simulator in the world, and one of the best VR games. We are continually working on amazing things, many of which are yet to come in the major update in 2021 and after it https://steamcommunity.com/games/588030/announcements/detail/2916604285336974392

With today's update we wanted to give you all a massive thank you, and wrap up this dull year with something exciting. The snow doesn’t affect game mechanics as it is a purely aesthetic feature, but it does bring a whole new mood to the game. In order to keep the experience truly special, we will remove snow from the game in about a month, for at least until next Christmas. Make the best use of it in the following couple of weeks!



Apart from introducing snow, the update adds a few more new things, such as new trash bins, station office beacons, expert shovel (a new item to buy!), and various other fixes.



With this update we're closing the year, and can't wait to see what the next one will bring! Until then, from all of us here at Altfuture, Happy Holidays!

-Your DV Team


Build 90:

World:

- Made the world snowy
-- Limited time only (till late January)
-- Features new snow textures and sounds
-- Adds Christmas trees to Station Offices
-- Contains new snow-themed loading screens
-- Derailed cars make sleigh bell sounds
- Added antenna beacons to all Station Offices (easier to spot)
- Fixed CSW not having a 30 kph sign
- Loosened a tight southbound entrance curve at SW
- Fixed OWN loops not having signs
- Fixed FF LP tracks having faulty name in built game
- Fixed IME service station platform not aligning with tracks
- Fixed phone pole in MF next to coal shed having offset LOD
- Fixed terrain ballast texture having flipped normals

VR:

- Belt point positions are now being saved
- Fixed bad item orientation in hand when using Oculus VR mode
- Fixed a bug with the first job booklet able to disappear when finishing tutorial
Career & Gameplay:
- Added Expert Shovel
-- Can be bought in a shop
-- Adds less coal than default shovel (for precise firebox control)
- Remade trash bins
-- Bigger, solid design
-- Now suggests that jobs can be thrown in
-- Fixed position, no longer an item
- Removed dash from Job Booklet track ID for consistency with track signs
- Fixed Job Denied page falling through Job Validator as of #89
- Fixed being unable to unlock garages as of #89
- Fixed Caboose Career Manager not working as of #89
- Fixed being unable to pick up money while holding wallet in nonVR
- Fixed items dropping out of hands if alt-tabbing during pause
- Reduced volume of footstep sounds

GUI & Settings:

- Added sliders to the rest of the options
- Made turntable key bindings configurable
-- Can only be used inside a turntable booth
-- Default keys: [ ]

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Re: Derail Valley
« Reply #49 on: March 14, 2021, 08:14:16 PM »
Build #91 - Boombox & More!
Fri, March 12, 2021



Hi everyone!

It’s been a couple of long months, but we’re back with a new update! This time, the snow has melted, and lovely music took its place! As always, Ivan accompanied this update with an awesome video:




Boombox comes with a variety of music cassettes that you can buy in shops, as well as the ability to play radio. It can be customized to play your favorite online streaming radio stations, as well as playlists of your local music files! We strongly recommend you to read the new readme.pdf file before playing with it, located in the game installation's root folder.

With the boombox came the need to precisely place items in nonVR, which is another addition in this build. Placing items is done using the key 'R' and the mouse wheel.



Having watched your videos and streams, we also acknowledged that rerailing should be made free at the early phase of the game, so we’ve made that change. Additionally, we’ve improved item belt orb slots in VR, booklet saving, fixed trains spawning in each other, and a lot more small things.

Finally, we’ve removed the snow as promised and it won’t be available at least until another Christmas. We know many of you would like us to keep it as an option, but technically that’s not possible right now. Maybe some other year in the future.



If you’ve been wondering about the status of the 2021 major update - it’s heavily in progress, but there’s still a LOT of work remaining to do before we can share anything. Until we have more information, we’ll have small updates coming out, such as today’s one.

We’re looking forward to hearing what you think about the new boombox and the rest of the changes! Have fun driving with your new companion!

P.S. While finishing up this update, we learned that the inventor of the cassette tape, Lou Ottens, had died yesterday at age 94. May this update be in his memory.

-DV Team


Build #91:

  Stability & Internal:

  - Attempted fix for trains that occasionally spawn inside other trains, causing unfair fees
  - Drastically improved automation of terrain build preparation process
  -- This speeds up internal workflow for build making and testing
  - Preferences optimization
  -- Increased preferences reading speed
  -- Added functionality to auto-upgrade preferences
  -- Made anisotropic filtering auto-upgrade to Ultra, if was on High in previous build
  -- Added versioning to preferences file
  - Updated Post Processing

  Items:

  - Added Boombox
  -- Can be bought in CitySW
  -- Features two modes, Radio and Cassette player
  -- Radio can play real life online radio stations (included https://simulatorradio.com/)
  -- Players can add or create radio stations (see readme.pdf for details)
  -- Radio features audible signal loss effect when going through tunnels
  -- Cassette player can play cassettes that can be bought in shops
  -- Some cassettes contain music, whereas others point to players’ local playlist folders
  -- Players can add their own music to those playlists (see readme.pdf for details)
  - Added item placing feature in nonVR
  -- Hold R while holding an item and aim at a surface to see item gizmo
  -- The gizmo will show warning color if aimed location clashes with another surface or item
  -- Use mouse scroll to rotate the gizmo
  -- Release R to place the item in place of the gizmo, at the aimed location
  - Booklets now save the page they were on
  - Fixed issues with Loco Remote
  -- Fixed nonVR mouse interaction not working with joysticks when ungrabbed
  -- Improved couple knob to react better to mousewheel
  -- Fixed item preview being offset in VR inventory
  - Fixed issues with Pocket Watch
  -- Fixed occasional scrolling  jam in nonVR
  -- Fixed wind knob chaotically colliding with the environment when held
  -- Fixed falling too slow
  - Fixed the inability to pick up the items remaining on the turntable control panel in nonVR
  - Item highlighting is now disabled by default in nonVR
  - Optimized shovel texture size

  VR:

  - Made improvements to belt orbs
  -- Their position is now saved
  -- Items stored in them are now saved too
  -- Orb rotation now snaps to 90 degree angles when in close proximity
  -- Rotation gizmo now appears when hovering over the orb
  - Improved controller anchors for Cosmos users (thanks Niko!)
  - Fixed draft lever (and DE6 windows) not working on some headsets
  - Fixed shovel in VR getting dropped when holding it a certain way and teleporting

  Career:

  - Rerailing is now free until buying licenses CCUR1 or LONG1
  - Improved randomness of destination input tracks in job generation
  - License printouts now list license dependencies
  - Removed the ability to click trash bin to delete job (throw it in instead)

  Tutorial:

  - Fixed taking money via wallet-click in tutorial breaking the tutorial
  - Tutorial now introduces the player to mouse-scroll train controls in nonVR
  - Fixed various rare bugs with reloading the game while in tutorial part 2 or skipping tutorial

  Misc:

  - Removed snow, at least until next Christmas
  - Improved interactable control aim precision in nonVR
  - Limited junction speed limit to 60 (was 70 before), to prevent unexpected derailments
  - Money left in cash registers, career managers, etc. is now returned to wallet on game quit
  - Fixed receipt not being able to flip pages
  - Fixed missing crosshair tooltip in nonVR if starting the game with Cab Highlight option off
  - Fixed nonVR inventory bugging out when retrieving items via pause menu
  - Improved tender water hatch to be easily grabbable in nonVR
  - Tweaked shape of controller tooltip background in VR
  - Added readme.pdf to game root folder

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Offline Asid

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Re: Derail Valley
« Reply #50 on: August 20, 2021, 11:55:20 PM »
Build #92 - New Vegetation & More!
Fri, 20 August 2021



Hi everyone!

Recently we’ve announced our next major update, Derail Valley: Simulator. The feedback was phenomenal -- we’re close to 1000 likes on that post, almost three times the amount Overhauled had when it was announced. Thank you! This makes us incredibly excited for the future.

In the meantime, we’ve worked on an intermediate small update, #92. As always it’s got one prominent new feature, and this time -- it’s the all new vegetation!




Vegetation in Derail Valley has always been lacking in fidelity, so in our common fashion we decided to give it an overhaul. Not only does this greatly improve the look of scenery but it also adds a few additional types of flora and makes cliffs look more natural. Along with the beautiful plants themselves, vegetation settings were changed too.



Unchanged performance:

While the new vegetation looks better, we were extra cautious not to impact performance negatively, and also to provide even higher levels of fidelity for those who have the hardware for it.

Formerly, the vegetation was meant to be fully compatible with VR, even at the highest quality settings. However, modern hardware can do so much more in regular non-VR PC gameplay. Thus, we’ve done some renaming. What used to be Ultra High is now simply High, retaining the same frame rate as Ultra once had, but offering more lushness and detail. This is what we recommend as the maximum setting for VR.



The new Very High and Ultra High settings, on the other hand, take things to the higher level of fidelity by taking full advantage of your GPU. We’ve confirmed with our beta testers that non-VR players of build #92 with GTX 1080 Ti and higher can max out all graphics settings and play at stable 60 FPS.

If you had your vegetation set to Very High or Ultra High in a former build, it will automatically be rolled one step back to compensate for the new higher fidelity. Players with low-end hardware will also benefit from this update, as vegetation set to Mega Low and Very Low levels will now render faster than it used to. In that sense the new vegetation now covers a broader spectrum of performance for all kinds of hardware, and we will tweak it further as needed.



Apart from revamping vegetation, we’ve also made some notable bug fixes and small improvements in this build. For example, we’ve added a new radio station - TruckersFM, we’ve improved the Boombox cassette file reading, we’ve fixed remaining cases where trains could get damaged unfairly, added a second row of cars to the job booklet for better clarity and made junctions highlight when aimed at -- to name a few. For the full listing, see the changelog below.



Finally, in case you missed it, we’ve recently updated the Community Unlocks with more details and information. Be sure to check it out!

That’s all for this update! As always, we’ll keep you posted as we get closer to another release. We’re most active on Discord, so make sure to join our server!

-Your DV Team


Build #92 - August 20, 2021:

  Stability:

  - Fixed trains getting damaged on game load if a consist was compressed
  - Attempted fix at locos getting damaged very rarely when player spams teleport

  World:

  - Revamped vegetation
  -- All new trees, bushes, grass and rocks
  -- Added some additional types of flora
  -- Modified vegetation settings (auto-reduces by one level if Very High or Ultra High)
  -- Now defaults to High

  VR:

  - Fixed trigger and grip buttons getting swapped sometimes
  - Fixed HP Reverb G2 having bad beam angles
  - Fixed controllers being drawn behind menus
  - Fixed couplers and brake hoses not following the "item grab" setting principle
  - Fixed being able to feel map buttons during fast travel in OculusVR
  - Changed default setting for movement orientation to Headset
  - Fixed VR tutorial not pointing the correct inventory button on Vive Cosmos

  Misc:

  - Boombox improvements
  -- Added TruckersFM radio station
  -- Now can play .wav files
  -- Now can play .mp3 files with embedded album art
  -- Now can change volume with scroll or trigger+joystick when held
  -- No longer stutters when changing songs from HDD
  -- Fixed Boombox audio not ducking when overshadowed by explosions or horns
  -- Changed cassette item collision sound
  - Fixed several bugs that would prevent lost items from going to L&F
  - Fixed items being unreachable when in interaction collider (e.g. lighter on firebox sill)
  - Job booklets now show two rows of cars for better clarity, if train has over 10 cars
  - Added highlight to aimed junctions (can be disabled in settings)
  - Added item placing (R) to nonVR tutorial
  - Fixed item placer gizmo getting stuck on screen if pressing esc while placing
  - Fixed bad loco remote and world map orientation when item placing
  - Fixed Boombox volume not working properly when mouse-scrolling
  - Clearing the Caboose now moves it to depot together with items inside
  - Fixed player movement being choppy when going down the hills
  - Made the console key remappable (default ~)
  - Fixed items in Caboose dropping through the floor when in drawers
  - Made service station controls easier to use with mousewheel
  - Fixed being able to cause an empty inventory slot with wallet by a certain action
  - Fixed being able to squeeze into locked garages
  - Fixed Item hanging in the air if the game is paused during telegrab
  - Only show 'Press LMB to deposit' when a transaction requires money
  - Allowed banknotes and coins to be used in nonVR for transactions
  - Fixed clipping house floor in GF
  - Flipped loco spawner orientation in FM
  - Cleaned "missing script" log spam (OculusVR will still have some)
  - Cleaned "There are no audio listeners in scene" log spam
  - Fixed "Oxydizing" typo on a hazmat placard
  - Updated Readme.pdf

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Re: Derail Valley
« Reply #51 on: August 24, 2021, 11:27:58 PM »



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Re: Derail Valley
« Reply #52 on: July 08, 2022, 12:01:27 AM »
Simulator status update
Thu, 7 July 2022



Hi everyone,

Many of you are curious about how it’s going with our next major update, Simulator, so this post is intended to bring you up to date.


In the past five months since the previous post, there's been a lot of progress made on the update. It is currently in the final stages, and we are putting a lot of effort to release it as soon as possible. That said, there's still plenty of work left to do. We think we're about 3-5 months away from the release. Please understand that this is an estimate based on the current status, and it still may change.

It's been a very productive and busy period, which brought us significant improvements to graphics, UX, train simulation and bug fixes. Our team, which grew from six to nine members last year, has further solidified its coordination and workflow in the meantime, and has been hard at work continuously.



What made it difficult to share our progress more openly and establish a reliable release date is that, as we were developing Simulator, we were also cleaning up the project on the fly, which is a rather unpredictable process. As we explained in the previous post, we took this direction now because we see it as the most valuable course of action in the long run.

That is still part of the reason why we don't share more screenshots and videos about the update - it'll all be displayed when it's done. Another, bigger reason, is that with the release of Simulator, the price of Derail Valley for new buyers will be increased to $35.99. We want to delay the update as long as necessary until we're sure that our game is undoubtedly worth that price. It is because of this, too, that we want to attract attention after
the update is released, not before.

All that contributes to us being more quiet than usual in this period, but rest assured that the update is in continual full development. It already is the biggest project we've ever worked on. While some of the upcoming features have been announced before in broad terms, at this point we can list them in a bit more detail:








All of the listed features and content are either done or nearing completion. They will be showcased in full detail in our In-Depth video series in days prior to the release.

At this point we’re past the major reworks too. For a few months already our daily work has been revolving around bringing everything together to a coherent whole. That alone is a challenge in terms of coordination, UX and performance and will take at least a few more months to finish and test properly. We also want to have enough time to dedicate to marketing, once it is all stable.

With that I'd like to remind everyone that we’re still a small team living off of the game’s sales and not a high-budget AAA studio that some are comparing us to. Our gateway to more resources and increased production is Simulator itself, which is why we are so careful to do it right, and to not overhype it before it is made publicly available.



During the development of Simulator we’ve also managed to work on things that are yet to come after the update, such as new industries and cities, new cargo types, new locomotives and cars, gameplay improvements and other, mainly of art and design nature. We'll probably have more information about those later next year, after Simulator.

If you're wondering about Simulator beta - please note that we already have a very helpful, carefully assembled closed beta team. It is small, but sufficient for our needs, and has already helped us shape this update, significantly. Our bottleneck has always been in production, not testing. We will, however, further expand the beta team as we get closer to the release with winners of the upcoming translation contest. We'll have more information about that later, as first we need to finalize the game texts/features in order to start the translating process.

As always, thanks so much for your support and patience over the years! We'll see you in a few months with more information.

-Slobodan

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Re: Derail Valley
« Reply #53 on: October 13, 2022, 12:53:07 AM »
Simulator status update 2
Wed, 12 October 2022



Hi everyone!

It's about three months since our last news post, and we wanted to give you some new information on the update progress and show you a couple of screenshots.




The work on Simulator has been going well, as usual. Finally, as we near the end, we begin to see what aspects of the update can be called done, or at least what it will take to finish them. So, we'll talk a bit about that in this post.

I’ll start with perhaps the biggest goal we’ve reached this year -- putting it all together to a coherent whole. While we've been adding and testing new features internally on a daily basis, for nearly a year the game was not in a shape where much of it was presentable. We were finally able to change that a few months ago, and have been building on top of it since. In that period, our closed beta team was kind and eager to jump in and help us thoroughly test the update and find plenty of quirks that needed fixing.

We’ve been updating the beta almost every week since. It was pleasing to see no major issues being discovered, and feedback mostly revolved around small improvements that we either had in the plans already, or that are relatively quick to do. However, it’s worth noting that a LOT of small improvements had to be made, and many still await their turn.



We're showing more screenshots today because, finally, visual aspects of the game such as day and night cycle, fog, rain, window droplets, lightnings, lighting, reflections and others are pretty much done and more or less represent the finished product. Along with them come the necessary adaptations for VR and settings for low-end hardware. While creating all these features we were adamant on keeping the performance good, and it does play well on the PCs we and the testers have tried it on. However, we are yet to do thorough testing on low-end machines and VR when everything else is complete too, so whether there's additional work to be done on this remains to be seen.

In regards to visible objects, we finished the several new items that are coming with the update, as well as over 25 road vehicles you can see parked around. The new water implementation is done, and the improved HAZMAT and derailing effects are being worked on right now, to be done in a few days.



Another very important thing that we seem to be weeks from finishing is the structural design, both in code and UX sense, of how the game is dealing with multiple user profiles, sessions, saves, scenarios and difficulty presets. Unfortunately it's not something fun or visible that we can showcase outside of the finished product, but it took a lot of time to do, admittedly many more months than originally anticipated. The whole scope of that work wasn't really possible to be known in advance, until we dug deeper into the matter.

Now that it's almost done, the rework really seems to have transformed the game's usability. For example, starting a sandbox run at a particular location with a particular train, just to try out something quick, without having to ruin your ongoing career session, is a major convenience. So is being able to go back to the last autosave when a cat unexpectedly jumps in your lap, causing the entire oil well industry to blow up. We've all been there.

On that note, the design of new graphical user interfaces, as well as localization systems are all in place too, with relatively minor work to be done as we get closer to starting accepting translations. More on that in a few months.



We’ve finished all the diesel locomotives and added them to the game, along with their behaviors, sounds, textures and other aspects. This includes DE2, DE6, DM3 and DH4. Implementation of old locomotives had to be fully redone, mind you, to accommodate for the new train simulation code. Most of their graphical assets received an update (or a revamp) too. The steamers S060 and S282 currently have their models finished, but remain to be added to the game in terms of simulation.

The new train simulation code is a behemoth that took us about two years to write from scratch. There’s a LOT of work put into it, mostly future-proofing the game for new locomotive additions. This is something that's not particularly visible, but is very important in the long run.

With that said, a lot of work still remains to be done on train simulation in regards to mod support. Originally we wanted to keep this for after the update, but we see now how that could slow us down in the future. There are important decisions to be made, and we’re currently working on finding ways to reduce the necessary work to a minimum possible timeframe. At this point it looks to be in the 2-5 months ballpark, and remains to be seen.



Another important aspect of Simulator that wasn’t really properly announced in the past, but was added subsequently and is for the most part finished, is the all new external camera driving UI. I won’t go into details of how this works just yet, but being able to drive the trains from an outside view with intuitive camera controls and contextual UI elements makes it a whole new experience for the nonVR players.

Driving in first person view has been improved too, with the ability to freeze the camera and use your mouse cursor to operate the levers and buttons. The game now offers a really nice balance of using both camera views and many controls methods, depending on your mood and the activity at hand. There are also proper tools in place for easy camera and scene setup, for taking videos or screenshots like the ones shown here. You’ll hear more about all of these features in the future.

With that I should also mention that the game is now powered by a robust difficulty parametrization system, which took a while to implement and lets you setup the game in a whole range from being a “noob-friendly relaxing arcade” to “hardcore realistic simulator”, with individual parameters on what’s allowed and what isn’t -- such as for example the external camera usage. Going forward, we want to continue expanding the game in both directions simultaneously, expecting the most players to find fun somewhere in between. This is why the game will ship with three difficulty presets, but you’ll also be able to make your own.



On the VR side we've replaced controllers with proper hands that naturally adapt their grasp to levers and buttons in their vicinity, adding so much to the immersion. The game also features a whole new inventory experience, consolidated between VR and nonVR -- but more on that later. Of the larger things remaining to be done, apart from the leftovers of train mod support and steam simulation, there’s the environment sounds system and reworked tutorial. Then, of course, there are a myriad of small things remaining, as well as translations, marketing material and other necessary logistics. It may not sound like a lot, but it is still an overwhelming amount of work left.

So, with that, we can see Simulator possibly getting released in the first half of next year. Our aim is the first quarter, but the eventual date may be later and it cannot be foretold yet. Whether the update will be ready in three, five or more months from now remains to be seen. However, as we get closer to the release it'll be easier to reveal more details, so we'll keep making these progress news posts at approximately every three months. Hopefully there won't be many more until the release date is in sight.

As we’ve mentioned previously a couple of times, with the release of Simulator the price of Derail Valley will be increased for new buyers. The new price will be $39,99, slightly more than previously announced. We're making this increase to help support our efforts. We think the new price will be rather fair given the recent developments not only in our game, but also the world and the train sim market itself.

I hope you enjoyed this update and as always, thanks for your patience! We're getting there!

-Slobodan
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Re: Derail Valley
« Reply #54 on: December 14, 2022, 09:36:32 PM »
Simulator Status Update 3
Wed, 14 December 2022


Hello everyone!

We’re here with more information about Simulator, the upcoming major update to Derail Valley. This post is not so much a progress report, but rather oriented toward clarifying a few things about the update and making a few small announcements. Be warned - it's a bit lengthy.




For the start, a quick summary of the previous two months - frankly, not particularly exciting ones. We've made a countless amount of bug fixes, cleanups and all kinds of wrapping up all across the project. We’ve transitioned from nearing the finishing phase to actually being deep in it. We’ve also expanded the team by a valuable member, to help us finish sooner (more on that below). Probably the most interesting to you - we’re weeks away from starting posting a lot more media about the update


Boarding the 2023 hype train

In the previous post we said we could see a possible release sometime in the first half of 2023. So far that time frame remains viable, with the launch in Q2 being the most likely.

Starting January 9th and until release, we’re going to be making two media posts each working day on our social media. Each post is going to include a screenshot or a few-seconds short video highlighting a particular game’s feature, a notable piece of content or an artistic shot.

We will be making these posts on Discord, Twitter, YouTube (posts/shorts), Reddit, Facebook and the newly opened Instagram and TikTok accounts - so make sure to give us a follow on your preferred platforms!




Our list of things to post about has close to 200 items. With artistic shots added to the mix, even though we’re talking posting twice a day, that makes it up to half a year worth of content to post - of which 95% will show something that’s new to Simulator, or improved in it. Since we intend to release the update sooner than that, at some point we will probably start making more than two posts a day.

The posts will initially show the basic things like shots of different types of landscapes, road vehicles, weather and similar, but over the months they will progress to showing more of the new UX, the new train simulation features, locomotives and more. Basically, the closer to the release the more revealing the content.


Frequently asked questions

We’ve been getting a lot of the same questions over the months, not rarely from players who are frustrated and highly concerned for Simulator taking so long. While all of these questions were answered in previous news posts already, please allow me to address the concerns in this format and hopefully remove any ambiguities:

Why would you show us two posts a day instead of all of it at once?

We’re still many months away from the update being ready for launch. For that day to be successful (and frankly, we really
need it to) we need the peak of community interest to be then, and not many months prior.

That said, we appreciate our fans and, with the individual small pieces of content being posted sooner, want to provide you with something to look forward to every day, while not letting the cat out of the bag prematurely.



Why does it take so long to finish the update anyway?

A lot of the game was basically remade from scratch. The code that makes trains do anything is all new. A lot of the graphics rendering features are all new. The way the game loads/reloads sessions is all new. The user interfaces are all knew. On top of it there are many, many more features that didn't exist before (there's a link to more details in a reply further below). It takes a lot of work to bring all these things together to a coherent whole, as bug free as possible. This is a huge update, and once we reveal all that's new it will start to make more sense.

Why did you remake so much of it?

There was a lot of necessary corner cutting we've done in the past when we had less resources. For the game to progress, and the many new features to be added, we had to drastically improve some things. For the first time ever, we were in a position to not rush things and do them properly. It took longer than it was originally planned, but we saw that as a good investment for the future of Derail Valley.

Couldn't you have split the update into smaller individual parts?

Not in an efficient way. To avoid downtime, it's necessary that people in the team start and finish their projects at different times. Since projects on Simulator have many dependencies amongst each other, despite being done in parallel, it's impossible to time them to all be finished at a certain time, unless we're strictly pushing for a release.

And doing that is wasteful. Cutting it into multiple releases would have caused a lot of depending projects and team focus to be disrupted. In the long run, this would have drastically postponed the update from reaching the state it's in now, it would have devaluated its publishing potential and left a bunch of design "scar tissue" that we'd then need to spend significant time on mitigating. In the context of this particular update, the gain from the higher release frequency would have been net negative.

This is not to say that small quick updates should never be done. We've done 40+ of them when it made sense, but sometimes it's more efficient to work continually on major updates that take a long time to finish.



If the Simulator update is ready for capturing media, why don’t you just open the beta?

Apart from desire to focus community attention on the eventual release date itself, as mentioned above, there are other reasons too. For example, our beta team is already carefully selected in a way that works best for us and the update, and they’ve been doing a great job for years.

There’s so much work on our plate that managing a large group of people hunting for bugs that we mostly already know about would be a massive, unhelpful distraction. Without many UX features in place (such as the tutorial, which needs to be done near the end of development), a lot of people wouldn’t get the right idea on how exactly to use or do certain things, and this would lead to more confusion than usefulness. We don’t want people having conflicting information and experiences on the release date.

Simply put, running an open beta would not be productive right now and would further complicate and delay the release. The very moment Simulator is ready for a hypothetical open beta, it will in fact be released to everyone.



What if your testers are insufficient and I would catch something they didn’t?

The majority of bugs and UX improvements are actually handled internally, before even reaching the testers. None of those are the bottleneck - development speed is. When it comes to other suggestions and feedback, our testers are veteran players of Derail Valley, knowledgeable about trains, and for example their input a year ago was crucial in the update’s improvements to brake and powertrain simulation accuracy. Right now in the finishing stages, however, the activity is more focused on bug hunting and having more of it would not be helpful.

That said, we do want to expand the beta team when the update is ready for translation. This will provide us with fresh perspectives and experiences on varying hardware, so that we can make adjustments as needed. The day this will start has proven difficult to pinpoint however, because translations require the tutorial to be done, which itself needs pretty much every other feature to be finalized. Although it’s tough to say when, we’re getting there.

With that, I’d also like to remind everyone of our list of translator candidates per language. If you’d like to help translate Simulator to your language and eventually get beta access, please let us know on our Discord server. We’ll inform you how to apply when we’re ready to start.



This is Early Access. Why am I not given your latest version to test it right now?

Buying a game in Early Access gives players the opportunity to try it, give feedback and support development before it is potentially finished. However, this does not mean that involvement of players at every step of the development is productive.

Now, I absolutely understand that many of you have been waiting for this update for a very long time. We didn’t initially plan for it to take this long, and for that I genuinely apologize. What matters is that we’ve endured through all of the hurdles so far, have been working on the update at our full capacity all this time, and are getting it ready for release.

What if you’re intentionally stringing us along, delaying the update indefinitely?

That wouldn't work for anyone involved. Here’s why:

Even if it were to never receive another update again, the currently available version of Derail Valley is a stable, unique experience with over 50 hours of gameplay, priced less than what it’s worth (because of the long-term early supporter discount). We would gain nothing “upselling” the existing game by lying about an imaginary update.

Simulator is the most costly project we’ve ever worked on, more so than the rest of the game before it. Yet, it’s a free update for all the existing players. With its release we will increase the price of Derail Valley for new buyers, but for this all to pay off, the risk and challenge is entirely on us to make the update attract enough new players to buy the game - now at the increased price, three years after the original release.



Every day that we’re not releasing Simulator, we’re also not increasing the game’s price. This is at our own loss, owning up for the self-caused delay. And, mind you, the delay has happened only because with the changes made we want to make the project more cost effective in the future.

The players can only gain here. Every loss is on us. I see absolutely no way this could have been handled any more fair for the players than it has been, and especially compared to some of the competing products. There’s always going to be someone unhappy about it and that’s unavoidable.

Finally, if anyone’s wondering, the Simulator screenshots we’re posting are raw captures from actual well-performing test builds, free of image manipulations.

You say Q2 2023. How do we know that you won’t delay the update again?

It's still an estimate, not a definitive release date. We are adamant on finishing, and can’t foresee any reasons for further postponements, however there's no guarantee. It’s in our interest more than anyone’s to release the update as soon as possible, but we think making sure it's stable and attractive at launch is more important than being early.




What to expect (and not expect) in the update

Will there be multiplayer in Simulator? Or ever?


No. Multiplayer was never a planned feature. We wanted to test the possibility of adding it at some point, but there are way too many things on our plate for us to get to it. If we ever do multiplayer, it will be in a separate product.

Is the map getting expanded in Simulator?


No. Apart from minor prop additions and bug fixes, there are no changes to the map, tracks or industries coming in Simulator. We plan on working on track and industry improvements immediately after launch, depending on its success, however the map size won’t change. We do, however, intend to have one or more new maps as DLC in the future.

Are jobs getting improved in Simulator? Are we getting any new cargo types?


No. Same as the answer above, we have many plans in regards to improving jobs and cargo in the base game, but the work on that will only start after Simulator, depending on its success.

What about AI trains? Passengers?


No. Precursor for them is the map/track improvement mentioned above. We’re still a few years away from AI-driven trains and passengers, if things go well.

Will there be Steam Workshop?


Probably not yet in Simulator, but if all goes well, the plan is to have it added later, as soon as the rest of the train mod infrastructure is deemed stable.



So then, what is coming in Simulator?


You can see the exact list of features coming in Simulator listed in one of our previous posts, split into three lists. We will highlight these in more detail over the next year:

ENVIRONMENT
TRAIN SIMULATION
USER EXPERIENCE

What’s the status of mod support in Simulator?


A big part of Simulator is the all new powertrain simulation for steam and diesel vehicles. The new code was made with train mod support in mind, so that modders can make new locomotives, conceptually similar to those included in the vanilla game, more easily, practically without programming.

While this considerably increases the speed at which the new locomotives can be created, it’s still not made very accessible to modders. We want to give that some shape in the next few months, but we aren’t sure yet to what extent it will be finished and documented for the Simulator release. If all goes well, we will be rapidly improving these systems immediately after launch.

With that I want to point out that modding trains into Derail Valley is still going to be rather difficult (the game itself is rather detailed), but easier than before. For mods that aren’t trains, there’s no planned support and they will continue to be developed the same way as before.



Zeibach joins the dev team!

In our eternal battle to reduce the time it takes to finish Simulator, we’ve expanded our team by a new programmer - none other than the DV modding rockstar, Zeibach!

You may know him as the author of many of the most popular Derail Valley mods, such as Zeibach’s Realism Overhaul. As one of our long-time Discord community members and a day one Simulator beta tester, a few weeks ago he became part of the Altfuture team. In the following period he will be taking care of what’s left of the work on train simulation and train mod support. These won’t be some groundbreaking improvements just yet, but they drastically help offload our team and will shorten the time to release. Over the years Zeibach and us have both found that we strive for the same goals and vision behind Derail Valley, so instead of doing things double, joining forces made perfect sense for everyone.



Before you say that we should've done this years ago, I just want to make it clear that it wasn’t coming up with the idea that was the hard part, but actually making it happen. Getting where we are today was made possible only by the enormous effort from the people on our team and the support from our players, and none of that should be taken for granted.

Having Zeibach join Altfuture marks a historical moment, because this is the first time our team has reached 10 members since its humble beginnings, almost exactly a decade ago. However, it’s worth noting that not everyone on the team is a developer, and of those who are, not everyone is available 24/7. We are no AAA with infinite resources that could make all the perfect moves. This project is still a very difficult, risky endeavor with no guarantees, despite how easy it may all look from the outside. I hope everyone can understand the human side of the journey, and appreciate that, while we have surely made some mistakes along the way, we are still going.

-

With that I’d like to thank everyone for your support. We’ll enter the new year with more hard work and a bunch of new screenshots and short videos coming your way. Remember to stay up to date with us and discover Simulator on a daily basis by following us on: Discord, Twitter, YouTube, Instagram, Reddit, Facebook and TikTok.

Until then, all of us at Altfuture wish you a merry Christmas and happy holidays!

-Slobodan

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Re: Derail Valley
« Reply #55 on: June 01, 2023, 11:37:02 PM »
Simulator - 30 days to go!
Thu, 1 June 2023

Hi everyone!

For posts like these, usually there's a couple days of preparation. Today's post, however, is rather improvised, as everyone on our small team has been extremely busy with the upcoming release. There's a lot going on, and we wanted to give you a very quick update.




We're 30 days away from the definitive release date of Simulator, a big free update to the game. We're doing our best to have the update as complete as possible on that day. I'm sure something will not be entirely finished (there always is), but that's okay – we'll have a number of small updates following the release, to compensate for that. It's a huge release, after all.

Due to intense involvement with the development and the business side of things, I haven't been able to work on short videos at all this month, unfortunately. However, someone outside of Altfuture but very dear to us will hopefully satisfy your needs – with an episodic long-form video coverage of Simulator coming soon. Stay tuned!



In the past month we've made big strides on finishing the VR side of things and the tutorial. They're not done yet, but are close to the final stages. We've done a lot of further work on the steam engines and preparations for the new translators. As always, we've also been fixing a load of bugs, caught by our closed beta team, who had been also doing an amazing job translating Derail Valley to nine languages.

Today we're admitting dozens more people to the closed beta. The carefully chosen group will help us do the translations for 15 more languages and help us get VR calibration right for various types of headsets and controllers out there.



As the days get increasingly hectic, this may be the last you hear from us until the release. Soon you should start seeing new marketing material on our site, store fronts and social media pages. A new trailer will be be made and shown on the release day.

That's all for now! If you have any questions, please comment on this post and I'll try to reply to all. Thank you for your time!

-Slobodan
 

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Re: Derail Valley
« Reply #56 on: July 02, 2023, 12:07:13 AM »
Derail Valley: Simulator – Available Now!
Sat, July 1, 2023



It's finally here! Three years since development on it started, we're pleased to announce the Simulator major update has just been released – along with a brand new trailer:




If you already have Derail Valley in your Steam library, it will be automatically downloaded. When you start the game your last save from the previous version will automatically convert to the new format and location used by Simulator. You'll then be able to continue from there, or start new sessions in the main menu – up to you!


What's new?

We've made this listing so you can see what's new and what's coming soon:








For an early coverage of the new additions, check out Squirrel's exclusive preview videos https://www.youtube.com/@squirrel/videos ! Some examples:









What's missing?

Being an enormous update, a few things remain to be done. These are notably the S060 locomotive, DE6 slug, Steam Deck input layout (it does work otherwise), RailDriver support, and a couple more smaller things. Rest assured that the mentioned two vehicles will be added very soon, in a couple of weeks.


Any news on the new steam engine simulation and VR?

We've been making core changes to both until recently, and are happy to say that they are finished. The update features the all new S282 steam locomotive experience, as well as dynamic VR hands that naturally interact with controls and items. Support for the Pico 4 headset has also been added.




Localization:

The update introduces 25 new languages to the game, translated by a carefully selected dedicated group of players. Apart from providing a good spirit and feedback, our translation team handled tens of thousands of words per language, and have put a lot of care into making it all fit nicely and using proper technical terms. They're absolute heroes!

We've marked the languages that we think the game is sufficiently translated to as supported on the store page itself. The rest are also available to choose from in the game, with an UI scoring element representing their completion level. Please let us know, and our translation team, how you like the translations and we'll further update the statuses.

Please bear in mind that since the tutorial translations needed to be done at the very end (today, also barring many bugs we've just resolved), they are also the least complete. Don't worry though, the translations will continue being improved after the release.




What happens with mods?

If you've been using mods, please note that you should to do a clean install of the game. If your save file was modded, it may not convert well – it depends. Most, if not all pre-Simulator mods will no longer work with Derail Valley and will have to be updated by the community in the coming weeks and months, to become functional again. Some of that effort is already ongoing.


What's next?

For the next few days and weeks we'll make frequent updates, fixing all the immediate issues as they arise, as well as finishing up the two vehicles and a few more things. Then we'll drop the pace a little and take a well deserved rest. For the more long-term plans, please see our derailvalley.com/future page.




We hope you'll enjoy the new Derail Valley and where it's headed, and we're looking forward to seeing your reactions in posts, reviews, videos and other media!

Thank you!

-Altfuture

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Re: Derail Valley
« Reply #57 on: July 16, 2023, 12:29:30 AM »
Build #94 - RAM Usage, UI selection, VR buttons & more fixes!
Sat, 15 July 2023



Hi everyone!

It's great to finally talk to you from the other side of the Simulator update!


First of all, thank you all for the enormous amount of feedback, support and help following the release date! We read all your messages, and are adjusting our plans accordingly, even if sometimes we can't reply.

The 94% rating of Derail Valley and the 2600 simultaneous players peak at launch have topped all the current train driving sims on the market. Given our very humble beginnings, this really is the dream come true. The update release has been a great success so far, and we're hyped to bring you a lot more content and features to Derail Valley in the future!



Given the size of the update, naturally it didn't come without some issues. We'll be addressing them in the next couple of months. Today, we've released the first proper patch in the series of important fixes. Due to priority shuffling no new vehicles were added just yet, but the upcoming S060 steam locomotive is receiving final touches and will be released by the end of next week.

Changelog:

Stability

    RAM usage optimization
        Drastically reduced the buildup of RAM usage from traveling around
        Should help alleviate many crashes
    Slight FPS improvements
        Drastically optimized the rendering of lit windows at night (affects low-end PCs)
        Fixed brake sound systems being active on stationary and distant trains
        Simplified some checks in the audio playback system
        Optimized the Doppler effect system
        Fixed terrains out of view being able to cause lag
        Fixed text rendering being able to cause stutter in certain situations

UX NonVR

    Fixed UI receiving unwanted input from unsupported controllers
        This may have affected your language selection screen, save manager, etc.
    Fixed being unable to save custom key bindings in-game
        Go to Settings > Advanced page
        Click “Remap Keyboard Controls” to open the preferences.ini file
        Make changes to key controls, save the file, close the window
        Back in the game click the “Update Keyboard Controls” button
    Fixed RMB zoom not working while space-to-dismiss tutorial prompts are on
    Fixed a bug with the bad coupler selection when using the Coupling UI panel
    Fixed escape button not working in pause menu if closed by [X] without applying first
    Made inventory slots 11 and 12 mappable (default keys - and = on QWERTY)
    Temporarily allowed Keyboard Driving in Realistic difficulty mode
        Will be restricted to being in cab only when finished

UX VR

    Fixed being unable to go past the “turn around” step in career tutorial on Reverb G2
    Fixed tutorial not addressing the needed VR input actions correctly, on certain controllers
    Fixed held items being offset for certain platforms/controllers, especially on Oculus SDK
    Disabled automatic touch interaction with buttons
        This will be vastly improved and added back as a setting in a later build
    Fixed interaction with most buttons being Grip instead of Trigger

Train Simulation

    Reduced S282 resource consumption (coal, water) by 20%
    Reduced S282 blower power and steam consumption by 75%
        Mostly noticeable with the startup time
    Increased S282 coal consumption when the fire is lacking air
        Indicated by dark chimney smoke
    Increased S282 indicated firebox temperature at low combustion rate
    Enabled body and wheels damage on S282B (Tender)
    Drastically reduced startup costs on DM3 and DH4
    Fixed S282 bad brake gauge needle alignment
    Fixed S282 chimney smoke clipping through the model
    Fixed the crown sheet sizzling sound continuing to play after boiler explosion

Misc

    Added “Retrieve all items” button to Lost & Found sheds
        Pressing this button will retrieve all player-owned items from around the world
        It will not retrieve items that are already in your inventory
        Uses temporary art, to be improved
    Fixed certain cases where items would get lost when left on rail vehicles
    Fixed external camera being able to break the game when reaching too high altitude
    Fixed the DE2 quick tutorial turning on by default
    Fixed the possible career tutorial softlock at the “Handbrake release” step
    Fixed the possible career tutorial softlock at the initial “Park the locomotive” step
    Fixed “Manual servi” text being cut off on career manager
    Fixed Boombox audio stuck to the player while away, if locked to an inventory slot
    Fixed order validator in military offices having stuck papers and a bugged name position
    Changed the order of the VR category button in settings
    Updated some localization texts (work-in-progress)


Have fun and see you soon with another small update!

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Re: Derail Valley
« Reply #58 on: November 11, 2023, 12:05:09 AM »
Build 97 - Farm animals, stock car, VR mouse mode, major bug fixes & more!
Fri, 10 November 2023



Hey everyone! We've just released a massive update, bringing numerous new features and bug fixes to Derail Valley.


Domestic animals & new cars

To start off, we've added livestock, which can be found at the Farm industry. The animals are lively, moving around, making noises, and just generally contributing to the countryside atmosphere. Some of the smaller critters may even be seen crossing the tracks, but not to worry – they are immune to trains.





Along with the animals, we've added new types of cars and cargo to the game. The stock car type, pictured above, is now used to transport animals, which are visible inside and can even be heard reacting to physics forces and their health level. Another new vehicle is the short variant of the tank car, pictured below, used for milk transport.



Boxcars have been repurposed, now carrying new cargo types such as eggs, fruits and vegetables, but also wool and cotton, which now go to the Goods Factory. Hoppers too have been given a new cargo type – the sunflower seeds.

Read on: https://steamcommunity.com/games/588030/announcements/detail/3735231811752196491

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    Stardew Valley

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