Jump to content

All Activity

This stream auto-updates     

  1. Earlier
  2. Read this post on our website.[www.factorio.com] kovarex - the story of motivationThis wall of text is about my personal struggle with Factorio and life, feel free to skip to the next subject if you wish to see the actual Factorio content. Since two years ago, I started to have these problems, it was harder and harder to force myself to work on the game and I didn't enjoy it that much. So I was looking for a way to have a break. I know exactly when I disappeared from the Factorio development, it was August 26, 2019, the release date of World of Warcraft classic. The planned 3 weeks of playing kind of extended to be more like 3 months. One of the big reasons was, that I already had 60 level priest when I realized that tanks are so hard to come by, so I re-rolled a tank learned how to play it and levelled it to 60. It was a great fun to finish all the dungeon content and acquire the pre-bis (pre raid best in slot). This all just to find out tanks are far from a hot commodity when it comes to raiding, where you need just a few in the 40 people raid. At this point, I thought, that I would come back to work with full power, but I just couldn't. When I tried to work, I had this strong, almost physical feeling of disgust, that was impossible to overcome. It was clear to me at this point, this is the the typical burnout situation. It is far from surprising after that many years of working that hard. The attempts to get to work were mainly motivated by guilt, and I knew well, that it is hardly a good motivation for anything. Trying to overcome it by sheer willpower would just make it worse, so I just stayed distant. The team was still working on its own and making good progress, so I was taking advantage of it and continued to have a break and spent more time with my family and on leisure activities. As the situation was not getting that much better, there were even proposals of selling the company and getting rid of the responsibility for good. For most people, this would sound like a rational choice, but I was far from open to doing that. I generally don't like to do something just because it is the norm. The norm is to try to always keep growing exponentially, getting investors, expanding, getting more people, never stopping, never resting until you are the biggest and most horrible company, or you die trying. This approach dictates, that once you can't expand the enterprise, you need to sell it so others can grow it. And I don't like it. I didn't forget at all why we started working on this game. We wanted to make the game(s) that we couldn't find, and we wanted to have fun doing so. We wanted the game to be primarily fun for us, not for a focus group that has the most financial potential. So, even if we faced the hypothetical decision : Either we sell it to a big publisher, or we shutdown the studio, I choose the latter, because you can't put a price tag on the fact, that we still own the game. In the latter case, we could come back to it any time when we feel like the time is right, instead of having to watch it being milked as micro transaction filled cashgrab by some company. So, this was my lowest point personally I was generally not feeling well, and was lost in searching for purpose. One of the biggest reasons that I didn't feel well was, that I was becoming more and more lazy. When you don't have to overcome daily obstacles and annoyances, you become more and more lazy, until even the most basic things start to be huge pain in the ass, and you don't generally feel well, this is where I was. In the meantime, I was occasionally playing some simple games with my 4.5 year old son (Earn to die[armorgames.com] and Into space 2[armorgames.com]). I was trying to find some nice cool games that we could play together, but I didn't find anything, feel free to give me suggestions in the comments. So I figured, that he could actually try to play Factorio. I started a peaceful game for him, showed him how to move around, mine and craft basic stuff, and let him play. He was just running around and having a blast that he can mine trees and explore. Some other day, I joined the game, and built some small factory so basic technologies are unlocked and he could play around with that. Eventually he set himself a project to create a wall around the entire factory. He was focused and he kept at it, and 3 days later he came at me, and showed it to me, and he was so proud. Some time later, he played alone for a while, and than he showed me some very basic mining/smelting setups. It was very weird, but it worked. This is when I realised how great Factorio is for children, you can scale the skillset from very very basic up to almost infinity. He can't read, he didn't know numbers greater than 4, and yet he managed to play, and in a few days, he kind of recognized numbers up to 10 without even realizing. When I showed him how construction robots and personal requests work, he was super enthusiastic and talked about construction robots to everyone he met :). Once he asked me "Father, what is this thing in the list of things I can order?" ... "This is atomic bomb" .. "Oh, I want to order it" .. "No, we don't even have it researched" .. "But, why is it in the list then, it doesn't make sense" ... "Hmm, you are right, it doesn't, I might actually fix that." So I opened Factorio source code after a long time, and made the change, that the filter and logistic request selections didn't contained things yet to be researched (unless you force-unlock it in the settings). I made a change to Factorio, and it felt good, and I started to want more, this is how I got from the lowest point. I wasn't yet prepared for big projects mentally, so I did few other small tweaks, and I started to visit the office occasionally, which gave me more and more energy, I was not working because of guilt, I was working because of joy again. This is when I decided to face the big elephant in the room: the blueprint library. I was scared to approach such a big project in my previous state, but now I felt brave enough. I started working on it and I was able to work in full-power mode again, the work went forward fast. I had to overcome a lot of annoying obstacles on the way, which had positive effect on my overall laziness very fast. As the new BP library started to shape up, I started to feel something almost forgotten, I was proud of what I was doing, yay :) The story of the BlueprintThe story of blueprint and the blueprint library development is quite long and convoluted, we mentioned it in 12 FFF already and it wasn't always quite right. But I believe, that we are getting to the final stage with the current rework. Small tweaks and improvements can be always done, but the general feeling is like "Yea, this works, finally". First mentionThe first mention of a blueprint (apart the blueprinting mod) was in FFF-16[www.factorio.com], 6 and half years ago! First blueprint implementation (0.9)Blueprints were obviously a great upgrade when you compare it to the state of just not having them. But everything was very plain and primitive from today's perspective. You had to actually craft the blueprint (for one advanced circuit) and the setup window was not the greatest: Note that the confirm button was the blueprint button. The exact example of us doing GUI in the logical way but not an intuitive way.There was no way to change the blueprint once it was set up, you could only clear it (for the price of one electronic circuit). First improvement of the blueprint management (0.13)Blueprints started to be important, so we added some very basic way to edit them and a way to include tiles and modules. (FFF-131[www.factorio.com]) Also, the blueprint book was introduced (FFF-108[www.factorio.com], it cost 15 advanced circuits and could hold only blueprints directly. First plan of blueprint library (0.15)The fact, that you didn't have a way to backup your blueprints and you would just plainly loose them when you died, or moved to a different game was quite harsh, so we started to work on the blueprint library. Our first mention of it was in the FFF-156[www.factorio.com]. First implementation (0.15)The first implementation was pretty rough and first shown in the FFF-161[www.factorio.com] Note, that the play button was the way to export the blueprint into your game as an item, so you can put it into your inventory and use it. First redesignWe, mainly Oxyd (FFF-170[www.factorio.com]), quickly realized that this needs to be more intuitive, so the way it was exported was streamlined, you just drag and drop into your inventory. https://cdn.factorio.com/assets/img/blog/fff-170-drag.gif Another way of exporting was done secretly: When you held a blueprint record while closing the library window. It was seemingly useful as you could just grab it from the library and build, but once you were done and pressed Q to clean the cursor, the item was just spilled into your inventory. It was common at these times, that your inventory was slowly getting cluttered with random blueprints and you had to do a cleanup from time to time. The Blueprint editing window was also improved: 0.16 Blueprint preview was updatedIt was "only" about connecting the belt/pipe/wall entities, but it added a lot to the understandability (FFF-211[www.factorio.com]). The endless discussion phaseWe knew there were still a lot of problems with the blueprint library and we were desperately trying to figure out how to solve them in various different crazy ways (FFF-249[www.factorio.com]). But a week later, we agreed on a relatively simple solution (FFF-250[www.factorio.com] and FFF-255[www.factorio.com]): From the player perspective, blueprints are always just items,and blueprint library is just something like a persistent chest. Quickbar, movements, stack transfers, everything works exactly like with items, and the BP library technical magic is done under the hood. After some time (32 weeks actually), we presented a UI mockup for the planned blueprint library FFF-282[www.factorio.com].This was the big plan, but since 0.17 release was approaching and there were just too many other things to do, we postponed it. 0.17 release - More toolsIn this version we added a lot of tools:Upgrade plannerCopy/cut paste (with history)Undo And we also extended the amount of things blueprint can handle -mainly trains (FFF-263[www.factorio.com]): We just made a few small tweaks for 0,17, to make the usage of blueprints less of a pain, mainly the ability to make a quickbar reference directly to the blueprint library. Using it created a new item that is copy of the BP library record, so you can build from it and pressing Q to clean the cursor just deleted the blueprint instead of cluttering the inventory. But blueprint library still didn't get any real improvement. Current blueprint libraryIn 0.18 release, I improved the blueprint setup window so it matches our new GUI style: But the blueprint library still didn't get any real improvement. New blueprint librarySo, if this buildup led to nothing, it would be pretty lame so as you would expect the blueprint library is now finally getting a real improvement. 1) The looksIt looks nice now and mainly fits the style of the rest of the game: 2) The manipulationAs it was agreed 2 years ago (fuck), the blueprints in the blueprint library are manipulated as items in every way. Twinsen forced me to agree on this way, and I wasn't that convinced at that time, but when I started to implement it, it was instantly clear, that this is way better than any other proposal. You don't have to learn anything new and just manipulate the objects exactly the same way you are used to and it just feels right. There is quite something happening in the background when transferring Blueprints, as they are still very different types of objects in the inventory and in the blueprint library, but the user is now completely shielded from this. 3) The unificationAll the related UI was unified to look the same, in current version for example, opening a blueprint book as an item looks very different compared to opening it in the blueprint library, and it even has different features. 4) The identificationNow we get to the new features, first of all, every blueprint tool has editable name, description and icons.For Blueprint book, upgrade planner and deconstruction planner, these icons are optional, but overwrite the dynamic icons shown for them. This might be mainly useful for books that you want to just have the same preview regardless of currently selected blueprint. When the names and descriptions become more important to the user, he can switch to the list view. Small thing that helps is that the upgrade planner now updates also related icons of the blueprints and books https://cdn.factorio.com/assets/img/blog/fff-356-upgrade-book.mp4 5) The books in booksIt is something we wanted for a long time, and it was highly requested, so now, it is possible. The maximum depth is set to 6, mainly to prevent the UI from getting out of hand. It is just logical, that iterating through the book contents works hierarchically now: https://cdn.factorio.com/assets/img/blog/fff-356-hierarchal-scrolling.mp4 6) The tools in books and librarySince both the upgrade planner and the deconstruction planner are also kind of virtual and configurable, it just makes sense to allow them in books and the blueprint library. The preview of the book is changing when you switch between different types of objects. https://cdn.factorio.com/assets/img/blog/fff-356-tools-in-books.mp4 7) The copySince blueprint manipulation is now always moving the blueprint around, never making a copy (apart the export-import workaround), we really needed this feature to make an explicit copy. The nice touch is that the copy is made based on the current unconfirmed edit of the blueprint, so you can make slightly modified versions of it quite fast. https://cdn.factorio.com/assets/img/blog/fff-356-copy.mp4 8) The reassignMy personally most wanted feature. You can change the contents of the blueprints while the name, description, icons, quickbar links and positioning is preserved. https://cdn.factorio.com/assets/img/blog/fff-356-reassign.mp4 Building in mapRseding had a great timing with his feature of building blueprints directly in the game map. https://cdn.factorio.com/assets/img/blog/fff-356-blueprint-in-map.mp4 These changes are being finalised and tested, so they should be available in the upcoming weeks just in time before 1.0. View the full article
  3. The day has come and so has Idaho! Preparations for a release party are in top gear! We are also preparing for a special release stream with special guests. So when exactly is Idaho releasing? Idaho for American Truck Simulator will be released at 09:00 PDT / 12:00 EST / 17:00 BST / 18:00 CEST / 00:00 ₊₁ SGT / 02:00 ₊₁ AEST So what exactly does Idaho have to offer? This new expansion features: Over 3,300 miles of new roads to discover and explore11 new cities - drive through downtown Boise, Coeur d'Alene set on a gorgeous lake or Idaho Falls with a lovely touristic centerA brand new viewpoint feature that gives you a new perspective of the worldExpanded fan-favorite industries such as farming, timber harvesting or wood processingVisit the famous Craters of the Moon National Monument and PreserveOver 40 recognizable spots from the Historical Highway Marker programState-specific geographical landmarks such as canyons, valleys or basalt rock formationsMany familiar truck stops and rest areas that truckers will know from the real worldFinely-tuned road layouts and true-to-life signageIdaho-specific achievements to unlock And that shouldn't be the only reason to explore the State for yourself! As an added bonus we will also have a World of Trucks event for all new visitors to Idaho with unique rewards to be earned as you visit each city and deliver jobs. Learn more about the rules in our yesterday blog post[blog.scssoft.com] and take part in #CruisingIdaho at https://worldoftrucks.com/en/. We'd love to see your photos across our Social Media channels using the hashtag! We expect to have this event available to players for an extended period of time, probably way beyond the point of reaching the 30 million miles community goal. We don't want to motivate you to rush through the DLC in a hurry to make sure you manage to obtain the personal achievement. We simply want to reward early adopters of the DLC for spending quality time with the new content. We will also be hosting a special Idaho release live-stream across Steam & Twitch starting at 15:00 CEST. Don't miss out on this broadcast as we talk with members of the map and research teams involved in the creation of Idaho and a special guest appearance from Pavel Šebor CEO of SCS Software! We will be answering questions from the community, talking in-depth about the DLC and of course, releasing Idaho LIVE on stream! With the release of Idaho, we will also be making a new special Steam discount bundle available. Introducing the Pacific Northwest bundle which includes the American Truck Simulator base game as well as Idaho, Washington, Oregon, Forest Machinery DLCs, and the Classic Stripes Paint Jobs Pack. The way Steam bundles work, it's both a perfect bundle for any new drivers who are keen to make a start in their new truckin' career, as well as a way for the loyal fans to obtain the new DLC at a nice discount if you already own the previous DLCs. We hope you enjoy exploring what Idaho has to offer, we will see you on the roads! https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/View the full article
  4. With the release of the Idaho DLC just around the corner, we want to invite you, our #BestCommunityEver, to join us in Cruising Idaho - our latest World Of Trucks event[worldoftrucks.com]! We know drivers from around the world are excited to visit Idaho, and we are just as eager for you to get across the border for yourselves. That is why we are happy to announce this new event which will reward drivers who visit the Gem State and contribute to Idaho's local economy and industries. The most important thing is to be #CruisingIdaho and clocking up the job miles. We promise it will be worth it, with beauty to behold and a rich history to experience. You can even use your own trailer in the external market! The community goal is simple. Achieve 30,000,000 miles (48,280,320 km) while delivering cargoes to or from any city in Idaho. Technical supplies, farming produce, mining, and transportation equipment, household and building materials, supermarket goods, automotive fleets, and parts. In fact, you can deliver anything at all! During your travels don't forget to stop at some of Idaho's many viewing platforms, each offering unique cinematic cutscenes, highlighting the attractions of that area. There's so much to see that we can't list it all, but here are some we can easily recommend. Take in the magnificent mountain vista of Galena summit.Cruise over the historic Perrine memorial bridge with its majestic views, including the Shosone Falls.Experience the volcanic Craters of the Moon National Monument.Take a snapshot at the famous 45th parallel north, halfway between the Equator and North Pole.See if you can spot Sharlie, the famous serpent, in McCalls' Payette Lake.Navigate through the craggy and imposing Grand View Canyon.Pull over to read some of the many Historical Markers that preserve the history of the early pioneers and Native Americans of Idaho. There are 11 cities in the Idaho DLC and we want you to see them all. So, we're giving a special reward for completing your personal goal which will require job deliveries to or from all of them. Both the personal and community rewards are a reflection of Idaho's unique natural history and beauty, and we really think you will like them. But more on that in the rules, so please be sure to read them. Idaho, Esto Perpetua (It is forever), is our latest addition to American Truck Simulator. Let's see her sites, breathe the air, and take in the grandness of this incredible and varied state. Rules: Using External Contracts or External Market, with a World of Trucks[worldoftrucks.com]-connected profile in American Truck Simulator, the community goal is to achieve 30,000,000 miles (48,280,320 km) while delivering cargoes to or from any city in Idaho. The cities are: Sandpoint, Coeur d'Alene, Lewiston, Grangeville, Salmon, Boise, Ketchum, Idaho Falls, Nampa, Twin Falls, Pocatello. When a player completes delivery to or from all 11 Idaho cities, it will complete their personal goal. All jobs for the event need to be 100 miles each (161 km) or more. To verify if you comply with the rules, you can review your recent deliveries in the World of Trucks' LogBook[worldoftrucks.com]. Rewards: Personal goal: Individual player contributions of deliveries, either to or from all 11 Idaho cities will gain that player a personal World of Trucks Achievement and a beautiful Appaloosa themed ATS truck paint job Steam inventory item. Community goal: When the community goal of clocking up 30,000,000 miles (48,280,320 km) during deliveries to/from any of the 11 cities in Idaho is met, and if the player has also achieved their personal goal then they will receive a hanging Peregrine Gem ornament Steam inventory item. We look forward to seeing drivers new and old exploring Idaho for the first time, and we would love to see photos from your first journeys across the state border! Share your screenshots and videos with us using the hashtag #CruisingIdaho on our Facebook[www.facebook.com], Twitter, and Instagram[www.instagram.com] profiles and we will share our favorite ones (we may even feature some of them in an upcoming blog post!). https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/View the full article
  5. Gui New high resolution tips and tricks images. Visual improvements to the tips and tricks GUI and the rocket silo stats GUI. Graphics New remnants for assembling machines and land mine. New visual effects for slowdown capsule. Changes Changed sorting order of items: Same items but without data are first. Descending order of Health/Ammo/Durability. Units are now affected by the 'movement_slow_down_factor' defined in their attack parameters. Slowdown capsules slowdown factor increased from 50% to 75%. Sounds Updated sounds for assembling machines 1, 2, and 3. New sounds for mining and eating fish. New sound for spitter spawner, repairing robots. New sound for throwing capsules, grenades, combat robots. Various levels adjusted including new default sound settings. Bugfixes Fixed that force.reset() wouldn't clear saved research progress. more[forums.factorio.com] Fixed disabling, renaming or destroying unreachable train stop would not cause repath of trains in NO_PATH to go to next station. Fixed bonuses GUI showing duplicate entries if it was open when a research finished. more[forums.factorio.com] Fixed auto-launch would send rocket when there were still empty slots for payload. more[forums.factorio.com] Fixed corruption related to sorting module inventories. Fixed logistic robots would keep trying to feed chest which has item stacks over the stack size. more[forums.factorio.com] Fixed entities with wire rendering disabled in entity prototype would still have wires rendered in screenshots. more[forums.factorio.com] Fixed upgrading mining drill would disable input fluid box if resource was depleted. more[forums.factorio.com] Fixed pause game control input was not working when in multiplayer. more[forums.factorio.com] Fixed that the RCON interface would sometimes send an extra empty reply. more[forums.factorio.com] Fixed that groups of enemies wouldn't be distracted by a player in a car or tank. more[forums.factorio.com] Fixed tank icon having accidental border. more[forums.factorio.com] Optimizations Improved performance of sorting inventories. Improved performance of inventory highlights. Scripting Added on_player_flushed_fluid event. Added LuaPlayer::hand_location. more[forums.factorio.com] You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  6. With Idaho's release just around the corner and with lots of testing, feedback, fixing and fine-tuning, we are excited to announce the arrival of update the 1.38 for American Truck Simulator! We'd like to thank all those who took part in your bug reports, opinions, and general feedback. We hope you can now begin to fully enjoy the various new features which are included within this update. So, what can you expect to find in the 1.38 update ATS? Lets us give you a quick recap of the most significant changes. First off, the city of Las Vegas has received a major revamp, which includes new road networks, updates to existing interstate junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more! You can find a more in-depth blog post[blog.scssoft.com] on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Nevada and let us know what you think through our social media channels. Las Vegas isn't the only part of the American Truck Simulator world to receive an update in 1.38, one of the more noticeable changes are to Truckstops. One of the first changes you will notice at Truckstops in ATS is that fuel stations now have lanes with appropriate width for trucks to pull up and refuel in. We have also implemented (where possible) guidance lines to help drivers line up their trucks to avoid damaging their vehicles upon entry and exit. Plus there is a completely new truck stop placed on the US-111 road now! We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Screen Space Ambient Occlusion, better known in its shorter form SSAO, creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows. Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines would feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely. This new feature can be better explained by one of our senior programmers, be sure to read a more in-depth post about the topic at our Under the Hood blog post here [blog.scssoft.com] We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use to paint their trucks when purchasing or tuning their truck. You now have the option to input specific color inputs (HSV, RGB, and HEX). We know that many drivers like to match their truck colors the same across their whole fleet, so we hope this feature is useful to you. There is much more packed into this update! If you would like a more in-depth read of other features included in this update, take a read of our previous blogpost[blog.scssoft.com] for the 1.38 Open Beta. MAP Las Vegas city revamped (I-515/I-11 interstate bypass + the whole city switched to the template road system) US-191 road implemented UT-56 road implemented + reskin of a little stretch of US-93 around Panaca settlement CA-111 - new truckstop added El Centro revamped New company in Logan, UT (Plaster & Sons) Reworked all truck stop gas pumps to be more realistic. More realistic dimensions and the logic of how they work NM Shiprock redesigned + piece of US-491 Various map fixes VEHICLES Automatic transmission improved (shifting points, adaptive modes) Las Vegas: New ambulance and fire trucks Fixed steering deadzone FEATURES Visual improvement - procedural ambient occlusion generation (SSAO) Route Advisor redesigned Navigation ETA to the next waypoint in route advisor and in world map Tobii eye-tracking presets RGB color picker redesigned Added RGB, HSV and HEX inputs User defined color presets SOUND Update to FMOD 2.01.01 Fixed the retarder sound when the engine is off AI - exclusion of gear-shifts for trains and electric vehicles To enjoy the 1.38 update, make sure to OPT OUT of beta branches and your game will be automatically updated on Steam. Some mods, however, may have not caught up yet - this update may effectively break them. So remember that you can always stay on 1.37 or an even older branch. The way to access and select them is: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → select the version you want. View the full article
  7. From narrow streets to old churches and impressive castles, Iberia is home to numerous historic villages and towns. No matter where you are traveling across the peninsula, you'll be sure to see a wide array of different architecture. In our upcoming DLC for Euro Truck Simulator 2, our teams have researched and created new buildings and assets to best represent the most commonly found architectural designs in Iberia. While it is indeed difficult to write about all of the villages and architectural history found across the peninsula, there are many common designs you can spot when you are driving in Iberia. Namely, the orange terracotta roofs are found on most villas, houses, and buildings; which have been created from the abundance of clay extracted from quarries in the local region. The most common type of design of buildings is designed with white walls, stone floors, and windows with shutters to help keep out the heat. However, not everything about Iberia is native. From Spanish Colonial (a combination of Native American and Moorish influences) to Neoclassical architecture, it is evident to see influences from around the world found in many of Spain and Portugal's buildings and landmarks. So, don't forget to slow down and take a moment to enjoy the history and beautiful architectural design that can be found across both Spain and Portugal. Taking a Siesta in the sun? Then don't forget to take a moment to add Iberia for Euro Truck Simulator 2 to your Steam Wishlist! It really helps supports us and our upcoming releases. Plus you can also visit our Facebook[www.facebook.com], Instagram[www.instagram.com], and Twitter as you can find exclusive screenshots there! No lo lamentará ;) https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/View the full article
  8. With the final touches being made to the Idaho DLC, we are excited to announce a release date for this spudtacular addition to American Truck Simulator. Idaho will be released on the 16th of July 2020! We are excited to be able to let drivers explore Idaho for themselves very soon. We hope this short video trailer will keep you content until next week. If that wasn't enough to get you excited, we also have a gallery of some of the best screenshots from Idaho that have been featured in our previous blog posts along with a few new exclusive photos too. Let us know which one is your favorite in the comments! With Idaho just around the corner, we wanted to also bring something that drivers in American Truck Simulator can take part in. So you all can expect a very nice World of Trucks in-game event coming live with the release of this map expansion! But more info about that later next week! We can't for wait for you to visit Idaho! If you haven't already, make sure to add Idaho to your Steam wishlist! We thank you for your support and we look forward to welcoming you across the state border very soon. https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/ View the full article
  9. Read this post on our website.[factorio.com] We've been updating, reworking and redesigning many graphics, and the majority of entities have had high resolution for a while now. With 1.0 we're trying to be as "complete" as feasible. Slowdown effectAs one of the less used items in the game, the slowdown capsule got kind of forgotten. The slowdown capsule has multiple parts - the item icon, the effect, and the animated sticker that shows on slowed enemies. We've already updated the item icon which sets some expectation for the effect and sticker, like what color should it have. The poison capsule has already taken blue, and green or brown would be very similar to rocket or nuclear fuel in the icon, so we chose orange. https://cdn.factorio.com/assets/img/blog/fff-355-slowdown-sticker.mp4 It makes a lot of sense to also use the same graphics with different tints for the acid sticker from spitters/worms. https://cdn.factorio.com/assets/img/blog/fff-355-acid-sticker.mp4 In a way the slowdown capsule is doing the same to them, as they are doing to you, except the acid damage. Take that, nature. Crude oil resourceResources got high resolution sprites for 0.15, but we didn't have time for the crude oil spills. The new ones are very similar. Assembling machine remnantsWe've been waiting with remnants for assembling machines as they were planned to get a redesign. It doesn't seem likely we'll be able to finish the assembling machine redesign before 1.0, so we've finally given them their own specific remnants at least. Land mine remnantsThe last missing remnant was the land mine, which didn't have high resolution until the icon update, so here it is. ConclusionWith version 0.15.0 we released the first batch of high resolution graphics for many entities. In FFF-187[factorio.com] which announced 0.15.0 experimental and presented all of the new graphics, we stated: "During 0.15 stabilization we will be adding more high resolution graphics, with the aim to do everything. Let's see how that goes, but seeing what we already have, we are confident we can get it done sooner or later." You as readers of this periodical might have already heard the "stuff takes longer than expected" a few times, so "the sooner or later" is now, 3.5 years from then. There are still more graphical updates coming in the following few weeks, but this is it for the high resolution updates. View the full article
  10. Since the start of the 1.38 Open Beta[blog.scssoft.com] for Euro Truck Simulator 2, our team has been hard at work in making various changes, improvements, and fixing bugs as reported by our community[forum.scssoft.com]. Just like previous versions, you may find that the Open Beta branch of ETS2 has been updated multiple times during testing, to allow for any fixes to be re-tested. Sometimes, however, we include new additions that may have not made it in the first initial release. Today, we are focusing on an update that was made recently to the ETS2 1.38 Open Beta. It includes a feature requested by the community for a long time, for more realism when it comes to the placement of roof air horns. Way back when the game was released, we did not include any specific attachment points for roof horns on the truck models. Truck tuning options were much more limited than where we are now, and it's time to take care of another little debt. Placing the air horns on a roof bar, which was the only option until recently, really isn't that typical in reality. To reflect actual truck setups properly, our vehicle team has added new "pins" on truck cabins that are specific for air horns. We did our best with the research to make sure their locations are chosen on proper references, mostly on factory defaults, of course, but also taking into account what we could find in tuning photos from truck festivals. This isn't the only change however, as we also have included new horn models to better reflect the reality of the design of air horns that you will find often on trucks across Europe. So while we continue to work on the 1.38 update, we hope you will enjoy this new addition for your trucks. If you do take any screenshots from the Open Beta, make sure to share with us on our Instagram[www.instagram.com], Twitter, or Facebook[www.facebook.com], as we would love to see them!View the full article
  11. Ever wanted to take a moment to look at a historical landmark or a scenic view while on the job, but felt that the pressure of delivering the cargo on time, or the concern for safety on the road, just do not make it possible? Our artists and map designers put a lot of effort into making our game world as beautiful as they can, but often, a location that they may have spent months of time creating will be driven through in a matter of seconds without the player having a chance to admire it. There have always been many players keen to explore the world to the fullest, searching for cool places to see, but until now, the game did not offer any tool or incentive for sightseeing.https://draft.blogger.com/ With the release of the new Idaho DLC, we are experimenting with a new feature that will allow you to take a while to relax and enjoy a nice view of natural or artificial landmarks, or perhaps settlements or industries that are of interest in the given region. In the area of Idaho DLC, drivers will be able to find several such places and activate a special in-game "cutscene" with a short showcase of a nearby place of interest. The locations include sites of economical and historical importance, such as the capital city of Boise. The spots are identified by a new film-camera 3D green icon visible in the world, which also appears on your GPS route advisor as a purple star. At the moment, we still consider the new feature an experiment. If the reception is positive, we are thinking of expanding it further, not just to more cool locations across the whole game world, but also to make it more feature-rich, and a more integrated gameplay element. We are thinking of expanding it with descriptions and more detailed facts on why the place is interesting and important, providing a light education element. We may also consider creating a log of visited places, giving the player a chance to re-play the cut scenes of visited places as a reminder of their travels. If you have any additional ideas on how to get more fun out of the feature for players, we'd like to hear them! We hope you will enjoy this brand new addition arriving in Idaho for American Truck Simulator. If you are excited to visit this new state, make sure you have added it to your Steam Wishlist. If you have done so already, thank you! This really supports us and our upcoming releases. https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/ View the full article
  12. Today we'd like to explain a new graphical feature that we are introducing to our games with update 1.38. The article is very technical - we have asked our programmers to help out, and the explanation is quite complex. However, we felt that it may actually be interesting for at least some of the people in our audience to be exposed to this material - to see that what is happening under the hood of a game engine involves a lot of research and hard work of our programming team. In addition to the technical details, we thought that providing the context and explaining the performance trade-offs may be useful and important for most of the players. Jaroslav a.k.a. Cim (one of our brave and skilled programmers working on graphics improvements) The TL;DR summary of the text below is that Screen Space Ambient Occlusion is a cool new but performance-heavy technique to enrich the rendering of our game world. You do not have to use it if you feel it lowers performance too much for your liking, or you may like it and can afford to trade a few frames per second for improved shadow and depth perception. The effect may be subtle, it mostly works on subconsciousness level, but once you get used to it, it may be hard to go back. It is another milestone in our lighting/shadowing improvements plan that we are now executing, to be followed by new HDR light processing and introduction of more normal-mapped surfaces in upcoming updates. The technique has its limitations and quirks. It has been used by several AAA games in recent years, and even if it's not perfect, it helps the human perception system to understand the scene better, and we hope that adding it to the technology mix of our truck sims is beneficial. We will no doubt want to introduce additional ways of shadowing computation that will improve or even supersede it. We are under constant pressure to improve the looks of our game by a vocal subset of our fan base. At the same time, there is always a desire to make the games run faster. On top of these sometimes competing requests coming from the playerbase, our very own art department is ever eager to get hold of new graphical toys to make our game richer and better. Whenever we introduce a new graphical feature into the game, we try to do it in a way that doesn't hurt the performance for players with older computers, we don't want to make the game incompatible for our existing customers. That's why there is an option to switch SSAO off completely, and several settings for its quality/performance. The work of our programmers on the new SSAO/HBAO techniques also required changes to our art and art creation pipeline. All the 3D models in our games had to be revisited by the art department, and any instances, where any fake shadows and darkening were already applied to a model by an artist, were changed. For some more complex game models, this was a simplification that actually reduced the number of triangles in them enough to improve rendering performance. To some extent, we have traded a part of tentative future manual effort that would be needed for building individual good-looking 3D models for an algorithmic rendering pass that unifies the shadowing look for the whole scene, helping to "root" objects like buildings, lamp-posts, and vegetation to the terrain. What SSAO stands for and how it works Before we start - note that SSAO is a general acronym for "screen space ambient occlusion". The name encompasses all of the various ambient occlusion (AO) techniques and their variants that work in screen space (it means that they obtain all information at runtime from data that are rendered on the computer screen and into related memory buffers). There is SSAO (Crytek 2007 tech that basically gave a general name to all techniques), MSSAO, HBAO, HDAO, GTAO, and many more other techniques each using differently tuned approaches, each having its benefits and downsides. We have based our approach on a horizon-based technique called GTAO that was introduced in a 2016 paper by Activision. The ambient occlusion (AO) name part means that we evaluate how much of incoming light (predominantly sky light, but sometimes the computed occlusion gets applied also to other lights) gets occluded at a particular place in the game world. Imagine that you are standing on flat ground - you would see the whole sky above, so there is 0% occlusion, the ground gets fully lit by the sky. Now imagine that you are at the bottom of a well - you would see only a small patch of sky, that means sky gets occluded almost 100% and contributes only a little to the ambient lighting in that well, and naturally it is quite dark at the bottom of the well. A specific level of ambient occlusion at a particular place affects lighting computations and creates shadowed areas in creases, holes, and other 'complex' places. It can get anywhere between 0% and 100% based on their surroundings. Computing the occlusion in high detail and precision is resource-intensive; basically, you would need to shoot rays from any evaluated position in all directions and test whether they hit the sky or not, and then average the result. The more rays you shoot, the better information you get but at a greater computation cost. This process could be possibly processed off-line, like when the game map gets saved by its designer. Some games and engines use this approach. But that way you are only able to bake ambient occlusion information about static non-moving objects because there are no vehicles, no animated objects present at that time. So instead of baking static information (which would also take a lot of time and storage space given the scale of our world map), we want to compute it on the fly, in run-time. That way we can compute it also for interaction with vehicles, opening bridges, animated objects, and so on. There is a catch though. For such a computation approach, we only have data that are visible on the screen (recall "screen space"), so once some part of the game world gets out of the visible frame, it can't be used for occlusion evaluation. This limitation creates various artifacts such as disappearing occlusion on a wall originally caused by an object that just got behind the edge of the screen and thus became invisible not just for you but also for the algorithm, so it ceased to contribute to occlusion computation. Ok, now we know what to evaluate (ambient occlusion) and we know what data we have (what we see on screen). What do we do? Well, for each pixel on the screen (that is 2 million pixels in HD resolution, times four(!) in 400% scaling!) our shader code needs to query the z-buffer value of its surrounding pixels trying to get a notion of the geometric shape of the area surrounding it. We can do only a limited number of these "taps" as there is a steeply increasing performance cost with increasing tap count, this is an operation that is really taxing the 3D accelerator. The limit on the number of taps, in turn, affects the ambient occlusion precision (and in certain situations may create inaccuracies and banding). Imagine that you want to evaluate your surroundings on a 2-meter straight line, and are willing to spend 8 taps to approximate it. You query the line every 25 centimeters, and any detail smaller than that may happen to be totally unnoticed unless you are lucky and hit it spot on (or unlucky, because you may miss it the next frame so the surroundings would suddenly appear to change between frames and cause flickering). The further your algorithm probes, the less precise it is. So you need to limit the size of an area you analyze around each game pixel which in turn limits how far the AO 'sees' - that is why it is not suitable for computing occlusion in large spaces like under bridge arches. We have mentioned that the technique of our choosing is horizon-based. This means that we are not probing the environment by shooting rays in the 3D world, instead, we analyze a hemisphere above/around each pixel to see how far it opens up until it is blocked, how much light is let in by the surrounding geometry using the z-buffer as our proxy. The hemisphere is actually approximated by several runs along a line rotated around the given pixel. If we can follow along this hemisphere in full, there is no occlusion. If the algorithm taps a value in the z-buffer that would block incoming light, it defines the level of occlusion. The algorithm is optimized for performance but its limitation is that once it hits anything, even possibly a small object, it stops probing any further. This may cause an "over occlusion" problem and may be spotted as a visual artifact when some relatively thin object such as a traffic sign post causes strong occlusion on a nearby wall. You can try to detect such small objects and skip them, which in turn may produce "under occlusion" on thin ledges. We have opted for the former. There is also another interesting and useful property of horizon based techniques. Depending on how much of a hemisphere above a given pixel is occluded, you can compute the direction that is least occluded. The amount of occlusion can be thought of as an ice cream cone with varying apex angle oriented in that direction. This direction is called a "bent normal" and we use it for various light computations like for occluding a reflection on shiny surfaces. The idea is that if you look at the surface and the mirror-reflected direction gets out of this cone, we consider it (at least partially) occluded, tuning down the reflection intensity. The best way to see that effect is to look at bigger and round chrome parts, like the diesel tanks, with SSAO on and off. So you see, the idea is not that hard, for an expert graphics programmer anyway ;), but there is a lot of computation involved, putting quite some strain on the 3D accelerator. So we have created several performance profiles, each using a mix of optimization techniques: Using less taps per direction - it is faster but lets AO miss bigger objects than with finer sampling. Reprojecting AO results from the previous frame - it lets us hide the artifacts from undersampling, but may create ghosting when reprojection fails (when what you see between frames changes a lot). Rendering in half-resolution - reduces the number of computations to 1/4 but creates less fine AO - the result may be slightly blurry shadowing We hope that all this info was interesting and useful for you. We're sending you a virtual high-five if you read this article to this point. You deserve a cookie and a big cup of hot chocolate! If you still want to get more details about this topic, feel free to check for example this link[www.cse.chalmers.se]. Thank you for your time and support and we will see you again at some of the next articles from the "Under the Hood" section we bring for our #BestCommunityEver from time to time. Also, don't forget that the Steam summer sale is ending soon! Check out our developer page.View the full article
  13. Today we'd like to explain a new graphical feature that we are introducing to our games with update 1.38. The article is very technical - we have asked our programmers to help out, and the explanation is quite complex. However, we felt that it may actually be interesting for at least some of the people in our audience to be exposed to this material - to see that what is happening under the hood of a game engine involves a lot of research and hard work of our programming team. In addition to the technical details, we thought that providing the context and explaining the performance trade-offs may be useful and important for most of the players. Jaroslav a.k.a. Cim (one of our brave and skilled programmers working on graphics improvements) The TL;DR summary of the text below is that Screen Space Ambient Occlusion is a cool new but performance-heavy technique to enrich the rendering of our game world. You do not have to use it if you feel it lowers performance too much for your liking, or you may like it and can afford to trade a few frames per second for improved shadow and depth perception. The effect may be subtle, it mostly works on subconsciousness level, but once you get used to it, it may be hard to go back. It is another milestone in our lighting/shadowing improvements plan that we are now executing, to be followed by new HDR light processing and introduction of more normal-mapped surfaces in upcoming updates. The technique has its limitations and quirks. It has been used by several AAA games in recent years, and even if it's not perfect, it helps the human perception system to understand the scene better, and we hope that adding it to the technology mix of our truck sims is beneficial. We will no doubt want to introduce additional ways of shadowing computation that will improve or even supersede it. We are under constant pressure to improve the looks of our game by a vocal subset of our fan base. At the same time, there is always a desire to make the games run faster. On top of these sometimes competing requests coming from the playerbase, our very own art department is ever eager to get hold of new graphical toys to make our game richer and better. Whenever we introduce a new graphical feature into the game, we try to do it in a way that doesn't hurt the performance for players with older computers, we don't want to make the game incompatible for our existing customers. That's why there is an option to switch SSAO off completely, and several settings for its quality/performance. The work of our programmers on the new SSAO/HBAO techniques also required changes to our art and art creation pipeline. All the 3D models in our games had to be revisited by the art department, and any instances, where any fake shadows and darkening were already applied to a model by an artist, were changed. For some more complex game models, this was a simplification that actually reduced the number of triangles in them enough to improve rendering performance. To some extent, we have traded a part of tentative future manual effort that would be needed for building individual good-looking 3D models for an algorithmic rendering pass that unifies the shadowing look for the whole scene, helping to "root" objects like buildings, lamp-posts, and vegetation to the terrain. What SSAO stands for and how it works Before we start - note that SSAO is a general acronym for "screen space ambient occlusion". The name encompasses all of the various ambient occlusion (AO) techniques and their variants that work in screen space (it means that they obtain all information at runtime from data that are rendered on the computer screen and into related memory buffers). There is SSAO (Crytek 2007 tech that basically gave a general name to all techniques), MSSAO, HBAO, HDAO, GTAO, and many more other techniques each using differently tuned approaches, each having its benefits and downsides. We have based our approach on a horizon-based technique called GTAO that was introduced in a 2016 paper by Activision. The ambient occlusion (AO) name part means that we evaluate how much of incoming light (predominantly sky light, but sometimes the computed occlusion gets applied also to other lights) gets occluded at a particular place in the game world. Imagine that you are standing on flat ground - you would see the whole sky above, so there is 0% occlusion, the ground gets fully lit by the sky. Now imagine that you are at the bottom of a well - you would see only a small patch of sky, that means sky gets occluded almost 100% and contributes only a little to the ambient lighting in that well, and naturally it is quite dark at the bottom of the well. A specific level of ambient occlusion at a particular place affects lighting computations and creates shadowed areas in creases, holes, and other 'complex' places. It can get anywhere between 0% and 100% based on their surroundings. Computing the occlusion in high detail and precision is resource-intensive; basically, you would need to shoot rays from any evaluated position in all directions and test whether they hit the sky or not, and then average the result. The more rays you shoot, the better information you get but at a greater computation cost. This process could be possibly processed off-line, like when the game map gets saved by its designer. Some games and engines use this approach. But that way you are only able to bake ambient occlusion information about static non-moving objects because there are no vehicles, no animated objects present at that time. So instead of baking static information (which would also take a lot of time and storage space given the scale of our world map), we want to compute it on the fly, in run-time. That way we can compute it also for interaction with vehicles, opening bridges, animated objects, and so on. There is a catch though. For such a computation approach, we only have data that are visible on the screen (recall "screen space"), so once some part of the game world gets out of the visible frame, it can't be used for occlusion evaluation. This limitation creates various artifacts such as disappearing occlusion on a wall originally caused by an object that just got behind the edge of the screen and thus became invisible not just for you but also for the algorithm, so it ceased to contribute to occlusion computation. Ok, now we know what to evaluate (ambient occlusion) and we know what data we have (what we see on screen). What do we do? Well, for each pixel on the screen (that is 2 million pixels in HD resolution, times four(!) in 400% scaling!) our shader code needs to query the z-buffer value of its surrounding pixels trying to get a notion of the geometric shape of the area surrounding it. We can do only a limited number of these "taps" as there is a steeply increasing performance cost with increasing tap count, this is an operation that is really taxing the 3D accelerator. The limit on the number of taps, in turn, affects the ambient occlusion precision (and in certain situations may create inaccuracies and banding). Imagine that you want to evaluate your surroundings on a 2-meter straight line, and are willing to spend 8 taps to approximate it. You query the line every 25 centimeters, and any detail smaller than that may happen to be totally unnoticed unless you are lucky and hit it spot on (or unlucky, because you may miss it the next frame so the surroundings would suddenly appear to change between frames and cause flickering). The further your algorithm probes, the less precise it is. So you need to limit the size of an area you analyze around each game pixel which in turn limits how far the AO 'sees' - that is why it is not suitable for computing occlusion in large spaces like under bridge arches. We have mentioned that the technique of our choosing is horizon-based. This means that we are not probing the environment by shooting rays in the 3D world, instead, we analyze a hemisphere above/around each pixel to see how far it opens up until it is blocked, how much light is let in by the surrounding geometry using the z-buffer as our proxy. The hemisphere is actually approximated by several runs along a line rotated around the given pixel. If we can follow along this hemisphere in full, there is no occlusion. If the algorithm taps a value in the z-buffer that would block incoming light, it defines the level of occlusion. The algorithm is optimized for performance but its limitation is that once it hits anything, even possibly a small object, it stops probing any further. This may cause an "over occlusion" problem and may be spotted as a visual artifact when some relatively thin object such as a traffic sign post causes strong occlusion on a nearby wall. You can try to detect such small objects and skip them, which in turn may produce "under occlusion" on thin ledges. We have opted for the former. There is also another interesting and useful property of horizon based techniques. Depending on how much of a hemisphere above a given pixel is occluded, you can compute the direction that is least occluded. The amount of occlusion can be thought of as an ice cream cone with varying apex angle oriented in that direction. This direction is called a "bent normal" and we use it for various light computations like for occluding a reflection on shiny surfaces. The idea is that if you look at the surface and the mirror-reflected direction gets out of this cone, we consider it (at least partially) occluded, tuning down the reflection intensity. The best way to see that effect is to look at bigger and round chrome parts, like the diesel tanks, with SSAO on and off. So you see, the idea is not that hard, for an expert graphics programmer anyway ;), but there is a lot of computation involved, putting quite some strain on the 3D accelerator. So we have created several performance profiles, each using a mix of optimization techniques: Using less taps per direction - it is faster but lets AO miss bigger objects than with finer sampling. Reprojecting AO results from the previous frame - it lets us hide the artifacts from undersampling, but may create ghosting when reprojection fails (when what you see between frames changes a lot). Rendering in half-resolution - reduces the number of computations to 1/4 but creates less fine AO - the result may be slightly blurry shadowing We hope that all this info was interesting and useful for you. We're sending you a virtual high-five if you read this article to this point. You deserve a cookie and a big cup of hot chocolate! If you still want to get more details about this topic, feel free to check for example this link[www.cse.chalmers.se]. Thank you for your time and support and we will see you again at some of the next articles from the "Under the Hood" section we bring for our #BestCommunityEver from time to time. Also, don't forget that the Steam summer sale is ending soon! Check out our developer page.View the full article
  14. Graphics High resolution power switch graphics. Bugfixes Entities of other forces that are mined and brought back by undo are now set to have player force upon the undo application. more[forums.factorio.com] Fixed a desync when unit group radius settings are changed. Fixed that the final health value in the entity damaged event was wrong. more[forums.factorio.com] Fixed a performance problem with the production stats GUI. more[forums.factorio.com] Fixed the double slider with discrete values functionality. more[forums.factorio.com] Fix 'Train stop names' checkbox showing tooltip with no locale entry. more[forums.factorio.com] Fixed rendering of pipe pictures and covers when fluid box compound covers some fluid boxes without pipe pictures or covers. more[forums.factorio.com] Gui Visual improvements to the bonuses GUI. Visual improvements to the tutorial list GUI. Minor Features Gps tags are now surface aware. Scripting Added on_player_clicked_gps_tag event. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  15. Read this post on our website.[factorio.com] The launch party (Klonan)To celebrate the launch of the game later this summer (only 6 more FFFs to go!), we have decided to throw a party! It is going to be at the same venue as our 1 million sale party (FFF-192[www.factorio.com]). It will take place on Friday the 4th of September, 2020, at Žluté Lázně[www.zlutelazne.cz] here in Prague. We are inviting a lot of people to the party, such as other Czech game developers, Youtubers, and of course we will be there. As we want you (the fans) to be able to come, we have some tickets for sale. The reason to sell them, rather than give them away, is so that we don't have 'messers' saying they will come when they don't intend to. You can buy a ticket here[factorio.com]. While the COVID-19 pandemic might be 'over' here in Czechia (Czechs hold 'farewell party' for pandemic[www.bbc.com]), the reality is, the situation could change with great speed. It is likely many won't be able to come due to travel restrictions, or we may even need to cancel the event. Please keep this in mind while you are considering whether to come. We hope everything lines up in our favour, and we look forwarding to meeting you. High resolution power switch (V453000, Dom)One of the leftover entities that didn’t get the love of a high resolution update yet is the power switch. It has waited this long mostly because we weren’t sure about its design and because it is not a very frequently used entity. However, after all this time we don’t have better ideas for the design, so we don’t want to change it significantly. And of course we have other higher priority things on our plate now, so reworking an infrequently used entity doesn’t sound too pragmatic. Other than that, the 3D source file is a mess, unsurprisingly as it’s the first thing (FFF-102[www.factorio.com]) I worked on for Factorio. Back then I was trying to create a texture painting system where we could paint RGB masks instead of grayscale ones, to control multiple channels at the same time. Not only was this not as useful as I had thought (it was more efficient for me to just get used to switching between textures), but unfortunately this also caused something in Blender to go wrong, and the scene crashes frequently. Luckily I was able to combine forces between Blender 2.8 where I could actually paint textures but couldn’t render, and 2.79 where I could render but not paint. If you’ve been even remotely following the development of Blender, your first question is probably why are we not using 2.8 as it’s been out for quite a while now. Our workflow is quite specific and the early versions of 2.8 simply didn’t support all of the obscure features that we use. On top of it all, we have a lot of tools and scripts that would probably break in 2.8, and eventually it got so late in our development cycle that we couldn’t just afford to be insecure about our software, when 2.8 introduces all kinds of new changes. We’re very much looking forward to switching to 2.8 after 1.0. Here we have a high resolution version of the power switch, including a destroyed version from our remnant specialist Dominik.By the way, the power switch was actually one of the first entities we had high resolution sprites for. I had prepared them shortly after finishing the power switch years ago. However the way we create high resolution entities was only really established a while after that, so it wouldn’t fit today any more. We plan to release the updated power switch next week. View the full article
  16. Colorado boasts having some of the best wildernesses and mountain ranges in the United States, and from our previous research trip, it's easy to see why. However, while drivers are enjoying the scenery, we need to remember the reason for our journey! Let's take a closer look at some of the new key industries that will be arriving in our upcoming Colorado DLC for American Truck Simulator. Being a state that promotes its natural beauty, Colorado is always looking at ways of using clean-energy to protect the environment. One of the many investments the state has made is into using windpower as a main source of energy. In fact, Colorado has one of the largest wind farms in the nation, with over 400 wind turbines generating enough power for 90,000 homes! So it's no surprise that Colorado is home to the number one wind turbine company in the USA, with a highly trained workforce that builds more towers than any other facility in the world. With unique parts and equipment always on the move from the factory to wind farms across the states, we hope you will be a BIG fan of this industry. Wind turbines might not cool you down on a hot day, but a cold bottle of soda will! Colorado is also home to a variety of bottling plants, each producing and distributing an assortment of different beverages which drivers can deliver to locations across the states. Trucking isn't the only form of transportation to handle logistics however, on any given day more than 2,000 cargo flights are in the skies above America. Denver International Airport is the 20th-busiest airport and sees millions of passengers, packages, mail and more, pass through its terminals and hubs every year. Drivers will play an important role in the transport of cargo to and from the airport, and with new arrivals everyday, you never know what you might be hauling next! We are excited for you to check out these new industries in the future, but until then, if you like what you see, make sure to add Colorado to your Steam Wishlist! https://store.steampowered.com/app/1209471/American_Truck_Simulator__Colorado/View the full article
  17. From wide open roads to larger sized trucks, everything in the American Truck Simulator world does appear to be a little bigger when compared with its European counterpart. However, one thing that does stay consistently large no matter where you are, is the size of our Special Transport loads! In the upcoming state of Idaho for American Truck Simulator, owners of the Special Transport DLC will have 3 new routes to drive with the assistance of local law enforcement and escort vehicles. These routes are: Boise to Grangeville Idaho Falls to the Challis (near Salmon City) Twin Falls to NampaEach journey will come with its own challenges. So make sure to adhere to the GPS advisor and speed limit which have been set-out for you before your departure, as there is no room for mistakes! If you are not an owner of the Special Transport DLC, be sure to pick it up whilst the Steam Summer Sale is still ongoing. You can find a wide range of our products from both ourhttps://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/ETS2 & ATS catalog at a discounted price. Also, if your excitement for Idaho is BIGGER than these loads, make sure to add it your Steam Wishlist! We thank you for your continued support and we can't wait for you to drive the roads of Idaho for yourself. https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/View the full article
  18. Ever wondered what it is like to walk around the moon? dream no further! Today, we are taking a closer look at one of Idaho's National Parks that is famous for its volcanic history and moon-like landscape. So how did this part of Idaho become so alien like? Between 2,000 and 15,000 years ago, the area now known as the 'Craters of the Moon National Monument' was formed during eight major eruptive periods, in which lava erupted from the Great Rift, a series of deep cracks that start near the current visitor center and stretches 52 miles. Since its last eruption, the lava has cooled to form an unusual terrain with volcanic rocks, lava flows and rich dark soil. This desolate, yet sublime landscape is also known for its connection with space. The Craters of the Moon National Monument allows visitors to explore a moon-like surface without ever leaving Earth. In fact it's so close to the real deal that in 1969, NASA sent some of it's best-known astronauts to prepare and receive training for their future Apollo lunar mission. Unfortunately drivers of American Truck Simulator wont be able to drive on the moon anytime soon, however; you will be able to get close to the experience in our upcoming Idaho DLC in which we are proud to feature and preserve this unique american national monument virtually! Also as a bonus for today's blog, we are excited to share with you some exclusive gameplay footage from Idaho! Join us for a ride as we drive between Boise to Grangeville for a preview of what Idaho state has to offer. Take a watch of it at our official YouTube channel below. https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/ View the full article
  19. Read this post on our website[factorio.com] Locale plan update (Klonan)Earlier this week I received the English proofreadings from Altagram, and overall I integrated over 500 suggestions into the game. Most were small, such as replacing "can't" with "cannot", things like that. It was the exact sort of external scrutiny we really needed, as it showed some areas where we were quite inconsistent. It feels like things are in a better place now, even if the majority of changes are relatively unnoticeable. However it was very noticeable to our great community translators on Crowdin. When we update the English strings, the translations have to be updated on Crowdin. For the last few days I've been working through the issues raised on Crowdin, and there was a lot of good input on that last 1% of the changes. So this concludes the 'English proofreading' phase. Starting on Monday, Altagram will start proofreading the target languages, and filling in any missing strings where needed. This should take about 3 weeks. Since Altagram has their own translation system for their team, it isn't really feasible to include Crowdin in this part of the work, they will just take the content from Crowdin at the start of the process, and after 3 weeks, push what they have back to Crowdin. So any translation work by volunteers on Crowdin for these 3 weeks would be wasted. So we ask that, if you want to volunteer your time, save it for a little while. Any work done on Crowdin this weekend will be included. We deliberately made this buffer between the English corrections and the Target proofreading so that the players on Crowdin have an opportunity to contribute before Altagram starts. After Altagram has pushed their corrections back to Crowdin, we will start the 'Community review' part of the process. This is when the work that Altagram's team has done is reviewed by players and feedback is given to Altagram via Crowdin issues. This helps us make sure the terms of the translations are consistent with the established community usage, and ensure there are no contextual issues or misunderstandings. The plan for trailers (V453000)Rather recently we’ve started working on trailers, and first of all we needed to decide what exactly we want to do with them.The goal is that we will have the main trailer updated to the latest graphics, as all of it is rendered by a Lua script. It of course won’t be absolutely the same, since many things have changed or have been added, but we are going to try to match it as close as possible as we are very happy with this iconic trailer. We are very happy with the other one as well, but we won’t update the Gameplay trailer, at least not for now. This has multiple reasons - mainly that it’s created entirely by manual screen recording which is a lot more work to try to replicate, and the gameplay message of it is still relevant today. It’s not helping that if we were to revisit this trailer, we’d like to make some changes/additions to the voiceover, which would mean creating a completely new voiceover, as added parts would just not feel perfectly integrated. Long story short, we’re aiming to prepare a new third trailer dedicated to releasing 1.0 instead. We believe a special 1.0 Launch trailer will have more impact than just refurbishing the existing gameplay trailer, as it is more interesting to provide something fresh, tailored specifically for its use case. Last but not least, the release of 1.0 is a big milestone and we find it appropriate to give it its own trailer. 1.0 Launch trailer preparations (V453000)Of course I’m not going to spoil all the details of what is actually going to be in the new trailer, but there is one specific section I have so many feelings about, it’s irresistible not to share them. Factorio is much more than just the result product. It’s been a journey, and a very unique one. I think the process of how Factorio has been created is so important to the result, that it’s worth giving it a special place in the new trailer. More specifically, this will be done by a series of clips, ranging from Factorio 0.1, transitioning all the way to 1.0, showing how Factorio evolved over the years. There isn’t enough time to go through all of the major versions as the trailer is going to be rather short, so I reduced the selection to versions:0.1 as "the original idea";0.6 as "the prototype" (0.7.0 was released with FFF#1);0.12 as "the early access game" (stable 0.12 was the first version on Steam Early Access);0.18/1.0 as "the version for launch". It is technically possible to load a savegame from 0.1 in 0.18 if you go through the necessary middle-version steps. So I just started casually playing version 0.1, imagining I’d just continue it in 0.6, build a bit there, then jump to 0.12, and so on... Note: none of the images below are final, as the trailer is being worked on. A random factory being built in 0.1 When I had a small factory built I started to wonder how do I actually bring this to 0.6... As always, it’s not that simple. While technically working, loading obviously does not handle all of the changes to the game, like map generation, entity sizes, or recipes... A random factory being built in 0.6 I didn’t even bother trying to migrate after realizing that this would mean I’d have to show 0.18 with 0.1 map generation, and just tried to build a new factory in 0.6 and then again a new one in 0.12. This seemed like a reasonable approach as each of the versions works quite significantly differently, so the resulting factories should also be different, right? A random factory being built in 0.12 Not so much. Since the trailer is short and quick, it’s absolutely critical to minimize confusion as much as possible. This is why after a few days I restarted it all, and started by designing the final clip in 0.18, and going backwards, with the aim to have the factories look very similar. Of course newer save games can’t be loaded in older versions of the game, so I just had to take a screenshot of a factory with a grid, and try to replicate it in the older version by hand. Having played each of the versions earlier at least gave me a good overview of the differences between versions and made it easier to realize what should be highlighted in each. A concept of a factory for the trailer in 0.18 When I create factories for screenshots (like FFF), I almost always use the /editor as things can be done very quickly that way. It wasn’t necessarily a surprise that 0.12 did not have the same editor as 0.18 does, but I was completely shocked actually experiencing the differences. A concept of a factory for the trailer in 0.12 For example, console commands could not be run in the map editor, entities would get removed by X instead of normal clicking, blueprints would not place real entities, the game could not be unpaused in map editor (making placing items on belts almost impossible), and so on. And it wasn’t just the map editor, having gotten used to Cut/Copy/Paste, pipette and Shift+R and so on, the game suddenly felt extremely clunky to use and everything took much longer than it normally takes. I placed in map editor what I could, and after that put a lot of items in chests to build more, and spent some time playing the factory, making science and generally making the factory run in order to have things move in the final video. A concept of a factory for the trailer in 0.6 The process was getting progressively more difficult with 0.6 and 0.1, some things making me actually laugh instead of cry, or both. I’m not going to paste our complete changelog from the last 8 years, but I’ll just point out a few things that really stood out.The old quickbar was so confusing, I could never find things in my inventory, because they were hiding in the quickbar.Technologies did not guarantee that if you unlock something, you are able to craft it. No technology tree view without a search function made this even harder to find something.Hand-crafting did not automatically craft intermediate ingredients in 0.1, making crafting feel a lot worse.In 0.6, trains had to be connected by the "Connect rolling stock" hotkey after being built. I never knew this was the original purpose of that hotkey.When taking an entity in your cursor, it automatically rotated to be facing towards you (just like in minecraft) in 0.1... in a 2D game it does not make nearly as much sense though, and I was totally confused what was going on until kovarex explained it to me.I definitely forgot to build a vertical train station longer because trains didn’t stretch in 0.12 like they do now.Building rail signals and train stations is a lot of pain without the visualisation helpers we have now. A concept of a factory for the trailer in 0.1 You can see the last few screenshots always share some features. This will be even better in their final version, making the video flow much better between these clips. It felt quite interesting to just play the old versions after all this time. In a way it felt like playing a different game or some spinoff. Apart from the immediately obvious differences in graphics, the core idea of mining-smelting-assembling was still there, but with so many differences... Especially in the interaction, it’s usually small differences, but they really add up. This really made me appreciate what we have come to so much more, and in a way remind me that the details we’ve spent time on were really worth it. Eventually I got through it all and I can now record clips for the trailer. You’ll be able to see them on 14th August. View the full article
  20. Following up from the Announcement of the ATS 1.38 Open Beta[blog.scssoft.com], we are excited to offer the community a glimpse of the upcoming 1.38 version's improvements, fixes, and new functionality for Euro Truck Simulator 2. It will still take at least several weeks before the full 1.38 release; please keep in mind that this is the first raw open beta, and very much still a work-in-progress build. If you want to take it for a spin, you can help contribute by reporting any bugs you may encounter over at the appropriate section of our official forums[forum.scssoft.com]. Your feedback and reports are extremely valuable for our team and we thank you in advance for taking the time to help us out. So, what can you expect to find in the 1.38 Open Beta for ETS2? Let's take a closer look! First off, the city of Lille has received a reskin, which includes new road networks, updates to existing junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more! Some of the main changes include updates to road junctions have been re-worked to be based on more true-to-life layouts. Road signs and roads in general have also been updated with more accurate, realistic and detailed textures. You can find a dedicated blog post[blog.scssoft.com] on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Lille and let us know what you think through our social media channels. Another significant change that has been made in 1.38 is to the various truck dealerships located across Europe. Each represented truck brand now has its own unique dealership design. All dealerships locations across the Euro Truck Simulator 2 map have received a refresh, so make sure to re-discover them in-game as you drive past (trust us, it is well worth the stop!). We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Screen Space Ambient Occlusion, better known in its shorter form SSAO, creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows. So what exactly does this feature mean for our players? To break it down as simply as possible, SSAO adds missing shadows where they should have been and improves shadowing in general. It also improves the look of glossy surfaces (such as paint and chrome). SSAO improves the driving experience and overall visual look of the game, however, this comes with an impact on performance. Technically, it is a post-processing pass on the whole rendered screen at the full internal resolution, so a lot of maths for each pixel. Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines will feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely. The easiest way to explain to you the benefits of using SSAO is by showing you a range of comparison images, take a look! Keep an eye or two on our blog because we plan to bring you more info about the SSAO in its own dedicated article soon! We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use when purchasing or tuning their truck to paint it. You now have the option to input specific color codes (HSV, RGB, and HEX). Also, in addition to saving color presets for just a single color, the color picker now supports saving a preset for all paint job colors at once. This way a player can store and easily try out a saved color set with other paint jobs. With this feature, we have also extended number of user-defined color swatches from 8 to 40, for your coloring pleasure. We know that many drivers like to match their truck's colours across their whole fleet, so we hope this feature is useful to you. The DAF XF Tuning Pack has also received a small update which will now allow all DAF trucks chassis covers to be painted. We look forward to seeing how drivers will take advantage of this new customization on their DAF fleet as we know many drivers like to match their truck colours. Be sure to tag DAF Trucks and SCS Software on our social media channels with photos of your newly painted vehicles. There have also been changes made to our GPS Route Advisor, which now features a cleaner and more modern-looking UI allowing for a larger on-screen map view. That's not all however, as we also added new information for drivers using checkpoints for their journeys. Players will now be able to see useful information on their next checkpoint marker such as the distance to their next checkpoint, and their estimated time of arrival through their GPS and world map. On the subject of maps, this open beta also includes a lot of bug fixes across the whole ETS2 map. Many of these bugs were reported from players from our community, so thank you for your reports! They really do help make a difference for others to enjoy a more smooth and immersive gameplay. The FH Tuning Pack for Volvo Trucks have also received a small update based on feedback from our community. Drivers can also expect to find new tuning parts including front wheel covers, side deflectors with LEDs, stock front bumpers and rear top fenders with plastic and chrome options. We are also happy to bring 3 new Special Transport routes for drivers to take on in our latest map expansion for Euro Truck Simulator 2, Road to the Black Sea. These routes are: Resita to Targu Mures Istanbul to Edirne Pleven to SofiaEach journey will come with its own challenges. So make sure to adhere instructions given on the GPS advisor and the speed limit which have been set-out for you before your departure, as there is no room for mistakes! This addition will come as a free update for owners of Road to the Black Sea and Special Transport for Euro Truck Simulator 2. MAP Lille re-skin Unique Truck Dealerships Special Transport routes in Road to the Black Sea - Resita to Targu Mures - Istanbul to Edirne - Pleven to SofiaVEHICLES Automatic transmission improved (shifting points, adaptive modes) Paintable chassis covers for XF Tuning Pack Fixed steering deadzone New tuning parts added to the FH Tuning PackFEATURES Visual improvement - procedural ambient occlusion generation (SSAO) Route Advisor redesigned Navigation ETA to the next waypoint in route adviser and in world map Tobii eye tracking presets RGB colorpicker redesigned -Added RGB, HSV and hex inputs -Predefined color presetsSOUND Update to FMOD 2.01.01 Individual horn sounds for each truck Fixed the retarder sound when the engine is off AI - exclusion of gear-shifts for trains and electric vehiclesSo enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, kinks, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to move there faster, we'll appreciate all of your feedback on our forum and your bug reports in this section[forum.scssoft.com].Please check our modding wiki[modding.scssoft.com] to get details pertaining to mods for the game.If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → public_beta → 1.38 public beta. No password required.View the full article
  21. Bugfixes Fixed desync related to non-deterministic transport belt merging order when multiple merges happen in the same tick. more[forums.factorio.com] Fixed alignment of number input entries. Fixed that undo didn't remove deconstruction task to remove things in the way. more[forums.factorio.com] Fixed stray tooltip bug in the map generator window. more[forums.factorio.com] Fixed of saving control inputs related to mouse buttons 4+. more[forums.factorio.com] Fixed minor clipping issue. more[forums.factorio.com] Fixed that train fuel request were unreliable. more[forums.factorio.com] Gui Windows with item and count to be selected have count/confirm buttons disabled when item is not yet selected. Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Added an interface option to show both crafting and logistic windows in the character screen. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  22. Next time you are cooking up a meal and you add a dash of olive oil to your pan, take a quick glance at the back of the bottle, as there is a good chance that it was produced in Iberia! Spain is renowned for producing some of the best olives in the world, which are then used for both for making olive oil and for eating as delicious table olives. In fact, Spain produces about half the world's total olive oil, of which about 46% is exported, making them the world's leading olive oil producer and exporter. But how did olives become so prevalent and popular? The first olive trees were brought to Spain over 3,000 years ago by the traveling Phoenicians, the same people who supplied the country with its first grapes! Since then, the Olive industry has boomed with more than 350 million olives being grown each year on 250 different variants of olive trees. So it will come as no surprise that truckers in Iberia play an important role in helping export products of olive-oil and equipment for farmers who work on the vineyards across the region. So whether you are a fan of olives or not, we hope you will take the time to visit and be a part of this world famous industry. We are sure there will be plenty of work available for drivers to deliver this delicate and delicious cargo! Are you excited for Iberia? Then be sure to add it to your Steam Wishlist! You can also check out our Instagram[www.instagram.com], Twitter, and Facebook[www.facebook.com] profiles for more exclusive pictures. https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/View the full article
  23. Changes Full English text proofreading and corrections. Bugfixes Fixed Trains gui listbox labels not being readable when hovered. more[forums.factorio.com] Fixed a crash when using LuaChunkIterator. more[forums.factorio.com] Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. more[forums.factorio.com] Gui Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections. Modding All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. more[forums.factorio.com] Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes. Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists. Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order. Added CharacterPrototype::has_belt_immunity bool (false by default). Entities no longer require the order string be set when there's no item-to-place them. Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic". Added TurretPrototype::attack_target_mask and ignore_target_mask. more[forums.factorio.com] Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. more[forums.factorio.com] Scripting Added LuaRecipePrototype::unlock_results read. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  24. The #OperationGenoaBridge event is a success and we couldn't be more proud of our community! This task was by no means small, yet drivers from around the world united in Euro Truck Simulator 2 to help complete a new state of the art bridge in Italy. With beacons ablaze and goal in mind, you set out on June 4th to deliver materials, fuel, and construction vehicles back and forth from each of the west and east depots. Just 24 hours after the event started, you had already reached 200,000 deliveries, and 72 hours after that, our community had smashed through the halfway mark of 500,000! However, putting together this event was by no means an easy task. From creating cut scenes, special companies for the event to finding a road network solution that allowed everyone to take part; this was one of the more technically challenging events our team has created. We were very happy to learn that you really enjoyed the extra effort and detail that went into this event, especially the cut-scenes and the way the bridge was lit up at night in the colors of the Italian flag. You also flooded our social media channels with many pictures & videos, with hundreds upon hundreds of posts on Twitter and Instagram with the hashtag #OperationGenoaBridge. It was great to see virtual trucking companies, streamers, and truckers from around the world participate in completing this event. Drivers who took part in TruckersMP were among some of the more patient truckers, where traffic jams of up to 3 hours were reported! [1.bp.blogspot.com] Many drivers even went the extra mile by completing more than the required personal goal. Some individuals even achieved over 100 personal deliveries during the event, incredible! To all of you we say thank you, no matter how large or little your input, you have helped complete and bring the new Genoa bridge into the Euro Truck Simulator 2 world. While the real-life Genoa Bridge is still set to open in July of this year, we are excited to open its virtual counterpart for truckers in ETS2 to drive on. This new state of the art bridge is self-monitoring using solar power and has a sleek and modern look. Don't forget to claim your rewards if you achieved your personal goal for this event! You can claim your rewards from https://worldoftrucks.com/by going to 'My Page' and then clicking on events. We hope you enjoy wearing your paint-job and hanging accessory with pride as a reminder of this event. We look forward to seeing your in-game pictures with this newly completed bridge which you can share with us across our social media channels (Facebook, Instagram, Twitter). We'd like to once again thank you, our #BestCommunityEver, for heeding the call to help take part in this special World of Trucks event.View the full article
  25. We are always excited to show our community what changes and updates we are working on for the next version of Euro Truck Simulator 2 and American Truck Simulator. Today we want to focus on one of the bigger changes drivers in Europe can expect to see in the upcoming 1.38 update. Introducing the French city of Lille, an important logistics link for truckers travelling between Belgium and the Netherlands, but not as you may remember it in Euro Truck Simulator 2. Lille has received a major reskin, giving it a fresh and up to date look for 1.38. So what exactly has been changed? Let's take a closer look. As you can see from these comparison shots, many of the older vegetation models such as trees and wildflowers have been replaced with newer ones, which gives the city a completely new look in terms of natural beauty. Another major change made to Lille is to its roads and junctions; many of the road junctions have been re-worked to be based on more true to life layouts. Road signs and roads, in general, have also been updated with more accurate, realistic, and detailed textures. While many of the major changes are quite obvious, we will leave it up to you to explore Lille for yourself to spot them all! We look forward to sharing more with you about what is to come in 1.38. Watch this space and keep an eye on our Facebook[www.facebook.com], Twitter, and Instagram[www.instagram.com] for the latest news and announcements. View the full article
  26. Not much time has passed since the last update of American Truck Simulator, and here we are again, excited to offer the community a glimpse of the upcoming version 1.38 improvements, fixes, and new functionality. It will still take at least several weeks before the full 1.38 release, please keep in mind that this is the first raw open beta, very much still a work in progress build. If you want to take it for a spin, you can help contribute by reporting any bugs you may encounter at the appropriate section of our official forums[forum.scssoft.com]. Your feedback and reports are extremely valuable for our team and we thank you in advance for taking the time to help us out. So, what can you expect to find in the 1.38 Open Beta for ATS? Let's take a closer look! First off, the city of Las Vegas has received a major revamp, which includes new road networks, updates to existing interstate junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more! Some of the main changes include new Interstate connection (515), an overhaul to the US-93 junction, and correct positioning of the 'Welcome to Las Vegas' with a new pedestrian island. You can find a more in-depth blog post[blog.scssoft.com] on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Nevada and let us know what you think through our social media channels. Las Vegas isn't the only part of the American Truck Simulator world to receive an update in 1.38, one of the more noticeable changes are to Truckstops. From our previous trips[blog.scssoft.com] to the USA to community feedback, we have learnt a lot about these vital services for drivers. One of the first changes you will notice at Truckstops in ATS is that fuel stations now have lanes with appropriate width for trucks to pull up and refuel in. This is because, in reality, most trucks refuel from both sides and not just from one side like a regular car. We have also implemented (where possible) guidance lines to help drivers line up their trucks to avoid damaging their vehicles upon entry and exit. Plus there is a completely new truck stop placed on the US-111 road now! Aside from the changes related to gas stations and truckers' resting areas, we've also implemented a few more content changes across the map. In this update, you will find that Utah has a new road to drive on, the UT-56, but that's not all! The city of El Centro received a large revamp and we also added the US-191 in Arizona. We also made a few minor changes in preparations for future connection to Colorado in New Mexico's Shiprock and made layout corrections to the nearby US-491. We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Better known in it's shorter form, SSAO creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows. So what exactly does this feature mean for our players? To break it down as simply as possible, SSAO adds missing shadows where they should have been and improves shadowing in general. It also improves the look of glossy surfaces (such as paint and chrome). SSAO improves the driving experience and overall visual look of the game, however, this comes with an impact on performance. Technically, it is a post-processing pass on the whole rendered screen at the full internal resolution, so a lot of maths for each pixel. Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines would feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely. The easiest way to explain to you the benefits of using SSAO is by showing you a range of comparison images, take a look! Keep an eye or two on our blog because we plan to bring you more info about the SSAO in its own dedicated article soon! We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use to paint their trucks when purchasing or tuning their truck. You now have the option to input specific color inputs (HSV, RGB, and HEX). Also, In addition to saving color preset for just a single color, the color picker now supports saving a preset for all paint job colors at once. This way player can store and easily try paint job color set with other paint jobs. With this feature we also extended number of user kept color swatches from 8 to 40, for your coloring pleasure. We know that many drivers like to match their truck colors the same across their whole fleet, so we hope this feature is useful to you. MAP Las Vegas city revamped (I-515/I-11 interstate bypass + the whole city switched to the template road system) US-191 road implemented UT-56 road implemented + reskin of a little stretch of US-93 around Panaca settlement CA-111 - new truckstop added El Centro revamped New company in Logan, UT (Plaster & Sons) Reworked all truck stop gas pumps to be more realistic. More realistic dimensions and the logic of how they work NM Shiprock redesigned + piece of US-491 Various map fixes VEHICLES Automatic transmission improved (shifting points, adaptive modes) Las Vegas: New ambulance and fire truck FEATURES Visual improvement - procedural ambient occlusion generation (SSAO) Route Adviser redesigned Navigation ETA to the next waypoint in route adviser and in world map Tobii eye-tracking presets RGB color picker redesigned Added RGB, HSV and HEX inputs Predefined color presets SOUND Update to FMOD 2.01.01 Fixed the retarder sound when the engine is off AI - exclude the gear for trains and electric vehicles So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, kinks, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to move there faster, we'll appreciate all of your feedback on our forum and your bug reports in this section[forum.scssoft.com]. Please check our modding wiki[modding.scssoft.com] to get details pertaining to mods for the game. If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → public_beta → 1.38 public beta. No password required. View the full article
  1. Load more activity
×
×
  • Create New...