Euro Truck Simulator 2

Point the wheels of your Renault Magnum in the direction of the Amalfi Coast: Euro Truck Simulator 2 is heading for the curves of Italy in its next DLC, which is due before the end of the year. 

You can already truck through parts of northern Italy in the game but the map expansion, called Italia, will open up the rest of the country. There's no price yet but the previous map expansion (in France) cost £13.50/$19.

Alongside the DLC developer SCS Software will release a free update that gives "an extra layer of polish" to existing Italian locations, so even those not willing to shell out will benefit. 

Judging by SCS's blog post announcing the DLC we can expect a map that's heavy on both industry and cities, with mountains, farmland and sea views between.

"Our map designers have fallen in love with the new region right from the research stages. From tall mountains to the shores of the seas, from manicured farmland to wilder and more arid places, it was clear that we are looking at quite a challenging and demanding task," it said.

"We tried our best to depict the typical features of Italy from behind the wheel, like roads leading through the Apennines, where tunnels and bridges alternate with scenic vistas and curvy segments, opening the view to distant horizons."

Sounds good to me. And how bella does that Scania R look swishing past that villa in the Italian hills, eh?

Aug 14
Euro Truck Simulator 2 - Timmy
We are proud to announce the Euro Truck Simulator 2 - Italia map expansion. Our ETS2 map design team is working on it with maximum effort, and we are looking forward to bringing you our rendition of beautiful Italy with its rich history and modern industry.





You are most likely aware that the game already contains several cities from northern Italy. These areas of the game world will receive an extra layer of polish to coincide with the DLC release so even players who decide to wait with the purchase of the new DLC will benefit from a partial upgrade of the game map.

Our map designers have fallen in love with the new region right from the research stages - there are so many diverse environments to combine! From tall mountains to the shores of the seas, from manicured farmland to wilder and more arid places, it was clear that we are looking at quite a challenging and demanding task. We tried our best to depict the typical features of Italy from behind the wheel, like roads leading through the Apennines, where tunnels and bridges alternate with scenic vistas and curvy segments, opening the view to distant horizons. The geography and shape of Italy have also led to a relatively high concentration of cities and industries in the new DLC.





If everything goes according to the plan, we expect to release this latest Euro Truck Simulator 2 map expansion towards the end of this year. We hope that you will be as excited about our work as we are, and appreciate our efforts to show Italy for what it is: Bella Italia!





Add the expansion to your wishlist!

http://store.steampowered.com/app/558244/Euro_Truck_Simulator_2_Italia/
Euro Truck Simulator 2 - contact@rockpapershotgun.com (Alice O'Connor)

Another corner of Europe is getting expanded and fancied up later this year, with the next Euro Truck Simulator 2 [official site] DLC off to Italy. Like the recent French expansion, Italia will expand and update the country with new cities and more unique features. The handful of Italian cities already in the game will be updated to match for free for everyone too. (more…)

Euro Truck Simulator 2 - Timmy
Here is a mysterious video hinting at what some of our developers have been working on for the past six months. Our faithful fans will surely know very quickly what's going on here! ːsteammockingː

https://www.youtube.com/watch?v=LdXkngfzANA
Euro Truck Simulator 2 - Timmy
Open Beta 1.28 for Euro Truck Simulator 2 is now ready for you to try!



This update will bring the highly desired functionality of double trailers into the game. For their initial introduction, we will make transportation jobs with double trailers only available in the countries of Scandinavia, where we know them to be legal. We will be looking into additional territories or stretches of the road around Europe where local regulations allow for them to be operated, to expand your transportation choices in the future. For those interested in the details, you should look here and here. Nonetheless, we are sure it will be amazing to drive doubles through narrow roads and steep hills of Scandinavia for now.









Another highly visible feature coming with 1.28 is the option to use alternate backgrounds for the game's main menu.



New light flares have been a big change that was worthy of its own dedicated announcement and you can take a look at it here.

We're looking forward to what modders have in store for our latest Open Beta, we're sure it will be amazing as usual. One of the reasons for providing early access to our betas is to make sure that modders can test-drive their creations and adapt to any new stuff or technology changes before the final official update hits the servers.

MAIN FEATURES

MINOR CHANGES
  • Auxiliary brakes system support (engine brake and retarder in one control element)
  • Fixed licence plate change in states/countries where no city formats exist
  • Fixed brake vs parking brake behavior
  • Fixed tire noise of silent tires
  • Retarder improvement (better cruise control behavior, no braking with throttle, icon when moving only)
  • Steam Inventory support to allow for distributing rewards from upcoming World of Trucks events
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 → 1.28 public beta. No password required.
During open betas, there is a dedicated beta site for World of Trucks, which is used to safely test all new features. Please visit World of Trucks Open Beta web for more information. Also check our modding wiki too to get details pertaining to mods for the game.

Just as with the previous Open Beta releases - please keep in mind that this is still only a beta version of the update! You may experience instability and/or bugs and kinks. It’s completely okay if you want to wait for the final release. But if you are interested in providing feedback at this stage, be sure to let us know on our forum, you can join the discussion here and report bugs here. We appreciate all your feedback immensely.

American Truck Simulator has an open beta too:

https://steamcommunity.com/games/americantrucksimulator/announcements/detail/1440441062980034117
Euro Truck Simulator 2 - Corleth
We know that our fans are waiting for any new information about the status of the upcoming update for our games. We finally believe that the extensive internal testing of the new content for Euro Truck Simulator 2 and American Truck Simulator is almost complete. An Open Beta stage is planned next, but we do not want to release a build of the game with any known issues even into beta. At this point, we are still tweaking the last little things so we can invite you all to test new content as soon as possible, hopefully early next week.

In addition to new features, you can look forward to improved DAF XF 105 in the next update for Euro Truck Simulator 2. We have revisited the truck model and made quite some changes to the Exclusive and Standard interior. In the exterior, the changes touched stock sun shield for Super Space Cab and Super Space Cab Plus.


We're constantly striving not only to deliver new content but also to improve the existing one that we can proudly offer the highest standard of truck simulators to our fans.


Related articles:
http://steamcommunity.com/games/227300/announcements/detail/1294067099912833659
http://steamcommunity.com/games/227300/announcements/detail/1335730452506903011
Euro Truck Simulator 2 - Corleth


Welcome back to next episode of the UtH series. First of all, we'd like to thank you for all of the good feedback you've given us under previous articles dedicated to the deeper description of how things are made at SCS Software. The last article became quite a wall of text, so I'll try to grow something shorter and smaller this time.

Yes, the word grow is used as intended there, because today we're going to take a look at assets of vegetation in our games! So grab your gloves, shovels, clippers, fertilizer etc. and let's go gardening!

You need to know what you want to grow

Maybe it starts to sound quite repetitive, but the creation of vegetation assets begins at the research phase too. As we've written a few times already, when you want to make in-game content close to reality as possible, you need to gather all available information about everything you're going to recreate. And vegetation is no different. You definitely don't want to bring roads, mountains, buildings and everything else precisely created by real exemplars and then ruin the final feel of the whole new zone by adding trees, bushes, plants etc. who are totally not even from the same climatic zone. For example, just imagine desert full of deciduous trees. That'd look really foolish.
Hence, as in the other realms of a creation of our games, we do deep research for vegetation too. When a new zone is being researched, we gather information and useful material about places and zones located near the roads and highways which are going to be implemented. And not only the plants, but also ground and terrain such as fields, forests, meadows and so on. For this purpose, we use every possible way of getting quality material. For example an external database of textures, photos, online photos and videos searching tools, applications similar to 'streetview', satellite shots and also our own photos and videos which we try to capture every time some of our colleagues are somewhere on the roads. Sometimes it's easier, sometimes it's not.



As you probably know, our company is located in Prague, Czech Republic. That means we're located in Central Europe. So when we create a new state or zone for ETS 2, it's much easier to get good material by our own doing than for new areas in ATS. Yes, vegetation is different in each European country too, but it's still quite similar, well known for us or at least not so far away. If you're asking that it means we sometimes simply take a camera and go into the woods then the answer is yes. For example, in the team of asset designers, it's quite normal that one of the artists dedicated to vegetation systems says something like he's not going to be available in the office tomorrow if the weather will be good for shooting. Maybe we can publicly admit, that some of the deciduous forests in France had their foundation in material captured in the nature of the Kunratice valley, a small part of Prague. Does it sound like our colleague got it too easy? Unfortunately, he didn't. Because when he was there, the weather suddenly changed from partly cloudy to quite a big storm and he came back wet and cold as an abandoned dog. But as it's said, there's no greenery without water.



Seeds, ground, and patient care, right? Or not?

But how are the vegetation assets made? When we have all the good data and material we need, the phase of creation begins. It starts with a texture and mask. You need to capture and recreate the look, colors, pattern of foliage, bark, translucence, shine, shadows and so on. Then it's time to create the whole model. To make the width, height, shapes, roots or treetops. To decide how big the vegetation asset will be, how small, how it will look dry, fresh, healthy or withered. As we've been gaining experience with every new zone we made for our games, we started to create more looks and versions of every single vegetation asset we create. The reason is probably really obvious - to have more options, to be able to create the whole forest composed of different trees and plants of the same or similar species. No one wants to make a greenery zone full of exactly the same models of vegetation.



When the models are done and the textures are put on them, the whole compositions are recreated a few times again but with different 'Level Of Detail' (as you can see on the picture below). The purpose for that is to bring even more options for map designers as they need to distinguish highly detailed assets which are placed near the roads where players are able to drive or lower detail assets which are placed on the horizon far away from the player's close range. The whole set of new vegetation is further assigned to the map designers along with new textures for ground, terrain, 2D 'walls of textured horizon' which serve as coulisses at the maximum viewed distance. And also the information and suggestions of its use and placement.



Gloves + shovel or keyboard + mouse?

Definitely keyboard and mouse. Like the other assets and models in our games, which are made in graphic applications and software, vegetation is no different. Two colleagues out of our team of asset designers are currently dedicated for vegetation systems, and they use the same or quite similar tools. It doesn't matter if they're going to make new buildings, traffic signs, or trees and plants. So if you're interested in which software they use, we can give you some tips such as Adobe Photoshop or our own SCS plugin for Blender and Maya. This plugin also includes specialized Vegetation tool.

 As you can see in the gif below, one of our colleagues found passion and love in vegetation asset development since one classified space program ended. Do you recognize him?



The whole process of new vegetation asset creation is really complex, comprehensive and quite difficult. As you can probably imagine, every single tree or plant, ground or terrain texture needs a different approach if you want to make it well. And even when you have enough time, material and skill, you can't capture nature's diversity exactly as it is in reality. Moreover, there are many other things which we need to keep in mind but nature doesn't. For example the impact on players' hardware, polygons, scale or texel (pixels in a meter) detail limitations, a transition between models' LODs (level of details), vegetation translucence, wind animations (set manually for each single branch) of the whole trees or in the leaves,  and much more. There are so many things you mustn't forget. And our games are not located right in the middle of nature but on the roads. We can imagine how hard it must be for studios which make for example RPGs or FPS shooter games. But on the other hand, they often don't need to do everything according to reality, right?

Don't forget to water the plants

Well, it looks like I failed with my initial intention to write a shorter article than the previous one. Hope you don't mind and that you've enjoyed reading it, that it has brought new information about how another part of our games is made. 
As always, thank you for your time and I'm looking forward to reading your comments, criticism, feedback, and suggestions on which topic you'd like to see covered in the next article from the Under the Hood series. Until we meet again, have a great time and don't forget to water the plants. At least those you have at your flat or house. And we'll keep an eye on those which are in our games. Do we have a deal?

Related articles:
http://steamcommunity.com/games/227300/announcements/detail/804282250013068875
Euro Truck Simulator 2 - Timmy
We are working hard on addressing the remaining known issues before we can start the Open Beta process for the next major updates for both Euro Truck Simulator 2 and American Truck Simulator. We thought that you may be interested in learning about one little visual improvement that we are planning to introduce as a part of the update...

We have never been quite happy with the way vehicle lights look, doing something about it was on our wishlist since the launch of Euro Truck Simulator 2. Our coders have actually improved the underlying system a while ago already, but finally, we have caught up with them and tweaked the "sprite" graphics, which in fact involved painstaking re-adjustment of a ton of various numerical constants that define light flare behavior.

The light flares in our games have always been growing too big at a short distance, masking out the entire headlight and any interesting shape and detail. Our goal for the change was to make sure that the lamp mask can be seen during both day and night without the excessive glare.



At longer distances, the new system adjusting the flare intensity still had to make sure that lights do not disappear. The eye is very good at catching the photons coming in even from a tiny source in the distance, and our system has to emulate it.

You can see the results of our effort on today's comparative series of screenshots.



Euro Truck Simulator 2 - Timmy
A lot of fans have reminded us that the release of the Heavy Cargo DLC packs for Euro Truck Simulator 2 and American Truck Simulator respectively would make a nice opportunity to introduce some new Steam Achievements for the games.

We decided to heed the advice and just added 5 new achievements for each game, slightly different so that owners of both games can have a somewhat different experience hunting them down.



Thanks to /u/rockandrole8 on Reddit's /r/trucksim who made a nice comparison of the two sets of achievements!

The Steam sale continues and our games are on sale. Get some DLCs and surprise your friends!
Euro Truck Simulator 2 - Timmy
We are proud to announce our partnership with the European Truck Racing Association (ETRA). ETRA has been the promoter of the FIA European Truck Racing Championship (FIA ETRC) since 2016. They have been very kind to approach SCS Software with the opportunity to show our games to the visitors of ETRC racing weekends.



Here is the plan - SCS Software will be a part of the show at several upcoming championship races in 2017, and possibly beyond!

The very first event coming up is the third round of races, held in Germany at Nürburgring, July 1 - 2, 2017.

And we are really pressed for time...

You see, we have been thinking about building some sort of demonstration platform for our games for quite a while already; something that we could deploy to the various games industry shows, as well as transportation industry events, something that would make a lasting impression on visitors. The impulse from ETRA was the final inspiration to turn the vague plans into reality. The final go-ahead was given only a couple of months ago, and we started designing and working immediately under a crazy tight deadline.



We are building something really special. The ETRC race series visitors will be the first to see it, but there are several more gaming and trucking shows in our calendar. Our team of specialists has been working on a unique exhibition platform. Its basis is a forty feet long cargo container, which is being refurbished with a custom-made interior. Our visitors will be able to experience a ride in Euro Truck Simulator 2 on an advanced 4DOF motion-sim platform with a three-display setup. We are packing in not just one of those high-tech simulators but two! We are still hard at work actually, far from finished. The special trailer will arrive at the first event still smelling of fresh paint!



SCS Software's On the Road Team is looking forward to the European Truck Racing Championship events, and we are excited to invite the fans of our games to meet us there in person. Oh, and you may happen to see a bunch of really cool racing trucks up close!
...

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