Derail Valley - Altfuture
More daily bug fixes!

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

Full changelog:

NonVR HUD:

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

Bug fixes:

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

NonVR controls:

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

Hazardous Materials teaser:



In case you missed it on our Discord and other social media, here's a teaser shot of some of the upcoming Hazardous Materials assets!
Derail Valley - Altfuture
Hey everyone,

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

Full changelog:

Bug fixes:

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

Console:

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

Other:

- Few minor memory allocation optimizations to reduce stutter
- Updated splash screen background color
Derail Valley - Altfuture
Quick patch - while we're working on some bigger improvements, we managed to squeeze in a few bug fixes and another CPU optimization for today.

Full changelog:

Performance:

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

Controls:

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

UI:

- Further improved nonVR HUD

Jobs:

- Fixed lack of available jobs as of #56

Debug:

- Pressing ‘i’ no longer activates spawn mode
Derail Valley - Altfuture
Hey all!

10% CPU gain:

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

More CPU optimizations are in the plans.

Steamer fire, coal, water consumption:

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

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

Other notable fixes:
  • Shunter headlights now work, but are work in progress.
  • Leaning in VR causing mis-teleporting was fixed in this build.
Full changelog:

Performance:

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

Steam locomotive:

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

Trains:

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

Controls:

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

Jobs:

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

Platform:

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

See you next week with more updates!
Derail Valley - Altfuture
Hi all,

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

NonVR whistle, draft, better HUD and more:

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

Brake tweaks, reduced train compression:

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

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

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

Full changelog:

Simulation:

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

NonVR:

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

General:

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

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

NonVR improvements:

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

Derailment fixes:

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

Updated roadmap:

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



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

Full changelog:

Options:

- Added screen resolution option

Controls:

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

Vehicles:

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

Game:

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

Console:

- Added debug.toggleui command to hide/unhide UI
Derail Valley - Altfuture
Hi all,

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



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

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

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

Full changelog:

Options:

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

Controls:

- Added tilt to nonVR lean

Gameplay:

- Fixed cash register money duplication exploit

Debug:

- Output log now includes system info (CPU, GPU, RAM, etc.)
Derail Valley - Altfuture
Hi all,

Improved derailment:

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

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

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

Non-VR lean and arrows:

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

Fixed getting kicked out of shunter when leaning in VR:

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

Always spawning shunter:

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

Small commonly reported bugs:

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

Full changelog:

Derailment:

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

Controls:

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

Gameplay:

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

Service station:

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

Vehicles:

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

Items:

- Fixed essential items missing after respawning to nearest station
Derail Valley - Altfuture
Hey all,

Last night's build #50 had an issue starting on the Oculus store. We've made a quick patch fixing that in build #51. Enjoy!

Full changelog:

Platform:

- Fixed the game not starting for Oculus users
- Preemptively fixed Touch controllers issue if there are both Oculus Remote and a gamepad attached to computer
Derail Valley - Altfuture
Hey all,

Thanks for all your feedback! We've been busy fixing remaining critical bugs. Here's what made it to this round:

Fix for Rift controllers not working

Since launch, some of our Oculus users weren't able to play Derail Valley. Their controllers were not working properly in-game, making it impossible to pass the tutorial. After days of poking around, we found the cause to be Oculus remote interfering with Touch controllers in VRTK, the underlying input system that powers Derail Valley. We made a potential fix for this (but weren't able to test it ourselves yet).

Faulty load location, runaway trains

These bugs introduced in the previous build are now resolved. Starting the game will spawn in an actual nearest station. Spawned trains now have brakes applied too.

Completed WMR controls

WMR controls are now complete, supporting usage of joysticks for movement as well as touchpad clicking for teleport and snap-turning.

Fixed non-VR starting in VR

Using options other than the main "play" button in Steam makes it possible to start VR version of the game without actually having a VR headset. Now, if the game starts in VR it will automatically fallback to non-VR if no headset was found.

Various small changes

- Fixed a terrain bump near Forest South
- Fixed offset teleporting in a moving train
- Map indicator is now always visible

Full changelog:

Gameplay:

- Cars in station will no longer regenerate so closely
- Fixed cash register money-making exploit
- Map player indicator is now always visible

Savegame:

- Fixed game load always spawning player at north-east

Vehicles:

- Fixed spawned locomotives not having brakes applied

World:

- Fixed terrain bump over tracks near Forest South
- Somewhat widened loading loops in Iron and Coal mines
- Updated city buildings with higher-res textures
- Fixed Sawmill load machines being swapped

Controls:

- Added touchpad clicks on WMR for teleport, snap turn, page flipping
- Alternatively can be used via joystick
- Fixed misaligned teleporting in fast moving trains (esp. at low FPS)

Platform:

- Potentially fixed Rift controllers not working properly for some users in Oculus SDK version
- Starting VR version without a headset will now fallback to non-VR automatically
- Updated Oculus SDK to 1.32.1
...