This time I've gone with a bit of a Victorian gothic theme and added a classic British-style small steam engine alongside a gothic cathedral map!
There's a whole bunch of new cathedral architecture props and of course all of the classic Halloween props and features from previous years.
JGR 150 Steam engine
Wohoo! finally a new steam engine officially added into the game! This one is a lovely little British-style loco built in the UK but operated in Japan in the 1870s. It's officially known as the "JGR Class 150".
Liveries for this loco will be coming in a later future update.
Thank you so much to Corporal Crunch who made the amazing original QuickMod of this loco!
Cathedral Gothic map
The second main part of this update is a new Victorian gothic themed map. Some of you might recognize this architecture from an Easter Egg, well i decided to expand these models and re-work them into usable props that you can now use in your own maps!
There is even a full interior to the cathedral building!
You can access this map from "main menu -> new game" like all the other built-in maps:
Along with this map, all of the props used can now be found in a new drawer (Buildings -> cathedral):
Other Halloween stuff
Of course you can also access all of the classic Halloween items added in other updates! This includes all sorts of things from new decoration props to ghost trains. The best part though is a loot pumpkin which you can open to get special train variations (and tons of candy)
As well as these 'loot pumpkins' you can find the whole drawers of Halloween themed props in the "Misc -> Halloween 18/19" drawers:
These props include gothic-style fences & gates, various decorations, light-up pumpkins, gravestones, colored lights, hanging lights and even a bubbling cauldron:
And of course the ghost trains! You can get them as rare rewards from opening the loot pumpkins, and there are a bunch of different wagons and locos (Including a ghost version of the new JRG steam engine)
You can turn on the special Halloween skybox (seen on the main menu) by going into the "weather & time menu -> advanced" and turning on "Halloween mode"
Today's update adds a whole bunch of quality-of-life improvements!
Things like:
A search function for searching through mods/maps/liveries/etc
Thumbnail grid lists are now used in more menus, like the workshop update list.
The livery spawning drawer has been re-designed
The pause menu now has new options for "your maps" and "downloaded maps" to make finding layouts easier
The QuickSave function has been cleaned up a bunch
The backups menu is far easier to use
Grid lists for the legacy QuickMods and QuickTerrain drawers
Full list of screen resolutions for PC
Lots of bug fixes
Since Rolling Line has been getting updates for over 3 years now, it's got lots of "old" and "new" parts, and this update finally cleans up a few of the features that needed upgrading.
Things like finding mods, workshop maps, liveries etc is now made much easier with thumbnail grids and a search function! So you can type in parts of a maps name (and tags for mods!) to narrow down the list.
Typing in tags like "animal" "japan" "roadside" "prop" etc will work with mods! (these tags are the same tags on the workshop)
Searches are not case-sensitive (so capital letters don't matter) and the text you type just has to be contained in the name/tags to show up.
You can find the new search option all over the place, simply click the search icon at the top of a list and type in your search text!
New pause menu design
This update also re-designs how you find and load maps from the pause menu.
There is now a dedicated set of buttons up the top for: - "your maps" (local save files) - "downloaded maps" (saves you've downloaded off the Steam workshop)
There is also a shortcut to the "new save" option up top too! So all of the map loading & saving options are now in one place.
From these menus you can easily access your local & downloaded saves with an easy-to-use thumbnail grid! (and of course you can use the search feature)
Expand option lists into thumbnail grids
For some menus (like livery options, weather presets, etc) there is now an option to "expand" the options list and view all the options as a thumbnail grid.
From here you can click an option to highlight it:
Livery drawer re-design
The livery drawer now works just like the mod spawner drawer, so it has a thumbnail grid + the livery type can be switched using the category drop-down-menu at the top.
You can also set the category to "all" to view all liveries at once.
The livery names have also been cleaned up a bit to be more consistent, e.g. all steam trains start with "steam", passenger wagons with "coach", freight with "freight" etc This makes searching through them easier!
The legacy QuickMod and QuickTerrain drawers also use the new thumbnail grid UI too.
Better backup list
The saves backup list (Pause menu -> Manage saves -> backups) is now much easier to navigate thanks to the search option and a much larger list view.
You can also now hover over each backup to see the type (session quit, save over, exit, etc) and the date + time the backup was made:
Full resolution options list
An annoying limitation that you may have noticed before is that the PC resolution list only showed the first 10 options. Well it now lists all possible resolutions for your screen:
And some more stuff:
As well as all the UI features, this update also includes:
Fixed collision on one of the "path" terrain pieces
Fixed the "refresh" button for layouts (which stopped working a few updates ago)
QuickSave now works much better, and will never save over the wrong map. QuickSave will be blocked unless there is definitely a valid save to copy over (this applies to pressing F5 too)
Prop mods are no longer re-loaded when spawning from the drawer UI
Fixed an issue where the old legacy room menus would get stuck on menus like "capture thumbnail" and "quickSave"
Might have fixed an issue with the sun and moon defaulting to directly upwards
Fixed issues with custom posters & flags not being packaged properly sometimes
That's quite a lot of stuff to cover! Every now-and-then I need to do these updates which package together a ton of quality-of-life improvements and fixes that have been stacking up. But it's always worth it to get these things done!
I hope everyone enjoyed the International Layout Jam! There were over 100+ layouts submitted and I'm blown away by the level of variety and creativity that has gone into these maps. People really made the most of the "international" theme and made locations like: Iceland, Viet Nam, Italy, Jamaica, Switzerland, Japan, France, Cuba, Brazil, Ecuador, India, China, Belarus and even Antarctica! (plus many many more)
I love seeing maps based on countries that you don't often see in media, and this event was full of those!
Just like with all the previous jams and competitions Rolling Line has had, I've put together a collection of my personal highlights from the event. And here they are!
You also view the poster here: (click to enlarge)
Please don't worry if your entry wasn't included on the list! With over 100+ entries, there were still so many more maps that I would love to acknowledge that didn't make it into the favorites compilation.
Here are all the Steam Workshop links for the maps mentioned above:
And that's just the ones I included in my favorites! I highly recommend you go on the Steam Workshop and look under the "international railway jam" tag to have a look for yourself at all of the entries:
Thank you all so much to everyone who took part in the event!
These jams are always so great for inspiring people to make some really unique maps, and I love seeing what people come up with.
So far there has been: - Color Comp - Compact Comp - Fantasy Livery Jam - Hallowed Cove Comp - Snow Globe Jam - Railroad History Jam - International Layout Jam
Which one was your favorite?
I wonder what the next one will be... We shall see!
In the meantime, go and have a look at all the new awesome maps on the workshop, and keep an eye out for the next update! (its going to be a whole bunch of quality-of-life features, leading towards some big updates on the horizon).
Hello everybody! There's already been a ton of amazing entries for the International Layout Jam and I highly recommend going and having a look on the Steam Workshop at the entries to try them out yourself.
Anyway, the purpose of this news post is to announce that:
the International Layout Jam is being extended till October 4th!
So this means you have an extra weekend to work on an entry. Or if you've already made one, why not have a go at a quick bonus entry!
The reason I'm extending the jam is because I'm going to be away on a tramping (hiking) trip this week, so I wont be here to close off the jam until the weekend, so why not extend the closing date!
I'll be spending 4-5 days solo in the Tararua Ranges, likely in rather wild weather, so it's going to be a hell of a trip!
But in the meantime, I hope you're all enjoying the International Layout Jam so far! Thank you to everyone who has made submissions already, and best of luck to everyone who's still working on theirs!
I hope everyone is enjoying the International Layout Jam! There's tons of maps already submitted to the workshop (130+) and there's still just over a week till the Jam ends!
In the meantime, here's a mid-jam update ːsteamthumbsupː
The GeTA Sulfur Railway
Back in the "Railroad History Jam" I created a map called the "GeTA Sulfur Railway" well that map has been touched-up and added into the game officially! You can access it from the main menu, just like any other official map, and it even has all its unique liveries and mods.
It even has an official map poster now too:
Historic vs Modern version
As you might remember, the GeTA Sulfur Railway had two versions, one set in the 1900s (Steam era) and the other was set in the current day.
Both of these versions are included in this update, and you can switch between them in-game by clicking this button on the wall!
Clicking the button will load the historic version of the map. When playing the old version, you can also switch back to the modern version the same way.
Other upgrades
The map has also been updated to include all the new features like custom audio, tunnel regions and even dynamic wires:
You can also now find some text and images around the map which explain the history:
But now for part 2 of this update:
Custom music!
You can now easily use your own .Mp3 files as custom background music in the game. Simply put your custom music files in the new folder "Rolling Line -> Modding -> Custom Music" and you will hear them in-game!
By default your custom music will be mixed in with the normal default music already in the game. You can change this in the "Audio" menu:
You can choose between mixing custom and default tracks together, or either default only or custom only.
You can also press the "Refresh music" button to skip to a new song. Pressing this button will also check for any new files you've added to the "Custom music" folder.
There are more options in the "Music options" menu too:
From here you can set the gap between music tracks, shuffle, fade in, and whether music should fade out when you are near loud audio sources (this includes moving trains and heavy weather). This little feature is what makes the music fade away when you start driving trains, and come back again when you away from trains looking at the scenery.
Moving files around
Something else this update does is move a few more of Rolling Line's data files & assets into the "Core" folder. This means that you can access and edit these files easily, since they are not packaged inside the game itself.
These files are found in: "Steam -> SteamApps -> Common -> Rolling Line -> Core"
Please don't edit these files unless you have backups, and are willing to potentially mess up your game. But if you want to have some fun modifying the core files the game uses then you certainly can!
For example, you can easily edit: - the .txt save files used for the menu, official maps and tutorials - the .Mp3 files of the default music - the .jpg files used for the pages in the magazines
Other fixes and features
This update also includes a bunch of other little things:
There is now an "open livery folder" button in the menu when creating a livery. This simply opens the folder in file explorer to make adding liveries easier:
Fixed major bug with custom drawers, where they would fail to save when left in "edit" mode when exiting the map.
Custom drawers now have a few other visual queues to help show when they are editable vs when they are not:
Fixed bug with copy-pasting dynamic track data sometimes causing issues with the dynamic track UI.
the "refresh" button for posters and flags is now hidden when the flag choice popup is open.
The camera now automatically snaps away from the button when using any of the "open X folder" buttons in the menus. This is so that when you tab back into the game you don't accidentally click the "open folder" button again.
The default icon which maps use when no thumbnail is set has been fixed.
The switchboard in the "Ghetto Sulfur" quickMod now has a better position in the cab.
Thanks to some file optimizations, this update actually reduces the file size of Rolling Line by about 100mb!
And that's everything for this update, Have fun with the remaining week of the International Layout jam!
In the previous update I mentioned that there was going to be an event coming that was going to involve the new flags feature, well here it is!
This update also adds a brand new official map to kick off the jam. And for this event, I've decided to make a map based on Tibet! (more info on this later in the news post)
But first off, here is the info for the Jam:
There are basically no rules, the idea is just to choose a country (real or fictional) and use that as the inspiration for your map.
You can use mods, liveries, custom props, custom flags, etc. Anything. In fact your map doesn't even need to include trains! By all means just make some scenery inspired by a country, no railway necessary. You can also choose any time period you like.
When you upload your map to the workshop, just make sure to tick the "International layout jam entry" option so it gets tagged as part of the event:
You can make as many entries as you like.
Also since this is a "jam" not a competition, there won't be any specific winners (or prizes) so don't be too competitive. These events are just meant to be a good opportunity to get inspired and make a layout with a theme.
Though as usual, I'll still give shout-outs at the end of the event towards some of my favorites!
This jam runs from the 10th to the 30th of September. Please remember to use the International layout jam tag option when uploading your map (mentioned above) so your map is included in the list of entries!
New official map: Tibet
To kick off this jam ive made my own entry! Just like with the previous layout building events, I love to personally make my own layout at the beginning to give people inspiration for making their entries.
It's based on the beautiful landscapes of Tibet, and features the Qinghai–Tibet railway.
You can find lots of real-world locations like Lhasa, Larung gar, Golmud and Lake Namtso. This map makes full use of the new custom posters feature, and has lots of photos of the real-world locations.
Alongside this map ive added some new props to use as "prayer flags" (the strings of colored cloth flags you often see in India/Nepal/Tibet):
There is also now a couple of dedicated flag pole props:
Other features and fixes
This update also includes a bunch of other stuff:
There is a new props drawer "props 5" which has the new prayer flags as wall as other decoration themed props like umbrellas and flag poles.
There is an "extreme speed" setting in the "pause menu -> gameplay" menu which you can enable to make trains go stupidly fast. This used to be hidden behind a cheat but it's now easily usable in-game!
The maximum distance you can extend the shadows in photo mode has been increased.
The main menu will now show a little "new" flare on the next arrow to indicate that a map in the list ahead is new.
Posters with the "unlit alpha" material option will now glow brighter at night.
The "train movement mode" setting (either simple/dynamic) has been removed. It is no longer needed and often causes confusion.
The "freeze time" and "freeze weather" settings are now enabled by default. So you need to disable these if you want dynamically changing time of day and weather.
Fixed bug where holding a poster in your hand on PC would show up as invisible.
Fixed bug where the photo mode camera would pan slightly when holding down the mouse but not moving it.
Fixed bug where the ambient audio would not reset to default correctly when leaving a custom audio region.
Fixed bug where the default ambient audio would not be saved when reloading a save.
And that's everything!
I hope you enjoy the new Tibet map, it was loads of fun to make! And I can't wait to see what everyone makes for the International Layout Jam!
If you have any questions about the Jam feel free to ask in the comments. Enjoy!
Flags! flags of every country (252 total), and you can easily drop your own image files into the game to use your own! These flags even have cloth physics and blow in the wind:
As well as flags (with physics) this update also adds "posters" which are literally just a 2D image you can place anywhere on your layout. Just like with flags, you can easily supply your own custom images to use as well!
Posters can be used for all sorts of things, like backdrops, signage, advertisements, neon signs, or even just decoration for your layout room:
Adding your own custom images is incredibly easy! All you need to do is paste any PNG or JPG images into this folder: "Rolling Line -> Modding -> Custom Images"
You can even include custom images inside your workshop uploads! Simply choose the "Package custom images" option when uploading your save and any images you've used will automatically be uploaded with the layout.
Customizing flags
You can find the new flag and poster props in the "Room -> tools 2" drawer. Once you have spawned in a flag you can customize it using the popup menu (press Q).
From here you can choose the image from a list of options (custom images will be shown at the end of the list). Plus you can set whether the flag physics are pinned to the top or the side, or simply "static" (not moving).
You can do the same with posters. When the options menu for posters is open you can also change the material type:
"normal" - standard solid material
"alpha" - smooth transparency (see-through)
"alphaCutout" - hard-edge transparency
"unlit" - appears fully bright (unaffected by lights) at all times, like it is emitting light.
"alphaUnlit" - a combination of Alpha and Unlit, which is both transparent but emits light.
Other features
This update also fixes a couple of bugs:
The Glowbells minigame now works properly, after being broken since the last update. You can now load and play the game as normal.
Fixed the UI position of the workshop requirements panel
Widened the collision on the walls so that props aren't hidden behind the sky material if enabled.
Also the "many lights" lighting mode has been removed. This is because it was causing lots of issues with certain materials and really wasn't providing much benefit. the "many lights" render mode uses a technique called deferred rendering to display lights, which is supposed to be more efficient for large numbers of lights, but the performance increase is so small it wasn't worth the trouble it's been causing.
Let me know if you run into anything unusual when viewing maps with lights! as these changes might have unforeseen effects.
Layout competition just around the corner!
As mentioned in the previous update, there's a layout jam event on the way!
I decided to release this flag update on its own (instead of it being combined with the competition announcement) since It's ready for release now, while I'm still going to spend a few more days getting things ready for the layout jam.
As you can probably guess, the layout jam has something to do with flags! And just like with the Railroad History Jam, I'm making my own example map to kick off the event.
I've still got more work to do to finish this map, but here's a preview:
More news on that within the week... ːsteamthumbsupː
A common problem indie games run into is that they get more and more bloated and unoptimized as updates get added. Seeing developers get roasted for not spending time on optimization and "Cleaning up the game code" is a tale as old as time.
Well that's exactly what this update is all about! Rolling Line is over 3 years old now, and has had 126 total updates so far, so It's fair to say that the core structure of the game has gotten pretty messy over time.
So over the last few months I've been putting time towards finally re-organising and cleaning up the code of the game!
This pretty much sums it up:
The end result is a much, much more stable game and significantly faster loading times.
Specifically, the startup time between launching the game and getting to the main menu is up to 4x-5x faster! In fact the game can launch in about 3 seconds with a fresh install (no mods) on a decent PC.
The process of loading mods is now much faster too, and the game now stays responsive while loading! (instead of freezing). Before this update the game would just freeze and hang unresponsive till the loading was all done, but now it will remain responsive during the load process, and show progress.
This means the load screen will actually tell you exactly what it's loading. e.g. "loading save files 1/20" "finding mods 6/542" "loading skybox 89%"
Please keep in mind that this ONLY AFFECTS STARTUP!
The process of loading save files has not changed and will not be much different than it was before. Although it will still be a little bit faster thanks to the improved loading times for mods.
I am planning to do an update in the near future which entirely focuses on the way the game loads maps, which will involve some similar optimizations for that too!
This update also vastly improves RAM usage
Launching to the main menu has gone from using around 3.5GB of ram down to 1.5GB in some tests, and the amount of RAM used by having lots of mods and save files is greatly reduced.
Organising the games structure
This update is focused on more than just speeding up load times. I've actually made massive changes to the core structure of how the games programming is organized and structured. While this isn't something you'll see on the surface, it's something that makes a MASSIVE difference to how hard it is to track down bugs and issues. It also helps immensely for future updates.
And knowing that the game's code isn't a jungle of chaos anymore helps me sleep at night. ːwinter2019happyyulː
As an example of what I mean by "Cleaning up the game's structure", here is what the Unity scene hierarchy looks like both before and after this update. In fact RL actually now launches from an empty scene, and all of this data shown is set up through code!
Overall this update has far too many background changes to list, but here are a few things that you will actually see as the player:
Easter egg scenes are now loaded differently, and exiting a scene and returning to the game is much faster (the game is no longer reset).
The "resume" option for loading a save now works much better at selecting the right save. e.g. loading workshop saves or backups will not mess it up.
The wheels in photo mode will no longer show up in low detail.
Backups over a month old are now automatically deleted when the backup folder gets too large.
The mountain props now no longer snap to the surface angle (so they face upright by default).
Trains that were placed on the old legacy "Top of the south" layout are no longer loaded in save files.
The "Dark mode" setting is removed, and dark mode is now the only loading screen style.
The debug option to show "paint colors in file" has been removed, as this has long since been unused and broken.
Fixed a glitch where the tutorial menu would bounce around if the train was derailed during the tutorial.
Added a launch tag "-iwanttobelieve" which makes the UFO easter egg show up 100% of the time, just for fun.
And that's the bulk of it! This update has been a massive undertaking, and It's something I've been worried about and putting off for years. But it feels so good to finally take the time and clean up this behemoth of a game.
I recently figured out that September 10th, 2017 is the closest thing to Rolling Lines birthday as there is, since that was the day I first started officially working on developing it. And that means that some of the code in the game is almost 4 years old!
After 4 years of development and updates, it's no wonder it got so messy. Rolling Line has grown into a larger game than I ever could have imagined!
This has been a pretty exhausting last couple of months, so now that this is all wrapped up, I think it's time for a nice and relaxing layout competition for the next update! So keep an eye out for that ːsteamhappyː
Since I'm working on lots of programming improvements in the background, I wanted to give everyone some new content to enjoy in the meantime. It's been ages since any new wagons or trains have been added into the game officially, and these american freight wagon types have proven very popular in the community, so why not get them into the game officially!
These new freight wagons are some very popular ones from America:
Autorack
Tanker
Hopper (flat side)
Hopper (curved side)
Each one of these models was made by members of the community in the form of QuickMods, and then modified a bit (as well as adding official livery support) to be included in the game.
Thank you so much to:
G5K (for making the tanker mod)
ABStudios (for making the Autorack mod)
Stationmaster (for making the hopper box mod)
TrainTiny (for making the hopper curved mod)
This is a perfect example of how much the community contributes to Rolling Line! It's awesome to see community-made content directly making its way into the game for everyone to enjoy, and there's bound to be more of this in the future!
Custom liveries
And of course all of these new wagons have official custom livery support! In fact there are tons of examples people have already made on the Steam Workshop:
You can find them simply by going to the Steam Workshop and using the “livery type” drop-down list:
Just as with all the other liveries, you can find the templates in the "Rolling Line -> Modding -> templates" folder.
Plus there's a guide here on Steam that explains how to make your own liveries! All you need to make liveries is basic image editing software (even MS Paint is fine):
Meanwhile in the background, this update makes a big change to how the old "legacy rooms" are handled. For anyone who remembers back when Rolling Line was released, there was no "custom table" room, and you could only build maps on a selection of pre-made tables. These old pre-made table rooms have always been sitting in the game to preserve old maps that use them, but they haven't been accessible from the new game menu for a long time.
These are the maps im talking about: (the three "oval / double / horseshoe" rooms, and the old main layout outer loop)
Well this update replaces all the tables/drawers/controllers/menus/walls etc of those old rooms with prop versions (e.g. replaces the old menus with the modern dynamic menu which players can use in their own maps).
The reason this is happening is so that I can finally remove more of the old hard-coded legacy parts of the game, and those old tables were a big part of that.
From the player's perspective, nothing will really change, so you don't need to worry about the technical side of this update. But one thing that is important is that after this update you will not be able to edit the color of tables in these old rooms!! Any old maps will still work perfectly fine, but you can't change the table colors past this point. This only affects the old legacy rooms, so unless you are still making a map in those old rooms, then this will have zero effect on you.
So to summarise, on the surface these changes won't affect you at all, but lots is going on in the background which helps remove old legacy code and features that the game no longer needs.
This is all part of the big optimizations which are on the way in the near future!
Rolling Line's code is going through massive changes and improvements, which is something I've been needing to spend time on for YEARS. So it's amazing to finally be focusing on this. It's going to massively improve the game (both performance and stability) in the long run.
Other features
In addition to the new freight wagons and the legacy map changes, this update also includes:
Drawers now use a different menu position if they use the slide in/out style instead of the stationary option
There is now a "new" flare on the "next page" button on drawers when there are new props on the next page of drawers (like the new freight wagons, which are on the second page)
VSync is now on by default. If you find that the game is using heaps of GPU processing then try turning VSync on! (in the "graphics -> advanced" menu)
The "menu location" option is now gone, since it's no longer used
The player spawn location when teleporting to menus has been adjusted a bit
You will now be snapped to the closest menu (instead of the root menu) when capturing thumbnails and such
Fixed a bug where the collision for the small table next to the menu would not be moved when changing the room size
And that's everything for this update, I hope you all enjoy the new freight wagons!
Hello everyone! This has been a slightly longer gap between updates than usual, but that's because some big changes are happening in the background! I'm finally putting some serious time towards improving the optimization of Rolling Line and cleaning up old legacy features that have stuck with the game since release day (over 3 years ago now).
And the single oldest part of Rolling Line is the original main layout, called "Top of the south"
Back when this game came out it only had one single layout, and the map editing tools were hilariously bare-bones compared to what they are now. Because of this, the old "main layout" is actually built using entirely different tools and methods to how every map in the game is made now.
All the systems like skyboxes, switchboards, powerlines, turntables etc were all hard-coded for that single layout. But after many, many updates to the game all of these features can now be done using in-game tools!
Because of all these old "hard-coded" systems being used on the main layout it's been really complicated trying to make optimizations and improvements to how the game runs and loads maps. So something I've been dreaming of doing for a long long time is to finally "convert" the old main layout into a modern map, all using in-game props, track, tools, etc.
And that's exactly what this update is about!
On the surface it hardly looks like anything has changed, but the new "Top of the south" layout (included in this update) is actually a painstakingly-built one-to-one copy of the original. This means that you can now actually edit all the props, track, skyboxes, switchboards, etc, just like any other map in the game!
And best of all, I can finally remove all the old legacy code that the original main layout relies on.
This is all quite technical and hard to explain, but all you need to know is that Rolling Line just got 100x more flexible to future change, so the next series of updates are going to be focused on improving performance, stability, and all-around optimization!
Please keep in mind that no optimizations are in the game yet! This update is just the initial layout conversion that gets things ready for what I have planned next.
But even though it doesn't look like much on the surface, this update is actually a massive milestone for how far the game has come since release. Features like skyboxes, turntables, dynamic track, switchboards, etc, are all now proper in-game tools, yet back when the game came out these were all features I could only dream of. But now, 125 updates later, here we are!
Here is the full list of what's changed in this new version of the main layout:
All track is now editable
New audio sources and ambient audio
Switchboards are now dynamic
All signals now use the new system
All level crossings are now dynamic and use custom triggers
Skyboxes use the new skybox system and are editable
All props (aside from roads and terrain) are editable
The layout is now in the custom table room, instead of the legacy main layout room
All powerlines use the new dynamic wire system
In addition to the main layout conversion though, this update also includes some new features to enjoy:
Drawer style customization
You can now customize the visuals of the portable drawers! Simply press Q (left-hand hover option) to open the popup menu and you can edit a bunch of options.
In this menu you can customize:
Opening drawers (with a handle) or stationary
You can choose to make the drawers open/close when clicking on the handle. So you can place the drawers in the walls and open them when you need them:
Change the shelf style
Choose between a few different shelf styles, like a glass case or a foam holder:
Change the colors
You can change the inner and outer box colors. Just paint them like any other prop in the game:
Enable/disable the inner/outer box
You can also choose to hide either the inner and outer box. This is great for making glass displays (where you don't want the drawer buttons visible).
New props
During the process of converting the main layout there were a few new props which were added. These are:
Two new industrial buildings (originally from Picton)
A bunch of new rock & boulder types
Playground prop
Rubbish bin
Various sign posts
Various road signs
Tent
Roadworks barriers
Seat
Shipping container
New main menu
The main menu is now the Hanmer Springs scene. In the future I plan to make a system where you can create your own custom main menu scenes, or even share/download them on the workshop! But for now, this scene is replacing the old ones in various locations around the main layout.
Kaikoura earthquake map
You may have heard of an easter egg where you could trigger an earthquake on the Kaikoura coast and get a unique post-earthquake scene. Well in the process of re-making the main layout I decided to make this easter egg a proper map that everyone can access from the main menu!
Other changes
The "main layout quality" setting has been removed, since it's no longer used
The "Startup load type" setting has also been removed for the same reason
The "Kaikoura, picton, ward, etc" loading stages are now gone, since the game no longer needs to load these manually
And that's everything!
Even though on the surface this "main layout conversion" doesn't look like much, the amount of work involved was insane and the amount of flexibility for future changes and optimization that this has made possible is massive. Rolling Line certainly has some big changes on the way, and converting the old main layout was the number-one roadblock to making that possible.
And I am very, very excited to be working on what's to come!