ACCESSIBILITY/TTS: fix target language and missing espeak handling on Linux
AI: AI service reworked: performance increase, automatic translation, configurable subtitle placement, and more
APPLE: Fix WebDAV crash with digest auth (Cloud Sync)
APPLE: Cloud sync fixes
ignore .DS_Store files and re-sync on app foreground
APPLE: Don't re-create default directories
APPLE: Show Git information correctly
AUDIO/SYNC: Handle Hz skew adjustment for high refresh rates better (BFI, swap interval)
AUDIO/MIXER: Separate ffmpeg/mpv and audiomixer conditionals
AUDIO/WASAPI: Reworked shared buffer operation for more flexibility, fixed exclusive mode last buffer looping when entering menu
CONFIG/OVERRIDES: Fix setting savefile_directory in override file
CONFIG: Force fixed locale for numbers
CHEEVOS: Upgrade to rcheevos 11.0
CHEEVOS: Use rc_client for state management
CHEEVOS: Don't track disc changes when achievements are disabled
CHEEVOS: Reinitialize rewind buffer after loading game with achievements
CHEEVOS: Inform user when server is unreachable
CHEEVOS: Fix crash on first load of game with achievements with threaded video
EMSCRIPTEN: Increase chunk size for reads/writes
EMSCRIPTEN: Modularize the JavaScript and clean up the web build
EMSCRIPTEN: Prefix core name with libretro_ for exports
EMSCRIPTEN: replace dashes with underscores in corenames (fix for vitaquake cores)
EMSCRIPTEN: Use ZipFS for web player asset bundle
EMSCRIPTEN: Change default audio rate to 44100
INPUT: Fix ghost input when setting RETROK_UNKNOWN
INPUT: Default 'Bind Hold' to 0 to prevent problems with controllers not resting at null state
INPUT: Add a setting to allow turbo d-pad directions
INPUT: Don't save mouse buttons to autoconfig
INPUT/MENU: Add option for merging 'Hotkey Enable' device types
INPUT/mFI: disable secondary_joypad to prevent issues with controllers detected both as HID and mFI
INPUT/UDEV: Change event detection to polling in udev_joypad
INPUT/WAYLAND: Use unaccelerated pointer motion to prevent mouse dead zone
LAKKA: Add new menu options for Switch (overclock, CEC, BT ERTM)
LIBRETRO: Add environment command to get playlist path
LIBRETRO/NETPACKET: Switch environment call number from 76 to 78 (retire 76 as it was never used by any core) Simplify broadcasts by removing the option to send to all but one client, use an explicit RETRO_NETPACKET_BROADCAST constant instead Separate explicit flushing and querying of incoming packet into two operations Enable a core to specify a protocol version string which can get used instead of core version to determine compatibility between two players Log and notify a separate message when there is a content crc mismatch while using this interface to convey it being less severe
MENU: Fix menu analog stick navigation (1.16.0.1)
MENU: Add option to find thumbnail images by playlist rom filename (1.16.0.2)
MENU: Don't process menu events while input is being flushed (1.16.0.2)
MENU: Prevent proceeding to next bind when single binding (1.16.0.3)
MENU: Fix touchscreen menu false positives in case of overlap
MENU: Sort playlists ignoring extension (Playstation 2 should come after Playstation)
MENU: Treat System Volume Information folder as hidden on all platforms
MENU: Add Belarusian language option
MENU: Fix savestate thumbnail behavior when navigating back to playlist while content is still running
MENU: Fix word wrapped widget length
MENU: Add help text to controller drivers
MENU: Fix quit on content close option
MENU: Fix thumbnails in History for content loaded through Load Content
MENU: Flexible thumbnail matching (ROM name
database name
short name)
MENU: Remove legacy thumbnail pack downloader
MENU/GLUI: Icon corrections
MENU/OZONE: Thumbnail related fixes (missing thumbnail bar, fullscreen thumbnail flashing, sidebar focus)
MENU/RGUI: Fix text scaling in 16:9
MENU/XMB: Background images take precedence over color themes, default image opacity set the same as color theme opacity
MENU/XMB: Fix segmentation fault when background image is missing
MENU/XMB: Several corrections and cleanups
MENU/XMB: Layout/thumbnail fixes
Thumbnail layout adjustments, Header title improvements, Handheld layout adjustments
NETWORKING/NETPLAY: Add support for joining MITM servers from command line
PATCHES: Add support for XDelta-formatted patches.
PATCHES: Fix patching for cores that support contentless mode
RUNLOOP: Frame Rest, experimental sleep feature aiming to lower CPU usage and temperature when using certain CPU hungry vsync modes
SCAN: Do CRC check on PSP/PSP(PSN) content
VIDEO/BFI: Black Frame Insertion added to DirectX10/11/12. BFI Hz range now covers every 60hz multiple under 1000hz. Variable Strobe length via new 'Dark Frames' option, algorithm to auto select 'decent' Dark Frames choice.
VIDEO/GLSL: Add FinalViewportSize support to GLSL
VIDEO/GLSL: Change rotation type to int to maximize compatibility
VIDEO: Use video refresh rate instead of core refresh rate for menu frame limiting
VIDEO: Limit paused video refresh rate
VIDEO: Enforce swap interval 1 in menu if vsync is on
WIN32: Prefer D3D11 and WASAPI as default video and audio drivers
WIN32: Fix window size when aspect ratio is < 0
WIN32: Fix screen resolution always tied to the main monitor
WAYLAND: Enable fallback for screensaver inhibit via D-Bus
WAYLAND: Introduce wp_fractional_scale_v1 protocol for proper fractional scaling
Save file will no longer try to calculate spawn chunk on the fly every time the world is loaded, spawn chunks are set once and remembered. Fixed bug that would sometimes cause chunks to load as holes in the world.
Theoretically, every game pad should work. However, I'm poor and I don't have the chance to test them all. If the buttons do not work, do not forget to assign keys from the settings. If you have a cheap gamepad like me, You can run it thanks to https://www.x360ce.com/.
By the way, it was a difficult process for me, I added console support to the game for the first time, after failing for 2 days, it was solved very easily thanks to Rama UE4 Plugins. The Unreal community is really helpful.
Anyway, I hope it runs smoothly on your controllers. If it works or doesn't work, I would appreciate it if you let me know.
We've been reading and processing your feedback over the past 48 hours regarding some of the adjustments we've made to the Highwayman as part of the Infernal Pursuits update. Thank you to everyone who has taken the time to share their thoughts on our Discord, and Steam.
As you know, we're always keen to listen to our community and we value your perspectives. We'll be digesting this feedback over the next few days and looking at where we can make further changes - stay tuned! In the meantime, we hope you’ll bear with us and enjoy some of the other changes and new additions in the update.
We are happy to announce that we have implemented a new vehicle into the game: Say hi to the DT5.1 series!
The background: In the real world, the DT5 was delivered in a total of 10 batches during the years from 2011 to 2023. There are various differences in detail between the different batches, and the equipment of the DT5 was also modified over time. Up to now, we had exclusively focused on the DT5.2 series in SubwaySim, and from now on, you will be able to experience the DT5.1's particular features as well.
There are a number of differences between the DT5.1 and DT5.2 series, for example regarding the exterior, the interior and the cab. The vehicles 301 to 418 are referred to as the DT5.1 series, and vehicles 419-463 are associated with the DT5.2 series.
Interior
The most striking difference for passengers is probably the vehicle's interior. The DT5.1 series are equipped with older screens for the passenger information system (PIS). These screens are comparably small and built with an aspect ratio of 4:3. Since the delivery of the DT5.2 in 2020, larger PIS screens in 16:9 have been used, which look much more spacious and modern.
Driver's Cab and Door Controls
In the past, some of you had pointed out to us that the door controls of the game's DT5 were not the same as the original. In fact, the HOCHBAHN has made significant changes to the door controls in recent years, causing the confusion.
We have therefore decided to feature the DT5.1 series in its original state, similar to how it was delivered in 2011. In this state (on the left of the screenshot), there are 3 yellow buttons (L, A, T) for door controls as well as two buttons for side-selective door unlocking. Force-opening all doors is possible by holding down the door unlocking button for 3 seconds or more.
In contrast, the DT5.2 (the current 2024 version) is equipped with a separate button dedicated to force-opening the doors (in the centre in white), and its button layout therefore deviates from the DT5.1. Another special feature of the DT5.2 is that the doors can only be released on one side when the cab is activated. If you want to unlock both sides, you will need to deactivate the cab.
Attention: Due to the different button layout in the cab, the keyboard assignments of both variants are also slightly different, so you will actually notice a difference when driving.
Exterior and Front
As part of the MEGA update, we have also reworked the front of the DT5. The front section and the rubber seals of both variants are now even closer to the original, and the windscreen wipers have also received a facelift. However, the differences between the DT5.1 and DT5.2 are less obvious on the outside than in the interior. The contemporary version of the HVV logo is noticeable, and there is also a difference in the headlight arrangement, which is reversed on the DT5.1 compared to the DT5.2. You can see the difference in the arrangement of the white and red lights in the screenshot above.
Audio
There's one more detail, namely the vehicle's audio. Recently, the DT5 vehicles at HOCHBAHN received a software update so that the brake squeal when stopping is no longer present. Accordingly, DT5.1 and DT5.2 will differ in SubwaySim: The DT5.1 will continue to have the typical squealing sound, while the DT5.2 will only brake electrically (and therefore silently) until at standstill.
The SubwaySim MEGA update: Not long to go until the release!
In the next few weeks, we will be releasing the MEGA update, with which we have made fundamental changes to the game. To do this, we've redeveloped all of the game's core systems from the ground up to provide you with the best possible entertainment.
Stay tuned - there are more announcements to come on this topic!