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Diesel Railcar SimulatorNewsScenery patch 12
In-game event

Scenery patch 12

Diesel Railcar Simulator · published 17 Apr 2024, 12:11 UTC

All newsPlayers around this dateRead on Steam

Scenery patch 12 is now live with the following changes:

Editors

  • Fixed possible crash in route editor
  • Fixed possible train and timetable editor undo/redo crash
  • Fixed LOD generation crash when switching quickly between train editor and simulation
  • Fixed manually placed custom objects sometimes not appearing properly in route editor until refreshing
  • Fixed direction selection to work correctly when editing a speed limit
  • Made editor right-click popup scrollbar stand out better
  • Simplified formation names in timetable editor when displayed as options
  • Changed route editor to not create a track/road section between nodes if they're over 10km apart horizontally or 1km vertically, to prevent the editor from freezing
  • Added ID number to model node choices in editors to distinguish between nodes with the same name

Editor side panel

  • Added "industrial" object category to the route editor side panel. Moved some old models there and added new ones: chimney, cooling tower, mine headframe 1, mine headframe 2
  • Added gradient auto-adjustment option to track/road properties in side panel
  • Added route editor side panel option to automatically adjust node gradient when moving it
  • Moved rarely used curve speed limit generation and cleanup options from right-click popup to the side panel in route editor
  • Made AWS electromagnet link field editable in route editor side panel

Signalling

  • Fixed vanishing custom signal posts
  • Fixed disc signals sometimes appearing without disc or counterweight
  • Fixed (LMS) semaphore signal appearing empty in some cases when max number of arms is set to zero on one side and non-zero on the other side
  • Fixed possible wrong arm order in auto-updated semaphore signals
  • Fixed incorrect main arm for some signals
  • Fixed disc signal animation entity id when creating an editable model
  • Added "disc signal post only" model (disc signal post without concrete foundation)
  • Added "GWR backing arm" model

Custom models

  • Fixed normal maps for custom models to work properly
  • Fixed normal vector calculation for custom models to reduce discontinuities along UV seams
  • Fixed problem with asset packing sometimes not updating all files in an already existing pack
  • Fixed train asset packing to not turn models by 180 degrees
  • Changed texture packing to always downscale non-power-of-two textures in order to save memory
  • Changed importing of custom textures to treat them as having linear colour space (except albedo and emission textures which are assumed sRGB)
  • Optimised automatic LOD generation for custom models
  • Optimised rendering of packed models

Miscellaneous

  • Fixed possible crashes at start or during simulation
  • Fixed "path is empty" crashes
  • Fixed problem with AI trains sometimes spawning late
  • Fixed speed limit signs to load properly when the game is started with non-default working directory
  • Fixed trains to spawn at the correct (shorter) starting positions where possible

Visuals

  • Fixed problem with lights sometimes missing from state animations
  • Fixed problem with state animations sometimes not working correctly
  • Fixed normals and texture coordinates of built cross sections in some cases
  • Fixed possible problem with speed limit sign normal vectors
  • Fixed rendering of some scenery objects with negative scale
  • Fixed problem with sleepers and fishplates bunching up in the wrong places
  • Fixed alignment of auto-generated turnout sleeper texture
  • Fixed wrong material being selected for autogenerated turnout sleepers
  • Added rail fastenings to auto-generated turnouts. This requires the fastening model to be set up for each rail in the path type for custom track types
  • Added "rnd" and "vehiclernd" animation variables

Sounds

  • Fixed problem with custom sounds sometimes needing program restart before they start working
  • Fixed mixing options to work correctly for non-looping sounds
  • Adjusted audio mixing to get rid of panning effect
  • Changed custom sounds to be automatically converted to mono when loaded
  • Added support for packing .wav sound files to train assets
  • Added sound proto cloning option in the editor sidebar
  • Fixed sound behaviour cloning to clone protos too
  • Added "fix unused sound protos" option to sound behaviour in train editor side panel
  • Added "enable broken sound workaround" option to vehicle definitions in train editor
  • Fixed missing or incorrectly positioned sounds in Classes 112, 117, 126 and 127

Some modded trains based on old Classes 112, 117, 126 or 127 may still have broken sounds (missing or incorrectly positioned). These are sound protos marked as UNUSED in the train editor sound list. They're "unused" because they don't have any bindings to actual sound sources (=physics components).

Some of the sounds have played correctly regardless, although in the wrong location, usually at the centre of the vehicle. This is because of another bug which causes the sounds meant for the other vehicle to also play for the broken vehicle. Without this bug (or workaround) some of the vehicles would be silent.

If you've made train mods based on the core DMU classes, you can fix the sounds by right-clicking on each sound behaviour in the train editor's sound list and choosing "fix unused sound protos". This will attempt to add the missing sound sources based on the existing, working protos. You'll also need to uncheck the "enable broken sound workaround" checkbox for each vehicle definition. Otherwise sounds for all vehicles using the same physics device will be played for every vehicle, creating a strange echo effect.

What's next?

The next major update will be the gameplay update along with smaller patches as required.

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