New update! (sorted lists, rendering improvements, optimizations, new scenario, etc)
Hello respected community!
After 5th era release, I've fixed several bugs and meantime implemented (and fixed) also asset lists (of all vehicles, buildings, towns, depots, etc). Including sorting. I will be adding more sorting options, these are just basic atm.
There are also several visual improvements, mostly distant fields flickering and sea shape and foam in a distance.
There is also a text polishing made by our mighty translators and Wad made some script improvements as well and he made a beautiful new map for you!
Also all critical issues should be fixed now ;)
Thanks a lot for all your feedback and support! It helped me a LOT!
Full changelog is here:
Improvements
Added New "512 Path" Scenario
Added Sortable lists of buildings, vehicles, stations, etc.
Kumulative messages (automatically switch to kumulative message instead of enumerating every instance)
Added cycling goto feature for kumulative messages when clicking on them
Added possibility to start / stop all vehicles at once
Showing red numbers in assets window when station storage full
Added filtering in replacement list only existing loco/wagon types in game
Added depot button for electrification (like using track upgrade tool manually)
Modified Number and size and the shape of fields
Modified Scripts and Texts
Modified Power plants ballancing
Fixes
Smoke and sound of train waiting on signal
Train stucked on a platform (when clear routelist and turn around)
Red signal when removing track piece between two blocks where one is occupied
Better streaming of terrain (fixed also issue with 10s lag when switch to construction mode)
Waypoints
Goto buttons in buildings list
Issue with stucked train leaving the depot
Blue track overlay wrongly applied to trees and fields
Frustum culling of plants (sometimes invisible when close to screen border)
Frustum culling of vehicles (sometimes invisible cemara onboard)
Max weight when going on reverse
Landscape type names (was "showing unknown" text instead)
Asynchronous access crash and buidling list flickering
Track version statistics (used by some script functions)
Food shop name
Buying new vehicle or bridge / tunnel does not play sound when not enough tokens to finish the action
Signal type may be changed without removing old signal first
Added humidity gradient over the map adding more visual variety
Modified sea params, colors, foam
Modified SSAO ranges when camera onboard
Map streaming improved
Fixed Sea and fields z-fighting
Fixed Sea foam jittering
Now lets start with the next era and even bigger & bold changes :)
Best,
Jan
5th era is out now!
Hello respected community!
5th era is finally out now!
Please enjoy and let me know any concern, feedback, issues ;)
Full changelog is here:
5th Era update overview
5 new locos (3 electric, 1 diesel, 1 quest loco), 6 new wagons (1 quest wagon)
3 new industry buildings with upgrades
2 new buildings without upgrades
6 new quests, 1 era quest
1 new cargo type
1 new track type, new depot
new sounds, particle, camera positions, fixes, features, visual effects, etc.
Electrified track
Electrified track (UI, 3D assets, gameplay params & balancing, transition parts, AI pathfinding, new depot)
Fields
Field generator (respects terrain shape, chunking into compact shapes, select amount in newgame dialog, tools for planting and removing, limit trees on fields)
Field types - corn, grain, sunflower
Shader feature for Fields growing in spring, autumn harvest, clipping by rocks, separate "harvestable" geometry (fences stays over the winter)
Field type moved to xml - so fields are modable too!
Generating fields even into savegame when old savefile detected
Script
New quests for 5th era
Bonus wagons present in the depot even if owner quest invisible
Buildings
Oil power plant, upgrades
Coal power plant, upgrades
Farm, upgrades
Glassworks (quest building)
Food shop
Temporal coal mine upgrade
Vehicles
New Ragulin diesel loco
New Alligator electric loco
New E118 electric loco
New E66 Azakase electric loco
New Passenger, Mail and Restaurant wagon
New Timber wagon
Rendering
All textures are now compressed (smaller HDD footprint, faster streaming)
Transparent pass (Glasses)
Fresnel driven glossiness
Overlays for track type (helpers for track upgrading)
Vehicle particle delay randomizer (controlled by its xml params)
New Electric loco particle
Improved details via distance interpolation
Sounds
New sets of sounds for electrified locos
New Sounds for Oil Power plant, Coal power plant, Farm
Loco sound reference speed (not needed current max speed) - this will provide more engine sound variations
User Interface
By deselecting wagon / loco type filter in depot, all are activated again
Prefered track (only when using shortcuts) is now automatically updated once new track appears or after load / start new game
Screen resolutions sorting (also it offers Full Screen multiple times with different frequencies)
55 new buildings cameras and 24 new vehicles cameras
Vehicle shows depot icon when it's heading to a depot
Missing or dangerous mods windows shows only up to 10 first mods and "..." instead of the rest to fit the screen
Gameplay
All tracks returns full price once removed (so player can get tokens back by removing track)
Train chooses depot exit according to its track type (for bug depot with multiple exits)
Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)
Upgrade also to basic track (downgrade from any track type to basic one)
Generator places buildings closer to map edge - up to 5 tiles instead of 5%
Params for all new vehicles and wagons, several iterations, balancing
Optimizations
Better clipping for plants, smooth terrain chunks and grass
Faster Generating new map and Loading savegame
Fixes
GPU loop issue, fullscreen switching (not verified all occurrence yet)
Wring UI text size computation (caused empty space in missing mods list window)
Grass length, wrong clipping, added some grass on rocks
Flickering when rendering large buildings far from camera
Unable to load the game when some mods are missing and others are dangerous
Train does not skip waypoints when right after full unload / load
Removed unnecessary whitespaces at the beginning and end of mod name
Dithering lod transition
Some Script issues
Clipping of grass and fields near the bottom screen edge
Terrain type names
Map generating issue (caused slow down of generating)
Sea foam rendering
Grass & Fields mask where bridge ends, also for station and station upgrades
Correct upgrade cost (take track sell cost also into account)
Removed gravel under town buildings, used grass and gravel paths instead
Using enter when missing mods window appear no more break the loaded game
Crash / corrupted far geometry after map edit
Depot refresh after upgrading track inside
Tons issues with glass and fields when implementing them :)
Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)
Thanks again for your support and interest in Mashinky game!
Best,
Jan
Experimental branch - 5th era community testing
Hello respected community!
We've finally progressed with probably the biggest update so far - the 5th (electrified) era!
Today, I've updated experimental branch with brand new content so for those who are brave enough, let's switch there and help us find last several bugs and finish this great update together!
It is hard to point out what is new, so here you have at least main changes:
4 new locos (3 electric, 1 diesel), 6 new wagons (1 quest wagon)
3 new industry buildings with upgrades
2 new buildings without upgrades
6 new quests, 1 era quest
1 new cargo type
1 new track type, new depot
new sounds, particle, camera positions, fixes, features, visual effects, etc.
fields! 3 types atm.
all textures switched to compressed format (small disk requirements, faster streaming)
new render features like Fresnel Glossiness and Glass rendering
first colorize overlays (currently track type visualization) to help you see the overall situation
and lot more..
you may find detailed changelog here https://trello.com/c/byaZAlXq/103-27th-april-2019
Please use Discord bugreport: https://discord.gg/s8PnRS and thanks a lot for any comment or bug report.
Hope you will like it ;) and thanks all of you for your time!
Best,
Jan
First official merch available!
Hello respected community!
I can finally introduce you our very first official merch done by awesome FretShirt!
Possibilities are endless and once 5th era finished, we will focus on adding even more options ;) Meantime, check out their store!
I have again rather small update for you, this time it brings for example town growing over the stations, rivers and so on (you can help the town by laying roads there).
Some mods issues detection
Also we are experiencing increased amount of crashes and game issues caused by some specific mods. The cause is for example when mod sets number of industry buildings generated to 0 so the game may not be playable any more.
I was thinking about preventing mods from doing so, but there could not be great mods using this wisely anymore, so the game only detects these type of mods and show warning every time you start new game or load one that requires these mods.
Improvements and Fixes
Towns may grow over the track if road present there (they may spread behind stations, rivers, small rocks etc.)
Improved all train lists, which are able to show more info for each train (for example age in replacement window)
Increased buildings max size increased to 9 for now (huge buildings ahead ;)
Fixed Crash when click on main menu camera icon (or hit F11)
Fixed town growing when placing shop manually (but cannot be removed for now)
Fixed removing trees near building even when not enough tokens to remove building itself.
Regarding to 5th era, I've spent last couple of days implementing tech for fields spread over the map (we will need them ;) ). Also we have several new assets for this era, so I will be soon sharing more from this content ;)
Have a great week!
Jan
Train aging and Mass replacement
Hello respected community!
Before releasing any info about 5th era, lets make the Mashinky gameplay a bit more interesting and challenging and train management a bit easier :)
There is a new update, where I've implemented 2 new features:
- Train aging (both visual and gameplay)
- Mass train replacement (requested by the community for a long time)
Train Aging
- Train has an age now. This affects fuel consumption speed (mainteinance cost)
- Train age is visible also by icons colors
- All aged engines / wagons can became rusty (procedural rust rendering)
- These two features (mainteinance cost and rustyness are optional)
Mass train replacement
- System for planning train replacement!
- Accessible by train list window, depot window or train details window
- Persistent list of replacement rules. Once applied to any train, train heads to neares depot, process replacement and get back to its routelist. If not enough tokens, train waits until enough tokens gathered and displays warning message.
- You can cancel replacement order by pushing the same replacement button again
Bug management
- First and very simple version of bug management system!
- Also comes with rating system, where you can upvote (raise priority) for any bug instead of creating duplicates
- It is quite WIP now, so this will be improved in the future a lot.
Improvements and fixes
- Improved Script function AreConnectedByTrack, GetNumTracksVersion, UpdateTextFormat, GetName, GetNumTracks
- Possibility to Unsubscribe Steam workshop ingame
- Rebalancing (City grow speed via passengers)
- New version of localized texts
- Scripts iteration and fixes
- Scenarios do not save mod ids (workaround until proper UI implemented)
- New game do not shows missing mods warning
- Music multiple tracks play together
- Crash related to click on status bar
- Signals refresh when ignore & pass one-way signal in opposite direction
- Recommended train weight independent on multiple locos order
- One depot limit no more applied in editor
- Drag drop wagons in depot keeps all wagon params
- Wagons without outcome are not affected by age
- Town doesn't grow when starting new scenario
Hope you like this update! Just let me know in comments ;)
Next stop (hopefully) some first info about 5th era, because if everything goes well, it's gona be awesome! :)
Best regards,
Jan
Just another small update :)
Hello respected community!
We are working hard on 5th era, but meantime I am fixing some issues and adding new features. This update is rather small, but there are more to come soon (like train replacement feature or ingame bug reporting system).
For today, there are these changes:
Modified: Loading does not require mods strictly (only shows warning)
Added: Validate mod button
Added: Re-saving of models (by validate button, fixes some inconsistencies made by different 3D modeling soft exporters)
Added: Shuffle option to music player (default on)
Added: Icons for music player
Added: Removing whitespaces from package name
Modified: Scenarios do not save mod ids (workaround until proper UI implemented)
Modified: New game do not shows missing mods warning
Fixed: Crash related to click on status bar
Fixed: Signals refresh when ignore&pass one way signal in opposite direction
Fixed: Recommended train weight independent on multiple locos order.
Removed: Tags mod param stored in xml (obsolete, game generates it automatically)
Stay tuned for more news soon!
Best,
Jan
Steam Workshop, x64 and New terrain type officially released
Hello respected community!
As I mentioned in last update, I am late with last update, but it is finally ready to be released on public branch! Thanks all of you who helped me to stabilize Experimental version and finish all crucial features to make ...
Steam Workshop (first iteration)
x64 build (downloads automatically according to your OS)
New terrain type
Silvester mod :)
and Tons of other smaller improvements and fixes
...finally life on steam.
I am so happy to see the huge amount of work already invested by mod creators into Mashinky steam workshop, especially thanks to famous Hracicka, Vaio, DanielDerStolle, Stjanusch, Wailord, Ds!!, JosefsedlCZ and many others.
Modding for Mashinky was originally introduced far before even Early Access release and very early in game development I've created virtual file system able to merge all content together once game starts. We've used this feature many times internally when testing new eras, using placeholders, overloading some game rules to test new ideas and all these tests shaped the modding support to be quite general. Currently, there are these areas possible to mod:
Maps
Engines
Wagons
Buildings
Cargo types
Tokens
Scripts (wip, only overloading old quests for now)
Terrain types
Vegetation
Sounds
Music
Gui icons
Languages
Player colors
..and some more
Now with the Steam workshop support, I am looking forward to see what you guys can create!
To help you start with modding, I've introduced also several smart templates showing how to create new mods. More templates will come.
Hope you will like this update!
Best,
Jan
Experimental update: Steam Workshop, x64, New terrain type, ...
Hello respected community!
The new update is a bit bigger and introduce a lot of new functionality and code changes, so I am still very suspicious about releasing it as a public default version.
On the other hand, I would like to let you try it while it is a holiday time, so I've decided to release it on experimental branch today and if you experience any issue, please report it to info@mashinky.com. This option to let you play while still working on the update is the beauty of Early Access, right? :)
You can switch to Experimental in steam client - properties - beta versions - Experimental.
and now lets talk about news:
Steam Workshop (first iteration)
x64 build (downloads automatically according to your OS)
New terrain type
Silvester mod :)
Tons of other smaller improvements and fixes
...and happy new year to everyone! 🥂🍾
... as I promised, here you can see full changelog:
Modified: Renamed vagon_types to wagon_types (including inside tags)
Modified: Refactored reloading of mods runtime
Modified: Changed all landscape type xml definitions params to just "params"
Modified: ZIP mods not visible in mod window
Fixed: Crash after loading some 512 map
Fixed: Chain signal shows green when dead end ahead
Fixed: Buildings rules summaries
Fixed: Rock mask noised before first terrain edit
Fixed: Crash when start new map and buy engine
Fixed: Reseting map when load game from another game (endless loading)
Fixed: Missing Texts
Fixed: Crash when clicking on reward button in Log Processing quest
Fixed: Skip waypoint when waiting for full load
Fixed: Input box focus visualization
Fixed: Crash when wagon has no power nor capacity
Fixed: Buttons and Checkboxes works better together with window tabs
Fixed: Script GetNumTracks counts fixed when removing track pieces
Fixed: Async loading when using plant falling leafes feature
Fixed: Reset terrain textures when device lost
Fixed: Build batches
Fixed: First use of terrain filter did nothing
Jan
Merry Christmas & Winter update is coming soon
Hello respected community!
First of all I want to thank you so much for your support this year and wish you a beautiful Christmas and a peaceful holiday!
December was not an easy month for me, I've spent some time in a hospital and slowly recovering from neuroboreliosis with frequent headaches, so I'm in a slip with the Christmas update, but hope it is all over and I am back with the full speed now!
... and I am sure the upcoming update will be worth it ;)