The track system in Rolling Line is undergoing big changes!
The old system I made had huge limitations, and required me to manually build 3D meshes for every single piece of track, which meant that adding new track curves was a very long and tedious process. But with this new system track can be automatically generated based on custom values like radius and length! Which means you can now easily build track with any angle you please.
This new system also means that it is MUCH easier to add different kinds of track and style adjustments to the game! For now this means that you can paint on details like bridges onto any track (instead of being restricted to specific "bridge" pieces of track). This update comes with a few new track styles and detail addons, but many many more will be coming in the future thanks to these new changes!
This big track upgrade is going to be released in three parts (since its a very big job). - This is the first part, which only affects curves and straight pieces of track. - The next part will affect flexytrack and make changes to how gradients work. - The third and final part will convert turnouts to the new system, at which point ALL track in the game will be using the new system!
What this means is that right now (after this update) only straights and curves will be affected by these new features, you cannot use the new style painters on old track, flexytrack and turnouts. Once all three updates are complete, all track will be using the same system and you will be able to use these new features on everything!
You can now generate curves with a custom radius and angle, as well as straight track segments (with a custom length) using the new curve generator:
The distance between each step in the radius is exactly equal to the standard distance between track already established in the game, so it's easy to make multi-track curved yards!
There are also plenty of pre-made track pieces you can use (just like before) so you don't have to use this track generator at all, its more for people wanting to make specific curves for advanced track layouts.
Along with the new track generator, there is also a bunch of new track style painters:
There are three new styles of track: - wonky rails (no sleepers) - wonky rails with derelict sleepers - derelict sleepers without any rails
There are also two new style of ballast: - wide ballast - embankments (for elevated track)
as well as one new track color style, rusty track:
You can also now paint bridges directly on to track!
I've been working on this new track system in the background for weeks now, and it's great to finally start bringing it into the game officially! This new system completely changes how track is handeled programming-wise and paves the way for all sorts of new features which would have been incredibly difficult to implement on the old system.
I'm also working on the previously mentioned Sao Paulo content alongside these new track features, so there will be some new props (and even a new train!) coming in the near future!
Enjoy!
(P.S. Thanks Steam for deleting half the news post when I published it and making me re-write it. I've had a lot of problems with this new system already so far)
Dark mode theme! v2.11
Something simple that Rolling Line has desperately needed, a dark mode theme! No longer do you need to be blinded by the solid white loading screens (especially in VR).
There are now several new options in the "Graphics -> Theme" menu which you can change to customize a few new things.
You can change the backdrops to be solid black (instead of the blue sky) which affects the official maps (main layout, Santa Fe) and the custom track room walls, but this won't affect the user-placed wall props.
You can also choose to have night-time menus! this replaces the random menus around the main layout with a bunch of night ones (using the Hanmer Springs map).
And lastly, you can of course change the loading screens to use a dark theme.
Alongside this small update I've been spending a lot of time working on upgrading the custom track system! This new system allows for choosing any angle you want for pieces of track, as well as new track style additions (like 3rd rails, overhead wires, more types of tunnels etc). This track update is still in development and will be coming soon!
In the meantime, enjoy this nice little quality-of-life improvement!
Sprinter Liveries! v2.10
Custom liveries are now available for the British Sprinter locomotive! You can find them under the "Commuter Sprinter" tag in the Steam workshop and access them in-game in the usual manor.
You can find the new template files in the "Rolling Line\Modding\templates" folder. Or simply use this copy of the template here:
I've been working on lots of back-end structure changes and testing out lots of new things in preparation for some big features on the way! Some updates to look forward to in the near future (while i'm working on the Sao Paulo expansion) are things like new track, roads and overhead wires! This last part of the year is going to be very busy, and there's going to be lots of big things happening for Rolling Line!
Enjoy!
New magazine + announcing the Sao Paulo expansion! v2.9
Its time for another Issue of Model Rolling Line! It's been over 8 months since the last issue, and im so glad to finally be releasing a new one!
This issue goes over the Color-comp we had, and also goes into detail about the new Sao Paulo expansion coming to Rolling Line!
You can find the new magazine issue in-game or you can also read it on the Gaugepunk Games website
After my trip to Sao Paulo (Brazil) I've returned with big plans for Rolling Line's first ever official expansion! The magazine goes in to more detail, but ill certainly say that its going to feature an official layout comparable in size to the games current New Zealand main layout! along with around 7 new locomotives (diesel, electric and steam) rolling stock, passenger wagons and TONS of unique props!
This is expansion is going to take me around 3-4 months to build, and will involve many smaller feature updates along the way to make this new map possible (things like roads and overhead wires!). While this is going to be a paid DLC, all new gameplay features (and many of the props/wagons/trains that aren't unique to Brazil) will be released as normal free updates, which means updates will continue as normal while this expansion is being worked on!
This will also involve a full translation into the Portuguese language, which also lays the foundations for other translations to other languages in the future!
This information is all covered inside the magazine, but here is the essential info about which locations and trains are planned for this expansion:
Along with the new magazine issue, there are a couple of small fixes included in this update:
Fixed issue where colored lights would not be updated when using the multi-Paint UI
Fixed some mesh errors on the ferry and classic car props
There's going to be lots of interesting updates coming in the future in preparation for the Sao Paulo expansion, things like roads, more track pieces and even overhead wires!
The development of this expansion marks a big milestone in Rolling Line's development, and its going to be a HUGE job.
This is going to be the largest sum of content ive ever worked on to date!
Enjoy!
Oh and i almost forgot! The Rolling Line Discord server just got a big clean-up and is an excellent place to keep up to date with everything going on in the community. There are even weekly and monthly competitions with screenshots, layouts, liveries and mods! Also I'm personally quite active on the Discord server, so it's the main place for Q&A with the community.
Today's update adds a range of smaller fixes and features, as well as a nice new map based on the Hanmer Springs hot pools in New Zealand! (much like the update that added the Puzzling World map).
You can play the new map from the main menu by starting a new game (and choosing the "Hanmer Springs" map).
The reason i chose this map is because it shows off the main new feature of this update, colored lights! (...and i also visited this place in real life last weekend). There is now a new lamp added to the game which can be painted with any normal painter to set its color.
This update also features many changes to how lights work.
There are now new optimizations surrounding lights in maps, and new settings to change how lights behave (you can find them in the "Custom track -> lighting" menu).
By default, lights now turn off automatically during the day and turn on at night! you can still manually turn lights on/off and they will stay this way. You can re-set lights to be automatic from the previously mentioned lighting menu.
The new map shows off how these colored lights can be used!
As part of the new map, this update also adds a few new props, like a larger umbrella, hand rails and hexagonal shapes:
The last part of this update is the addition of basic Valve Index controls.
Sadly since Rolling Line still has quite an old version of SteamVR, I can't make full use of the Index controllers, and the current control scheme is far from perfect.
As the game is now, the Valve Index controls are:
Trigger - use buttons & clone trains/props
A - pick up items & grip locomotion
B - menu
joystick up - teleport in large scale
joystick down - teleport in miniature scale
joystick up/down/left/right - user hover options on items (e.g. clone, delete, etc)
joystick left/right - rotate player (if enabled in the locomotion menu)
There will certainly be an update in the future that adds proper Index controller support, with finger tracking and support for the SteamVR input binding system.
As it is now, the tutorial does not show the index controls (only Oculus and Vive). Both the Index and Oculus touch controllers now have a better pointing angle too, something that ive been meaning to add for ages.
A few other changes to note:
Fixed bugs with the new speed acceleration system introduced in the previous update.
Added a setting to change whether the speed acceleration is used in miniature, always, or disabled completely.
Fixed large bugs with materials.
Lights now have a "turn on/off" option when hovering over them (Q on PC).
This update is quite a mixed bag, since im tying up lots of loose ends before moving on to much bigger updates!
There's lots of exciting stuff still to come!
New train: Sprinter! v2.7
I've just gotten back from a trip to Sao Paulo, Brazil!
Hence why there was a bit of a big gap since the last update.
But now that I'm back I can release the Color comp winners chosen train, which is the British Rail Sprinter!
This is the first proper commuter train to be added to Rolling Line, and it features some basic interior detail, opening doors, a two-tone horn, and even interior lighting!
The Sprinter also features new engine audio and a dynamic "click-clack" sound when passing over track connections (which so far is unique to this locomotive).
Custom liveries will be coming for this new loco some time soon in a separate future update.
This update also features a great improvement to the speed system for trains!
There use to be a common problem where entering/exiting trains would cause the speed to change, and it was also very difficult to get trains to match each others speed. This has all been fixed!
With the new speed system you can set a trains speed, leave the locomotive, and it will continue to speed up/slow down to reach the desired speed.
Trains also now have a "acceleration" and "deceleration" value, so larger steam engines are slower to speed up and locomotives like the shunters have faster acceleration and handling.
These speed effects are only active IN MINIATURE, if you are driving trains with the controller in large scale then they will behave like real model trains and stop/start nice and snappy.
QuickMods now also have two properties you can change to adjust these new values called "accelerationSpeed" and "decelerationSpeed" (more information on the new quickMod features in the official steam guide). QuickMods can now also use the new Sprinter audio and new horns as well.
Enjoy!
The next news post will likely be all about my plans for future content coming to Rolling Line based around my time spent in Brazil. I'll go into more detail about what this content is, but its going to involve new trains/props/locations and features! There's lots of big stuff on the way...
Lots of new props! v2.6
Today's update adds a TON of new props, including the Color Comp winners chosen props and building, as well as heaps of other new props and old props from the main layout.
First up, as shown in the header image the winners chosen building was a switch control tower! You can find this in the "buildings" category.
There were also 3 different types of props chosen by winners (3rd place + the two runner ups who also got to choose props). These ideas were:
a range of shop-front canopies and snappable tents (useful for food markets!)
a bunch of different street light designs
a few styles of lamp posts (with working lights!)
a new style of bridge! a classic steal beam bridge for both single and double tracks
The new lamp posts have a switch on them which you can use to turn them on! Please use this sparingly though as the game is not yet optimized for large numbers of lights, and using lots of lights will make your map more difficult to run for people.
There are also a bunch of minor props added (like car-yard shades and ad banners)
There is now also a dedicated drawer for bridges! and all of the bridges from the main layout have finally been brought into custom track! every bridge now uses snapping and multi-painting.
Lastly, the tunnel entrance props are now paintable! (NOT the tunnels that you paint on track, these are an entirely different system and don't support painting yet).
Hopefully everyone can make great use of all these new props, there's so many to choose from!
Next up I'll be making the winners train!
Enjoy!
Color Comp winners!
I hope everyone enjoyed the Color Comp! there were so many great maps made and picking the winners was a really tricky choice.
Everyone really made the most of the new custom colors, and there were so many creative ideas and builds thorughout all of these maps!
and I would be more than happy to host more competitions in the future (since this one went so well!)
The winners prizes (train, building, props) will be announced and added into the game soon!
Custom colors + competition! v2.5
Today's update is a great one!
Custom painter colors have been added to the game, and there is a week long layout building competition (with prizes) happening to celebrate.
You can now add new painters with custom Hue/Saturation/Value settings, and you can even copy-paste hex-code colors into the game.
You can also change the "hue random" and "lightness random" values for a painter, which will change the random hue-shift (used on props like foliage and cars) and how much of a brightness difference is used in this painter (this effect how the shading on props look).
Here is an example:
There are two different drawers for custom painters: "Custom paints" and "layout paints". layout paints are stored in the save file and cannot be removed, and the custom paints are your own local paints that can be freely removed.
Remember you can actually "edit" paints and change their values! If you edit a paint color used in your layout it will update on all of the props that use that same color! (you need to save & reload the save file for this to take effect though)
Also, there are now "new" flares on categories and drawers that contain new items added in recent updates:
There are also 3D letter and number props added to the game!
These behave just like normal props, so you can scale/paint/snap them. If you use height-scale (shift + scroll wheel) they will move sideways, which is perfect for putting spaces between letters.
This update also includes a bunch of fixes as usual:
Fixed level crossing audio not being tied to volume sliders
Fixed QuickMod wheels being swapped over when loading a save
Made big optimization to loading backup saves, since this was causing longer starting times when large numbers of backups are loaded
Fixed issue with a couple of colors batching incorrectly
Fixed quickMod and quickTerrain lists not getting reset when the game reloads (like when leaving and Easter egg scene)
Fixed pickupable items being broken in Easter egg scenes
Lowered the random pitch range of horns
Now, here's the info for the competition!
Some extra things to note:
There is no specific judging criteria for this competition, I will just be personally picking the overall most impressive layouts (creativity, detail and use of custom colors will be a big influence!)
You can build upon a layout you already started previously, but priority will be given to brand new layouts that make full use of the new custom colors.
If you are someone who makes QuickMods (or have your own 3D models you would love to see in the game) you have the option of instead having your quickMod added officially into the game instead if you choose.
I'll get into contact with the winners directly and discuss their choices, as there are various limitations on what can be added into the game (e.g. I would prefer to not add a train that is already planned for a future update, or a prop that requires additional functionality and features). This can be discussed further when the winners are chosen.
Remember to tick the "Color Comp entry" button when you upload your layout to the Steam Workshop!
This is the first time i've ever hosted a competition for Rolling Line, and if this goes well i would be more than happy to do more in the future!
I can't wait to see what kind of layouts you can make with complete freedom of colors!
NR Liveries! v2.4
Custom liveries are now available for the Australian NR locomotive! You can find the new livery template under: "Rolling Line -> Modding -> templates"
You can also now access liveries using the shelves!
Under the "trains" drawer category you can now access a "liveries" shelf, which lets you browse by livery type (e.g. diesel DX, big boy, Pullmans) and spawn in liveries.
This update has a few other changes too:
The train drawers are all completely re-organized, so diesel, steam, freight etc are all grouped together.
Made big optimizations to how liveries are loaded! liveries are now loaded as they are needed (instead of all at once) so your RAM usage and initial loading times will be much, much better with large numbers of liveries installed.
Fixed missing collision on one of the table pieces.
I'm doing a bit more work on the SteamVR and Knuckles interaction for my other game (Echo Grotto) at the moment, but the next update for Rolling Line will most likely be part-2 of the cars update, adding trucks and utility vehicles.