Tuesday, November 29, 2016

ETS2 Update 1.26 Is Now Live!


We would like to sincerely thank the fan community for the awesome feedback on Open Beta of Euro Truck Simulator 2 version 1.26. We have received a lot of valuable input on the new content and tons of reports for little things that we would have almost missed but that were fixed thanks to you.

We are now ready to make the 1.26 Update live for everyone.

The game will actually update itself automatically on Steam. The legacy non-Steam edition of the game will have the update ready for download in a couple of days.

If you participated in the Open Beta on Steam, please don't forget to switch back to the non-beta branch in ETS2 properties.

We have already covered the changes and improvements coming with this update extensively, in the post annoucing the Open Beta, but let's review them again so that you have all the news in one scoop.




Older Parts of France Reworked


The main star of this map refresh is the city of Paris, which actually has been completely rebuilt to make it way more elaborate than before! We have re-touched the existing region of northern France in the base game. It's not a total rework from scratch, but we believe that you will appreciate some very visible changes in the world; new models, new intersections and use of higher resolution textures in many places.

New Transmissions for all Trucks


We have adjusted and added some new options for the transmissions of all the trucks tractors in the game, so now there are more options to choose - from the standard or overdrive style of transmissions or even the Allison 4500. We hope that especially the players who care for more choices and precision of the vehicle simulation will appreciate the new adjustment, now there are new opportunities to play with the ratio between engine and wheels.

Upgrade Shop & Truck Browser Search Tool


A new search line was added into the game's upgrade shop and truck browser screens, so now you will be able to look up for example a specific paintjob or a particular engine upgrade. This new feature will come handy if you own a lot of our minor DLCs or if you happen to have lots of truck tuning mods installed.


Game Changes

  • Adjustable interior FOV per truck
  • Added parking difficulty (preset option included)
  • Truck repair/refuel performed by hired driver costs money, included in logs
  • Added informational dialog showing when game detects upgrade or downgrade
  • Added pounds + short tonnes as weight unit option
  • Better trailer air pressure simulation
  • Low air warning should only be active with running engine
  • Revised rolling resistance computations
  • Hired driver use the very same formulas for eco skill as the player


Info for Modders

  • Changed map parameters (climate_profile, map_data)
  • Moddable interior camera zoom parameters. (speed, factor)
  • 1 degree rotation on Ctrl + R, 90 degree rotation on Home
  • Merged editable sign and sign dialog
  • Refresh sign template and its model from content browser
  • Added letter-spacing to sign editor
  • Store content browser navigation history
  • Support for day/nigh effect switching and child hookups for lod_model_hookup_u

You can follow this link to see the whole changelog of this update. Please also check out our modding wiki to get the best advice for modding the game.

Monday, November 28, 2016

Vive La France ! Map Expansion Next Week


We're ready to let everyone know when you will be able to hop into your trucks and start exploring the roads of beautiful France!


"Vive La France !" map expansion for Euro Truck Simulator 2 is going to be released December 5, 2016. To be more specific, we are aiming at 4 pm Prague time (GMT+1) on Monday, that's when the activation keys should be enabled and the DLC will be ready for download and purchase.

We are going to price it the same as Scandinavia map add-on on the channels that are under our control (like Steam - here is the "Vive la France !" coming soon page). There may be small price and timing differences on local markets, in retail, or at places like Amazon, where we do not have the power to enforce strict pricing policy.

Everything is happening very quickly, we were still not sure about the final date a week ago, as we have been thoroughly testing and polishing the DLC pretty much until today. Now we want to give you a chance to play the expanded game as soon as possible. A week of preparations is sufficient to arrange the release on digital channels, but our retail publishing partners will be struggling with manufacturing deadlines, so some sales channels may take longer to stock the add-on.

Friday, November 25, 2016

The Roads of Vive la France !

Next week, we will make an anouncement regarding Vive la France! DLC which we believe will make Euro Truck Simulator 2 fans very happy. Until then, we have a picture to tease you with! :) It may actually answer some of the questions that we get bombarded with...

Tuesday, November 15, 2016

ATS World Rescale Open Beta

We are ready to show you our progress at the American Truck Simulator map rescale project!

Some places could still benefit from additional love, but the pieces of the puzzle are already in place, and now we would appreciate your feedback. Please keep in mind that our goal was not to completely rebuild the whole world, so set your expectations accordingly. Changing the scale from 1:35 into 1:20 gave us a lot more room for better placement of intersections and interchanges, and a chance to introduce some roads and places for which there was not enough space in the old map. But we've kept in place the parts that were working as expected in our view, so of course you will still recognize most of the destinations.

So, what to expect of the (Open Beta of) ATS version 1.5?

Scale
It's bigger! You will understand it once you start the game.


New chassis options (6x2 & 6x2 Midlift)
There is an option now to choose 6x2 chassis or 6x2 chassis with lift-able axles (lifted axles avoid unnecessary tire wear when the weight distribution stays within legal limits).

Weight stations
We have improved how they operate to better reflect reality. A message will always pop up before you apporach a weight station telling you if you can bypass it (green light) or you have to go get checked (red light).

Parking brake behaviour
Thanks to pneumatic safeguard you have to manually disengage parking brake if you had low air pressure previously.

Map projection
We are now using Lambert conformal conic projection (LCC) instead of Mercator projection so it will more accurately show the area and shape of each state as you are used to from any other source.

(Apart from these four new crucial changes, any new features recently introduced to ETS2 Open Beta are present in the new update of ATS too)

Anyway, time to get behind the wheel and see for yourself! There are so many miles waiting out there for you to explore and enjoy - like steep hill climbs to familiar places (or brake-busting downhills!), a new city and yet more. 


As with any open beta we are looking forward to hearing feedback from our players! Please visit our forum where you can find and participate in relevant discusions under topics like SCS Site discussion and American Truck Simulator Section.

How to access the Open Beta? In the public_beta branch on Steam! (Steam client → LIBRARY → right click on American Truck Simulator → Properties → Betas tab → public_beta - 1.5 public beta). No password is required. Please note that this version of the game is only intended for testing, it may contain bugs. It's perfectly fine to wait for the official update of the game!

Monday, November 14, 2016

Blender Tools Update


It always makes us feel both proud and humbled when we see that there are so many brave souls out there creating mods for our games. We may not be able to monitor everything that is happening in the modding community, but we have seen a lot of incredible mods over the years.


Most mods require tons of time and hard work to create, and after that, yet more attention and patience is needed to maintain them so that they are compatible with new updates of our games. We keep trying to improve the tools available to modders, and today's topic is about another step in this direction. A new improved version of SCS Blender Tool has just been released. (If you are wondering what this is all about, here is an earlier post about how it all started.)

We've created a short video overview showing some of the changes and new additions in this update:


We've also prepared a more extensive change-log for those who appreciate more detailed knowledge of the changes:
  • Added support for one-click setup of environment lighting loaded from sun profiles SII file (eg. /def/climate/default/nice.sii). This enables the best possible preview of a model in game like environment.
  • Asynchronous paths initialization on startup, resulting in faster Blender startup and faster blend files opening
  • User option to load all libraries and resources from sibling "base" directories also (by default off)
  • Ability to reload library on the fly beside the setting where it is used (eg. Hookup Lib can be reloaded in Model Locator Settings)
  • Improved material flavors behavior, with implementation of filter for non existing effects combinations (prevents user to create non existing effect)
  • Added support for creation of SCS Locators and SCS Root via standard Blender add menu (menu accessible via Shift+A in 3D viewport)
  • Normal maps properly visualized in 3D view even if active UV layer on object is not the one used for normal maps calculation.
  • Reloading shader presets only when cache is out-dated (again speed-up of opening blend files)
  • Updated Prefab Locators flags:
     - added Map Point split lanes setups,
     - added Weight Station CAT Spawn Point type,
     - added Traffic Semaphores types: Traffic Light (virtual), Barrier - Automatic.
  • Improvements & Fixes:
      - fixed unpropper UI snapping of TOBJ settings,
      - ensuring same order of bone channels in PIA export (useful when working with VCS),
      - negative add ambient material values supported in export and also visualized in Blender 3D
         viewport (more info here),
      - properly reported python error on screen and in BT log while importing/exporting
      - rejecting wrongly named SCS Root Object on export (more info here),
      - reporting missing UV layer used for normal maps on export,
      - reporting multiple animations with same name overwriting each other on export,
      - properly handling none existing UV mappings aliases on import (most properly produced with ConverterPIX),
      - fixed Blender crash if rapidly enabling/disabling SCS Blender Tools add-on,
      - fixed error on import if no 3D viewport is found or active object is on currently hidden layer      in scene.

Thursday, November 10, 2016

Open Beta for ETS 2 Update 1.26

The next major update for Euro Truck Simulator 2 will pave the way for the release of Vive la France! DLC. The plan is to get the new official game update out simultaneously with the new map expansion.

After internal testing and several iterations in closed beta, we now feel good about where we are. There are still some minor issues to fix and and an extra round of polish to apply in the next few weeks, but we are not aware of any critical or show-stopping issues anymore. But we would like to be sure, and that's what our Open Betas are for!

The tentative changelog for the 1.26 Update can be found below, but first we would like to point out the main features, game changes and general adjustments that are a part of this upcoming game update.

Older Parts of France Reworked



The newly-built regions of France that make up the Vive La France! DLC look gorgeous, and this inspired us to also refresh the regions that were already present in the game from the very start. In the picture above, you can see the area of France which we have retouched - the area that you will already be able to experience in this Open Beta of course. It's not a total rework from scratch, but we believe that you will appreciate some very visible changes in the world; new models, new intersections and use of higher resolution textures in many places.

The main star of this map refresh is the city of Paris, which actually has been completely rebuilt to make it way more elaborate than before!

New Transmissions for all trucks



We have adjusted and added some new options for the transmissions of all the trucks tractors in the game, so now there are more options to choose - from the standard or overdrive style of transmissions or even the Allison 4500. We hope that especially the players who care for more choices and precision of the vehicle simulation will appreciate the new adjustment, now there are new opportunities to play with the ratio between engine and wheels.

Upgrade Shop & Truck Browser Search Tool



A new search line was added into the game's upgrade shop and truck browser screens, so now you will be able to look up for example a specific paintjob or a particular engine upgrade. This new feature will come handy if you own a lot of our minor DLCs or if you happen to have lots of truck tuning mods installed.


A list of features coming with 1.26 Update for ETS2:

MAIN FEATURES
  •  Old Parts of France Were Reworked
  •  New Transmissions for All Trucks
  •  Upgrade Shop & Truck Browser Search Tool

GAME
  • Adjustable interior FOV per truck
  • Added parking difficulty (preset option included)
  • Truck repair/refuel performed by hired driver costs money, included in logs
  • Added informational dialog showing when game detects upgrade or downgrade
  • Added pounds + short tonnes as weight unit option
  • Better trailer air pressure simulation
  • Low air warning should only be active with running engine
  • Revised rolling resistance computations
  • Hired driver use the very same formulas for eco skill as the player

MODDERS
  • Changed map parameters (climate_profile, map_data)
  • Moddable interior camera zoom parameters. (speed, factor)
  • 1 degree rotation on Ctrl + R, 90 degree rotation on Home
  • Merged editable sign and sign dialog
  • Refresh sign template and its model from content browser
  • Added letter-spacing to sign editor
  • Store content browser navigation history
  • Support for day/nigh effect switching and child hookups for lod_model_hookup_u


You can follow this link to see the whole changelog of this update. Please also check out our modding wiki to get the best advice for modding the game.

If you're so inclined you can find this version in the public_beta branch on Steam. (Steam client → LIBRARY → right click on Euro Truck Simulator 2 → Properties → Betas tab → public_beta - 1.26  public beta). No password is required.

Just like with the previous Open Beta releases - please keep in mind that this is still only a test version of the update: it's perfectly okay if you want to hold off until the final release. But if you're the adventurous sort that doesn't mind a little instability and/or are an active member of the community who wants to assist us in the finalization of the new game version with your feedback, we really appreciate your help. Please report any bugs you find on our forum. Coming soon - Open Beta for the new update of American Truck Simulator!

Monday, November 7, 2016

SCS on the Game Developers Session 2016

Last week, our company participated on Game Developers Session 2016. This is a local game developer scene event similar to GDC, with two days of presentations and a small expo area to show the games. It's a chance for companies in the Czech Republic and in Central Europe to discuss their projects and visions with fellow colleagues from other game dev companies and also to interact with people who want to break into games industry.

We were demonstrating our games there too, to get peer feedback on our tech as well us on upcoming stuff for both Euro Truck Simulator 2 and American Truck Simulator.


Our colleague Hynek was one of the presenters with a speech explaining the steps of adding a new truck to the game, all the way from licensing issues through technical details of production and into final approval step. The organizers had a pro camera crew on the spot, so hopefully we will be able to let you see it when it's processed and placed on YouTube eventually.


It was an awesome experience for our team. We were presenting our stuff on two demo stations, one with an Oculus Rift virtual reality system and the other with a three-display setup along with a steering wheel, pedals, and h-shifter. Our goal was to let the visitors try out both of these setups freely as they wanted and to gather feedback, comparing impressions and preferences from the VR vs. 3-screen system.



 

We have experienced a lot of very cool moments. The visitors were really kind to our stand and team, and even if some of them may have never heard about our games, they quickly found out that truck simulators can be really addictive and fun to play. It was also really exciting to meet several hardcore fans of our games on an event aimed squarely at gaming industry professionals!



We would like to thank all Game Developers Session 2016 visitors who came to our booth for all their feedback and kind words about our games. Also big thanks to the organizers of this gaming exposition - great job!

And for everyone who would like to be in touch with us right when we are sharing some pictures and info from the events like this, please follow our Instagram or Twitter profile.

Thursday, November 3, 2016

Peterbilt 389

Have you guessed it? Of course you have!

But let's start with a little teaser. The rescale of the American Truck Simulator world is looking great, and it won't take long before you can see it for yourselves. I suggest you get comfortable with what we have for you today so you're ready for the updated map. Because believe me, with the bigger map you'll need a comfortable ride to get across it without developing serious back pain. ;)

Speaking of a comfortable ride, I have good news for you! At last there's a new addition to the ATS family of trucks! The title of this post already gave it away - but finally our rendition of Pete 389 is coming to American Truck Simulator.


A little disclaimer: the new truck is making it's appearance in the game today, with features as of ATS version 1.4. The video is actually revealing certain features and content that will only be available in the next major update of the game, so you can see that there's more to look forward to!

Recent trends in truck design strongly favor streamlined aerodynamic cab shapes, but with 389, we are talking about tradition; a real road legend here. For decades, long nosed trucks have been the very definition of an "American truck." Conventional cab with tons of chrome, big wheels, prominent exhaust pipes, bold box-like shapes... this beast makes it clear that it's about strength and endurance, a pure expression of free spirit on the road.



And you, our dear player, can now drive it at last! Go ahead - reap the rewards of your patience and update the game! We've worked hard to bring this beauty to you based on reference photos, scans, and sounds recordings that we took on our trip to the PACCAR Technical Center earlier this year.

To make things super clear, this game update is free of course!


We thought that at least some of you may appreciate a little walk down history lane, so let us tell you a bit more about this great piece of engineering and human ingenuity.


Peterbilt 389 is a successor to Peterbilt 379, manufactured until 2007. Peterbilt 379 in turn replaced the iconic 359 in 1987. Peterbilt 359 one was first wide nosed big rig for Peterbilt, produced since 1967, and achieved extreme popularity. This tradition is still very much alive - while new trucks in the 3x9 line have introduced major technical improvements under the hood and greatly enhanced performance, truckers' aesthetic preferences have not changed as much. It's outward appearance is still mostly the same after almost five decades on the road! An interesting little fact about the new 389 is that it has the longest nose of all Peterbilt trucks ever. It is 131 inches (332,74 cm) long! One hell of a nose if you ask me! But surely an experienced truck driver will not have any problems maneuvering the vehicle through the challenges waiting for you in American Truck Simulator!

Tuesday, November 1, 2016

SCS on Instagram




Starting today we are joining another popular social site / sharing application in addition to our current social channels like this Blog, our Facebook, Youtube and Twitter channels. We have heard repeatedly from some of our fans and even from our industrial partners that Instagram is their prefered choice when seeking or publishing pictures. We do not want to neglect this segment of our fanbase or possibly miss out on the opportunities for new people to discover our games.

While we are online on our Facebook pages nearly every single day, posting frequently on Twitter, trying to inform all of you about everything important via our blogposts and Steam community pages, we would like to do more to keep in touch with our awesome community. And that's why we are going to become a part of the wide Instagram family, too. We believe that Instagram will prove to be a great platform for us when we would like to publish some pictures right from a public event, or some quick, hot and first-handed screenshots or videos related to our games. We will be happy if you follow us on the Instagram at this profile.


Let's kick it off with a little teaser! :) There is something interesting in the first post on our Instagram profile. What's there hiding under the cover of the night? Check it out, maybe you will recognize a new addition to American Truck Simulator which is finally very close to being added to the game. But anyway don't worry, it will be fully revealed with deciated blogpost later this week.

Finally a little SCS Software social media reminder: if you are not following our Facebook pages yet, you can give us a like and follow there. We have a central SCS Software company page and dedicated pages also for our games Euro Truck Simulator 2 and American Truck Simulator. If you are more into Twitter or Youtube, you can of course follow us there as well.