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Train Life - A Railway Simulator News

Twitch Stream - Big Announcement

Big Announcement!

This is going to be an Epic stream. I am being joined by our Lead Game Designer, Joey (MaesterSilvio)!

Join us @ 7PM CEST (RIGHT NOW!!!!!) on the official Nacon Twitch channel: http://twitch.tv/nacon

Train Life - Patch #18




Patch #18 - Build 25036

Hello Engineers, your community manager Mike is here! Joey is still recovering from his vacation and is lazily sitting in his home-made hammock wondering, what I am going to write in these patch notes. It's been a while since we launched Update 3 and while it was a success, we noticed that the community encountered some pretty strange issues which, we can address right now. So with that out of the way, lets dive right in.



[h2]Changes & Fixes[/h2]

Tracks & Railways
  • Fixed problem with some missing, redundant, and clipping sign and signals
  • Fixed problem with the unfunctional bumper block at Szczecin Farm
  • Fixed problem with tracks covered by snow under roof at the Zurich Main. Joey mentioned in the last patch notes that this was the winds problem. Well, I agree.
  • Fix problem with tracks covered by snow in Bern’s tunnel
  • Fixed problem with spawn frequency of a snow pile event. To be honest, too much snow doesn't sound so bad this summer.


Gameplay
  • Fixed some problems with camera collision
  • Fixed not counting postage missions as a city level up task for Liechtenstein
  • Fixed not working switching train lights from older save versions. We know this was a huge pain in the butt for the community, and although we know it shouldn't of happened in the first place, we're glad we could alleviate the pain. It just took us a bit longer than your average pain medicine.
  • Fixed the place of back wagon camera


Scenarios
  • Fixed a few issues with tutorial objectives




[h3]Hate bugs, and need to rant about them?[/h3]
We're here to listen, and fix them! You're all, as always, invited to join our Discord Server and chat with us directly! It's a great way to get more immediate feedback, or just watch me get banned for posting memes in general.

You may also follow our Twitter, if you want to get 10 years of good luck, and our Twitch account if you want to join our Monday livestreams and tell me how good of a Train Life player I am! For major content updates you can find us streaming on Nacon's twitch channel, which you should follow as well to see gameplay and news of other Nacon games!

How We Create Sound In Train Life!

[h3]Hello Engineers![/h3]

Welcome to one of many more to come: Dev Blogs for Train Life! In this short read we will talk about how we create sound for our game! We feel that sound is not talked about enough, and it plays a crucial part in Train Life - in any video game, for that matter.

With that in mind, let's get into it!

[h2]Placing Sound FX
[/h2]

Placing sound effects in a game seems like an easy task. The Sound Designer puts them as fixed-point sound sources on the levels and sound effects play when triggered (either once or until they are stopped). But it is a challenge when we have to face a huge map like Train Life has.



One of the first problems we encountered was the density of sound sources. In places where we wanted players to hear the constant sound (like forest ambiance), it was hard to decide how far the sources should be from each other, both in audial and optimization cases.




Luckily, we came up with a tool to place sounds in special areas that can be modified by desginers.

[h2]Developing Tools[/h2]

Once a player enters the area, the sound source glues itself to the player and follows them. After leaving the area, the source still follows the player but is limited to the area's border. This allowed us to easily create ambient sounds in huge spaces (like forests, cities, or plains), as well as in smaller places (like industries).



We developed a variation of this tool for randomized sounds that play once per time, like birds or sirens.

The method of placing this tool is the same as for the previous one, but it works differently. It randomizes a location of where the sound should be played (whether on the border of the area or inside it) and designers can specify min-max values of how often the sounds should be spawned.

But that's not all. You must have noticed that when you enter tunnels or bridges, sound changes a bit. We add reverb specific to those places or, in the case of tunnels, we mute some of the sounds.



When implementing those effects, the sound designer's first thought might be placing collision boxes, triggering the effects on entering and removing on exiting. However, the change would be immediate, and we didn't want it in Train Life.

That's why we created a special kind of collision box that changes the strength of the effect based on where you are in the collision box. Thanks to that, the effect is not independent of the trains' velocity.

[h2]Usage In-Game[/h2]

Although those tools speed up the process significantly, it still takes a lot of time to place them. They make it easier to see what type of sound is where and what sound line or zone needs to be adjusted if a level changed, but an empty level, especially a detailed one, needs days to be considered completed. Nevertheless, they allow us to quickly create soundscapes in big areas, giving a solid background for places that need more detail.



A big shoutout to our sound designer Greg in writing this blog! We hope you all enjoyed this informational blog post and make sure to follow Train Life on Twitter and join the official Discord channel to stay up to date with the latest and greatest news from our teams.

Until next time!

Mike
Train Life Community Manager


Train Life - Patch #17




Patch #17 - Build 24310

Hey everyone, Joey here! It's been far too long since we had the pleasure of bringing you the latest batch of fixes. First and foremost, we're really sorry about the extended delay here. As we're nearing larger milestones internally with the project, we recently had some goals that required 'all hands on deck', so to speak. Unfortunately, however, this had the consequence of delaying our PC patch that we had planned to have out much sooner.

On the bright side, the scope of these internal milestones, which I sadly can't talk about just yet, resulted in many bug fixes as well as performance improvements. I can hint that they will lead to some really exciting bits of news in the near future though! As we start to shift from content development to polishing, a more stable and finished product will thankfully emerge from the other end. It's too soon to pour the whiskey just yet, but we can see the light at the end of the tunnel!

I won't drone on further here though, because we both know you just want those juicy notes! Please enjoy our latest patch and let us know, either on Steam or on our Discord, if you have any issues with it!



[h2]Additions[/h2]
  • Features
    • Added a rear-view camera that you can switch to in order to see from the back of your wagons

[h2]Changes & Fixes[/h2]
  • Tracks & Railways
    • Fixed a problem with an absent track in Hamburg Main
    • Fixed a problem with 50km/h speed limit bypass tracks at Liechtenstein Grain Mill, Bern Main, and at Prague Warehouse – Not much of a bypass if you’re asked to drive slower than grandma going to buy lotto tickets
    • Fixed problem with blocked tracks in Cologne area, Dresden Pumpjack, and at the entrance of Szczecin Main
    • Fixed a problem with a missing entrance marker in Dortmund Steel Mill
    • Fixed a problem with snow covering rails in tunnels – I mean, I could have found some excuse for this, like maybe the wind blew it in or something
    • Fixed a problem with “blocking signals” at entrance of the Brussels Main
    • Fixed a problem with 80km/h speed limits set in Luxembourg Main and Basel Main
    • Fixed many instances of missing, redundant, disconnected, and clipping signs and signals
    • Fixed a problem with a dysfunctional bumper block at Calais Main
    • Fixed a problem with broken switches near the entrance of Dresden Main, Hamburg Main, and Cologne Main
    • Fixed a problem with the speed limit setup between Berlin Smeltery and Berlin Warehouse
    • Fixed some instances of missing entrances and track markers
  • HUD/UI
    • Fixed a problem with notifications of Level Crossing being duplicated
    • Fixed the functionality of the coupling/decoupling icon in the locomotive's dashboard in scenario 10
    • Fixed some improper terms in gamepad joystick terminology
    • Fixed the headlight icon under the speedometer not reflecting the current state of lights after game load
    • Added a missing part of the Pickup Planner Keyboard Input Legend
    • Fixed exiting Career Options taking the user to the main menu
    • Made some visual changes to the main menu loading bar
    • Fixed showing XP and monetary rewards on scenario list screen which do not correspond with actual rewards received
    • Added missing control tooltips in main menu and escape menu
    • Fixed the missing Pizza Square icon in Locomotive Customization section of the Service Center – Just remember, do NOT buy the cursed pineapple pizza; we are unlikely to ever be friends and I've heard rumours that the game crashes more often for those that like pineapple pizza
    • Fixed using SPACE as control action's input
  • Gameplay
    • Fixed an issue with stations only producing 1 contract per good type, now they will produce a maximum of 10 per good type – This can only be described as a major bug that I'm surprised wasn't noticed sooner, but we're really looking forward to how the community enjoys the intended contract gameplay!
    • Fixed an issue allowing players to enter service centers without applying the emergency brake first
    • Fixed an issue where the player could enter the pickup/dropoff minigame without applying the emergency brake first
    • Fixed a problem with postage deliveries not counting for Liechtenstein’s level up – We told them that if they don't let players level up then they can't receive all the junk they ordered off of Amazon
    • Fixed a problem with the money bonus from contracts being different than expected
    • Fixed a wrong time bonus multiplier with delivering an expired postage contract
    • Fixed receiving 2X rewards on completing a cargo 'Delivery' task – Wish it worked that way in real life
    • Fixed an issue with an objective in Tutorial 1 asking you to switch cabin
    • Fixed showing the wrong distance to the pickup track on cargo contracts
    • Fixed not gaining time and XP multipliers after completing passenger/postage deliveries
    • Fixed some bugs and made minor changes in Tutorial 3 and 4
    • Fixed an improper button prompt for increasing the throttle in objective 5 and 10 of the first tutorial
    • Fixed custom bankruptcy thresholds not being properly applied and saved on new careers
    • Fixed cargo contracts being labeled as “Delivery” completed in details screen
    • Fixed a problem with contracts finished on a save migrated from Update 2
    • Fixed some objective text in the third tutorial
  • Scenarios
    • Fixed fog light penalty in scenario 'Leipzig-Nuremberg (Logs)'
    • Fixed improper completion time displayed after finishing Scenario 11
    • Fixed "Contract finished" objective in scenarios
    • Adjusted the estimated times of two scenarios – We know you like it fast, but nobody is THAT fast...not even me when they put the mulled wine on sale
  • Level Art & Design
    • Fixed various problems with some missing, disconnected, and clipping electrical lines
    • Fixed a problem with redundant lampposts at Szczecin Main
    • Fixed a problem with missing passengers on the platforms of Hamburg Main
  • Sound
    • Fixed a problem with the horn when the player opens the tablet – I'd still like to add a 1/10000 chance that when you honk the horn you hear a goose instead. We'll see what the future holds!
  • Language
    • Fixed some missing translations
  • Stability & Performance
    • Fixed a crash while re-entering decoupling mode after delivering a contract
    • Fixed a rare crash that occurred while leaving a Service Center
    • Fixed a common crash that occurred when trying to switch to a different tab from the Station Panel
  • Miscellaneous
    • Fixed an issue with pickup and drop off tracks not appearing after loading save data created within the station
    • Improved the visual transition into and out of snowy regions – Minecraft-esque biome transitions definitely shouldn't be present in our game, as much as I love Minecraft




[h3]Hate bugs, and need to rant about them?[/h3]
We're here to listen, and fix them! You're all, as always, invited to join our Discord Server and chat with us directly! It's a great way to get more immediate feedback, or just watch me get banned for posting memes in general.

You may also follow our Twitter, if you want to get 10 years of good luck, and our Twitch account if you want to join our Monday livestreams and tell our Community Manager, Mike, that he's a bad player. For major content updates you can find us streaming on Nacon's twitch channel, which you should follow as well to see gameplay and news of other Nacon games!

Community and The Future of Train Life!

While work on future major content is progressing steadily, we're also thinking about little details which could bring more life to the game world. Update 3 has just been released and this means that we are that much closer to bringing Train Life out of Early Access. With this in mind, we would like to ask the community the following question:

Which animations you would like to see added to our locomotives and passangers on stations?


We are also thinking about adding a codex into the Train Life upon the full release of the game. We wanted to ask you guys about what you think should be added into the in-game codex to provide some further explanation on certain game mechanics like maybe city leveling or the company managment aspect of Train Life.

What would you like to have added to an in-game codex to help new and existing players better understand the Train Life and it's mechanics?

Thanks for taking the time in sharing your thoughts!

The Simteract and Nacon Team