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Derail Valley News

Status Report - Progress on the 'Hazmat' update

Hi everyone,

With the next update increasingly becoming a hot topic, a proper status report post is due. Technically, our statement didn't change much from the last Steam post, but it's time to reiterate. We frequently respond to questions about the progress on Discord, but understandably not everyone can follow that.

As most of you know, for several months now all of the team has been working on the first upcoming major Derail Valley update, titled “Hazmat.” Due to notable code differences between the game versions, we stopped releasing small updates to the public version and are entirely focused on completing the Hazmat one instead.

The Hazmat update will be big, and despite its name, will include a lot more than just hazardous cargo. We’re treating this update as if we were releasing the game for the first time, except this time around we have a lot more time to properly address things than when the game was originally released. We'll make everything in it as ready as reasonably possible, before announcing the release date.

Knowing it would take a while, we weren't sharing many details about the update in order not to prematurely over-hype it. It is still too early to know the exact contents of the update which is why we've been quiet, but when it does get announced we’ll need half a dozen video updates just to showcase the highlights.

I'm glad to say that, even though there were some very tedious, difficult and risky hurdles to overcome, at this point most of them are behind us. The update is progressing very well and we’re doing internal test builds on a weekly basis. Almost all of the core features and changes are now complete and usable in-game. For a while now we’ve been in the phase of testing, resolving bug fixes and doing general polish and balancing.

Our primary focus with this update was about giving the game a focus on gameplay, with more goals to strive for as a player, and more challenges to overcome - however, to achieve that, we had to make a lot of changes to the game that would otherwise make it unfair. Therefore, we’ve entirely revamped how derailments work, how couplers work, how you retrieve items, we’ve added speed signs and made a ton of core improvements that are yet to be revealed. With Hazmat we aim to get Derail Valley to a state where we can focus on adding new content, rather than the bug fixing.

That concludes this status report. The release announcement will still take a while, but if things go according to plan, it should be the next post coming from us!

-Slobodan

Build #79 - Valve Index support, bug fixes

Hi everyone,

Today we have another small update, while the major one is in progress.

Valve Index support:


For the SteamVR version of the game we added support for Valve Index, or namely its unique controllers. With Index you can grab and let go of items and levers in Derail Valley by physically squeezing or letting go of the controllers, which are attached to your hand by a clever strap system.

Apart from that, the behavior is mostly the same as with other kinds of VR controllers. We couldn't take advantage of finger tracking unfortunately, as this isn't supported by the third-party VR input system that Derail Valley is based on, yet.

Bug fixes:


We fixed some of the most pressing recent bugs, namely the locomotive remote being unusable in VR, and the cars appearing sunken through the rails.

Progress on the upcoming Hazmat update:


In case you missed it, we wrote a bit about the Hazmat update progress in our Build #78 news post. We're happy to say that we've solved some major obstacles since (got massive explosions working, made a notable performance improvement and got coupler & derailment overhaul working), and the update has been shaping up nicely, day by day.

Full changelog:


Controls:

- (SteamVR) Added support for Index controllers (legacy, no finger tracking)
- Fixed being able to get stuck moving in VR smooth locomotion, when no input was given

Bug fixes:

- Fixed locomotive remote joysticks being difficult to grab in VR
- Fixed some cars having bogies appearing off-tracks until touched with another car

Build #78 - Optimized item spawning, alt-tab pause, many bug fixes

Hey everyone,

For many months now, we've been working on an upcoming major update, known as the "Hazmat update". In the last few weeks the whole team's been working on it exclusively, so the number of isolated fixes ready to release in the meantime was limited. Still, today we've accumulated enough of the fixes to constitute an in-between update.

Notable improvements:


Today's update mostly focuses on bug fixes, such as:

- Fixed the camera tilt bug
- Fixed VR belt points taking items when they shouldn't
- Optimized item spawning
- Alt-tab now pauses the game
- Pause stops the sounds too

Progress on the upcoming Hazmat update:


Despite being called "Hazmat" (short for Hazardous Materials cargo), the update will include a lot more. We grew the scope, so its primary mission would be to reach a stable version - as if we were releasing Derail Valley for the first time. Apart from explosions, the main improvements will include the overall fidelity and game-play improvements (more goals, more challenges, better tutorial). This will involve a complete coupler rework, speed signs, new licenses, among many more additions. We will have dedicated news posts for each feature subset, as we near the update release.

At this point, most of the core features for the Hazmat update are near completion. About two weeks ago we started testing them and are now doing optimizations and general polish. That's the current status, but note that this will take a while. There is no release date estimate yet.

In the meantime we are likely to release a few more smaller bug fixing updates, such as this one!

Full changelog:


Bug fixes:

- Fixed the recent bug with camera tilting while in a locomotive cab
- Fixed VR belt point getting stuck in grab mode
- Fixed sound playing when the game is paused
- Improved prevention of falling through ground when teleporting to steep slopes in VR

Misc:

- Optimized item spawning
- Game will now pause when switching windows (alt-tab)
- Controls booklet now dynamically adapts to current input device
- Fixed being unable to zoom with a booklet in hand in NonVR
- Extended remote controller battery life
- Command debug.toggleui now also disables in-game tooltips (NonVR)
- Shunter’s reverser can no longer be changed when throttle is applied, in NonVR
- Increased NonVR crosshair and interaction text font size on high-res screens (e.g. 4k)

Build #77 - Fixed tunnels, various bug fixes

Hey all,

We've got more bug fixes this week! There are many more changes in progress, but they are mostly piling up for the big Hazmat update coming next month, so stay tuned!

Fixed impassable tunnels for good:


As "caved in" tunnels have been a recurring issue, we took the time to entirely rework how the game determines tunnel holes. This change should eliminate the possibility of trains hitting terrain in tunnel entrances, and also prevents visual glitches where holes would disappear, fully or partially.

There are still a rare few tunnels placed in such a way that terrain can be still seen in them (e.g. east of Harbor), but this will be fixed separately in the next world update and is now harmless.

Bug fixes, improvement to controls and performance:


We're continually working on bug fixes, and the goal is to reduce them to the absolute possible minimum by the time Hazmat update rolls out.

Notable highlights are that we fixed frequent CPU spikes in VR (actually caused by third party code, thanks for this video), as well as the bug in NonVR where items would drop out of hands and become unable to be picked up again, among other fixes.

--- Full changelog: ---


Railway:

- Reworked tunnel entrances
- Fixed tunnels missing holes sometimes (looking caved in)
- Fixed colliding with terrain at tunnel entrances sometimes
- Fixed tunnel holes being visible (terrain faces sticking out of tunnel walls)

Performance:

- Reduced CPU spikes in VR, caused by 3rd party code (console, VRTK)

Controls:

- Fixed being unable to teleport to shunter from its right cab side
- Fixed a bug where mouse-look could make held item untakeable
- Fixed mouse-look being usable during stashing/unstashing animations
- Fixed locomotive remote battery indicator showing as not charging

Misc:

- Fixed car ID plates having no spaces in cargo names
- Load machine now displays its corresponding track’s ID

Build #76 - Stability fixes, cars cargo, bug fixes and more!

Hi everyone,

Today we have some notable stability improvements:

Stability & crash fixes:


Following some testing with the community over the past few weeks, we upgraded Derail Valley to Unity version 2018.3. For some players this could be major news, as reportedly it eliminates rare crashes during gameplay and removes the annoying crash dialog when quitting the game. Those with older-generation CPUs will be thrilled to know that Derail Valley no longer has a SSE4 requirement!

Apart from stability, the upgrade also brought slight performance and appearance boost to terrain rendering.

Cars cargo:


Loaded autorack are now filled with shiny new cars! Being the last cargo type missing a model, these little cars will bring a lot of color to the sight of Machine Factory and Harbor!



As usual we made various more bug fixes for VR and NonVR! Some of them include no longer dropping items out of belt when grabbing them accidentally, no longer inventory getting bugged when taking money in VR, job booklets saving as regular inventory items, and lots more!

--- Full changelog: ---


Build #76 - May 15, 2019:

System:

- Upgraded Unity to 2018.3
\ Improved performance (terrain rendering optimization)
\ Removed SSE4 requirement (can be played on older CPUs, e.g. Phenom II)
\ Should fix crash when quitting game
\ Should fix rare in-game crashes for some players
\ Slightly Improved terrain graphics

Cargo:

- Added cars cargo models

Jobs:

- Job booklets are now saved as items, preserving inventory slots and job ID
- Fixed inventory bug in VR, caused by validating booklets or taking money
- Restart button now deletes all active job booklets (previously only from inventory)

Controls:

- Fixed colliders on loaded cars not working properly when teleporting onto them
- Fixed items easily falling from belt in VR when accidentally grabbed (e.g. loco remote)
- Fixed belt slot sometimes disappearing in VR
- Decreased locomotive remote battery consumption
- Fixed a bug when dropping an item during the mouse-look exit animation
- Fixed grabbed items having incorrect velocity when dropped after teleporting to a moving train
- Fixed Bob’s vehicle brakes not working (keyboard)
- Fixed a bug with shunter exhaust which could make player get stuck in the air if stepped on