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New Tutorials! v5.30

[p][/p][p][/p][p]Now that the huge Sierra Logging project is complete I can shift my focus on to new things!
And one of Rolling Line's biggest weak points is the new player experience. This game has quite a complicated learning curve since the controls and mechanics are a bit different to what people would expect. I'm planing to dedicate some proper time to improving the new player experience and making the controls easier to understand. [/p][p]And the best way to kick that off is to finally add some new tutorials! [/p][p]Previously the in-game tutorials were quite lacking, leaving out lots of important basic game mechanics. So these new ones help fix that by adding step-by-step instructions for things like trackwork, scenery and even some of the more niche mechanics like pantographs and snow plows. [/p][p][/p][p]You can play these tutorials from the main menu, or from the pause menu:[/p][p][/p][p][/p][h2]Steam guides[/h2][p][/p][p]For more complex mechanics, like skyboxes, automation and modding, I've already made tons of guides here on Steam:[/p][p]https://steamcommunity.com/id/jach5270/myworkshopfiles/?section=guides&appid=754150[/p][p][/p][p][/p][p][/p][h2]Sierra Logging news[/h2][p][/p][p]In other news, the release of the Sierra Logging map has been amazing! I'm so glad that people are enjoying the map so much. I love seeing everyone's screenshots and comments, especially people finding easter eggs and admiring the little details around the map. The Sierra Logging map took a staggering amount of effort and time, and I'm really happy with how it all worked out. It's definitely the map I'm the most proud of from all the official map releases. [/p][p][/p][p]I recently posted a proper trailer video for the map:[/p][p][dynamiclink][/dynamiclink][/p][p]And a developer commentary where I explore the map and talk about the design inspirations and building methods that went into making it:[/p][p][dynamiclink][/dynamiclink][/p][p]The above commentary was released early for everyone subscribed to the Patreon, and I'm going to be making more videos like this in the future! [/p][p]I'll share them early on Patreon, but they will eventually make their way to Youtube at a later date, since I don't want to lock anything behind a paywall. [/p][p]If you would like to support the game and help me keep making free updates forever, then please consider joining the Patreon, even $5 is awesome and really helps! [/p][p]https://patreon.com/RollingLine?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink[/p][p][/p][p][/p][p][/p][h2]Other fixes & features[/h2][p][/p][p]This update also includes some other fixes & features:[/p]
  • [p]Fixed bug where portable drawers were not spawning correctly in VR[/p]
  • [p]Various settings have been moved into the "pause menu -> editing" menu, all settings relating to prop placement and snapping can be found here [/p]
  • [p]There is now a new drawer dedicated to all snow themed props and trains[/p]
  • [p]The drawer style edit menu now disappears correctly when the drawer is removed[/p]
  • [p]The "default up/down context action for prop placing" now affects both VR and PC. This means on PC you can now change the default behavior of whether the scroll wheel changes scale or height offset when placing props[/p]
  • [p]You can now use the 'expand list' button on the various save file list on the main menu[/p]
  • [p]Gap-fill track now no longer requires track snapping to be enabled to work[/p]
  • [p]The 'tutorial complete' message now shows up in VR too[/p]
  • [p]The 'color hexcode copied to clipboard' message is now hidden in VR[/p]
  • [p]VR now has 'fast scaling' enabled by default [/p]
  • [p]Fixed bug where player held items were visible during the load screen[/p]
  • [p]Added labels to the tables & walls drawers to separate the large & small tables [/p]
[p][/p][p]And that's everything! [/p][p]I've got big plans coming up, mainly revolving around making the game more polished and easier to understand overall. Along with other gameplay themed features like continuing work on expanding the loading & unloading features! [/p][p]Lots of cool things on the way, so keep and eye out. [/p][p][/p][p][/p][h3]Thank you to all my Patreon supporters![/h3][p]
GaugeGang:
Trackmeister, SmokeStream[/p][p]Rolling Line enjoyers: Helga Nordgren[/p][p]Model railroaders: Lutz, Jayton Hawkins, TheAmazingRyry, CAMOGUY54321, Jonathan Ginsburg[/p][p]Railfans: Don Willis, Leto Gloas, Outertoaster, Nathan Perez, TrainMann, Railraider, Garst, Richard Prior, Joblogh, Detroit_, Ben Burch, Gustavo Sanchez, Michelle chan, Jack Fruh, Lynk_Wyland, KathalLasagna[/p]

New FREE map: Sierra Logging!



[previewyoutube][/previewyoutube]

The Sierra Logging map is officially here!
After over a year's work and so many different updates and features that made this possible, I'm so glad to finally call this map finished and release it for everyone to see.

This DLC is completely free and you can get it here on Steam:

https://store.steampowered.com/app/3685460/Rolling_Line__Sierra_Logging/



As talked about already in the previous news post, instead of being a paid DLC, I'm instead releasing this map for free and opening a Patreon for voluntary donations. So if you would have been willing to pay for this map then please consider joining the Patreon to show your support!

You can join the patron here

I would love to keep updates and maps like this free for everyone, and that depends on how this Patreon idea works out. Remember it's perfectly fine to join the Patreon for just one month and then cancel afterwards if you prefer to just make a one-off donation instead of joining monthly.

So if you would have happily paid $5 for this map then please join the $5 tier, even for just a month, it will really, really help keep me financially able to continue working on Rolling Line!

I'll also be posting some special behind-the-scenes stuff on there, like a 48-minute commentary + tour of the map, where I talk about the design process and inspirations for each area. Though since I don't want to lock anything behind a paywall, I'll also upload this video to Youtube for everyone soon as well (probably in a couple of weeks) but you can view the video on Patreon right now!

You can watch the video here

[h2]The Sierra Logging map[/h2]

It's finally done! I'm so excited for everyone to finally play this map. This is quite a special one since it's the first official map for Rolling Line that was designed around loading/unloading and operations. You can transport logs from the alpine lumber camps, deliver them to the mill and log pond at Tuolumne, and then even move milled planks over to Standard to be stored in a much larger lumber yard. It makes full use of the log loaders, log pond unloader and loading cranes all added in previous updates this year!



The map is also designed 100% to feel like a real-world model railway and I'm so glad with how this turned out. It feels like the kind of model railway you could walk around and explore in someone's basement, with photos of the logging railway inspirations in real life and lots of history. If you get the chance I highly recommend viewing this map in VR!

Oh and of course this map contains a bunch of Easter eggs to find!



You can download an HD version of the top-down map poster here:
https://imgur.com/PHbN5Cf

And here is a ton of screenshots too:
https://imgur.com/gallery/sierra-logging-rolling-line-map-LpWaJFi

As with all official maps you can access this map from the "New Game" list on the main menu:
(You don't actually need to download the DLC to access it, it's built-in to the base game since it's free!)



[h2]Other fixes and features[/h2]

Alongside the release of the map, this update also includes a few other things:
  • A few new audio presets for things like a lumber mill, chainsaw, waterfall and larger river.
  • Loaders/Unloaders now have an icon on them to show whether the control lever is in the locked or unlocked position.
  • Fixed various minor mesh issues on the Shay model.
  • Fixed issue with the physics logs props (the ones that go in a log pond) since the physics pushing was not working when reloading a map.
  • Removed the compact comp template map from the new game map list.
  • Fixed shadows on some of the roads on the "top of the south" map.
  • Added a bunch of new default main menu scenes from the Sierra Logging map.
  • Fixed collision issues with the player model pushing physics objects.
  • Fixed bug where map terrain objects that are meant to be un-editable could be picked up using the "Edit All" buttons.
  • Fixed issue where freight loads would appear offset when held in the players hand.
  • Added Patreon names to the in-game credits!

And that's everything! I'm so happy to see this map all the way through to completion. It's become quite a personal project, since this is essentially my own best attempt at making the best map I can in Rolling Line, using all the modern tools and features. It really shows how far the game has come, that a map like this is fully possible using in-game tools. I really enjoyed making it, and I hope you all enjoy playing it!


Oh and for the first time ever, I finally get to say:

[h3]Thank you to all my Patreon supporters! [/h3]
GaugeGang: Trackmeister, SmokeStream Model railroaders: CAMOGUY54321, Jonathan Ginsburg Railfans: KathalLasagna, Lynk_Wyland, Jack Fruh, Michelle chan, Gustavo Sanchez, Ben Burch, Detroit_, Joblogh, Richard Prior, Garst, Railraider, TrainMann, Nathan Perez, Outertoaster

Sierra Logging announcement + Patreon!

After over a year and a half of work, the Sierra Logging map is finally about to be released!
I've set the planned release date for May 26th, and you can view the DLC listing here:

https://store.steampowered.com/app/3685460/Rolling_Line__Sierra_Logging/

But here's the best part, this DLC is FREE!
While the idea started off as a paid DLC, after putting so much effort into this map i truly want it to be available to everyone, without any paywall or barrier to access. I'm really proud of this map, and finishing it is a major personal achievement for me. It's by far the longest and most complex project I've ever worked on (aside from the initial release of this game!) and it's definitely the best official map to date, taking all the different elements of the game and combining them into my own best possible attempt at creating a virtual model railway.

The game has changed so much over the 7+ years I've been updating it, and the tools, content and features available to make maps is vastly different to when the game first came out in April of 2018. This new map is built entirely around these new features, like having a full chain of loading & unloading, where you can take logs from alpine logging camps all the way to the mill and on to the lumber yards. The map is also fully designed around being a real model railway, which you can hopefully imagine walking into someone's house and seeing, and driving trains around and completing operations. Everything this game was made for!

[h2]Patreon[/h2]

As lots of you are already aware, I'm just one solo developer. I've been working full-time for the last 7+ years making updates for this game simply because I want to see it reach its full potential. There's still so many more features I want to bring to the game *cough* *cough* multiplayer *cough* and I have no intentions at all of stopping development any time soon. As long as I can financially support myself to keep doing this job I love, then I'll keep doing it for the whole foreseeable future!

I've been very lucky so far that the simple purchase price alone of Rolling Line has managed to keep me at a stable living wage over such a long time, but that won't be the case forever. Most other games will go for things like paid DLC, or entire re-releases (imagine an alternate timeline where we've got Rolling Line 2025 or Rolling Line World 5, lol).
Personally, that kind of monetization really doesn't sit right with me. I don't ever want to put a dollar value on a map, or a train, or anything like that. I love the fact that Rolling Line is so cheap ($20 USD) and asks nothing extra of you to enjoy every single thing the game has to offer, and I want to keep it that way!

So instead of doing paid DLC, I instead want to try something different.
I'm starting up a Patreon, where those of you who feel like you've gotten more worth out of Rolling Line than the initial purchase price can help support its future development with donations. This is the best of both worlds, where all future updates and maps stay free for everyone, and those who would have been willing to pay can instead choose to donate.

This format also means that I can focus on things like feature updates, instead of needing to spend all my development time on map making (though I do of course enjoy making maps, and there will certainly be more official maps released in the future!).

If you feel like supporting the continued free development of Rolling Line, and want to show your appreciation for my work over the years, then please consider joining the Patreon:

https://www.patreon.com/c/RollingLine?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink



As time goes on and I get a better idea of how this system is working, there will be special behind-the-scenes stuff released on the Patreon about the development of the game. There will be more info about that coming in the future.
Everyone who signs up to the Patreon will also of course get an in-game shout-out in the games credits for being a supporter!

I'm very curious as to how this will go, and whether it will actually be a sustainable method for keeping Rolling Line's earnings at a living wage, but we shall see.

[h2]Sierra Logging map preview[/h2]

Without further ado, here is the official map poster for the Sierra Logging layout!!



And here is a ton of screenshots in this album:
https://imgur.com/gallery/sierra-logging-rolling-line-map-LpWaJFi



That's all for now, but the DLC will be released in two weeks on May 26th!
On release day I'll share a bunch more info about the history of the map and real-world inspirations, as well as a much more in-depth look at the map itself.
I'm so excited to finally release it!

I'm also curious to know your thoughts about this Patreon vs paid DLC idea in the comments, do you think the game can continue to survive on donations? Are there any ideas that would make you personally more willing to donate?
Let me know in the comments of this news post!

Compact Comp #2 winners! v5.28



What an amazing event! This might have been my all-time favorite set of maps from any competition in Rolling Lines history. The level of quality and effort is just crazy. Massive congrats to everyone who took part!!
As with all these events, I play through every single map submitted, and these are a selection of some of my absolute favorites.

[h2]Firstly, the three winners![/h2]







[h2]Runner ups:[/h2]



[h2]And honorable mentions:[/h2]





There were SO MANY more maps that were amazing but couldn't fit into my shout-outs, so go and play them all yourself! There's so many gems in there.

To view all comp entries, simply go to the Steam Workshop and choose the "Compact Comp 2" tag from the "Competitions" drop down list:



This update also includes:
  • There is now a new "Unlocks 2" drawer which contains new Easter Egg unlocks coming in the Sierra Logging map. So far all that you can find in here is the compact comp boundary prop, which is unlocked by default. The compact comp drawer has also been removed now that the event is over.
  • Fixed major bug with the loading/unloading system caused by automatic loading occurring when outside of view distance range.
  • Fixed bug where automatic loaders could load over the max limit set if the speed was faster than the animation.
  • Fixed shadow casting on various train details, like rust decals and logos.
  • Fixed the alpha material options for flags. The menu also no longer exits when changing the physics type on flags.
  • Fixed the collision layer for various props.
  • Fixed small gaps on the base of the model for terrain pieces.
  • Fixed bug where the inventory would become visible during loading screens.
  • Blocked the search function from being usable during loading screens.


Thank you again everyone for taking part in this event!
I was truly blown away by the quality of maps!

Compact Comp #2 v5.27



It's time for another layout building competition!!

For those who have been around since the early days of Rolling Line you might remember the "Compact Comp" event...
Guess what, that was over 5 years ago! (2019)
The goal of the compact comp was to make a map within the limits of a really small table, and it was a real favorite of the events so far in the games history.

So while I'm getting the final parts ready for releasing the "Sierra Logging" map, it would be fun to run a map competition in the meantime.
Since the compact comp was so enjoyable, it would be really neat to give it another go, especially since Rolling Line has had so many new features added since then.

[h2]Welcome to the Compact Comp #2 [/h2]

This event will be running from today (April 8th) until April 28th.

The goal is simple, build anything you like as long as it fits within the size limit.
You can find an easy template map in the "new game -> custom templates -> compact comp" menu:



Alternatively, you can find a wall bounds reference prop in the "Misc -> compact comp" drawer:





And lastly, the size limit is equal to exactly 4x4 of the smaller square table shape, so you can just use those tables to set the size!

Here is the full list of rules:
  • The only limit is to fit within the bounds size. There is no height limit, you can go up/down as much as you want.
  • Your map can have multiple layers of tables, or no table at all. Anything that fits within the bounds is fine, be creative with it!
  • You can have a skybox that extends as far as you want. The size limit only applies to the large scale table size.
  • Invisible/hidden track is allowed to extend beyond the size limit.
  • You can also add decorations to the room that go beyond the table size, as long as it fits within the spirit of the comp. E.g. it should be obvious where your table ends and the "room decorations" begin.
  • You can make as many entries as you want,
  • You must start a new map for this comp, you can't re-use an old map.
  • Mods, liveries, modded terrain, etc are all allowed.


And remember to be creative! You don't even need to make a railway, it could be anything!
The only restriction of this event is that your map fits within the size limit.

To submit your map (or multiple maps!) simply upload them to the Steam Workshop, and click the "compact comp 2 entry" button when uploading:



You can view all the entries so far by going on the Steam Workshop and selecting the tag for:
Competitions -> Compact comp 2



And if you're looking for some inspiration, have a look at the entries for the original Compact Comp!



[h2]Prizes [/h2]

The prizes for this comp are quite unusual...
Since I'm about to release the big "Sierra Logging" map, this prize for this comp is to choose an Easter egg to be included in the map!

There will be three winners, and each one can come up with something to be hidden inside the official map. This could be a reference to something you like, or a joke/scene hidden somewhere on the map.
There will be some limitations of course, like the Easter egg has to be subtle, and the content has to be something that I approve of. I'll message the winners after the event to discuss what kind of Easter egg they want to add.

I'll be choosing the winners myself based on things like creative ideas, building skill and fitting the theme of the event.
Though as usual with these events, afterwards I'll post a ton of shout-outs and honorable mentions as well.

Remember I always play every single entry! So don't feel like you need to make some complex and incredible map to get involved, even just something simple and enjoyable is worth submitting!
Creative ideas are always my favorite part, and I'm really excited to see what people can do with the limited space.

[h2]Other features of this update[/h2]

The competition isn't the whole update, there's also a bunch of great new quality-of-life features to make editing maps easier:

[h2]Complex selection collision[/h2]

There is now more precise collision detection for selecting some editable props.
Have you ever had the frustration of trying to select grass/tress when they are close together and having to wrestle with the prop layering to try and select the correct one? Well this completely avoids that and makes certain props have a super-detailed selection collision mesh when you are close to them!
If you point at them from a distance they will still have their normal larger hitbox, but if you get closer they will switch to a more complex hitbox:



[h2]2D item hover popup UI[/h2]

The item hover popup UI is now 2D (flat on the screen instead of a 3D object in the world).
You can toggle between 2D and 3D in the options menu, but it is now 2D by default.

This means that the popup hover UI no longer clips into objects and can easily be seen at all times.





[h2]Layer overlay for the item in your hand[/h2]

The item held in your hand is now rendered on its own layer. This means that the item you are holding no longer clips into the terrain when you get close to the map!





[h2]Search through all settings[/h2]

You can now press the tilde key ~ to open a search window.
Simply type in anything to search all of the settings in the game and easily access them without needing to use the main menu!



For example, you could type in "snap" to view all of the snapping related settings easily:



Please note you can only use the search feature on PC and when 2D menus are enabled.

[h2]Optimized map loading[/h2]

This update makes some major changes to how the game loads in chunks and makes the whole during-gameplay loading experience WAY smoother. Basically this only applies to when you are walking around the map and loading in new areas, the startup initial map load hasn't changed.
The game will try and match your current framerate, so if you're running at 144fps the game will try and stay as smooth as possible to load in the chunks without dropping the framerate (but there will still be some hitching when certain things happen, like enabling the final loaded chunk). Meanwhile if you are running at a low framerate like 20-30fps, it will ignore smoothness and just load in the chunk as fast as possible.
Regardless of what framerate you get, moving around the map to load new scenery should appear to load MUCH faster and smoother now!

[h2]New table-side terrain pieces[/h2]

There are now a bunch of terrain props which have a "wall cutoff" included, where the black side of the table cuts the terrain piece in half. This is really useful for making terrain look like it smoothly fits the side of the table!



[h2]Other fixes & features:[/h2]
  • There is now some text on screen to show if you are currently editing a skybox layer (e.g. large scale only, miniature).
  • There is now a setting to enable/disable the item hover popup UI in miniature mode.
  • You can also adjust the scale of the item hover popup UI.
  • Fixed shadow issues for the rust decals on wagons.
  • You can now hold backspace to clear all text inside a text box.
  • Fixed the "fullscreen by default" setting, which wasn't working correctly.

And that's everything!
I'm really excited to see what kind of maps people will make for this event, and I hope these new features make the process of editing smaller details much better. I've had a lot of these features on my to-do list for ages so it's great to finally get them done.

Also, I would love to share some more teaser screenshots for the upcoming Sierra Logging map!











There will be much more news coming about the Sierra Logging map soon!