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Track grouping! v4.19



Rolling Line is one large step closer to the glorious roads update!

"Roads" in Rolling Line are literally "tracks" just with a different model, which means that they share a lot of the same features.
Larger roads (like highways) are effectively groups of tracks, where each "lane" of the road is a piece of track, lined up next to each other to form a road.



This means that making the new road system required full support for grouping tracks together, which ended up being a painfully complicated process.
So instead of keeping this new feature restricted to roads, why not let everyone use it right away to create their own track groups!

Roads are still fully a work-in-progress, but the track grouping feature is ready to use right now!

You can now find a new drawer called "groups" in the track category, which contains a bunch of pre-made examples (double-slips!!) as well as the new group tool:



This update also adds a new amazing "side-snapping" feature which will be explained in detail further on in this post!



[h2]The group tool[/h2]

With the new group tool you can easily select a bunch of track pieces and then combine them into a group.
Simply highlight the "select items" option on the tool (with the scroll wheel) and then click on track to select it. You can also click on track again to deselect it.





Once you have your whole group selected, change the highlighted option to "apply group" and then click.
This will combine all of the selected tracks together into a group.
Once they are a group, you can pick them up as one single object, and place them down as well.
You can even save them in custom drawers as groups!

You can also use the "break group" option on the group tool to split apart a group into individual tracks:



[h2]Symmetrical groups[/h2]

You can create groups out of any track you like, but if you make a group that contains a bunch of track curves all lined up (with no extra track) then it gets some special features!
If you make a symmetrical group like this, then it will behave just like a normal curved piece of track, which means you can use it to create smooth gradients, and can even toggle the direction of it using Q and E while placing.



This feature makes creating multi-track main lines way easier!
For example, say you want a double-track main line to climb a slope:
- create a group out of the two curved pieces of track next to each other.
- duplicate that group multiple times to create the main line.



If your track group contains any track types other than curves (e.g. turnouts or flexytrack) then it will not support the "Symmetrical group" features mentioned above.
The track must all be separated too, meaning you cannot have multiple segments of track connected together:



[h2]Non-symmetrical groups[/h2]

If your group features different kinds of track types (e.g. turnouts and flexytrack) then it will be treated as a "non-symmetrical group". This kind of group does not support the gradient and direction switching features that the "symmetrical group" mentioned above does.

Instead of toggling the direction, pressing Q and E will instead cycle between each available dead-end point in the group for snapping:



[h2]Double-slips[/h2]

A perfect example of something you can make with track groups is an operational double-slip!
This update includes a few pre-set track groups which you can find in the new "track -> groups" drawer:
(Special thank-you to Ze Trackmeister for his track designs used in this update!)



The upper-left group is a "single slip"
The upper-right is a "3-way turnout"
And the two double slips below are sized to fit two different widths of track.
These are for separation 0.7, and 1.0
(separation will be explained in the next section)



[h2]Separation values [/h2]

The "separation" value for a piece of track shows how far apart multiple tracks should be distanced in parallel. You can set it inside the track generator:



It's a little hard to explain, but basically the "separation" value is the difference you would need to increase/decrease the "radius" to get the next parallel track in a curve.
Here is a visual example:



You can use any separation value you like, but all the official track (in the drawers) is either 1.0 or 0.7



[h2]Track side-snapping[/h2]

Side-snapping is an optional feature which you can switch on in the "pause menu -> custom track -> snapping -> track snap to sides".
You can also toggle it by pressing F7.

When side-snapping is on, track will automatically snap parallel to other track!
It will also bend to copy the curve angle.
The distance at which it snaps to is set by the "separation" value mentioned above.



Track can only side-snap on to curved and straight pieces of track, so it can't snap on to flexytrack or turnouts.
It also does not work with gradients, but if you want to make a multi-track main-line with gradients then please use the track grouping method talked about at the start of this update post.



[h2]Other features[/h2]

Overall this update has been digging deep into the core structure of how track is handled by the game, so lots of background code has changed.
But there are a couple of other minor features which this update includes:

  • The "Rusty DSJ shunter" easter egg unlock is now available by default in the "misc -> unlocks" drawer without needing to unlock anything.
  • The "AI lock enabled" message now only shows up when you manually change the value for a piece of track, previously it would also show up when loading a save which contained AI-locked track. this has been fixed.


This update ended up being WAY more difficult than I had planned, but now that this is done the rest of the roads system is smooth sailing from here!

So keep an eye out for future news, because the roads update is on its way!

New track styles, bridges and turnouts! v4.18



Lots of new track styles coming in this update!
After the Trackwork comp, the winners all got to choose a track style to be added into the game officially.

These track styles include:
- wooden trestle bridge
- stone arch bridge
- rubbish-covered track
- two new turnout lever types

[h2]Wooden trestle bridge[/h2]

The wooden trestles are split into a few different sections:
- base (the main supports)
- top (the section under the rails)
- leg extensions (optional extra for longer supports)
- railings





You can access all of these with the track style menu (press Q when hovering over a piece of track) or simply use the style painters in the "track tools" drawers!



[h2]Stone arch bridge[/h2]

The stone arch bridge also has a few different styles:
- wide arches
- narrow arches
- detailed arches with bricks
- "solid" ends, with no arch



These bridges can be found in the "track tools" drawers too:



[h2]Rubbish rails[/h2]

A rather unique track style!
This one is based on rubbish-strewn tracks, specifically this famous scene from Los Angeles:



The cardboard boxes used in this track style can also be placed as a prop, which you can find in the "Scenery -> Plants" drawer:



[h2]New turnout levers[/h2]

Lastly, this update adds two new kinds of turnout levers!



These new turnout levers can be found in the "track tools" drawers next to all the others:



[h2]Track segment length in modding[/h2]

This update also adds a very useful feature for track modding.
You can now set the "Segment length" of your track style, which basically means that you can make longer meshes that cover multiple segments.
So instead of being limited to 0.1 units (1 segment) you can now make something like 0.5 units long (5 segments). This is useful for making larger models like bridges that don't fit inside just one segment.



This update also includes:
  • Fixed snapping for the small tables and backdrops
  • Fixed broken track gradient when a piece of track is picked up and re-placed
  • There is now a "refresh mods" button in the mods drawer, which will update the mod list to include any new downloads
  • If a modding manager is opened, it will automatically close any other open ones, to stop conflicts caused by having multiple open
  • Fixed unusual bug where it was possible to lose the track/wagon in your hand while clone-placing if you do it very quickly at low frame-rates
  • Fixed end-cap track pieces for modded track styles
  • Track style painters (like bridges) now auto-remove the ballast layer when used


And that's all for now!
Huge congratulations to all the winners of the Trackwork Comp, I'm sure everyone is going to love these new track styles you've chosen!

You can find more info about the Trackwork Comp here:
https://store.steampowered.com/news/app/754150/view/3355761233473138410

I'm still working on roads and making progress, though it is certainly proving to be a complex and large update, so it's going to take a bit longer. But it will be well worth it!

Trackwork Comp winners!



Congratulations to everyone who took part in the Trackwork Comp!
There were so many amazing maps it took me days just to go through them all and rank them!
So much amazing use of modding, and beautiful maps and ideas.

Events like these are such a great opportunity to try out some creative ideas and make a map alongside others in the community, and they are always so much fun to take part in (and to play through everyone else's maps!).

[h2]Thank you so much to everyone who took the time to make an entry! [/h2]
As with every competition, I personally played through every single entry, and choosing the winners was incredibly difficult! I absolutely loved seeing them all, so without further ado, let's get started with the winners!

The first award of complexity (and overall most impressive layout!) goes to:

[h2]P&LCE: Oro to Sur - by KingNathantheIII![/h2]
This layout is amazing, and absolutely beautiful. The natural scenery is spot on, and riding the little ride-on miniature railway in VR was a magical experience. Well deserving of the top spot!!

https://steamcommunity.com/sharedfiles/filedetails/?id=2830304540&searchtext=


The second award, for modding, goes to:

[h2]Roller Coaster Park - by Tricarbonyl![/h2]
With fully functional rollercoaster track, ride-on carts and even a maglev system, this map made full use the modding tools and looks awesome!
It was really hard choosing a modding winner, since so many maps made crazy good use of mods!

https://steamcommunity.com/sharedfiles/filedetails/?id=2825558476&searchtext=


And thirdly, the creativity award goes to:

[h2]Aquarium - by Globin347![/h2]
This map just made me so happy, the animated fish, the little underwater train emitting bubbles, the big eels swimming around, everything about it is just adorable and really blows my mind of what can be made inside Rolling Line these days!

https://steamcommunity.com/sharedfiles/filedetails/?id=2829918544&searchtext=


I'll be getting into contact with all these winners to talk to them about their prizes!

But that's not all, here's a whole bunch of my other top favourites.
Choosing winners was incredibly difficult, so consider these other maps on-par with the main winners. I highly recommend going and having a look at them yourself!

https://steamcommunity.com/sharedfiles/filedetails/?id=2827890906&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2830145821&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2829879014&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2829843529&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2830249227&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2830198825&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2829718295&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=2829442738&searchtext=


And lastly, here is a big list of honourable mentions!



Huge congratulations to everyone who took part!
There were even MORE maps i wanted to mention in this post, but best not to go too overboard.

I highly recommend having a play through some of the maps mentioned above, and I hope you all had fun during this event!

Trackwork Comp!



Hey it's been a while since the last layout building event, and the track system just got a lot more interesting after the last couple of updates, so what better time to put some focus towards...
TRACKWORK!

This competition will be running from June 22nd until July 4th.

The goal is simple: make any map you like, with a focus on track design.
You could try using track in a creative way, or have a go at making something really ambitious and complex. Or maybe have a go at modding in your own track style!
These events are a great way to get inspiration for a new layout idea, so give it a try and see what you can build, and simply upload it to the Steam Workshop to take part.

When uploading a layout/mod to the Steam Workshop make sure to check the "Trackwork Comp 2022 Entry" option so it gets included!



You can also view entires by clicking on the "Competitions" tags on the Workshop page:



There aren't really any rules, you can make a layout with whatever theme you like!
But the focus should be on track in some way, like creative use of track or interesting and complex track design.

You can make as many submissions as you like, and don't worry about trying to make something perfect, just have fun with it!

Here's some inspiration:













And who says it needs to be a real-world railway?





Or even a conventional railway? ːsteamhappyː





You can make anything you like!
The more creative the better. In fact one of the categories is entirely based around creativity!

I've split the winning criteria into three categories so there will be more to consider than just making the most advanced and impressive map.
I'm especially hoping that some people (who are confident with modding) make use of the new modding tools to create some really unique track styles and designs.

A ton of new track customization has been added into the game after the last two updates, so I'm excited to see people make the most of it!

This is also the first layout event in a while that actually has prizes.
For each of the 3 categories there will be one winner who gets to choose a new "track style" painter to be added into the game officially.
This could be a kind of bridge, tunnel, overhead wire, extra-rail, side-of-track detail (like a platform), etc.
That means there are 3 winners total, one for "most complex layout", one for "best use of modding" and one for "most creative".

But remember, the goal is just to have fun and take the opportunity of making layouts alongside other people in the community all at once. It's a great time to get inspired and give some new ideas a go.

But in other news...

[h2]Progress on roads[/h2]

Part of the reason I'm hosting this competition now is because I'm busy working on roads in the background! This is going to be a HUGE update so it's also going to take a lot of time.
But progress is going great!





And yes, you will be able to drive cars on your roads, just like trains on tracks! ːsteamhappyː



Roads are going to be amazing!
So you've certainly got something special to look forward to in the near(-ish) future.

But in the meantime, I hope everyone has some fun with the layout competition, I can't wait to see all the ideas that everyone comes up with!

As with every layout competition in the past, i will of course be playing EVERY SINGLE ENTRY at the end and going through and choosing my favourites.

Have fun!

Track style modding! v4.17



Today's update marks a huge step forward in the customizability and flexibility of the game, because you can now create your own custom track models!

The previous update laid down the groundwork to upgrade and optimize the track system, so now this update adds modding tools for you to add your own 3D models into the mix and finally fully customize the track!

You can use this modding system to create basic styles like:
  • Rails
  • Sleepers
  • Ballast
  • Tunnels
  • Bridges

But when you get really creative with track modding you can actually use this system to create anything that follows a custom curve! It doesn't have to be track at all.
Things like:
  • ROADS
  • Tubes
  • Fences
  • Monorails
  • Canals
  • Literally any 3D mesh that can follow a curved path!

(above track mods made by Fedora Man, coconut_pie & Missy)



You can find a full official guide here which explains how to make your own track style mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=2819072304

This modding system works just like the other modding tools (for props and trains) meaning you can access it from the Modding Manager in the pause menu. Simply choose "Track style mods" from the category list:



Any track style mods you have created or downloaded will automatically show up in the list of styles alongside all the built-in official ones!

So to apply a new style to a piece of track, simply open the track edit menu (Press Q when hovering over track) the click "Add new" in the top right:



[h2]A note about roads [/h2]

Since these new modding tools make it possible to use any 3D mesh as track, this means you can finally make working curved roads!
In fact one of the main reasons I've dedicated the last few updates to the track system was to make roads possible, which has been a long term goal for Rolling Line.

Please note that the NEXT update is going to be fully dedicated to an official road system, so even though you can make modded roads now, an official in-game system is on the way!

Though i would still absolutely love to see what kinds of roads people can make already with the modding tools. In fact the official road system is likely going to use the exact same methods as modded roads, so you may even be able to convert your "track mods" into "road mods" in the next update.

To get you started, I've uploaded a whole set of road styles (like road markings, barriers, etc) using the assets from the old roads used in the "top of the south" layout:

https://steamcommunity.com/sharedfiles/filedetails/?id=2819957720

[h2]Example mods[/h2]

You can also find a whole bunch of example mods for things like rails and sleepers which you can use to match the scale of the in-game track.

You can find them in the folder:
...(Program Files)\Steam\steamapps\common\Rolling Line\Modding\templates\track style mod examples\



[h2]New table style[/h2]

Just for fun, this update also adds a new "thin" table style for double-deck layouts!
Tables are now also fully multi-paintable, so you can paint the colours on the sides as well as the top.

The "tables" drawer now has buttons to switch between each available style:





[h2]Other fixes[/h2]

Lastly, this update also changes a bunch of stuff in the background:
  • The code behind the track system has been thoroughly cleaned up and refactored. Most of this code was over 4 years old so it was in dire need of upgrading! This won't have any noticeable effect on gameplay but just know that things are running much more smoothly in the background.
  • Fixed a bug where the blue box preview for invisible track would not be hidden for turntables.
  • Fixed multiple issues with track placement caused by the previous updates changes to the system.
  • Fixed a very old issue where props that have had their colour data updated (like adding more material slots) would not keep their colours when cloned.


I hope you all have fun with the new modding tools!
It's really satisfying to see the track system finally become so customizable with the last two updates, and with roads just around the corner, maps are going to be looking better than ever!