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Patch v 5.4.13_4



This patch fixes a few bugs and makes some changes since the last update, these are:

  • Fixes a major bug where it was possible to make a map load multiple times over itself by clicking the mouse button during the start of the loading screen. This bug would cause duplicate props & trains to load and lots of other issues.
  • Fixes the bug where turntables would load without all of their connected track correctly setup (some track would have dead ends and not connect to the turntable)
  • Fixes legacy quickMod collision so the player can stand on top of wagons properly
  • fixed bug where the slowest movement speed step (when toggling speed with ctrl) made the player not move at all
  • "infinite" layout view distance setting was not actually infinite, just very large. it is now actually infinite (almost)
  • fixed part of the cab mesh and collision on the livery sprinter
  • trains will no longer start their engines when you stand near them, they will only enable when you actually stand on the train physically or enter the cab
  • fixed the container and doublestack wagons so that the player can stand on them properly
  • VR player height setting now works in miniature too
  • improved the collision on the livery big boy
  • you can now walk up the footsteps on the ac4400cw with more detailed collision
  • the older bus model now has collision
  • prop versions of the old bus and rusty bus have collision
  • improved the collision on the signal gantries
  • improved collision on a whole bunch of other props
  • Added a new mini glowbell prop


I've also been experimenting with pixel texturing in modding just for fun.
Here's an example of how you can make something with an entirely different art style using prop mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2999214884



To enable the hard-pixel texture style you can add the launch tag to the game "-halflife"
(This launch tag basically forces all modded texture loading to use hard pixel filtering instead of smooth filtering)

player physics! v5.4



This update is quite a fun one, you can now walk around in miniature mode like an actual player character! This means gravity, jumping, ladder climbing, walking around on trains and inside the cab, etc.

All official trains and wagons have been updated to include proper collision and ladders, so you can fully walk around on the outer walkways.
For trains with openable doors (like the Sprinter and AC4400CW) you can even open the doors to walk directly in to the cab!

You can also now use items when in miniature mode, which means you can place and edit props and use the hand-held controller to drive trains while in miniature.

This update also comes with a redesign of the VR control scheme (to be better suited to walking and jumping) as well as a huge amount of minor features and fixes.

[h2]Walking physics[/h2]

To start off, let's talk about the new walking physics!
Something that has always been lacking in Rolling Line is that feeling of actually being part of the physical world, since a floating camera just doesn't get the job done.

I've always wanted Rolling Line to have walking physics, but incorporating this in to a game which was not designed for it from the beginning was certainly going to be a big undertaking.
But I'm incredibly happy with how this has turned out, and this might in fact be one of my favourite features in the whole game.
Walking around and having a physical presence in the world makes maps explorable in a whole new way, and finally makes Rolling Line feel more like a "game" than a piece of software.

And from a creativity perspective this feature makes things like platformer maps and all kinds of cool map ideas a possibility, in fact I'm hoping to run a competition themed around this idea someday!



You can walk around with W A S D, but you can now press Space to jump (replacing teleport) and while in miniature mode your player will be affected by gravity and collision with the world around you.

If you want to still make use of teleporting, you can re-bind the teleport button to something other than Space and you will still be able to use it at any time like before.

You can also climb ladders by holding space when near them:





And just for fun, I also added a "jetpack mode" setting which you can enable if you want to just freely fly around jetpack style, which is an awesome way to explore a map!



[h2]Climbing on trains[/h2]

All official locomotives & wagons have now been set up with accurate collision and ladders. This means you can walk along the walkways and climb on top of trains fully using physics.



For trains like the Sprinter and AC4400CW with openable doors you can walk directly inside the cab, but for other trains you can still press Tab (teleport) to enter in to the cab.
Once inside the cab you can walk around too, and press Tab again to exit the cab.



This does absolute wonders for immersion, and climbing directly onto trains & vehicles like this is something I've always wanted to add in to the game:



[h2]Using items in miniature[/h2]

The next major feature this update adds is the ability to fully use your inventory while in miniature mode. This means you can place props, edit them, paint them, etc.





You can also use the hand held controller to drive trains while in miniature!



The only limitation of this is that you cannot place track, since placing track in miniature was proving very complex and full of issues, while it is not really a very useful feature anyway.

You can enable/disable both physics in miniature and items in miniature in the options menu:
Pause menu -> gameplay -> miniature mode options

In this menu you can also change your player move speed specifically for when you are in miniature mode.



If you fall off the map in miniature mode you will automatically be teleported back to the menu if you drop below a certain height.

You can also now use the scroll wheel to change your player height while in miniature (just like in large scale).

[h2]VR controls update[/h2]

Due to all these changes, the VR input bindings were in need of a redesign.
Since directional movement (walking) is actually good now, it's now the default movement option.
You can of course still disable this and go back to just teleporting, but when just teleporting is enabled you will not be able to make use of the new player gravity or jumping.
Have a look in the "Pause menu -> VR Options" menu for all kinds of options you can change relating to VR controls. And remember you can always manually re-bind all the VR controls as you please:

https://steamcommunity.com/sharedfiles/filedetails/?id=2029205314

The new VR control scheme works like this:

Left hand = directional movement (joystick)
Right hand = teleporting, jumping, rotation

All the button bindings are still the same (e.g. up on the joystick to teleport at current scale) except they have been restricted to one hand each to clean things up.

This gets rid of the whole "hold trigger to switch control schemes" system which the game had before which was horrible to use.

One thing to note is that you can still use normal teleporting by holding the trigger to force override the jump control.

e.g. on the Vive controller, pressing D-pad up on the right hand will make you jump, but holding trigger + D-pad up will make you teleport.

You can change which hand is used for direction movement in the VR Options menu:



All the tutorials have been updated to include these new bindings, so if you want a more practical example of how this control scheme works try playing the "basic movement" tutorial from the main menu. The tutorials have also been updated to show bindings on the correct hand.

I highly recommend having a go in VR with these new controls and player physics, it's a hell of a lot of fun!

[h2]Collision options in modding[/h2]

All of the new features (complex collision, ladders and walkable cab interiors) are now available to use in modding as well!

I have added a new example mod which makes use of these features to the "Rolling Line -> modding -> templates" folder, and you can also find a copy of this mod on the workshop:

https://steamcommunity.com/sharedfiles/filedetails/?id=2995689335

In the modding manager you can now access collision options when editing a train mod (the "Collision" menu from the main menu when editing a train).
These collision options look like this:



The "Collision mesh" is a 3D model which represents the trains collision. This should be as simple as possible and should only contain cubes, not complex shapes or topography. These cubes should also not be too thin since the player can easily get stuck on complex or thin geometry.

if you want to allow for the player to walk around inside the cab, make sure to leave the cab area hollow (use cubes to block out the roof/floor/walls etc).

Tick the "Supports interior collision" option if you include a hollow space for the cab, so that the game knows to spawn the player inside it and keep using physics.

For example, here is what the collision for the F7 looks like:



Notice how the cab is made of individual boxes, so that the inside is hollow:



The "ladder collision" should contain only flat planes (not cubes or volumes). Basically the game will check if the player is touching any of the parts of this mesh and if so, allow them to climb.
All ladder areas are included in one single mesh.

Here is what the ladder mesh looks like on the F7:



The "cab interior region" mesh is a flat plane (like the ladder mesh) which should cover the floor area of the cab interior. When the player is standing on this surface they will be treated as "inside the cab" by the game. This means their movement will be slowed down, and any teleporting will ignore the wagons collision, so they can easily teleport outside to exit the wagon.
You can also change the speed modifier when the player is inside this cab (their speed will be divided by this value, 1 = no speed change, 2 = move twice as slow).

Here is what the F7's interior trigger mesh looks like:



[h2]Other fixes and features[/h2]

This update also includes a ton of smaller stuff:

  • Fixed lots of minor issues with certain item previews in the inventory equip bar
  • When a mod is refreshed in the mod manager, and copies of the mod in your inventory are removed
  • You can no longer teleport on to the mod preview when inside the modding manager
  • If a segment of road has an embankment it can be painted directly on click (without needing to open the style menu)
  • Fixed missing snow mesh from the front wheels of the big boy
  • Fixed bug where if you were holding a bounds-box in your inventory it would get stuck when exiting the bounds box editing menu
  • Fixed bug where picking up a reversed train would mean that its preview icon would also be reversed
  • Fixed the "clear all dropped items" button breaking items in your inventory
  • Fixed issue with the livery system that was causing some wagons to not properly be replaced with their defaults if the livery was missing
  • Fixed lighting issue with alpha-emit materials
  • Props scale data is now saved with more accuracy, helping avoid unexpected scale values when reloading a save with very small items
  • Fixed issue where trains would not move correctly when placed on turntables
  • Fixed issue where cloning colours from a custom drawer would not create the correct inventory preview icon
  • Fixed the default bindings on Joypad for switching items in your inventory
  • Fixed mesh normals issue on the AC4400CW
  • Fixed lighting issues on the dynamic road generator UI
  • Fixed lighting issues on the Santa Fe maps backdrop
  • Fixed mesh alignment on one of the wooden tables
  • Fixed bug where fog would be visible on preview icons (making them look grey when on a foggy map)
  • You can now still hold shift to run when the edit tool or locomotive controller are in your hand
  • Pausing time in photo mode now also pauses turntable movement
  • Moved the AI control buttons in the Sprinter to a better position
  • The Sprinter now has door opening buttons on the outside
  • There is now a warning popup on the main menu if you are missing certain SteamVR input bindings
  • Fixed the "push wagons with hands" in VR setting, which was broken before


And that's everything! This update is a personal favorite of mine, since it makes such a huge change to the feeling of the game. Miniature mode has gone from being just a different camera perspective to an entirely different experience.
I can't wait to see the kind of map ideas people will come up with that make use of these new player physics, like platforming challenges, tunnels and mazes.
Have fun!

New PC item system! v5.3



This update gives the PC-only interface a bit of an upgrade!
You now have a full 9-slot item toolbar which functions a lot like Minecraft, where you can scroll between the currently selected item. This replaces the old "belt" system where you store items on either your belt or in your hand. You can still enable this old system if you prefer. There is also now no longer a physical belt object on your player.

Items in your inventory toolbar also have full 3D icons, and your items are included in save files!

A system like this has been something Ive had in mind for ages, it just never quite made it to the top of the queue. The VR controls and belt are unchanged, this would require a separate update dedicated to VR which is also on my to-do list, but this will be a huge quality-of-life improvement for PC players!

[h2]How the new system works[/h2]

If you've ever played Minecraft, then it's essentially just like that, but with a few extra quirks.
  • The item toolbar has 9 slots, which can either be empty or hold an item.
  • You can change which slot is currently selected, and the item in your chosen slot will appear in your hand.
  • If you drop the item in your hand, that slot will become empty.
  • If you pickup an item while there is an item in your hand, it will replace that item.
  • You can use "ALT + Scroll Wheel" to switch between items on the toolbelt.
  • You can also use 1,2,3...9 to set the chosen slot that way.




You can also "un-equip" items.
If you want an empty hand but dont want to drop the item you are currently holding, then simply press the number key for the slot and the item will be hidden (and the icon greyed out) leaving you with an empty hand. E.g. if you are using slot 2, press "2" again and it wil be hidden. Press "2" another time to make it visible again.
If you pickup a new item while your hand is empty it will automatically be added to the next empty slot in your toolbar.



Since the scroll-wheel is already so cemented as the "change height" control, the keys for switching between items are instead holding ALT + Scroll Wheel. You can also use PageUp & PageDown as replacements for the scroll wheel.
All of this is re-bindable in the controls menu of course:



[h2]Using the old system[/h2]

If you prefer the old style of equipping items then you can disable the new system in the menu:
"Pause menu -> PC options -> Use new item equip system"

When using the old system you still get the new 3D item icons and full 9 slots, but the controls behave like before where you press the 1,2,3...9 keys to swap items in and out of your equip slots.
The item in your hand is separate from the toolbar, which means you can hold 9 items in your equip slots + 1 more in your hand.

[h2]Major fix to loading times on slow PC's[/h2]

Turns out there was a huge mistake in the way I was handling the recent asynchronous loading system in previous updates. Some people have experienced very slow load times because of this, but I've tracked down the cause!
It has now been fully fixed, and load times should be much more consistent now for those people who were experiencing it.

[h2]Other features[/h2]

  • Part of this update involved finally converting the edit tool and locomotive controller into actual "props" which means they can be included in save files and interacted with like props.
  • Train collisions on diamond crossings (where two trains collide side-on) now works as intended. Locomotives will always win over wagons, and the train that is currently being driven will win over all other trains. If a moving wagon hits another moving wagon then both of them will be derailed:

  • Fixed the smoke effect positions on the KA.
  • Sped up the acceleration and break speeds for vehicles.
  • Fixed collision box for bikes.
  • Fixed bug where loading a map with foggy weather would create a color flash during the end of the loading screen.
  • Moved some things around in the "PC Options" menu to clean things up.
  • There is a setting now to disable velocity-based throwing of objects.
  • Fixed the item throwing physics for PC players.
  • Fixed bug where ballast would show up in the road generator when generating multi-lane roads.
  • There is a setting to adjust the inventory UI scale in the "PC Options -> Interface" menu.
  • Fixed a minor alignment issue on the NR custom livery.
  • Fixed bug where some signal controls could not be used when in large scale.
  • Fixed issue with grouped track caused by overlapping IDs.
  • Fixed the rotation of the text label prop when in hand.
  • The Flexytrack gap-fill range has been greatly increased.


After the last couple of months being focused on the National Park map, this updated served as a quick change of pace to work on something I've been keen to do for a long time.
The old PC equip slots interface was meant to be a temporary solution to the problem of "How do I get a physical VR belt to work on the PC interface", but turns out it took 5 years to finally do something about that!
It's great to give the PC controls some love, since easily 95% or more of players are on PC instead of VR, including me (I make all the official maps entirely on PC).
I have lots of future plans for things involving items & inventories... (hint hint, loadable wagons) So this update brings the game one step closer to that!

Patch v 5.2.10_5



Since the release of the new National Park map, I've made a few adjustments and new AI features which were substantial enough to be grouped into a patch (instead of waiting for the next full update).

[h2]AI features[/h2]
There is now a new AI trigger sign which can be used to enable and disable custom models (for mods which make use of the custom models feature).

Here is an example of a mod which uses these "Custom models" for freight loads:
https://steamcommunity.com/sharedfiles/filedetails/?id=2916250594

You can find these new AI signs in the "track addons -> AI triggers 2" drawer:



Here is an example of how this AI signs can be used to mimic freight loading (by enabling a custom model when passing a certain point of track)



Some AI signs (lights and custom model triggers) now also work for wagons as well as locomotives.

[h2]AI enable lights by control type[/h2]

The AI signs for enabling/disabling lights can now be set to control only a specific layer of light control (e.g. headlights, cab lights, custom mod lights, etc).

There are also now 9 full slots for custom light control layers.



[h2]Linked save files for packaged mods[/h2]

I've finally added a much requested feature where save files can "link" to another save file to copy its packaged mods.
What this means is that if you make a local copy of a workshop save, or official map (like National Park) which uses packaged mods, your own copy will still load those same packaged mods.

This does NOT make a copy of the files, and the link will only be maintained if you have the original map.
e.g. you could download the Beer Line, make a new save game of it, then that new copy will still contain all the same mods as the workshop original.
BUT if you unsubscribe from the original, then those mod files will be removed and your local copy can no longer access them.
Also if you tried to upload your copy to the workshop, other people would also need to be subscribed to the original Beer Line to access the mods.
(the mod files are not copied in to your own copy of the save, it just "links" back to the original maps folder).

Think of it like a save file has a "link" to the previous save file it came from.

For example, a saved copy of the beer line will first go "check the folder of the original Beer Line for any packaged mods first before loading this map".

[h2]More modding audio presets[/h2]

The car engine audio presets & horns (like buses, trucks, etc) are now included as mod audio options.
The ghost engine and horns/whistles are also included.

[h2]Car audio setting[/h2]

There is also now a dedicated audio setting for vehicles.
You can change this in the audio menu. By default, it is a little bit quieter than trains.

[h2]Other fixes[/h2]

  • Fixed the spelling of "Makatote Viaduct" on the National Park map.
  • Photo mode can no longer be opened during loading screens.
  • Removed some shapes from the building drawers that were left there by accident.
  • Fixed bugs with couplers.
  • Made adjustments to one of the Easter Eggs on the National Park map so that all trains are de-spawned off the map before loading any new ones (to avoid collisions).

National Park! v5.2



Rolling Line's latest official map is here!
It is set in Tongariro National Park in New Zealand, part of the North Island Main Trunk Line. This map includes locations like the volcanoes of Mt Ruapehu, Ngauruhoe and Tongariro, the Chateau Tongariro hotel, the "Volcanic highway", the town of National Park, the Makatote Viaduct and even the famous Raurimu Spiral!

This is a fully modern map that makes use of all the game's latest features, which means full dynamic roads, cars, skyboxes, images, electrical wires, etc.
The map also features full support for AI train driving!

It's been well over a year since I've been able to make a proper official map (since the "Slice of Wellington" one was just a chunk of city scenery, no track or nature) so this has been a ton of fun to make, and I'm really happy with how its turned out.

You can access this map from the main menu:
Select "New Game -> Main Maps -> National Park"



This map is also now the largest official map by a big margin! (even bigger than the "Top of the South"). Here is the full official map poster:



[h2]Drivable vehicles[/h2]

Since this map makes use of the new fully dynamic roads and vehicles, you can view the map from the perspective of a car as well as a train. This is the first map I've worked on that actually has the driver's perspective incorporated, and you can complete a full loop of the maps' scenery entirely from within a car:



[h2]AI trains[/h2]

This is also the first official map I've built with AI driving in mind!
All the sidings feature full AI-friendly signalling and trains can pass each other. Trains even stop and wait at National Park station!
When you first load up the map there will already be a couple of random AI-driven trains already moving.



[h2]Screenshots[/h2]

Here are some HD screenshots of the map, feel free to use these as you wish!
You can view the full album here: https://imgur.com/gallery/npnic1i




[h2]Easter Eggs[/h2]

Just like all the other official maps, National Park also contains a bunch of secrets and Easter Eggs! I won't give you any clues here... but there's definitely a bunch of cool things to find!



Other features in this update


I've been working on this map for almost two months, so this update also contains all the various features, fixes and additions I've made in that time. And there's quite a lot!

[h2]Smooth train rotation [/h2]

Firstly, I've added a feature to fix something that has bugged me for a long time. Trains have a bit of a "jittery" look when going around curves, and this features smooths out the movement of trains when you are driving in the cab, which results in beautifully smooth curves:



[h2]Automatic height adjustment when teleporting [/h2]

When in large scale you now match the height of anything you teleport on to if it is higher than your vision, so you no longer end up inside the terrain:



[h2]New road decal props[/h2]

You can find these in the "Terrain -> decals" drawer:



There are also flipped versions of these rust decal props:



[h2]New shapes props[/h2]

These were used to make the roof design of the Chateau Tongariro Hotel, you can find them in the "Shapes -> Shapes 2" drawer:



[h2]Airplane options for maps[/h2]

You can now adjust the flying height (and whether they are visible at all) for planes on a map-by-map basis. These values are set for the map you are currently editing.

These buttons are on the wall next to the other room options (like wall style and colors):



[h2]Road embankments[/h2]

There is now a new road style option for embankments. This will add extra terrain to the sides of roads to help blend the road with the the ground:



[h2]Optimizations[/h2]

Thanks to the previous update which involved a huge re-haul to the train system (cleaning up code behind the scenes) I've been able to make some optimizations to how trains are handled.

  • Trains now have a "Sleep mode" when they are not moving. They will save some performance while in this state, and they are "woken up" when interacted with or affected by any other moving trains.
  • Collision detection for trains has been optimized a lot. For example, wagons which are already connected as part of a train do not need to check for impact collisions, since it is only possible for the front of another moving train to impact with them.
  • Lots of LOD adjustments and changes to the way trains are handled in the distance.


[h2]New asynchronous loading stages[/h2]

The game now loads maps with a few new asynchronous loading steps. What this means is that the loading screen will stay responsive and show a progress number instead of just freezing during the loading stage.

Track is now loaded asynchronously, as well as preloading props. You can now see a display of the total number of props and track during these loading stages:



[h2]Trains loaded into drawers asynchronously[/h2]

Drawers now load trains in one-by-one, instead of freezing the game to load them all on the same frame.

[h2]AI features[/h2]
There is now a new AI trigger sign which can be used to enable and disable custom models (for mods which make use of the custom models feature).

Here is an example of a mod which uses these "Custom models" for freight loads:
https://steamcommunity.com/sharedfiles/filedetails/?id=2916250594

You can find these new AI signs in the "track addons -> AI triggers 2" drawer:



Here is an example of how this AI signs can be used to mimic freight loading (by enabling a custom model when passing a certain point of track)



Some AI signs (lights and custom model triggers) now also work for wagons as well as locomotives.

[h2]AI enable lights by control type[/h2]

The AI signs for enabling/disabling lights can now be set to control only a specific layer of light control (e.g. headlights, cab lights, custom mod lights, etc).

There are also now 9 full slots for custom light control layers.



[h2]Linked save files for packaged mods[/h2]

I've finally added a much requested feature where save files can "link" to another save file to copy its packaged mods.
What this means is that if you make a local copy of a workshop save, or official map (like National Park) which uses packaged mods, your own copy will still load those same packaged mods.

This does NOT make a copy of the files, and the link will only be maintained if you have the original map.
e.g. you could download the Beer Line, make a new save game of it, then that new copy will still contain all the same mods as the workshop original.
BUT if you unsubscribe from the original, then those mod files will be removed and your local copy can no longer access them.
Also if you tried to upload your copy to the workshop, other people would also need to be subscribed to the original Beer Line to access the mods.
(the mod files are not copied in to your own copy of the save, it just "links" back to the original maps folder).

Think of it like a save file has a "link" to the previous save file it came from.

For example, a saved copy of the beer line will first go "check the folder of the original Beer Line for any packaged mods first before loading this map".

[h2]Other fixes and features[/h2]

  • The car engine audio presets & horns (like buses, trucks, etc) are now included as mod audio options. The ghost engine and horns/whistles are also included.
  • There is also now a dedicated audio setting for vehicles. You can change this in the audio menu. By default, it is a little bit quieter than trains.
  • Fixed bug where signals would show orange instead of red if a train was passing through its orange range while there was still a train inside its red range.
  • Audio sources now copy their data when cloned (e.g. the same audio clip remains selected).
  • If a car/train is being AI driven and you click the in-cab speed buttons it will automatically switch from AI control to manual control.
  • Cars and trains now show "AI" on the in-cab driving speed display if they are currently AI driven (instead of the default "---" text).
  • There is now a popup warning message when first opening the skybox editing menu. This is to help prevent people from accidentally messing with the skybox layers when they dont intend to (which happens surprisingly often).
  • There is now a button in the "Room -> advanced" drawer which you can use to move all props back to the main layer. This is useful for if you have accidentally been using a different skybox layer and you need to fix it.
  • Wagon LOD (low detail models) are now automatically updated when the player teleports, which removes pop-in when returning from the menu.
  • Photo mode is now blocked when capturing a thumbnail.
  • When opening photo mode the time of day and season are automatically set to the current maps values.
  • The scroll wheel is now locked when you press Insert to free the cursor from the game window.
  • You can also now free the cursor inside photo mode as well.
  • Added feature to help prevent lag spikes messing with your movement. Input made on lag spiked frames is now ignored, like moving the mouse in photo mode and moving around the map.
  • Adjusted how some props are treated in terms of what is visible in low-detail scenery.
  • Photo mode can no longer be opened during loading screens.
  • Fixed bug where teleporting to the menu was still possible during some parts of the loading screen.
  • Fixed bug where the bridge style would still be added to track generated in the dynamic track generator if the type was switched away from turntable when multiple tracks were also selected.
  • Fixed bug in the road generator where the dash-line style was applied to both sides of the road, causing it to overlap in the middle.
  • Fixed bug where collision on wagons was not flipped when the wagon was reversed.
  • Fixed bug in the modding system where the bell preset override texture did not work.
  • Fixed bug in the modding system where custom bell audio would not load correctly.
  • Fixed bug in the modding system where the low-detail LOD version of the train would be shown after exiting the LOD model editing menu.
  • Fixed the bell model for the AC4400CW, it was not visible since the last update.
  • Fixed the AC4400CW livery template to include a reference to the bell texture.
  • Fixed UV's on the low-detail LOD model for the custom livery baggage coach.
  • Fixed missing pantograph spawn point for the NR.


And that's everything!
I hope you enjoy the new map, I absolutely loved making it. New Zealand is hardly ever featured in video games, so Rolling Line is picking up the slack.

As the previous news post mentioned, Rolling Line has just turned 5 years old, so what better way to celebrate than to go back to the games roots, back in beautiful old NZ.

Have fun!