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Rolling Line News

New magazine + announcing the Sao Paulo expansion! v2.9



Its time for another Issue of Model Rolling Line! It's been over 8 months since the last issue, and im so glad to finally be releasing a new one!
This issue goes over the Color-comp we had, and also goes into detail about the new Sao Paulo expansion coming to Rolling Line!

You can find the new magazine issue in-game or you can also read it on the Gaugepunk Games website

After my trip to Sao Paulo (Brazil) I've returned with big plans for Rolling Line's first ever official expansion! The magazine goes in to more detail, but ill certainly say that its going to feature an official layout comparable in size to the games current New Zealand main layout! along with around 7 new locomotives (diesel, electric and steam) rolling stock, passenger wagons and TONS of unique props!

This is expansion is going to take me around 3-4 months to build, and will involve many smaller feature updates along the way to make this new map possible (things like roads and overhead wires!). While this is going to be a paid DLC, all new gameplay features (and many of the props/wagons/trains that aren't unique to Brazil) will be released as normal free updates, which means updates will continue as normal while this expansion is being worked on!

This will also involve a full translation into the Portuguese language, which also lays the foundations for other translations to other languages in the future!

This information is all covered inside the magazine, but here is the essential info about which locations and trains are planned for this expansion:









Along with the new magazine issue, there are a couple of small fixes included in this update:
  • Fixed issue where colored lights would not be updated when using the multi-Paint UI
  • Fixed some mesh errors on the ferry and classic car props

There's going to be lots of interesting updates coming in the future in preparation for the Sao Paulo expansion, things like roads, more track pieces and even overhead wires!
The development of this expansion marks a big milestone in Rolling Line's development, and its going to be a HUGE job.
This is going to be the largest sum of content ive ever worked on to date!

Enjoy!

Oh and i almost forgot! The Rolling Line Discord server just got a big clean-up and is an excellent place to keep up to date with everything going on in the community. There are even weekly and monthly competitions with screenshots, layouts, liveries and mods! Also I'm personally quite active on the Discord server, so it's the main place for Q&A with the community.

You can join here (we are already 450+ members strong!)
https://discord.gg/6ENDPPw

New map, lighting and Index controls! v2.8



Today's update adds a range of smaller fixes and features, as well as a nice new map based on the Hanmer Springs hot pools in New Zealand! (much like the update that added the Puzzling World map).

You can play the new map from the main menu by starting a new game (and choosing the "Hanmer Springs" map).

The reason i chose this map is because it shows off the main new feature of this update, colored lights! (...and i also visited this place in real life last weekend). There is now a new lamp added to the game which can be painted with any normal painter to set its color.



This update also features many changes to how lights work.
There are now new optimizations surrounding lights in maps, and new settings to change how lights behave (you can find them in the "Custom track -> lighting" menu).

By default, lights now turn off automatically during the day and turn on at night! you can still manually turn lights on/off and they will stay this way. You can re-set lights to be automatic from the previously mentioned lighting menu.



The new map shows off how these colored lights can be used!

As part of the new map, this update also adds a few new props, like a larger umbrella, hand rails and hexagonal shapes:



The last part of this update is the addition of basic Valve Index controls.
Sadly since Rolling Line still has quite an old version of SteamVR, I can't make full use of the Index controllers, and the current control scheme is far from perfect.

As the game is now, the Valve Index controls are:


Trigger - use buttons & clone trains/props
A - pick up items & grip locomotion
B - menu

joystick up - teleport in large scale
joystick down - teleport in miniature scale

joystick up/down/left/right - user hover options on items (e.g. clone, delete, etc)
joystick left/right - rotate player (if enabled in the locomotion menu)

There will certainly be an update in the future that adds proper Index controller support, with finger tracking and support for the SteamVR input binding system.

As it is now, the tutorial does not show the index controls (only Oculus and Vive). Both the Index and Oculus touch controllers now have a better pointing angle too, something that ive been meaning to add for ages.

A few other changes to note:
  • Fixed bugs with the new speed acceleration system introduced in the previous update.
  • Added a setting to change whether the speed acceleration is used in miniature, always, or disabled completely.
  • Fixed large bugs with materials.
  • Lights now have a "turn on/off" option when hovering over them (Q on PC).

This update is quite a mixed bag, since im tying up lots of loose ends before moving on to much bigger updates!

There's lots of exciting stuff still to come!

New train: Sprinter! v2.7



I've just gotten back from a trip to Sao Paulo, Brazil!
Hence why there was a bit of a big gap since the last update.
But now that I'm back I can release the Color comp winners chosen train, which is the British Rail Sprinter!

This is the first proper commuter train to be added to Rolling Line, and it features some basic interior detail, opening doors, a two-tone horn, and even interior lighting!



The Sprinter also features new engine audio and a dynamic "click-clack" sound when passing over track connections (which so far is unique to this locomotive).

Custom liveries will be coming for this new loco some time soon in a separate future update.



This update also features a great improvement to the speed system for trains!
There use to be a common problem where entering/exiting trains would cause the speed to change, and it was also very difficult to get trains to match each others speed. This has all been fixed!

With the new speed system you can set a trains speed, leave the locomotive, and it will continue to speed up/slow down to reach the desired speed.

Trains also now have a "acceleration" and "deceleration" value, so larger steam engines are slower to speed up and locomotives like the shunters have faster acceleration and handling.

These speed effects are only active IN MINIATURE, if you are driving trains with the controller in large scale then they will behave like real model trains and stop/start nice and snappy.

QuickMods now also have two properties you can change to adjust these new values called "accelerationSpeed" and "decelerationSpeed" (more information on the new quickMod features in the official steam guide). QuickMods can now also use the new Sprinter audio and new horns as well.

Enjoy!

The next news post will likely be all about my plans for future content coming to Rolling Line based around my time spent in Brazil. I'll go into more detail about what this content is, but its going to involve new trains/props/locations and features! There's lots of big stuff on the way...

Lots of new props! v2.6



Today's update adds a TON of new props, including the Color Comp winners chosen props and building, as well as heaps of other new props and old props from the main layout.

First up, as shown in the header image the winners chosen building was a switch control tower! You can find this in the "buildings" category.

There were also 3 different types of props chosen by winners (3rd place + the two runner ups who also got to choose props). These ideas were:
  • a range of shop-front canopies and snappable tents (useful for food markets!)
  • a bunch of different street light designs
  • a few styles of lamp posts (with working lights!)
  • a new style of bridge! a classic steal beam bridge for both single and double tracks




The new lamp posts have a switch on them which you can use to turn them on! Please use this sparingly though as the game is not yet optimized for large numbers of lights, and using lots of lights will make your map more difficult to run for people.

There are also a bunch of minor props added (like car-yard shades and ad banners)



There is now also a dedicated drawer for bridges! and all of the bridges from the main layout have finally been brought into custom track! every bridge now uses snapping and multi-painting.



Lastly, the tunnel entrance props are now paintable! (NOT the tunnels that you paint on track, these are an entirely different system and don't support painting yet).



Hopefully everyone can make great use of all these new props, there's so many to choose from!
Next up I'll be making the winners train!

Enjoy!

Color Comp winners!



I hope everyone enjoyed the Color Comp! there were so many great maps made and picking the winners was a really tricky choice.

Everyone really made the most of the new custom colors, and there were so many creative ideas and builds thorughout all of these maps!

Here are the winners:

3rd place:
Garden Railroad Up and down the Monon



2nd place:
Paint shop



1st place:
Eisenstadt

Please keep in mind that this is a MASSIVE map, and will be very challenging to run on most computers! It can take a very long time to load!




There were also so many submissions that deserve recognition, and i highly recommend you go and have a look at as many of these maps as you can!

Runner ups:
Volcanic Paradise Satu-Rati Island



Thank you all so much for participating!

and I would be more than happy to host more competitions in the future (since this one went so well!)

The winners prizes (train, building, props) will be announced and added into the game soon!