Finally the time has come – Euro Truck Simulator 2 update 1.11 is now officially out on Steam. We are now preparing 1.11 builds for retail game versions, give us a day or two to prepare it all and upload to mirror servers.
It has been quite a long beta period, but we have managed to address a lot of issues thanks to community feedback. If you are interested what had been done during beta, here is a series of patch logs of beta builds fixes.
We have covered items in the 1.11 update over the last several blog posts and even have shown here on the blog a promo trailer with the new cities included in the update. But in case you have missed it:
Let us shortly recap the major items that are included in ETS2 1.11 update, as it touched pretty much every aspect of the game: physics, AI, simulation, and gameplay refinements:
ETS2 1.11 patch notes
Main changes:
- 3 new cities: Venice, Klagenfurt, Graz
- Seat adjuster
- Truck/car speed limit shown in Route Advisor
- Improved
UI for in-game radio with sorting and favorite selection (global across
all profiles). To take advantage of the new features, please use the
"Update from internet" button to update the streams.
- UI facelift
Gameplay:
- Ability to relocate player and sell empty garage
- Digital cruise control: speed increment, speed decrement, resume
- Ability to control size of step used for cruise control speed using cvar g_cruise_control_grid
- The cruise control is not reset after entering the UI when using Real Automatic gearbox together with h-shifter device
- Renamed g_auto_traffic to g_traffic to make more sense
- ADR does not hide fragility icon in job offer list
- Fixed route animation on UI map
- Adjusters UI unified and linked to common key (F4).
- Support for resetting mirrors in the mirror adjuster to default position
- Mirror adjuster can be controlled using keys on numeric block
- Fixed brand selection UI in profile creation to show all trucks
- Fixed visibility of some items on the UI map
- Adjusted position of driver icon in garage manager
- Fixed driver overlay on garage slot selection screen
- Truck configuration screen preselects owned accessories
- Overturned trailer can not be disconnected
- Instant consumption displayed in l/100km if vehicle is moving
- When miles and gallon are used, consumption is computed inversed (in gpm)
- Mail notification appears only when mail is actually delivered (instead of every load and return to game)
- Automatically generated h-shifter layouts (for any number of gears, even more than 12)
- Retarder indicator is lit during automatic retarder usage
- Fixed offense delay check for wrong way offense
- Used weaker engine for quick job Volvo 2012 4x2_c truck
- Mirror reflections realistically change in relation to camera movement
Simulation:
- Hinge inertia is calculated from shape
- Center of gravity of cargo affects center of gravity of trailer
- Added option slider controlling trailer stability (center of gravity offset)
- Updated physics-related properties of materials to account for physics changes
- Fixed roll of the fifth wheel
- Modified weights in suspension filtering
- Many map fixes in all countries
- Deleted unused map segments
- Scania: Fixed mapping on dashboard, changed mirrors
- Stralis: Fixed bad reflections
- Hiway: Fixed engine torgue
- Volvo 2012: Removed sideskirts from default setups, fixed distorted mirror
- Volvo FH-16: Fixed holes
- Man: Fixed hole
- Renault Magnum: Fixed the Blade paintjob
- DAF XF: Improved interior mirrors
- Proper detail vegetation texture is selected for prefabs
- Proper detail vegetation texture for road with center terrain only
- Added support for 3 railings for each road side
- Added crossroad end traffic rule to some prefabs
- Added new variants to Australian tollgates
- Added 'crossroad end' rules for highway prefabs to properly cancel previous speed limits if any
- Added 'crossroad end' traffic rules for gas stations
- Fixed vertexes, AI info and terrain points on various prefabs
- Fixed semaphore profiles on cross prefab
- Fixed navigation curve on roundabout prefab
- Fixed map points on cross prefabs
- Fixed AI locators on cross prefab
- Fixed navigation curve on fork prefab
- Fixed roll of AI curve on some prefabs
- Optimized the Boxer and Opalin AI models
- Improved rain area on small gas station
- Removed obsolete looks from some prefabs
- Improved detection of speed limits
- City names can be provided as a parameter for the 'goto' command.
- Enabled rendering of model item hookups to shadows and reflections
- Disabled normal maps on wheels of AI trucks
- Some improvements in handling of both DirectX and OpenGL
- Fixed Alt+Tab after changing graphics settings in the DirectX mode
- Fixed crash during exit when another copy is already running
- Game log contains more information about use of the controller for UI mouse
- Icons for services are not shown on items with the 'not in ui map' flag set
- Proper handling of prefab variant during vegetation generation
- Addons can be now hidden when rendering some specific views (e.g. inside specific mirrors)
- Fixed license plate definitions for some cities
- All necessary accessories of AI truck vehicles are rendered
- Support for specialized license plate format for buses
- Support for different license plate background for trucks
- Refined physical geometry for generated roads and some prefabs to improve physics behavior
- Prevented crash if there are missing cities or cities without any brands when sending initial "dealer unlocked" email (TSM mod)
- Prevented crash if driver log contains city from mod which was removed
- Fixed repair of Man, Stralis and Streamline trucks after removal of accessory mod
- Fixed crash when trying to sell truck whose cabin accessory is missing as result of mod removal
- Fixed crash in management screens when sorting by city name when city is missing as result of mod removal
- Speed limit is not reset until the end of crossroad
- Added
support for 'no trucks' flag to prefabs. Trucks are not allowed to
enter items with the 'no trucks' flag or be spawned on them.
- Better handling situation when no speed limit is defined
- Reset vehicle speed limit when the corresponding rule ends
- Assumes non-city road lanes if not all road parts are inside a city area
- Use an average lane count instead of maximum when determining the current spawn density
- AI vehicles turn their lights on/off based on the actual light conditions instead of the daytime
- Prevented overtaking near traffic accidents in the opposite direction
- Traffic trucks are now using the default gearbox
- Set engine torque for AI trucks
- Disable traffic for prefab items connected only to 1 or more 'no traffic' items
- Support for handling traffic sign rules not placed on traffic-enabled items
- Decreased lane speed interval size to lower the number of slow vehicles on highways
- Wait for high priority vehicles also in case of 'end' intersections
- Prevent vehicles spawning near vehicles overtaking in a wrong way lane during the whole overtaking process
- Fixed crossing actor not being detected in case of multiple vehicles inside an intersection
- Fixed traffic navigation for cases when there is no available path to one or more neighbors
- Fixed too frequent use of low probability paths
- Fixed detection of items associated with traffic signs
- Fixed handling of splitting lanes
- Fixed use of blinkers and lane merging for French, Polish and Austrian tollgates
- Fixed computation of actor distance for cyclic paths
- Fixed vehicles not finding correct path on roundabouts
- Fixed handling of priority rules
- Fixed intersection handling on roundabouts
- Fixed handling of rules for wrong way items
- Fixed vehicles spawning on unconnected items in some cases
- Fixed crashed AI vehicles trying to move before the reviving process is possible
- Fixed tracking of current traffic lane
- Fixed vehicles navigating into items not allowed for them in some cases
- Fixed handling of blinker-usage information on prefabs
- Fixed AI vehicles moving too slow in outer lanes in some cases
- Tweaked lane speed for slow vehicles
- Improved handling of blocked actors
- Improved lane merging
- Improved handling of country speed limit
- Improved collision handling
- Improved handling of intersection priorities
- Improved acceleration handling
- Increased navigation penalty for unconnected items so they are not chosen if there is a better option
- More AI fixes
- Rebalanced sound volume of all trucks
- Reduced volume of rain inside cabin
- Added sound of wind while driving in exterior
- New sound for forest
- New factory sound
- Changed ambient sound in vicinity of cities
- Web links are opened using the integrated Steam browser by default. Can be disabled using g_steam_browser cvar.
- Fixed crash during exit when initialization of the Steam API fails.
Editor:
- Fixed number of signs printed by the g_item_count command
- Provides notification about autosave and allows it to be postponed
- Loaded map autosave behaves as normal map
- Fixed interaction between zoom using mouse wheel for zoom and change of fly speed
- Map overlay dialog supports multiselection
- Content browser shows information for current look and variant
- Improved handling of content menu for disabled actions
- Fixes in sign editor
- Trimmed model names in model dialog
- Editable sign model cannot be added to map
- Fixed initialization of sign editor UI
- Removed city speed checkbox from city item dialog
- Tuned colors in content browser
- Support for collection markers in content browser
- Fixed closing of find all references dialog
- Fixed showing vegetation assets in content browser
- Editable sign dialog has position and rotation edit boxes
- Allowed mixed selection of editable and non-editable signs
- Rotation of single item is done in local space
- Copy and paste on console do not interfere with editor copy operations
- Removed obsolete 'no trucks' checkbox
- Added traffic area item for specifying local rules for the AI
- Only rules with compatible names are shown in traffic area dialog
- Traffic area item dialog shows rule name instead of token if name is available
- Improved rendering of previews in content browser
- Sign editor is closed before refreshing sign
- Shows values as RGB instead of BGR in the sign editor
- Fixed undo for prefab items
- Added undo for node dialog
- Improved management of collections
- Improved drag&drop
- The replacement operation now supports prefab looks and prefab variants
- Country names are shown as localized in the node dialog
- Batch replace command now supports single entry with "*" character to mean all sectors
- Batch replace can also replace prefab variants and looks
- Improved handling of precision of some calculated values to reduce amount of unnecessary changes in the map files during future rebuilds of the map
Modding:
- Support for different sized wheels
- Custom transmission gear names
- Significantly increased number of cities supported on the UI map
- Maximum driving time and sleeping time are configurable in economy data
- Added red light offense tolerance to police data
- Air resistance and friction is configurable in physics.sii
- Renamed some traffic rules related to city areas
- Please read full modding changes on http://eurotrucksimulator2.com/modding_changes_111.php
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