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Build #84 - New Terrain Graphics, Cosmos Support & More!

Today's build concludes our work on the terrain revamp. Parts 1 and 2 improved stability and performance, and part 3 is here to introduce the all new terrain graphics. Your scenic screenshots will no longer be ruined by a blurry background, as you can see yourself in the video and screenshots below!

[previewyoutube][/previewyoutube]

As always the update also introduces a lot more improvements, such as:

  • Better lighting
  • Simplified fee payment process
  • Official support for HTC Vive Cosmos
  • World & track updates
  • Many more small fixes




We recommend opening the images above in a new tab for full resolution.

[h3]Please note - This build will reset jobs/trains/switches, due to changes made to tracks. If you find yourself stranded you can fast-travel to the nearest station and pick another train/job there.[/h3]

For the full list of changes in the update, as always we've prepared the full changelog below:

[h2]Full Changelog:[/h2]

Graphics:

- Revamped graphics rendering of terrains
-- Greatly improved rendering quality of distant terrain textures
-- Remade some terrain textures
- Improved overall lighting
- Improved post processing
-- No longer increases overall game brightness
-- Creates a better looking HDR effect
-- Better illuminates dark spaces
- Fixed tileable asphalt texture appearing blurry

VR:

- Added support for HTC Vive Cosmos headsets and controllers
- Fixed a bug where grab key would move to trigger when operating brake hoses
- Fixed falling off a locomotive when leaning out the window in VR
- Fixed inventory tooltip text jittering when on a moving train

Career & Jobs:

- Revamped the fee tracking system
-- Paying fees for jobs no longer requires discarding or completing them
-- Reaching copay now always clears all the fees
-- Having fees under $5k will no longer prevent the player from taking new jobs
-- The player can’t take new jobs if having 8+ fees (or if hoarding money as before)
-- Updated fee booklet design (simplified texts, layout)
- Increased job deletion distance in all stations (can go further without jobs being reset)
- Added a Career Manager machine to Military Base
- Fixed a rare bug that could result in jobs requiring more space than there is
- Fixed a bug where cargo damage in a shunting job could display a faulty, negative value
- Fixed an ultra rare edge case where fee payment could be higher than copay

Trains:

- Temporarily fixed DE6 often derailing the first car behind
- Forced a DE6 to always spawn at HB roundhouse
- Forced a SH282 to always spawn at IMW turntable

World & Tracks:

- Added green crops
- Straightened many tight turns and sections
- Moved depot in CSW to loosen track curve on approach
- Fixed track kinks at IMW and IME
- Fixed the tight turn between B and C yards in SW
- Improved the tight turn in CM loading track, less jerky
- Fixed residential buildings having no smoothness texture (reflectivity)
- Fixed beige cars in stations being invisible
- Potentially fixed passenger platform being too close to tracks in HB
- Potentially fixed trains clipping depot doorway in OWN
- Potentially fixed GF and CSW storage tracks not being used due to lower clearance tolerance
- Removed some trees from the tracks in stations (HB, MF, CSW…)
- Updated TC2 so that quarry paints rock texture
- Fixed CSW crane being messed up

Misc:

- Fixed aiming at junction signs being imprecise
- Removed loading alerts (can be enabled via debug.LoadingAlertsToggle console command)
- In nonVR tutorial a prompt will teach player how to sit (X key)
- If player leaves the tutorial area with brakes on, a popup will warn them
- Added continual checking of free system memory in the background
-- When amount of free memory is under 1.5 GB and dropping:
-- Writes to log and pops up a “low memory!” alert on screen
- Made locomotive map blips yellow
- Made a few minor schematic map tweaks
- Moved SM service station closer to depot entrance

That's all for this week! See you soon with another update.

-DV Team