We changed the rendering to improve framerate consistency while moving or looking around. As result of this change the game is significantly more sensitive to amount of draw calls generated by individual models (e.g. number of parts and materials). Additionally there is a fixed size buffer which is used to store the world geometry. If the size of this buffer is exceeded, additional draws became slower. The size is set by default to 128MB however it can be extended using r_segment_buffer_size cvar provided that your GPU & driver allows that.
The wheel accessory was split into two separate accessories: tires and rims.
The connection between ferries can now be defined in separate files inside /def/ferry/connection/ for bigger flexibility. Each file defines connection from source ferry to target ferry. The unit within the file must be named conn.<source_ferry>.<target_ferry> and is highly recommended that the respective file is named <source_ferry>_<target_ferry>.sii
The previous mechanism of defining the connections as arrays inside the ferry definition still works. If some connection is defined using both mechanisms, the values from the new mechanism will win.
The connection between two ferries is drawn on the map. If a new ferry connection is defined, a straight line is drawn automatically between source and target ferry.
For artistic purposes it is possible to define curved lines between source and target, by defining addditional curve points. To add curve points it is necessary to define connection_positions[n] (int, 0, int) and connection_directions[n] (float, 0.0, float) fields in conn.<source_ferry>.<target_ferry> (connection definition file), where connection_positions contains points positions without height and connection_directions contains points vectors for yaw.
City pins are scalable on world, job and garage maps. For enable this feature is necessary to define city_pin_scale_factor field in city definition file.
city_pin_scale_factor[n] float sets size of city pin and city name on UI map for each zoom level. Recomended values are (0;2>, the default is 1.0 also, when city_pin_scale_factor is not defined. Default pin size is 24px on map.
indicator_cruise_control
animation to interior data.wiper_delay[]
array to interior data, that could define additional interposition of wiper stick and their function (delay between two loops).rpm_limit
value to engine data. Engine will ignore throttle when rpm are higher than the limit.motor_brake
from engine data, added engine_brake
instead as relative brake strength value.engine_brake_downshift
(with default 1) to engine data. It forces automatic transmissions to downshift when engine brake is activated.
allow_wrong_way[]: ""
There is new format of sign templates that has better modding support.
Old format:
SiiNunit { sign_templates : sign_templs { template_paths: 2 template_paths[0]: "/def/sign/template/sign_templ.2hw_exit_hw.sii" template_paths[1]: "/def/sign/template/sign_templ.3hw_noexit_h.sii" } }
New format:
SiiNunit { sign_template_def : sign_templ.2hw_exit_hw { path: "/def/sign/template/sign_templ.2hw_exit_hw.sii" } sign_template_def : sign_templ.3hw_noexit_h { path: "/def/sign/template/sign_templ.3hw_noexit_h.sii" } }
Now you can create files templates.mod_xxx.sii in your mods with custom sign templates.
The name which was previously part of /def/sign/template/sign_templ..sii* is now name of the template definition unit in /def/sign/templates.sii. You can convert it manually or use a following php script to convert them.
The optional flags controlling visibility of accessories in various views did change to improve future extensibility. This calculator should be used instead the one from 1.14 modding info.
Note that while the values in this build are compatible with the ones generated by the previous calculator and will only log error, this might change in future version of the game so you should update them to the new values to prevent possible issues in the future. A following perl script can be used to correct the files.
Main View | |
Reflection Cube | |
Close Mirror | |
Far Mirror | |
Side Mirror | |
Front Mirror | |
Shadows | |
Rain reflection | |
hide_in: | 0x0 |