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Showing content with the highest reputation on 09/10/20 in all areas

  1. 730hp Scania first time ever seeing one IRL ?
    14 points
  2. Lovely drive with @Dylan R @Pillow @-Elvis- and Rasmus along C-D Road last night ?
    9 points
  3. Hey folks, As you guys have seen Add-On Team recruitment is on now. It would be nice to see some new members in the team. Apply to the Add-On Team. You will find the requirements here,click on the link and then Add-On Team https://truckersmp.com/recruitment But honestly, if you have passion on working on Game Contents & environment designing and if you have big dreams like me, to work on this sector, "Game Industry" ,this could be your primary stage to learn. Also it is a good chance to learn how to work as a team, under a team leader and how to communicate,co-operate with team mates. Good Luck Guys. Have Fun.
    9 points
  4. [SUPPORT + COMMUNITY MODERATOR] @NightSword^ transfers from Language Forum Moderator to full Forum Moderator while remaining as Support.
    9 points
  5. Had an amazing stream today! There's so much support from you guys and I really appreciate it! Thank you to @flowahh , @Emma.x, and @Supreme_TMP for the amazing drive! Made my day better to be able to enjoy a drive with some amazing friends!
    8 points
  6. So let me explain a bit. First of all, support for 1.38 takes so long because in the engine of ETS2/ATS huge changes have been made. Basically SCS merged two modules of their engine into one. Though I am on good way of getting support done within few days I think. Switching from 1.37 to 1.38 in multiplayer sounds really easy for someone who just plays this game. It is only switching two numbers, right? But: TruckersMP project has really tough architecture bases. We read and write data(memory) from/to engine. In order to be able to do that we need to have proper memory layout defined in our code. Since we do not have access to source code of the game, we need to kinda duplicate how it looks in source code at SCS. Though that is not easy task if you don't have direct access to that code. Really often it must be done by Reverse Engineering. You look at compiled source code, and trying to understand what it does, what it modifies, what it reads, etc. You can also guess basing on given data what are given variables (what are their names, what they mean). And you need to be very very precise in guessing. Any mismatch in data layout might lead to game crash. Also to make everything a bit simpler we use already defined functions which operate on data from the game. Though you must be very precise in terms of what data you put as parameters to such functions. Again any mismatch may lead to game crash, and it might be crash that is hard to trace. Because for example it is memory stomp (https://en.wikipedia.org/wiki/Memory_corruption). And there is really nothing you can do about it. Only getting PDB (debug symbols) file from SCS or source code access could speed up porting process. There is huge field to do in terms of ensuring many things on our side, but this will only help us with stability. If SCS changes code, then always we need to adjust our code to follow changes. So only that part makes development hard (working with prism engine). But consider this: SCS Software has full access to source code, and they haven't built multiplayer yet. Why? That is second part of the problem: engine & gameplay & network programming. To provide good mulitplayer you need to prepare stable systems. It is not really only about writing code. You need to provide design of systems - communication between systems - you need to couple somehow rendering, physics, gameplay, replication, sounds, AI, animations, vehicles simulation and more. More read here: http://ce.eng.usc.ac.ir/files/1511334027376.pdf Especially section : 1.6.14 Online Multiplayer/Networking Singleplayer games are already hard to create. Multiplayer additionally must serve gameplay with replicated objects with possible high latency, you need to take care of backend & security, etc. etc. I have seen something about hiring somebody full-time to do TruckersMP. So keep in mind what I wrote in previous paragraph + we need someone who knows C++ (very very good) / Assembler (good) / Reverse Engineering (very good) / Game Engines overall / Specific Systems - Gameplay & Replication deeply. Finding someone with that knowledge in ETS2 environment / simulation game is really very hard. First problem is that somebody with that knowledge usually goes working to big companies as they pay quite good, and provide good working conditions. Or such person just starts his own business as he knows what he does. Though situation is better now. We have ShawnCZek now, who is able to write some game code. And we have now stable solutions in terms of cowork on the same project. Standard DevOps is set on TruckersMP which makes simpler making experimental builds, code is build everytime when pushed to repository, we have full pipeline. And last thing is my job at CD Projekt RED. I started my job in February 2019. Consider this: we started Patreon in October 2019. Before Patreon my only income from TruckersMP were advertisements. And that wasn't good income. Now with Patreon it is better, but I work on this project already 7 years. If Patreon income will be constant/rising then I can think of getting back to TruckersMP full time. But for now it must stay as it is. I cannot just leave my current job for now.
    8 points
  7. ? In this part, I textured side skirt, Chassis cover, Lightbox, Also made ladder with holders, evil eyes and exterior look of interior which I made a few days ago, Added foglights, markers and lollipops.
    6 points
  8. Hello, thank you for your question. If we don't have a public recruitment campaign for the Development team (core, network, or web), it doesn't mean it doesn't exist. We do recruit people via Feedback, should they choose to participate in the project. The reason we don't have it public because we will instantly get hundreds of applications from those who are not experienced in any development ("wannabe developers") or claiming to have an experience with no evidence of it (like CV or resume). The perfect example is our new web developer, Ratcho. He reached us with CV and expressed his interest. Eventually, he came onboard. Our requirements for a Core/Client Developer (not included the basic ones): - Strong knowledge of C++ and Assembly - Robust skills in disassembly process, including a good knowledge of disassembly software, like IDA Pro - Experience in a multiplayer game (or MMO) development - Experience with RakNet networking engine and/or ETS2/ATS modding is a huge plus All the Developers must sign a non-disclosure agreement, so we aren't scared to have new people in the team. It will be hard to come onboard though. Kind regards.
    6 points
  9. Today we are very pleased to reveal a top-secret project that we've been working on for the past few months; one that is hugely special for us too. We are certain that our community of truck enthusiasts is familiar with an upcoming and still under-wraps truck from Western Star®, currently named and promoted as The NEXT Western Star. This new truck is built to thrive in the most rugged of environments, on a heritage of toughness, and built to take on anything. The most tested, durable, and toughest Western Star® truck to-date will be unveiled on the 29th of September. You can follow the countdown on their dedicated website. With great honor and pleasure, we can now announce that very shortly after The NEXT Western Star® truck releases, we will herald its arrival to American Truck Simulator too. We are bound to not show anything that has not yet been revealed by Western Star®, so please pardon us for not sharing any additional info or details with you today. We greatly appreciate this superb opportunity for such a collaboration with them; it is a first for SCS Software to work this closely with a leading American truck manufacturer on synchronizing the release of a brand-new truck. We are extremely proud to have established ourselves firmly within the trucking industry; earning Daimler Trucks North America's trust to get physical access to the prototype truck, which was necessary to start building this truck for our virtual world. Whilst not being able to show all our cards today, we trust that this comes as a truly exciting announcement (with a few teaser shots) for you as it is for us, to be working on The NEXT Western Star® truck. Stay tuned to the communication channels from us (Facebook, Instagram, Twitter) or from Western Star® (Facebook, Instagram, Twitter, YouTube, Website) to stay updated on this latest truck launch! Western Star is a trademark of Daimler Trucks North America LLC and is used under license to SCS Software s.r.o.View the full article
    5 points
  10. 5 points
  11. Taken from yesterdays RLC Convoy ? @Andreas.?
    5 points
  12. Hi everyone! ? I have been reading through the last few pages of comments, and though I cannot answer all of them individually, I can see the main concern here is a lack of smaller updates on the progress. This is something I would like to address here, and continue to do so more regularly in the future. Although, bear in mind it won't be possible everyday, it's simply not possible. But if there is any significant change in development, I'll be sure to let you all know as soon as possible, right here in this topic. Just like everyone else, I'm a big supporter of TruckersMP and can understand why you are feeling frustrated and impatient with us. I often see it with a lot of my favourite game developers where we won't receive information or updates for months... it's awful! Luckily, my position here helps me to understand why we're in the current situation, so the aim with the development updates is to be level with you guys and share all the details we know. With that said, here is what's currently going on. While on the surface it seems no progress is being made, behind the scenes I have been in contact with mwl4 regularly to chase on the current progress. As it turns out, we are edging closer to 1.38, but there's plenty more work to do yet. Here's a little insight to help you understand the current progress: There are 3 stages to the porting process: Functions porting, classes porting, hooks porting. The first stage is what takes the longest. Weeks, months even. Last weekend a lot of work went into the second stage, so hopefully that will be done at some point this week. Then it will be the third stage, which mwl4 reckons will take only a few days. After this stage, the multiplayer client will be working on the latest build (1.38), but there are a few more days of bug fixing and testing required (checking for broken functionality, game crashes, etc). Our team of over 180 people will have access to a development environment, and are given specific tasks by the developers. Other than that, the aim is to essentially try to break the client. Test everything you possibly can, and if something doesn't work, they report it and it is fixed. If it can't be fixed in a reasonable time and isn't a game-breaking bug, it's taken note of and will be worked on and pushed as a hot-fix at a later date. An example of this is the sound bug which was presented in 1.37 (this is still being looked into, but is a very, very complex issue). With this current progress then, it appears there are only roughly two weeks until it's ready. However, take this with a pinch of salt. We are not promising a release date, as in this kind of development, any damaging bugs or issues can cause a setback to anywhere from a few hours, days, or weeks. So, I hope this smaller update was somewhat useful to you. I will spend some time with mwl4 in a few days to check the current progress, and report back if anything significant is brought up. Until then, stay safe and keep on being awesome. ?
    5 points
  13. Good Evening, TruckersMP! ? An amazing trip through Turkey with @The B3AST! ? Thank you for the a great drive! Have a nice evening, everyone! ?
    4 points
  14. 4 points
  15. 4 points
  16. ? Have a good night truckers! ? ? Kind regards, Samito_BG TruckersMP Staff Game Moderator
    4 points
  17. 3 points
  18. Hello everyone Hope you are all well today and have had a good week so far along with a good rest of the week
    3 points
  19. 3 points
  20. Thank you so much @Winter~ for such kind words. This picture will forever be a memory for me
    3 points
  21. Salut les amis, J'espère que vous allez bien Je me présente à vous aujourd'hui car j'ai pris la décision de me lancer sur youtube en effectuant des vidéos sur ETS2 puis TMP ensuite. En effet, je me suis initié dans la peau d'un jeune créateur d'entreprise dans le domaine du transport, je commence donc par gagner de l'argent en conduisant des marchandises d'un point A vers un point B pour un patron, ensuite, dès lors que j'aurais assez d'argent pour m'acheter un camion sympathique je rejoindrais le multijoueur pour continuer cette magnifique aventure de création d'entreprise ! Je pense que nous pourrions également jouer ensemble dans le futur pourquoi pas ? Me lancer n'est pas chose facile, je dois faire face aux difficultés des montages, et surtout de ma connexion qui se fiche littéralement de moi lors ce qu'il sagit d'envoyer quelque chose ( ~600kb/s en envoi ? ) J'aurais donc besoin de votre soutien et de vos critiques dans le but de m'améliorer, et pourquoi pas rejoindre ensemble cette fabuleuse aventure ! Je vous remercie du temps que vous avez mis à lire ce post et après lecture du règlement je n'ai rien lu concernant youtube donc je pense que c'est toléré d'en parler ici, au cas contraire, chers modérateurs je m'excuse au plus profond et je m'engage à retirer ce post. Je ne cherche pas à faire de la pub à proprement parler, j'ai juste besoin de critiques
    2 points
  22. Hoy estamos muy contentos de revelar un proyecto de alto secreto en el que hemos estado trabajando durante los últimos meses; uno que también es muy especial para nosotros. Estamos seguros de que nuestra comunidad de entusiastas de las camionetas está familiarizada con una camioneta próxima y aún en secreto de Western Star®, actualmente nombrada y promocionada como The NE X T Western Star. Esta nueva camioneta está construida para prosperar en los entornos más duros, con una herencia de resistencia y construida para afrontar cualquier cosa. El camión Western Star® más probado, duradero y resistente hasta la fecha se presentará el 29 de septiembre. Puede seguir la cuenta atrás en su sitio web dedicado . Con gran honor y placer, ahora podemos anunciar que, muy poco después del lanzamiento del camión NE X T Western Star®, también anunciaremos su llegada a American Truck Simulator. Estamos obligados a no mostrar nada que no haya sido revelado todavía por Western Star®, así que perdónanos por no compartir información o detalles adicionales contigo hoy. Agradecemos enormemente esta magnífica oportunidad de colaborar con ellos; Es la primera vez que SCS Software trabaja en estrecha colaboración con un fabricante de camiones estadounidense líder en la sincronización del lanzamiento de un camión nuevo. Estamos muy orgullosos de habernos establecido firmemente dentro de la industria del transporte por carretera; ganarse la confianza de Daimler Trucks North America para obtener acceso físico al camión prototipo, que era necesario para comenzar a construir este camión para nuestro mundo virtual. Si bien no podemos mostrar todas nuestras tarjetas hoy, confiamos en que este sea un anuncio realmente emocionante (con algunas fotos teaser) para usted como lo es para nosotros, trabajar en el camión NE X T Western Star®. +info: https://blog.scssoft.com/2020/09/the-next-western-star.html
    2 points
  23. 2 points
  24. 2 points
  25. 2 points
  26. 2 points
  27. 2 points
  28. [TRANSLATOR] @akuponcture Has been demoted to Trial Translator due to not following the internal activity requirements.
    2 points
  29. Harmony Convoys Not a great picture because of the lighting, but nevermind ?
    2 points
  30. [GAME MODERATOR LEADER] @Terry A has been promoted to Human Resources.
    2 points
  31. ⚠ Hello Truckers! We have reworked our Privacy Policy to make it clearer what data we store and disclose. In this blog post we will briefly explain what has been changed. The most noticeable changes are made to chapters 2 and 3 (What we collect and What we disclose). What we collect This chapter has been updated to better reflect the data that is stored for each system as well as to include how that data is used and for how long it is stored. The information that has been added includes log data (gameplay, chat and server), crash reports, support tickets, website usage, reports, appeals, event requests, feedback, ban evidence, Virtual Trucking Companies, TruckersMP recruitment, forum usage and Community contributors. Next to that, there have been some minor adjustments to the already existing information. What we disclose We have updated this chapter to include data that is shared through our API to third parties as well as data that is disclosed to TruckersMP staff as required for each specific role within the team. You can find all details in our Privacy Policy which you can access here: https://truckersmp.com/policy If you have any questions about our privacy policy, feel free to contact us through feedback. Thanks all for your understanding and Happy Trucking! The TruckersMP Team --> View post on homepage
    1 point
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  33. 1 point
  34. Today I attended Alle Logistics' Convoy, which was a really nice drive! Ever since Sunday I attended one convoy a day and I feel like I wanna keep doing that till next Sunday Also I am starting to feel like a 15 year old teenage wannabe blogger girl writing all these convoy updates?
    1 point
  35. I decided to drive around on ATS for a bit and take some screenshots. Here’s one of my favorite ones. Have a wonderful evening/night everyone!
    1 point
  36. Devamı İçin Beklemedeyim
    1 point
  37. Good morning! Have a wonderful day everyone.
    1 point
  38. 1 point
  39. Good Afternoon & Safe Drives! w/ @Herr Müller [GER]
    1 point
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