Jump to content

mwl4

Game Developer
 TruckersMP Profile
  • Posts

    947
  • Joined

  • Last visited

Everything posted by mwl4

  1. Features Support American Truck Simulator 1.49.3.9s [ 7ee537c15426 ]
  2. Features Support Euro Truck Simulator 2 1.49.2.15s [ 382c673427e3 ] Support American Truck Simulator 1.49.2.18s [ 382c673427e3 ], 1.49.3.2s [ 382c673427e3 ] Support American Truck Simulator - Kenworth T680 2022 Support Winterland Event Support ProMods Canada 1.2.5a Added a chat icon for staff members Fixes Fixed synchronization for new addon hookups (e.g., additional truck lights in American Truck Simulator) Changes Changed the train crossing timing on the Calais - Duisburg road (Add-On Team) Gate closure: 25 seconds down from 30 seconds Time between trains: 3 minutes up from 1 minute
  3. Features Support for Euro Truck Simulator 2 1.49.2.6s [ 69f228efbcc1 ] Support for American Truck Simulator 1.49.2.8s [ 69f228efbcc1 ] Support for American Truck Simulator - Michelin Fan Pack Support for ProMods The Great Steppe v1.0.3 Support for Frosty Winter Weather Mod (Euro Truck Simulator 2: v9.7, American Truck Simulator: v5.0) Changes Prohibited all wheels for game traffic vehicles (/def/vehicle/ai_wheel/) Prohibited all accessories used for game traffic vehicles (/def/vehicle/ai/) Updated background images on the login screen to match the winter season ☃ Adjusted the obligatory hours for enabled lights: American Truck Simulator: 18:00 - 8:59 Euro Truck Simulator 2: 17:00 - 8:59 Updated the Scout car to properly support the 1.49 game version (Add-On Team) Updated the dashboard screens Changed the background color Added a new screen: Current Speed 1.49 compatibility
  4. Features Support for Euro Truck Simulator 2 1.49.2.0s [ 38c17b4e8d79 ] Support for American Truck Simulator 1.49.2.0s [ 38c17b4e8d79 ] Support for ProMods Europe v2.68 Support for ProMods Middle East v2.68 Changes Disabled support for ProMods The Great Steppe as it is not compatible with the 1.49 game version
  5. Remove support for Early Autumn
  6. Hey there! We are proud to announce that a new version 0.2.4.6.1 has been released! Features Automatically verify the integrity of game files through Steam when a crash due to malformed data is detected [ETS2] Support for New Summer Graphics/Weather v5.3 [ATS] Support for New Summer Graphics/Weather to v3.3 [ATS] Support for ProMods Canada v1.2.4 Fixes Fixed the CB radio missing in different variants of Kenworth W900 interiors Fixed job tracker errors with not being able to register a new job after canceling a World of Trucks job
  7. Hey there! We are proud to announce that a new version 0.2.4.6.0 has been released! Features Support for Euro Truck Simulator 2 1.48.1.0s [ 3218d91e85d0 ], 1.48.1.2s [ 3218d91e85d0 ] Support for American Truck Simulator 1.48.2.1s [ c2920fa18449 ], 1.48.2.6s [ 3218d91e85d0 ] Support for American Truck Simulator - Oklahoma DLC Support for American Truck Simulator - W900 Tuning Pack DLC Fixes Fixed a crash on game exit; invalid original code logic sometimes leads to a crash under specific circumstances during game exit Fixed retrieving the module name in case of a fatal error (UNKNOWN module) Changes Removed support for Summer Mod - as it is incompatible with the 1.48 game version Removed support for ProMods Europe - as it is incompatible with the 1.48 game version Improved the fatal error message by providing a recommended solution for common crashes
  8. List of changes from 3rd July 2023: Replaced the alternating vehicles with new ones Removed Spring Graphics/Weather Support for New Summer Graphics/Weather (Euro Truck Simulator 2: v5.1, American Truck Simulator: v3.2) Add rewards for finishing Fruity Freight Fiesta event
  9. We are unable to utilize the SCS convoys technology in TruckersMP due to multiple challenges. One significant obstacle is that the server application and the game application are not interconnected in any manner. Since technology is built-in into the game it cannot be simply used. Additionally, we lack knowledge regarding the performance of the convoys technology, both client and server side. By design it is very similiar technology. However, we believe we can achieve more scalable and high-performing solution for our purposes. We maintain general communication with SCS, but we do not have a collaborative partnership specifically to this subject matter. I believe that objects like bins should be static geometry in the game that cannot be moved by player.
  10. 1. We are quite experienced team in finding out changes in the game binary. I remember maybe few such situations, but it was only to speed up whole process (then TruckersMP could be released for new game version sooner). 2. Usually after port process is done I am trying to test if everything works fine - so I run the game. Usually I am working on low level things in TruckersMP engine which does not require that much running the game. Our current goal is to get core engine done and move to gameplay features - then I will be visible in the game more frequently. Now is it not possible. 3. At that time I was working on Dynamic Objects System - which makes it possible to spawn objects on the server and keep them in sync between clients. - Yes - I found a way to move multiple items at once - it is already implemented into the game. - How the system is used is rather dependent on Game Producer / Game management. Currently we use this system for events, but in the future privileges to use this system might be expanded on bigger player base. 4. - More or less it is up to date. Our tools during last years have been improved to speed up whole process, but still if something was changed in game code then we have to find these changes on our own. Also our tests environment has been improved - so even if we have mismatch between our code and game code, then chances are high that it will be detected before deploy. - I don't think it will be valuable for the community at what stage we are with porting process. Given stages might differ in time from game version to game version, so it is even hard to predict when new game version will be supported finally. 5. It is stressful in at least few different ways: - We have some long run plans in TruckersMP: core engine changes, new systems, new features, refactor, etc. During development when new game version pops out I have to pause my works on mentioned stuff and move to porting process. It also means that I need to change context (thoughts on given topic, specific plan for implementation - code, etc). After porting process getting back to context that is 2 weeks old is hard. - Additionally if my changes were about game API things, then they have to be ported too, but they are on different branch. That is a bit of mess. - Of course that we have a bit of pressure because many people are waiting for new game version supported. We can do nothing about it - at least that gives us motivation to move on this topic as fast as we can. - Changes in the game code might be very various. After porting process game may crash after connecting to the server and finding out what is causing the crash is difficult. Other situation that we are really afraid of is that we release version which works good for us, but it crashes for most of the players in random moments. - Changes in the game code might break our stuff and we have to fix it - it requires some time. For example we had many issues after SCS Software has implemented FMOD to the game. Missing truck sounds, disappearing sounds, completely new API for sounds - real nightmare. When new game version pops out then it means crunch time for me. I rather don't play any different games at that time, no running, no gym, maybe walk sometimes. I want to finish it as fast as we can. To focus on things I hear to music a lot - Hard rock / Rock. Cheers
  11. 1. Yes, but due to GDPR regulations we keep only last 3 months. 2. 240,000 unique players in December 2021, 250,000 unique players in January 2022.
  12. Dear Truckers, As you probably know, the official multiplayer (known as Convoy) is already here. Convoy is a great multiplayer game, though it is completely different from TruckersMP. Both multiplayers have their pros and cons, but at least TruckersMP gives you an alternative. For 7 years, TruckersMP most of the time was a part-time job (or more like hobby) for me. Usually done at night. In 2018 I had the opportunity to work for TruckersMP full-time for 6 months. Progress then was significant, but back then we had revenue only from Google Adsense and we could not afford investing into server infrastructure or even working full-time for a longer time. That is why I decided to join CD PROJEKT RED in the beginning of 2019. Of course it was also a pleasure for me to work on Cyberpunk 2077! As you may suspect, after this move I had much less time for TruckersMP. Again it started to be work done at night, I would say - hard crunch mode. We started our Patreon campaign in October 2019 and it showed me very quickly that the community wants more from this project. But at that time Cyberpunk 2077 was not even released, not speaking about patches. I could not leave my team there, so I decided to stay until the game was released along with patches. And now the time has come. I am currently on notice period, and starting from August I will have a chance to work on TruckersMP full-time again! It was only possible because of your support via Patreon! But I am still an enthusiast who wants to make this game the best. As you know, TruckersMP has its issues. We all know these issues: trolling missing gameplay features (e.g. economy) low quality a lot of bugs lack of VTC support in the game long waiting for support of new game version missing synchronization (e.g. weather, AI vehicles) But TruckersMP also has a lot of potential, but we really use only a little part of this potential at this moment. TruckersMP still is in its Open Alpha stage, version 0.2. We want more though. We would like to bring Open Beta 1.0. It is not just a version name change in code though. We need to address the issues above and fix them. Do not expect one very big patch which we will be working on for 2 years. This does not make any sense and most likely we would fail. Instead expect many small patches which will eventually lead us to the game we will be proud to call Beta 1.0. Do not think this will come in just one month. For that we might need a year or two. In the meantime we found a very talented person - ShawnCZek. For sure you know him from the features he brought so far to the game. But also Smoky turned out to be a very good game producer, as he makes sure we are heading in a good direction. Within the game development team we are motivated like never before. Our heads are full of ideas, we just need time and your support! Do not hesitate to give us your feedback, what you like, what you don't like. We will be hearing suggestions more than ever before. In the coming months we will focus the most on the technology aspect. We need to improve our tools for supporting the new game versions to make the whole process shorter and more efficient. We need to bring a new replication framework which will improve the quality of synchronization and will fix a few bugs related to it. This should also be easier to add new synchronized stuff to the game. In the future it should also make it possible to bring AI-driven vehicles to TruckersMP. Problem with trolling will be mitigated with the “Global Report System” - reports from the game will be centralized. It will be easier to review bans, moderation of the game will be shortened to handle capacity of our game servers. In the meantime we are planning to talk about bus-related matters with another instance in the community. More details about all of this soon! For now we are hard working on supporting the 1.41 game version, which should come closer to the end of month. From the community perspective it is better to have two multiplayers. You can always play alternative mode. Looking at complexity and dose of luck I would say that it is very unlikely that similar modification will be created in the future. Such an opportunity might never come again. Kind regards, mwl4 Game Developer --> View post on homepage
  13. - Support for ETS2 ver. 1.40.5.0s [ 1edab13331ec ] - Support for new DAF (accessories, cb radio)
  14. - Support for Euro Truck Simulator 2 1.40.4.8s [ a1bf31efc68d ] - Support for American Truck Simulator 1.40.2.1s [ a1bf31efc68d ]
  15. Hello there! We are proud to announce that a new version 0.2.3.3.0 has been released! Features Support for Euro Truck Simulator 2 ver. 1.40.3.25s [ 1379452c11f0 ] Support for American Truck Simulator ver. 1.40.1.10s [ 1379452c11f0 ] Support for all available accessories both in Euro Truck Simulator 2 and American Truck Simulator Support for American Truck Simulator - Goodyear Tires Pack DLC Support for Euro Truck Simulator 2 - Iberia DLC Support for World of Trucks #BestCommunityEver event Support for Spring Graphics/Weather v4.1 Support for ProMods v2.55 Support for ProMods Canada v1.01 Updates to Scout car Changes Improved junction on Calais - Duisburg road Improvements and bug fixes to caravan
  16. mwl4

    TruckersMP Team

    [PROJECT MANAGER] @Smoky has been promoted to Game Producer. Game Producer is a new role in the project. The Game Producer is responsible for managing the development of the project and defining the direction TruckersMP should head towards. More information can be found here: https://truckersmp.com/knowledge-base/article/1190
  17. Hello there! We are proud to announce that a new version 0.2.2.9.2 has been released! Features Support for Euro Truck Simulator 2 version 1.39.4.4s [ 80b23552337e ] Support for American Truck Simulator version 1.39.4.5s [ 80b23552337e ] Support for World of Trucks Hope event
  18. mwl4

    0.2.2.9.0 Released

    Hotfix 2: Support for ATS ver 1.39.2.10s [ c3e92e6b39de ].
  19. Hello there! We are very proud to announce that a new version 0.2.2.9.0 has been released! Features Support for Euro Truck Simulator 2 1.39.1.5s [ c3e92e6b39de ], 1.39.2.1s [ 1fc9b7de7459 ] Support for American Truck Simulator 1.39.2.2s [ eb405fbb1232 ], 1.39.2.10s [ c3e92e6b39de ], 1.39.2.19s [ 5437565c3ee6 ], 1.39.3.3s [ 4696c44deeb0 ], 1.39.3.10s [ 1fc9b7de7459 ] Support for Euro Truck Simulator 2 content: Cabin Accessories Support for American Truck Simulator content: Colorado, Freightliner Cascadia, Cabin Accessories Support for the Christmas World of Trucks event Support Late Autumn/Mild Winter, v3.8 for Euro Truck Simulator and v2.7 for American Truck Simulator (removed on 19th December 2020) Support Frosty Winter Weather Mod, v8.0 for Euro Truck Simulator 2 and v3.0 for American Truck Simulator Support ProMods Canada Support ProMods v2.51 Support for all new accessories for both games Add Christmas Charity Convoy 2020 modification content Add a new permanent trailer paint job for Patrons Fixed Added a missing CB radio placement for the sleeper cabin of Volvo FH16 2012 Fixed the most common warnings and errors caused by the Euro Truck Simulator 2 Krone DLC replacement, and TruckersMP data files Changes Removed Early Autumn Mod v6.2 Removed the Patreon 1st Year Celebration paint job Prohibited the caravan trailer as it is crashing the game for now, we expect an update to it with a new update to Scout Updated report reasons Added an error log if the authorization request fails Added missing add-on hookups from the Krone DLC for Euro Truck Simulator 2
  20. 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.
  21. I had working prototype of it. Though it has logic issue in multiplayer - which is time. Time in TruckersMP is synchronized between players and server, and even if you go sleep in game your time will be the same as before. So tachograph feature does not make sense so much. Also consider this feature as kinda hack. It was not prepared in good shape, but rather as prototype. Maybe in future we will get back to this. We will see.
  22. Hello! New version 0.2.2.6.1 has been released. Changelog: Support for Euro Truck Simulator 2 ver. 1.35.1.1s [ 7eae8d981a23 ] Support for American Truck Simulator ver. 1.35.1.3s [ 2d7f5b35f37d ] Support for DirectX 11 renderer (experimental). Support for Euro Truck Simulator 2 DLCs: Estonian Paint Jobs Pack, Latvian Paint Jobs Pack, Lithuanian Paint Jobs Pack, Good Year Tires Pack, Actros Tuning Pack, Pink Ribbon Support for American Truck Simulator DLCs: Washington, Forest Machinery (experimental), Space Paint Jobs Pack, Pink Ribbon Support for Renault T Support for Pink Ribbon World of Trucks event Support for accessories from past events Removed restricted area for double trailers Updates towards the simulation changes Added slider for the horn volume Added SteamID64 to the scoreboard's tooltip Added a default range for stability and suspension stiffness game cvars Added Patreon rewards Added ghost mode when a player uses teleport or gets teleported Disabled random events and detours Fixed reported bugs with floating trailers in companies Fixed the bug with the game UI in game settings when the stability changes were not represented visually Fixes and improvements for staff accessories Fixed most of reported no collision zones in both games Fixed wheel speed and rotation Fixed a rare bug when a truck was spawned without wheels Fixed other reported bugs on the client as well as on the server
  23. mwl4

    0.2.2.6.0 Released

    Update released, changes: - Port to Euro Truck Simulator ver. 1.34.0.17s [ 681a4ae447f4 ] - Port to American Truck Simulator ver. 1.34.0.4s [ 681a4ae447f4 ] - Winter mod is temporary disabled due to incompatibility with 1.34 game version.
  24. You cannot use any other modification in this way. Also content of winter mod cannot be changed.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.