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ETS 2 - Over the Seas (Scandinavia Expansion Up...

Mar 02 2015 02:52 AM | DarkXess in Simulation News

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Over the Seas (Scandinavia Expansion Update)


Scandinavia is a very different space to work and create in than the territories we have created in the past - it's not just the different sights, it's the fact that the countries are not landlocked like most of the environments in existing Euro Truck Simulator 2 world. Our previous post contained a general review of the map that might have given you some idea on the scale of the DLC. The Scandinavia territory in Euro Truck Simulator 2 will feature a total of 14 new ports and ferry locations that allow you to board the ferries directly. We felt that ferries are an integral part of Scandinavian transportation and decided to go an extra mile to ensure that ship models and ferry locations in the game closely reflect the ferry ports and ships you can see in real life. We've spent considerable amount of time to recreate this aspect of Scandinavia in great detail - many of the ports in the expansion have the size of entire cities you've seen in current Euro Truck Simulator 2. The sea transportation network will allow you to use alternate connections between locations in Scandinavia and other territories of the map, as the ferries will also connect destinations in Poland and United Kingdom. At the same time, we wanted to avoid abuse of the ferry system that would allow players to just "hop" around the map quickly without the need for much driving, so the ferry network is intentionally not as dense as in the real world.

Source: SCS Software Blog.

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Prison Architect - Papers Please Mod

Mar 02 2015 02:44 AM | DarkXess in RPG News

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Macoron & ksivte released his mod "Papers Please Mod" for Prison Architect.

Quote Macoron & ksivte:
Glory to Arstotzka! In this mod you are director of glorious Arstotzkan prison. Make prisoners collaborate with Ministry of Information and work hard for the glorious motherland. Based on game "Papers, Please!" by Lucas Pope. Thank him for this great game, all original graphic belong to him. This mod under development, currently it's mostly retexture. Maybe I will add more gameplay changes later. Feel free to give some ideas in the comments.


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Papers Please Mod



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Space Engineers - Conveyor Hinges

Mar 02 2015 02:44 AM | DarkXess in Simulation News

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Digi released his mod "Conveyor Hinges" for Space Engineers.

Quote Digi:
This mod adds 3 conveyor blocks that are essentially an advanced rotor with a huge difference: they rotate on a different axis. All blocks are survival ready (has build stages and components) and they're paintable. They also contain LOD models to have minimal impact on performance. And as an added bonus, their collission meshes are smaller than a full block, so they can move just fine in tight spaces.


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Conveyor Hinges



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Prison Architect - Prison Architect HD

Mar 02 2015 02:37 AM | DarkXess in RPG News

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[KP] HoffmanPL released his mod "Prison Architect HD" for Prison Architect.

Quote [KP] HoffmanPL:
I welcome you very warmly, I would like to present My by modification through which the game will become even more interest. We would also invite you to comment, because I do it for you, and your opinion is important to me! If you want to see something changed/implemented, please leave a comment below in a constructive fashion and if a lot of you agree on the idea/issue I will make it happen. Thank you ! Please, don't forget to rate.


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Prison Architect HD



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Space Engineers - Elevator Button Pad & Cat...

Mar 02 2015 02:37 AM | DarkXess in Simulation News

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Digi released his mod "Elevator Button Pad & Catwalks" for Space Engineers.

Quote Digi:
This mod contains 6 blocks designed for tight elevator spaces. 2 catwalk plates with buttons that are physically smaller than a 1x1x1 block - perfect for placing on pistons to use for elevators. Additionally it contains the vanilla catwalk blocks (4 of them) with their size reduced so they can also be used in tight elevator shafts. It is survival ready: has components and construction models. It's also paintable. I didn't overwrite the vanilla catwalks blocks, I only replaced them in the G menu (but you can still find and use the original ones). It does not have LOD models, but if you guys really want them then I will add them. I felt that this isn't a model that would be heavily used so it doesn't really need LOD models.


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Elevator Button Pad & Catwalks



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ETS 2 - Scania V4 Mod

Feb 27 2015 05:12 PM | SFG-Morgan(DMKU) in Simulation News

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Maghetto has submitted his mod "Scania V4 Mod" for Euro Truck Simulator 2.

Quote Maghetto:
This mod changes the front grill of the Scania R Series to a painted front grill with spotlights. Skin Mods that paint the front grill of the Scania R Series require this mod in order for the front grill to be painted.


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Scania V4 Mod



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ETS 2 - Daf XF McDonald Haulage Skin

Feb 25 2015 05:58 PM | Alex_Tarentura in Simulation News

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Bisurmanin has submitted his mod "Daf XF McDonald Haulage Skin" for Euro Truck Simulator 2.

Quote Bisurmanin:
This adds a 4K resolution skin for the real Mcdonald haulage company to the game.


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Daf XF McDonald Haluage skin



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Barbarians have arrived in Medieval Engineers!

Feb 25 2015 01:56 AM | DarkXess in RPG News



Barbarians have arrived in Medieval Engineers!


Barbarians are the first prototype of artificial intelligence (AI) in our engineering games. Please don’t confuse this with our other super-secret AI project - that’s a completely different thing and it’s being developed by a different team and we will announce it later this year.

From the change log: This is our first A.I. prototype and is still a work-in-progress. Barbarians will wander around the map seeking King Statues to destroy. Currently, since only creative mode is available, the player cannot be killed by them, so barbarians will just follow the character around the map. When they're close to a King Statue - which is automatically spawned in the world or can be placed by the player - they will destroy it; they will also destroy any building that is blocking their way. Barbarians can be killed by setting traps; for example when a tower falls on them, when they fall from a cliff, or when a catapult ball hits them, etc. We've also added a few more types of catch blocks and round timber blocks. The new catch blocks should be more user-friendly as until now it was hard to attach something to them; there is also a variant which can be safely attached to walls.

The barbarian’s AI in its current state isn't very complex, they just have a basic level of behavior; the path-finding still doesn't recognize complex paths (e.g. it completely avoids compound blocks because they are geometrically much harder to describe than the regular blocks); and the path-finding doesn't search over long distances as that would stress out our terrain LOD algorithm (which would require calculating the highest LOD levels over the entire map). These are some of the things we will be solving in the next couple of weeks.

Space Engineers will receive an AI system later. The reason for this is that the environment in Space Engineers is much more complex. It’s probably the most AI unfriendly environment you can imagine (completely dynamic; gravity vector can change at any time and location; the AI is supposed to use a jet-pack as well as walking; the AI should be able to navigate through ship corridors then jump onto another ship, pilot it, etc.). I am not promising this all will get implemented; I am just trying to illustrate the difficulties involved.

The actual development of Medieval Engineers at the moment is focusing mostly on stabilizing hard-ware (HW) compatibility issues. Unfortunately the first version wasn't 100% flawless even after we tested it on all possible HW configurations, hired a dedicated testing facility to test it on even more configurations and then let players to “beta-test” it during 24-hour pre-launch window).

Once the things above are solved, we will jump right on to the two most important areas: multi-player and survival mode for Medieval Engineers.

BTW, the simple version of survival mode will be released sooner than full survival mode and it will include: death/re-spawn, slow construction, and no-levitation. Full survival will add: resource management and inventory, material harvesting and processing, and tools using.

Source: Marek Rosa Dev Blog.

Read story →    0 comments    *****    Medieval Engineers, News

GTA 5 delayed again on PC

Feb 25 2015 01:22 AM | DarkXess in RPG News

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Grand Theft Auto 5's release date has been rejigged from March 24 to April 14 according to a new update on Rockstar's Newswire. That's the second delay in six weeks. "Our apologies to PC gamers worldwide who have been counting down the days until the launch of the game," says the official statement, "but a bit more time is needed to ensure that the game is as polished as possible, and to make certain that both Heists and the GTA Online experience are ready to roll out on day one for PC." It sounds like we should expect a few bugs and connection issues when the game finally appears. "As always, we ask for the GTA PC community’s understanding and assistance in helping to report any concerns during the early days of launch when those inevitable initial teething issues arise on the new platform."

Source: PC Gamer.

Read story →    0 comments    -----    GTA 5, PC News

ETS 2 - Awesome Radio

Feb 25 2015 12:42 AM | DarkXess in Simulation News

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spopok released his mod "Awesome Radio" for Euro Truck Simulator 2.

Quote spopok:
This adds 500+ radio stations to the game. With clearly ordered titles, genre and language information! If you´re only interestet in (e.g.) german radio stations, you can use the Germany version for a better order in the ingame radio menu. For all radio stations simply install the Europe version!


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Awesome Radio



Read story →    0 comments    -----    ETS 2, Awesome Radio and 2 more...


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