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Hi all RoR fans!
Another month has passed and it's time for me to write a progress report. In fact, the report is already slightly overdue because I've been really busy lately and I could only hardly follow RoR development. However, there are several other active developers and a growing number of testers and bug-reporters, so the project is steadily improving.
To shortly iterate what's been hapenning:
I've been working on rig editor, specifically adding panels to edit properties of nodes/beams and other beam types. Currently I'm adding support for all types of wheels, including the possibility to add/edit/delete wheels. I've also started several experimental dev branches oriented on performance and more maintainable code.Hiradur continues to improve linux compatibility and maintains the multitude of RoR dependencies.Aperion has returned to what he's good at - improving the very core of the gameplay, the physics simulation. So far, he's only been doing careful cleanups not to disrupt the upcoming stable release, but there seems to be a lot to look forward to.Max98 is simultaneously improving many player-oriented aspects of the game, ranging from UI and HUD through enviromental improvements like skies and water to signifficant gameplay fixes.
Status of planned 0.4.5 release
Current development effort aims towards a stable release with version number 0.4.5. This long-awaited release will fix many long-standing bugs, bring UI improvements and generally enhance player experience.
The major development problem regarding this project is vehicle support. In the past, version 0.4.0.x broke compatibility with older vehicles and forced modders to double-release their new content. Then I came and broke things further, despite I claimed to improve it. Up to now I wasn't able to completely restore all broken features, although situation is improving. Recently, RoR got a new window which displays all errors and warnings about about loaded vehicles. Thanks to Max98, the messages are also colored. This window will inform players what's wrong with their favorite vehicles and also help modders to avoid risky or unsupported practices.
I'd like to explain the cause of the current situation. When I analyzed RoR's vehicle loading code back in 2013, I discovered that the problem is in the design of the format - modders can define various parts of the vehicle (beams, nodes, wheels, cinecam, rotators, triggers, more wheels, more beams) in an arbitrary order, possibly interleaving things, and the parser will process all of it in the exact order. A software like this is a programmer's inferno because it's impossible to tell how exactly things are going depend on each other, how they will interact and what side effects may arise. Since RoR's vehicles were quite feature rich and features were built on top of one another, the amout of possible scenarios was astronomic. To name a few cases, I've seen vehicles defining some nodes, then defining wheels (which generate nodes) and then define more nodes. But hey, nodes have numbers, and if you auto-generate nodes in between, are you sure your numbering will continue correctly? Further, some modders attached beams to nodes before those were defined, or to nodes which were auto-generated by different sections (or possibly never generated). How is a programmer supposed to check if the connection is correct? To make things worse, there's the half-baked 'named nodes' feature (nodes2). More than half of truckfile sections don't support them, but at the same time, named nodes can still be reffered to with numbers, so modders did it that way. As a result, a programmer sees code trying to look for node 123 and he has no idea where that node will come from. Impossible to work with. Despite all these alarming facts, RoR vehicles have been working happily... until original authors left, along with the knowledge of all quirks and obscure mechanisms of the vehicle support. Un-involved coder didn't stand a chance. That's why 0.4.0x became incompatible with 0.38, and only problems followed.
My solution to this issue was developing new vehicle parser: one that would read all data first and only then process them, in a given order, to avoid all unexpected results. From software design standpoint, this is an only plausible solution. Unfortunately, this approach broke all vehicles which relied on the quirky nature of the old parser. In addition of that, many bugs were introducted in the process, because RoR's vehicle format is very feature-rich and I was a new coder to the project. So far, I've been able to track and fix many of those bugs and also detect and work-around many legacy requirements of older vehicles. I had been hoping to work around everything, however, I've arrived to a point where some vehicles directly conflict with my parser's architecture. And even thoug I'd really love to make everything work, I'm not willing to compromise future development by making compatibility hacks into my code. Some content will just have to go.
In a near future, I'll publish a new test build of NextStable, along with all latest fixes and compatibility enhancements, and I'll begin to sort out supported vs. unsupported content. I'll be in touch with modders, discussing the do's and dont's which 0.4.5 will impose.
Updated 03-08-15 at 12:15 AM by only_a_ptr
Hello all RoR fans!
My name is Petr Ohlidal (a.k.a only_a_ptr) and I'd like to give you an update on RoR development in the past month. I'll also sum up all activity which has been going on since I joined the project - and there is a lot to sum up, RoR has changed signifficantly since then.
I joined the project in fall of 2013. At the time, RoR was a dying project - the original authors left to develop a commercial BeamNG project and community had been inactive for more than 6 months or so. The last stable release was 2 years old and the new version was half-baked. I evaluated the state of the project, decided my priorities and started coding. For the first months, my effort had no visible outcome as I decided to rewrite some very internal logic, but finally I released several test builds and today, they're consolidated into a single development version which aspires for a new stable release.
To my great cheer, my enthusiasm has sparkled a new wave of collaborative development, and today, RoR has 4 active developers:
Me ~ Self-invited lead coder, a code greasemonkey focused on internals and software architecture.Max98 ~ Cheerful enthusiast with focus on GUI and graphics. Fixed some long standing graphic bugs.Hiradur ~ Valuable compiler specialist and analyst. Keeps RoR running on Linux and inspects it with Valgrind for memory issues.Aperion ~ Old community member and contributor who came back to help.
At the moment, the development is aimed towards delivering a new stable release. This is very important to shake off the "dead project" feeling. RoR hasn't had a stable release in years and with new similarily-themed projects, BeamNG and SpinTires, it seemed that RoR will become history. That is, however, not going to happen. Not only RoR lives on, but it also stays unique among all competition. The planned release is dubbed NextStable and has a version number 0.4.5, which displays the signifficant leap from last available build 0.4.0.7. This leap is well deserved, RoR has undergone a signifficant facelift and got rid of some long standing bugs which annoyed and discouraged players for too long. Also, major refactoring was done on the inside, to serve as groundwork for future enhancements and stability. This is a list of the most important archievements:
RoR got main menu! Until now, RoR worked in a straightforward scenario "start - select track - select vehicle - play - exit game", which wasn't really player-friendly. Also, the internal startup logic was over-complicated and slow, so it received a lot of fixes. Courtesy of Max98RoR got new GUI skin. The previous "orange with bright orange" was really lame. New one comes in orange+black and really feels like a vehicle-driving game. Kudos to Max98RoR got in-game configuration panels. Previously, all the configuration had to be done in external configurator, which works, but it's not very appealing to players. Thanks goes to Max98RoR got a built-in editor for vehicles. Until now, modding had to be done with variety of external tools and a lot of hand-writing. However, this approach will soon be history. The editor is not fully featured yet, but it's architecture allows it to fully load/save the vehicle format and perform any modifications, with mouse and hotkeys, in an interactive environment. A primary inspiration for controls and workflow is Blender.Rig definition file format (.truck) was completely re-coded. The old logic was flawed, bloated and effectively blocked any future enhancements. The new one is a separate component designed for stability and extensibility. It also allowed creating the rig editor. However, a lot of content stopped working in the process, sometimes due to bugs in new code, but often because of syntax flaws or inconsistencies and bad practices in .truck files themselves. Work is being done to fix the situation.Max98 fixed two inflamous graphics bugs - shadows and skidmarks. He's also putting a lot of attention into sky, water and environment in general.
Following is a list of things to definitely expect in NextStable:
It will provide a list of errors and warnings every time a vehicle spawned. This is mainly to help modders, but also to inform players of possible incompatibility of older content.It will support most of the vehicles which are currently broken. Sadly, some of them will not be compatible due to legacy flaws or bad practices of mod authors.Not much else to change. This is actually a good feature, because more changes would mean more waiting and I know everyone is already tired of waiting.
Actually, if you feel like NextStable is coming out pretty slowly, it's not just you. I've been putting off the work for a long time because, honestly, bugfixing is boring and there is a lot of juicy redesign waiting to be done in the simulation code. So, instead of delivering what everybody is waiting for, I've been fiddling with the internals in my private development branches. Sorry guys. However, no more slacking off, I've published my experiments in my GitHub forks, consolidated my changes and I'm back to bugfixing.
From now on, I'll be publishing a progress report blog post every month. This idea came from Max98, big thanks to him, a dev blog is a big step forward in presenting the project. Expect future posts to be a lot more detailed and to the point, this post is somewhat bland because it just has too much to sum up.
Man, time sure flies, Rigs of Rods is nearly 10 years old!
I just updated some things: The-future-of-the-RoR-forums-I-don-t-know-what-to-title-this
Updated 01-15-15 at 01:49 AM by tdev
Aapo Rantalainen created ubuntu packages for everyone to use
We are the "Project of the month November 2012" on Sourceforge.net.
More details: Sourceforge-Project-of-the-month-November-2012
A developer from our team (theshark) used his Raspberry Pi to display gauges for RoR
Original Post (in german)
Updated 10-27-12 at 12:30 PM by tdev
Thomas is wonderful! That being said...
Have a look at the Multiplayer tab if you didn't have a chance those last days/weeks/months
A major improvement in the game, in my opinion, is the recent development of on-line timescores.
If you're not familiar with it yet,
let me guide you through
Begin by clicking the multiplayer tab of the forum.
You'll arrive to a fancy page with a lot of icons
Understand how to race (it's not hard, really)
Access your personal times (go here if you don't know how to race)
See the latest changes in the leaderboards
See some key figures, updated real-time - you can see that it's pretty succesful already, looks like you like racing ;-)
And a brand new functionnality, every user gets a global ranking! You can now access it by clicking this fancy button:
It will get you to a global chart with a lot of information, and the global ranking! There is a ultra-secret formula to compute it.
"Some say" that it accounts, amongst others, for the mass of sweat you produced when racing...
You can sort it by the criteria you like, for example the amount of races done ever:
If you want to know a bit more about a competitor, or see your own medals and palmares, click a user name:
It will get you to the profile page, where you'll have noticed that you have a new tab called "races", where you can see all your medals:
You want more people? OK, you can track yourself, or someone else by viewing all the data, and sorting it how you like by clicking on the button at the bottom of the page "view all data".
The race system itself is full of functionnalities!
It is now possible to set
Only verified vehicles races (only the vehicles currently available in the repository)
Then again, a lot of info for you to analyze, such as graphic illustration of the quality of each section of the race
it's green - you did a good time in that section
it's red - well, you know what it means, don't you?
And you can comment your laps and linking to a video of it 8-| That's just great!
So you're making maps
If you have uploaded a terrain on the repository, and you'd like some on-line leaderboards to be created for you, contact me (DeGa) through PM.
You will need to provide 1 image per race, uploaded in a public place (nothing related to rigs of rods forums), closest from 16:9 ratio, min 500*300You will need to race all your races yourself, and make sure that your times land hereRace the EXACT version you uploaded on the repository (best practice is to upload, download this exact file, race it)Include in your PM if you would like to have vehicle-specific races - in this case, again, race this exact race, with this exact vehicleBe polite ;-)
If you're used to publish maps for RoR, you will be given direct access to the management of your races.
Updated 10-08-12 at 05:05 PM by DeGa
a little preview of what to expect from 0.39:
fixed Bug #142 - Backspace doesn't reset truck correctly on mesh terrains
new character model (animations by 09Challenger)we are still working on the swim animation.
new GUI in the work, complete with GUI editor:
improved new race systen: http://www.rigsofrods.com/races/index
airplane GUI fully working again (mouse in front of dashboard, buttons usable, text fits again)
new truck limit: increased from 64 to 5000
more changes so far: Changelog
Updated 01-31-12 at 08:50 AM by tdev