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  1. Rigs of Rods Test Build 5 released!

    , 14 Hours Ago at 11:24 AM
    Test Build 5 released!

    • Added shadows quality option.*
    • Added some new wallpapers.
    • Improved the parser, even more fault tolerance.
    • Fixed PSSM shadows. (Not perfect but much better than before)
    • Fixed Flares that could be activated in Pause Menu.
    • Fixed beam material using set_beam_defaults.
    • Fixed bug where beams couldn't be connect to wheel nodes.
    • Fixed camera views glitch when switching cars.
    • Fixed crash when removing car in cabin camera.
    • Fixed creak sounds.
    • Feature: Turbo Wastegate and anti-lag simulation. (Sounds need some improvements)

    * The option is not found on the ingame setting or RoRConfig, you can manually edit it in RoR's config file. "Shadows Quality", 0: Low, 1: Mid, 2: Mid-High (Default), 3: Ultra
    But I don't suggest you to mess around with these for the moment. :P

    This build is now the closest result to what is coming with the release of the 11th of august. This is also a Beta build.

    Known Issues:
    • Trains still randomly crash when going over a switch, fix: disable inter-vehicle collision, but switches won't work.
    • Shadows are very fps yumy & sometimes screwup terrain's layers. (Eg: Auriga, Greece..)
    • Back to menu is not stable and very buggy (Fix is not coming any time soon, should be disabled for the release :/)
    • Skidmarks are having some memory leaks.
    • Ingame mapping not working yet.

    Documentation about how to add shadows to your models/vehicles will be coming soon, for the moment, only in-truck-file managed-materials support shadows and self-shadowing.

    How to download:
    From now on, Rigs of rods will be updated by an updater. You can download the updater from here: Testing-Purposes-Updater-V2
    You can put it in any version of the game, including Test Build 4.1, 4, 3, 2, 1, 0.38, 0.35, 0.36.. etc and It will upgrade it to Rigs of rods Test Build 5.
    Or you can use the zipped archive: Download here.

    This might be the last zipped build of the game, you can now use the updater which is given with the build.

    Click image for larger version. 

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    Thanks to calamity for the screenshot*
  2. Social media feeds

    , 22 Hours Ago at 03:42 AM
    Hello folks,

    Did you know that we have official social media feeds too now?


    Follow us so you never miss fresh RoR development news.

    Updated 22 Hours Ago at 03:50 AM by skybon

  3. [Trailer contest] RoR Promo Contest Trailer

    , 1 Week Ago at 11:52 PM
    Hello everyone there!

    Few months ago, when we were officially nominated developers, someone whom I don't remember the name, was also asked to make a video trailer for RoR. But sadly that never happened.
    Today, we decided to hold a contest and ask you, players, to be part of the trailer.

    Read more: Trailer-contest-RoR-Promo-Contest-Trailer-0-4-5-0
  4. Rigs of rods 0.4.5 Test Build 4 released.

    , 2 Weeks Ago at 02:07 AM
    Hello there,
    The blog post is a bit late but well.
    We are getting closer and closer to the release of RoR 0.4.5 with each TestBuild released.
    RoR 0.4.5's release is aimed for the 11th of August, but who knows? It might come a bit later.

    Today, Test Build 4 got released!

    Test Build 4:
    • Added ability to select skidmarks quality.
    • Added flexbody_lods & flexbody_cache_system configs to the ingame options.
    • Added some main menu music. (can be disabled via ingame options)
    • Improved overall performances.
    • Improved Aircraft's GUI
    • Improved managed materials. (the ones you use on a truck file, are now just a part of it, wiki page to come)
    • Improved reflections (thanks to derbymutt)
    • Improved the parser, more fault tolerance
    • Removed current PSSM shadows technique, currently not working correctly.
    • Fixed TB3's cache bug.
    • Fixed nodes2 with flexbodies.
    • Fixed crash 'back to menu' on Linux. (Well, doesn't apply here)
    • Fixed Hydrax under OpenGL .
    • Fixed triggers not extending with commands/commands2.
    • Fixed fixes (Nodes who don't move at all)
    • Fixed flashing flares.
    • Fixed Pause Menu bug where mouse don't move when using free camera.
    • Fixed unlimited sight range.
    • Fixed wallpapers resolution ratio.
    • Fixed meshwheels/meshwheels2 parser bug. (Where the comma wasn't working as intended in the mesh file's name)
    • Fixed Waves being rendered at wrong height.
    • Fixed soundscripts duplicated name makes archive not load.
    • Feature: More realistic turbo simulation. Truck_Description_File#Engturbo
    • Feature: AI now can be scripted using Angelscript, wiki page to come.
    • Feature: Mods are now sorted by alphabetic order.

    A car that uses the new turbo code: Lotus-76-1-for-current-and-future-ror-versions-(Updated-for-test-build-4)

    Have fun and don't forget to report bugs.

    Download here!
  5. Official Skype group

    , 3 Weeks Ago at 11:17 PM
    Say hello to the official Skype group. Approved and watched over by the dev team. Honestly!

    No GTA V discussions or useless spam please.

    Click to join.

    Updated 3 Weeks Ago at 02:13 AM by skybon

    Official News
  6. Coming Soon: New Home page and Wiki

    , 3 Weeks Ago at 12:16 AM
    Dear friends

    My name is Artem Vorotnikov, and as some of you know, I have recently joined the RoR development team. Today I am going to talk about the RoR website goodies we have prepared for you this summer.

    About current website is a dynamic website that uses a content management system and several other software packages.

    The primary part is of course vBulletin forum CMS. MediaWiki with numerous extensions is used for /wiki subpart. Both of these components share PHP installation and MySQL database, such setup provides account integration between the former two.

    In this blog post I am going to describe how CMS work and why we should move away from it.

    Dynamic past

    Site authors have always wanted to author and publish content without much hassle.

    Back in 2000s we had no swiss army knife browsers with JavaScript, modern CSS, web frameworks et al. So Content Management Systems were conceived. Based on PHP and MySQL, these monsters provide owner with a database engine. All content is stored internally; web page is generated on every single request.

    It did its job then, and does today. Adding and modifying content is very easy for both owner and end user. Deployment does not require significant expertise. Simply put, you don't have to fire up an IDE or text editor because all configuration and authoring is done online with neat interface. This is how CMS became dominant in the wild.

    Yet they have their own pitfalls. Sometimes nightmares. Read on.


    The vast majority of content management systems (incl. vBulletin) require a database engine, usually MySQL for data storage. It is faster than plain text files and allows for more end user interactivity.

    The latter part comes with a very hefty price. Ever heard of 'SQL injection'? Say, access a specially crafted link and you make the database engine execute the wrong code. It is one of the top online vulnerabilities today. And do you know how this became known to the public? You guessed it. Wordpress. Drupal. In short, content management systems.

    There're other exploits: Joomla. vBulletin. CMS are just too bloated, complex to maintain and therefore buggy.

    Speaking of our software, right now I am aware of several 0-day vulnerabilities that could break website database instantly. Pop. Nothing. Error 403 or 404 instead of years of RoR history.


    As I have already mentioned dynamic websites require a database engine, usually MySQL. Not every hosting service can provide you with that.

    And even if they do, you need to do maintenance work regularly, update. This consumes our precious time we could spend on improving the game itself.


    Clothes make the man. If you manage to catch the eye of a potential user, you have the following, if you don't then my condolences.

    To do that on the Internet one must have a modern, nice looking, professionally done and informative home page. It is that very thing tells the players basic 80% about the game. And unless it stands out from the crowd of thousands of such 'home's your average web surfer will skip it to never return.

    What do we have today? A wall of text that really looks like a long forum post. A huge paragraph. Then another one. And another. Then a video. Afterwards a bullet list. And... that's it.

    Nothing strange as the whole website is based on forum software. It may be robust and flexible as a forum, true, but really, really not as anything else. Not as home, not even as a blog.

    Home page is almost always custom made, hand-crafted by web designer. This is exactly what CMS are not able to provide.


    This is unacceptable so it's time to move on. Here's what awaits you.

    Everything old is new again

    Back in 1990s all websites were coded by hand. Yes, fire up the text editor and type, type, type.

    Handcrafted website creation has never been easier than today, in 2015. Now we have rapid templating, light markup and website generators. There is no need for huge databases for most of the tasks anymore.

    So, behold, the new home page.

    100% static

    No databases, no CMS. All content is created once at build time. Hence the site is fast, secure and flexible. JavaScript and browser features are used where we need interactivity.

    The look of 2015

    This home page actually stands out and catches the visitor's eye.

    New Wiki

    And yes, we have a new wiki (called docs).

    No more MediaWiki, no more databases. Pages are stored in plain text and may be easily edited in Notepad (although I recommend Atom, hehe ;-) ).

    Docs use AsciiDoc for markup now. The preferred image formats are PNG and WebP (it's open and has better compression than JPEG and PNG).

    First-class localization

    Да. Ja. Oui.

    The new website is multilingual. Just try visiting the root of the site. If your browser language matches one of available locales, you'll be redirected. Otherwise you can choose the language yourself.

    Most importantly, all content is kept in sync. All translations are directly based on English source articles. Even if some parts are added, foreign visitors will still be able to read them untranslated.

    Feel free to help with translation, you can find instructions here.

    The new documentation is also fully localizable, just see the Russian example here.

    Streamlined workflow

    The new website is developed with git software and hosted on GitHub. This corresponds with Rigs of Rods main development which also occurs on GitHub. Therefore if you wish to report bugs or fix stuff yourself - you can do it the same way as for RoR itself.

    Free and open source

    In line with the project spirit the new website code is open source under the GNU Affero General Public License v3. You can always tinker with it, see how it works for yourself.

    About the forums

    vBulletin forum has served us well so far and there're no immediate deprecation plans. It will eventually be moved to, however.

    All hands on deck

    What you see is a developer preview right now. We need all the help we can get for porting content, weeding out bugs. Please visit our GitHub repository page for more information

    Thank you for reading, I hope you enjoy our work.

    Updated 3 Weeks Ago at 05:59 PM by skybon

  7. Quick note

    , 4 Weeks Ago at 11:30 PM
    Working on some good stuff for RoR community. Big surprise and new devblog by this weekend.

    Updated 3 Weeks Ago at 10:39 AM by skybon

  8. DevBlog: Progress report 05/2015

    , 06-07-15 at 02:38 PM
    Hello all RoR fans.

    Late as usual, I bring you an overview of development done during May.

    The project

    I'm happy to state RoR has a healthy pulse. The GitHub repository is greatly helping our development. The issue tracker is receiving a lot of submissions from users testing our latest builds, and the dev team does their best to attend to and resolve them. We're also receiving stars and attracting new contributors.

    Hiradur worked hard to set up Travis CI for RoR. It's a continuous integration service - it builts RoR regularily under linux to see if build passes OK. This is very important for us since we maintain both windows and linux compatibility, and from time to time, some windows contributions (ahem, mine...) break linux build.

    Max98 had a great idea to set up Gitter discussion board for RoR. Gitter is a browser based chat service directly linked to our repository. Great place for developers to meet each other and other community members to talk about technical aspects of RoR. And, it's already attracting new people who may contribute important knowledge to the project.

    The 0.4.5-NextStable

    It's still in development, there's still no release date and the purpose has slowly and silently changed. Original plan was to only make RoR stable, content-compatible and crash-free while ignoring performance and not adding any features. However, volunteer-based development progresses slowly and players are equally concerned about performance, stability, graphics, performance and gameplay experience as a whole. And yes, I know I wrote "performance" twice. So, the new motto of 0.4.5 is "All kinds of improvements, as long as nothing gets broken and it runs at least a little faster than before".

    The fix of the month are definitely FlexBodies. Somewhere between 0.39 and 0.4.0x they became malformed, as reported in this issue. In test build 3, they are corrrect again and faster than before, thanks to Max98.

    Another improvement is speed of vehicle loading. During testing, I got angry about vehicles taking too long to load, so I incorporated a tiny profiler into the codebase and started investigating. The major bottleneck were verbose logs I added to the spawn process. I added config options for them and made them disabled by default. Next, it got interesting - the bottleneck were FlexBodies, but curiously, not their generation, but finding LOD files in OGRE's resource system (which is super slow and targeted for elimination by OGRE team, btw). Since nobody seems to use the feature, I added config option to disable it by default. Next bottleneck was flexbody generation itself and I found a way to bypass even that - I added a cache support to flexbodies, so they are only generated once and saved as binary file to cache, subseqent spawns load it from the cache. Right now the feature is disabled by default, see file /resources/skeleton/conf/README.txt for instructions how to enable and test it. I have to say I'm quite proud of this improvement and I'm planning to use it in more areas of RoR to speed up loading even further.

    The future

    I've done enough dreaming in the last devblog post. Now I'm back to the boring but necessary fixing of vehicle/map compatibility. Current work: fixed objects on maps. But I can't resist the urge to slowly enhance the rig editor as well. Current work: flares. And finally, I also began attending to performance issues. Current work: adding a performance graph window to help pinpoint the bottleneck on various player hardware. This makes the development somewhat fuzzy and unfocused, but it's the best answer to the requests from the community.

    Have fun playing RoR!
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About Rigs of Rods

    Rigs of Rods is a unique soft body physics simulator.

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