quinta-feira, 1 de dezembro de 2016

Cabin paint job packs for Finland and Belgium

Cabin paint job packs for Finland and Belgium

We are continuing our effort to expand the range of national motifs for the Euro Truck Simulator cabs with two more paint job sets. This time we went on a trip to Finland and Belgium. We hope that especially the players from the two countries will enjoy our creative design of these two new Euro Truck 2 DLCs: Finnish Paint Job Packand Belgian Paint Job Pack.




terça-feira, 29 de novembro de 2016

Vive La France ! Map Expansion Next Week

Vive La France ! Map Expansion Next Week


We're ready to let everyone know when you will be able to hop into your trucks and start exploring the roads of beautiful France!


"Vive La France !" map expansion for Euro Truck Simulator 2 is going to be released December 5, 2016. To be more specific, we are aiming at 4 pm Prague time (GMT+1) on Monday, that's when the activation keys should be enabled and the DLC will be ready for download and purchase.

We are going to price it the same as Scandinavia map add-on on the channels that are under our control (like Steam - here is the "Vive la France !" coming soon page). There may be small price and timing differences on local markets, in retail, or at places like Amazon, where we do not have the power to enforce strict pricing policy.

Everything is happening very quickly, we were still not sure about the final date a week ago, as we have been thoroughly testing and polishing the DLC pretty much until today. Now we want to give you a chance to play the expanded game as soon as possible. A week of preparations is sufficient to arrange the release on digital channels, but our retail publishing partners will be struggling with manufacturing deadlines, so some sales channels may take longer to stock the add-on.

sexta-feira, 25 de novembro de 2016

The Roads of Vive la France !

The Roads of Vive la France !

Next week, we will make an anouncement regarding Vive la France! DLC which we believe will make Euro Truck Simulator 2 fans very happy. Until then, we have a picture to tease you with! :) It may actually answer some of the questions that we get bombarded with...

sábado, 19 de novembro de 2016

Em direção à FREEWAY!

Galera, primeiramente peço desculpas por estar meio ausente, mas isso não quer dizer que o mapa foi deixado de lado! Depois de demorar muito, a ''reescala'' do mapa original do ATS (American Truck Simulator) finalmente saiu, e com ela vários outros modelos e recursos que poderemos usar! Aqui a baixo tenho algumas fotos, nada muito extraordinário porém ''é o que tem pra janta''.




terça-feira, 15 de novembro de 2016

ATS World Rescale Open Beta

ATS World Rescale Open Beta

We are ready to show you our progress at the American Truck Simulator map rescale project!

Some places could still benefit from additional love, but the pieces of the puzzle are already in place, and now we would appreciate your feedback. Please keep in mind that our goal was not to completely rebuild the whole world, so set your expectations accordingly. Changing the scale from 1:35 into 1:20 gave us a lot more room for better placement of intersections and interchanges, and a chance to introduce some roads and places for which there was not enough space in the old map. But we've kept in place the parts that were working as expected in our view, so of course you will still recognize most of the destinations.

So, what to expect of the (Open Beta of) ATS version 1.5?
Scale
It's bigger! You will understand it once you start the game.


New chassis options (6x2 & 6x2 Midlift)
There is an option now to choose 6x2 chassis or 6x2 chassis with lift-able axles (lifted axles avoid unnecessary tire wear when the weight distribution stays within legal limits).
Weight stations
We have improved how they operate to better reflect reality. A message will always pop up before you apporach a weight station telling you if you can bypass it (green light) or you have to go get checked (red light).

Parking brake behaviour
Thanks to pneumatic safeguard you have to manually disengage parking brake if you had low air pressure previously.

Map projection
We are now using Lambert conformal conic projection (LCC) instead of Mercator projection so it will more accurately show the area and shape of each state as you are used to from any other source.

(Apart from these four new crucial changes, any new features recently introduced to ETS2 Open Beta are present in the new update of ATS too)
Anyway, time to get behind the wheel and see for yourself! There are so many miles waiting out there for you to explore and enjoy - like steep hill climbs to familiar places (or brake-busting downhills!), a new city and yet more. 


As with any open beta we are looking forward to hearing feedback from our players! Please visit our forum where you can find and participate in relevant discusions under topics like SCS Site discussion and American Truck Simulator Section.

Blender Tools Update

Blender Tools Update


It always makes us feel both proud and humbled when we see that there are so many brave souls out there creating mods for our games. We may not be able to monitor everything that is happening in the modding community, but we have seen a lot of incredible mods over the years.


Most mods require tons of time and hard work to create, and after that, yet more attention and patience is needed to maintain them so that they are compatible with new updates of our games. We keep trying to improve the tools available to modders, and today's topic is about another step in this direction. A new improved version of SCS Blender Tool has just been released. (If you are wondering what this is all about, here is an earlier post about how it all started.)

We've created a short video overview showing some of the changes and new additions in this update:


We've also prepared a more extensive change-log for those who appreciate more detailed knowledge of the changes:
  • Added support for one-click setup of environment lighting loaded from sun profiles SII file (eg. /def/climate/default/nice.sii). This enables the best possible preview of a model in game like environment.
  • Asynchronous paths initialization on startup, resulting in faster Blender startup and faster blend files opening
  • User option to load all libraries and resources from sibling "base" directories also (by default off)
  • Ability to reload library on the fly beside the setting where it is used (eg. Hookup Lib can be reloaded in Model Locator Settings)
  • Improved material flavors behavior, with implementation of filter for non existing effects combinations (prevents user to create non existing effect)
  • Added support for creation of SCS Locators and SCS Root via standard Blender add menu (menu accessible via Shift+A in 3D viewport)
  • Normal maps properly visualized in 3D view even if active UV layer on object is not the one used for normal maps calculation.
  • Reloading shader presets only when cache is out-dated (again speed-up of opening blend files)
  • Updated Prefab Locators flags:
     - added Map Point split lanes setups,
     - added Weight Station CAT Spawn Point type,
     - added Traffic Semaphores types: Traffic Light (virtual), Barrier - Automatic.
  • Improvements & Fixes:
      - fixed unpropper UI snapping of TOBJ settings,
      - ensuring same order of bone channels in PIA export (useful when working with VCS),
      - negative add ambient material values supported in export and also visualized in Blender 3D
         viewport (more info here),
      - properly reported python error on screen and in BT log while importing/exporting
      - rejecting wrongly named SCS Root Object on export (more info here),
      - reporting missing UV layer used for normal maps on export,
      - reporting multiple animations with same name overwriting each other on export,
      - properly handling none existing UV mappings aliases on import (most properly produced with ConverterPIX),
      - fixed Blender crash if rapidly enabling/disabling SCS Blender Tools add-on,
      - fixed error on import if no 3D viewport is found or active object is on currently hidden layer      in scene.