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openOMSI 0.2.28

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@github-actions github-actions released this 10 Oct 22:44
· 391 commits to main since this release
Immutable release. Only release title and notes can be modified.

openOMSI 0.2.28

Early release, expect bugs. openOMSI needs an original OMSI 2 installation to run; it contains no game content.

New

  • AI traffic reworked.
    • It runs in fixed steps of 20 ms whatever the frame rate, and the cars are drawn between the steps, so they glide at 144 Hz as at 30 and decide the same at any frame rate. Each session's traffic differs (OMSI_SEED=n repeats one).
    • Junctions: a car keeps the way it took until its tail is through, room on an exit is promised to one car at a time, nobody follows a standing queue into a junction, a left turn at a signal pulls in to wait for the oncoming traffic, a priority sign beats an early claim from the side road, roundabouts give the ring the right of way where the map sets none, and [crossingproblem] works as in OMSI. Cars waiting for each other in a circle are found and let go safely instead of by timers.
    • Lane changes: one decision per car with the whole move checked against cars, people and the scenery, one car into a lane at a time, no back-and-forth, cars leave a lane that turns into a bus lane, and passing on the other half of the road gives up if somebody comes.
    • Bodies and braking: a separate emergency braking channel, the car's plan follows where its body really is, and cars stop before the scenery's walls and steer round corners instead of driving into them.
    • Bus stops: berths taken in turn, docking within tolerances, missed stops recorded, the doors close with the script's answer, and a bus serves a stop from behind one on its layover.
    • Fewer emergency brakes, close calls and stuck cars than before; random cars give up only after 200 s standing, as in OMSI.
    • Emergency vehicles (a car whose script sets TrafficPriority, the player's bus or a LAN player's too): the cars on its way pull over or open a corridor, it gets the junction and crosses a red light at walking pace, never through cars, people or a full exit. TrafficPriorityWarningNeeded follows OMSI's rule.
    • AI cars honk when somebody stops sharply in front of them or blocks them for long, and sometimes get honked back (ev_AI_Horn).
  • Developer tools (Ctrl+Shift+D): watch, set and hold a vehicle's script variables, overlays for paths, seats, boxes, axles, lights, mirrors and views, a mirror editor, and hot reload of .bus, paths, sound.cfg, model.cfg and constfiles.
  • Quick menu on a tap of Alt, as in OMSI 2 (12 tiles, the game keeps running).
  • Trip summary at the end of a trip: every stop with the times planned and driven and the odometer, to copy or save (Settings → Gameplay → Trip summary).
  • View editor (Options → Camera → Edit the view and mirrors): eye position, direction, field of view and each mirror, saved for the vehicle.
  • Destination form: a route number and two lines of free text for script-drawn displays.
  • F4 map: a click asks whether to move the vehicle there, anywhere on the map.
  • Bus radio sounds from the cab, with optional small-speaker, FM hiss and dropout effects (Settings → Sound), and the scripts can read the station and the song (GetRadioName, GetRadioSong).
  • Headlamp shadows: the bus's own headlights cast shadows (Enhanced).
  • [spotlight_cookie]: a vehicle lamp can carry a picture of its beam; [led_glow_effect]: a model sets its LED glow per material. Both are documented in FORMATS.md and MODDING.md.
  • Configurable door buttons on phones (#2134, by @isaacsa2).

Changes

  • Faster starts. The game's window shows its loading screen at once and stays responsive while the shaders are built; the launcher draws its page from the first frame and loads the 3D preview after it.
  • Less work per frame: the script engine, the AI cars' sounds and materials, the timetable paper, departure boards, scenery scripts, the light grid, ray tracing (Enhanced+, about half the CPU time), render bundles and texture lookups; the settings file is read once.
  • Smooth view changes as in OMSI, and the steering follow only in the standard driver's view.
  • Velocity is the driven wheels' speed (wheelspin and locked wheels show in it), Velocity_Ground the body's, as in OMSI.
  • Choosing a duty no longer types into the IBIS or the roller blind, as in OMSI 2 (Shift+U and --autostart still do). GetTTDelay is whole seconds.
  • Clouds: a deck's underside keeps the shape of the heaps it is made of (#2171, by @NACHN).
  • Low sun: rough roads no longer glare; Enhanced paint reads its reflection map as OMSI does, and windows with one show the lamp-lit street at night.
  • Integrated GPUs get the texture memory their driver reports (#2115, by @anonchan958).
  • Outside sounds are muffled in the closed cab, and the cab and street sounds crossfade as you walk in or out.
  • Rail vehicles follow tracks and grades more precisely (#2122, by @Maarceeli).
  • Text fields in the launcher: selection, word-wise moves, copy, cut and paste.

Fixes

  • Photo mode: a steering wheel no longer turns the camera. While it is open the wheel, the pedals and a joystick do nothing; its camera listens to a gamepad only.
  • Scenery drawn as a surface layer keeps its cut-out picture instead of being eaten by the road under it, the parked buses of the Hong Kong maps for one (#2142, by @KYChung1287).
  • Windows: no white rectangle at a session's start. The window is shown only once it has a picture.
  • Android: the launcher starts much faster and no longer shows the wallpaper before it; a start cut short still saves the shader cache.
  • DirectX 11 (ANGLE): the launcher draws again instead of a black window (#2140, by @isaacsa2).
  • Crossed-card trees face the way OMSI turns them.
  • LED matrices with [matl_alpha] after [matl_change] no longer show every dot lit.
  • Clear glass: no grey veil from lamps, and displays behind it no longer ghost (#2161, by @SpicySpaceman).
  • Instrument backlights are readable at night with the lights on (#2127, by @shamough1792).
  • Bus stop displays show the timetable's destination (#2125, by @SpicySpaceman).
  • Tunnel entrances are no longer walled off by stretched terrain (#2130, by @juanjopuntcat; #1472).
  • A mod's lowercase texture folder no longer hides the original's textures on Linux (#2119, by @artemix1508).
  • Linux force feedback for wheels without a gilrs mapping (#2168, by @YanisK33).
  • Android: the pause menu scrolls by touch again (#2139, by @isaacsa2; #2108).
  • [illumination_interior] lists ignore -1, out-of-range and repeated lamps.
  • Wheel spray no longer shows inside the cab.
  • The "playing now" service and the PR build comments are hardened against bad input (#2151, by @isaacsa2).

Downloads

Platform Download
Windows x64 openOMSI-0.2.28-windows-x64.zip
Windows ARM64 openOMSI-0.2.28-windows-arm64.zip
macOS (Apple silicon) openOMSI-0.2.28-macos-arm64.zip
macOS (Intel) openOMSI-0.2.28-macos-x64.zip
Linux x64 openOMSI-0.2.28-linux-x64.zip
Linux ARM64 openOMSI-0.2.28-linux-arm64.zip
Android (arm64, 8.0+) openOMSI-0.2.28-android-arm64.apk
Dedicated server, Linux openOMSI-0.2.28-server-linux-x64.zip, openOMSI-0.2.28-server-linux-arm64.zip
Dedicated server, Windows openOMSI-0.2.28-server-windows-x64.zip, openOMSI-0.2.28-server-windows-arm64.zip