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openOMSI 0.3.37

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@github-actions github-actions released this 18 Oct 01:39
· 1809 commits to main since this release
Immutable release. Only release title and notes can be modified.
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openOMSI 0.3.37

Early release, expect bugs. openOMSI is in an early stage of development: things may be missing, broken or change between versions. Please report problems in Issues or on our Discord server. openOMSI needs an original OMSI 2 installation to run; it contains no game content.

What's new in openOMSI 0.3.37

Changes since 0.3.33, the previous stable release:

Highlights

  • A new navigator, in the style of Apple Maps. Every map is drawn from the map itself, no map package needed: green land, fields, water, woods and trees, rail and tram lines, paved roads and yards, and the houses standing in 3D with lit walls and soft shadows. The navigator is a rounded map with floating cards: the next turn and its street, the time and temperatures, your speed with the limit sign (red when too fast), and the next stop with its line, distance, time and delay. It can be a widget you drag anywhere and resize.
  • Optimise for my PC. Pick a frame rate to aim at (Automatic, 60, 90, 120 or 144 fps). During your next drive the game measures for about a minute, tries lighter settings one at a time and keeps only those that really bring frames; a PC with room to spare gets a finer picture instead. Your settings are saved first and Restore my previous settings brings them back in one click. In the launcher's Graphics settings and in the game's Options → Graphics.
  • The Drive page on one screen. The map, the line and tour, the roadbook, the bus and the start together, in the layout the community chose: Big Map (the default), with Control Room, Classic+ and Classic in Settings → Launcher layout. The menu on the left is in parts (Play, Content, Options, Help) and folds down to its icons.
  • Installers. A Windows installer (per user, no admin rights needed) and a macOS disk image to drag onto Applications, beside the zip files.
  • Multiplayer with a code. Multiplayer has Join friends and Invite friends: type a code, check the host, map, players, time and weather, pick a bus, then Join and drive. Hosting goes to the Drive setup in one click. Each server also gets a protocol choice (Auto, UDP or WebSocket).
  • Dedicated server administration. An admin and a moderator role, an Administration menu in the game (Esc) and a web panel at /admin/ with players, search, send away, chat, clock, weather, traffic and passenger density, plus an audit log. New run-server.cmd / run-server.sh start scripts ask for the OMSI 2 folder and settings the first time.
  • Wheels work like in OMSI 2. One button can do several actions at once (all doors, a light and its switch); a new Continuous switch repeats an action while the button is held; one click makes the hat look around; Keep driving in the background keeps the wheel, pedals and force feedback working when another window has the focus; and Radio: on / off plays the internet radio in a bus without a radio of its own.
  • Rain made anew, and snow that builds up. A quarter of a million fine drops worked out on the GPU, splashing where they land and staying put when the camera turns. Rain and snow stop at roofs, bridges and shelters. Snow settles on buses, cars, houses and verges, and thaws above zero and in the rain.

Driving and gameplay

  • Driving off the road soils the bus: mud in the wet in a few minutes, dust in the dry more slowly.
  • Save slots: the pause menu's Save to a slot... saves to a new slot or over an old one, and the launcher's Continue card deletes saves.
  • Tomorrow.io weather that follows the map's area while you drive (with your own Tomorrow.io key and the map's openomsi_weather.cfg).
  • An option to start new buses with a full fuel tank.
  • A Gameplay option to keep passengers from reacting to bad driving (on by default).
  • The timetable window shows the expected arrival time.
  • The fleet number can be typed in, and picking a bus chooses a random fleet number.
  • A map's HOF file is shared with every bus automatically.
  • Touch pedals have a rest zone at their foot, a softer start of their travel, and their length in the settings.
  • The steering wheel comes back after a turn the way a bus's does: gently at town speed, without swinging past the centre.
  • The simulation runs on its own thread by default, and AI cars no longer shake back and forth when it does.

Navigator and maps

  • Every bus, tram and train of the timetable is on the maps, gliding along its route. Other players of a LAN session or server show as named markers.
  • Line timetables in the lines panel: departures by day and direction, and the time at each stop on the map. Read only when Timetable is pressed.
  • A map's package can name its places: icons, names, regions, and the street and municipality under the bus. On maps without street name signs, an add-on's own name plates and the stops name the streets.
  • The city map tilts into 3D when zoomed in and lies flat from far (its own 2D/3D button and the 3D buildings on the map setting).
  • Traffic colours follow how fast traffic flows: cars waiting at a red light are no jam; slow, heavy and standing traffic show amber, red and dark red.
  • A way back to the route is the quickest to the route's end, counted in time with turns, and no longer leads back to a part already driven.
  • The navigator's map moves smoothly, shows only the buses really on the road near you, and zooms in for a turn.

Graphics

  • The sun is back in the sky in Vanilla and Vanilla+, drawn as OMSI 2 draws it.
  • In Enhanced+, a bus's lit switches and gauges keep their texture at night instead of glowing as flat white patches.
  • Parked cars no longer look like see-through ghosts in Enhanced and Enhanced+.
  • Car and bus windows no longer wear a grey sheen in Enhanced on overcast and foggy days.
  • From the cab, other vehicles' lamps no longer light the inside of your bus or the road ahead through its body.
  • Some street lamps no longer draw a dark disc on the ground round their pole.
  • Enhanced: a wet bus mirrors the street.
  • Grass and earth no longer shine like wet asphalt in the rain.
  • A road's painted lines are drawn over the crossings and junction plates laid over it, as in OMSI 2.
  • Tinted bus windows that share their texture with the body are blended instead of drawn black.
  • A bus's invisible cover hides its sun blind again instead of showing a light blue patch.
  • Textures stay sharp on a graphics card of its own: their share grows to half of the video memory.
  • It rains again on computers that fell back to the basic pipelines after a graphics failure.
  • Puddle reflections have a Low and a High quality.
  • The resolution set in the settings now sizes the 3D picture in fullscreen too.

Performance

  • Less CPU and GPU time per frame: a shorter ambient occlusion prepass, AI cars that keep the bend speeds ahead, late passes finished on helper threads, lighter culling, and a navigator that draws only what its camera sees.
  • Above 60 fps, the Enhanced sky costs less GPU time. Night in the city costs less: each place is lit by its strongest lamps, as OMSI 2 did.
  • The launcher's route map opens fast and follows the mouse smoothly on big maps (Berlin-Spandau's preview in about a second instead of 88 s), with the map's own green around it.
  • The Drive page's map moves and zooms smoothly on large maps.

Launcher

  • The settings warn when a choice can cost many frames per second.
  • Current time and Current date buttons beside the start time and date.
  • The route map draws the game's own city map, with a light and a dark look after Apple Maps, and flies to a new trip instead of jumping.
  • Each tour says how long its trips take, and depot runs are labelled in the trip list.
  • The bus preview follows your graphics settings and stands in a photo studio, and it fills its side of the bus picker for every bus.
  • The line list no longer covers the tour list on maps with more than eight lines, and a long bus name no longer makes the drive panel scroll sideways.
  • Content test in Settings replaces the Model test page: any bus, map, mod or file is loaded the way the game loads it and every warning is listed. Its bus list can be narrowed to one maker. From the command line: openomsi --check <file or folder> [--deep].
  • On Android, screenshots show up in the phone's gallery at once, and the pause menu has its Screenshot line again.

Multiplayer

  • LAN players see each other's vehicle variables, texts, script textures, sounds and AI timetable behaviour, with smoother door and model animations. On foot, Ctrl+Alt+S asks a nearby bus to open its door.
  • Players' buses go to the server by their content: a server that lacks a player's bus gets just the files of that variant and paint, and keeps every version its players send.

OMSI 2 compatibility and modding

  • Several [visible] conditions of a mesh combine, with [visible_range], ! and || (see docs/MODDING.md).
  • Scripts: {else} chains and $SetLength work as in OMSI 2 (the DBC Chicago Citybus farebox and the Kruger++ matrix display are fixed), and the latest $msg of your bus's scripts shows as a note.
  • Script init blocks get a larger instruction budget than a frame.
  • OMSI 1 AI lists are read as OMSI 1 writes them (OMSI 1 Velbert has traffic again).
  • Mip maps, lamp effect bitmaps, trees past their tile, coupled train cars' lamps, traffic light requests, level crossings, timetable buses at their last stop and passengers' stop rules all behave closer to OMSI 2.

Translations

  • Serbian Latin added and polished, French in-game messages, tips and menus, and complete Traditional Chinese hints and controller notices.

Safety

  • Updates and downloaded packs unpack more safely.

For server owners

  • An admin_password or moderator_password shorter than 12 characters now lets nobody in (the log says so; the start scripts ask for a new one).
  • A server.cfg without admin_web has the web panel off until it says admin_web = local.
  • New keys: passenger_density, accept_uploads, uploads_keep_days and share_maps (a new server.cfg says 0; one without the key keeps passing the map on). See docs/SERVER.md.

Downloads

Platform Download
Windows x64 openOMSI-0.3.37-windows-x64-setup.exe (installer) or openOMSI-0.3.37-windows-x64.zip
Windows ARM64 openOMSI-0.3.37-windows-arm64-setup.exe (installer) or openOMSI-0.3.37-windows-arm64.zip
macOS (Apple silicon) openOMSI-0.3.37-macos-arm64.dmg (disk image) or openOMSI-0.3.37-macos-arm64.zip
macOS (Intel) openOMSI-0.3.37-macos-x64.dmg (disk image) or openOMSI-0.3.37-macos-x64.zip
Linux x64 openOMSI-0.3.37-linux-x64.zip
Linux ARM64 openOMSI-0.3.37-linux-arm64.zip
Android (arm64, 8.0+) openOMSI-0.3.37-android-arm64.apk
Dedicated server, Linux openOMSI-0.3.37-server-linux-x64.zip, openOMSI-0.3.37-server-linux-arm64.zip
Dedicated server, Windows openOMSI-0.3.37-server-windows-x64.zip, openOMSI-0.3.37-server-windows-arm64.zip

The SHA-256 of every file is in SHA256SUMS: sha256sum -c SHA256SUMS --ignore-missing checks the ones downloaded.

Thank you

A big thank you to everyone who made this release: @thibautgnt, @fsalexandre, @turbo-devv, @isaacsa2, @ThiBot77, @lmonteirotech, @shamough1792, @kizule, @trolley813, @rawin187, @dxox57, @alecks, @VlastikYoutubeKo and @Burst99325 for their pull requests, and to every player who reported a bug, tested a beta or voted for the new Drive page layout. openOMSI is built by its community, and this one is yours. 🚌