Changes in the download methods

Since 2013, our paid download service has been strictly set to $1 per download and we have kept that unchanged. Initially our payment gateway only supported USD. Times have changed, as has the popularity of our mod and the infrastructure we are hosting it on, therefore we have now changed the currency to EUR.

Why is the Euro a better option for us today?

  • the vast majority of ProMods users are European
  • the Euro is a leading worldwide currency and still gaining popularity
  • our payment gateway partners now finally support Euro payments
  • all of our infrastructure and server hosting bills are paid in Euro
  • PayPal takes a big chunk in fees for every Dollar exchanged to Euro

We are aware that changing the currency increases the price slightly, but we believe this shouldn’t be a major issue for our loyal fans. There is no plan to increase or change our pricing further, any time in the future. The main pack is set to €1 and the TCP to €0.50.

While our funds will increase slightly we can spend more money on our core infrastructure, amongst which the free download servers. Thanks to this change we can now offer a 50% speed increase on the free servers, to 300kb/s. The maximum amount of concurrent downloads remains set to two.

About our server infrastructure

Maybe you wonder what your €1 contribution means to us? Well, we use it to keep our infrastructure running and we cover our software licenses to keep expanding the mod.

Our main front-end systems run on on a network of servers hosted by Linode in Frankfurt and New York, and they are cached in the cloud globally by CloudFlare. They include two web servers that host the forum and the blog, a database server and a development server for the production environment of ProMods.

Paid downloads are hosted on servers provided by Amazon S3 and cached worldwide, through our partner Payloadz.
Free downloads are hosted on servers provided by Scaleway in Paris and Amsterdam. We scale these servers based on demand, and we typically use at least four to cope with a new release launch.

When we started in 2013 we hosted the mod on a simple file-sharing site, but it was enough to crash the website instantly. We had never imagined in our wildest dreams that our project would grow this big. On average ProMods generates a whopping 100TB of data traffic every month. Enough to get us lifetime bans on popular file-hosting sites.

Each month, the combined websites serve almost 40 million requests and despite DDoS protection, there are still 50,000 attempts to attack our site.
As you can see, these systems require money to keep ticking. Your contribution helps us paying for these servers and delivering our mod.

Alternative payment options

We often get questions about alternative payments by members  “not wanting a PayPal account”.
First of all; you can use a credit card without logging into PayPal and creating an account.
If you do have an account but require alternative means to top it up, you can bank transfer funds to your PayPal or use PaySafeCard to do so.

Unfortunately we currently do not have a solution for countries where PayPal is blocked by the government, our apologies for that. We can however reveal that our partner Payloadz is looking to support multiple alternative payment gateways some time in 2019.

Thank you so much for supporting ProMods!

Happy New Year!

It’s time to take a look back at 2018, which was a special year for our team. We celebrated the 5th anniversary of the release of ProMods 1.0! We expanded to the southeastern corner of Europe with Greece and Cyprus in version 2.3 of the map. We filled in more and more gaps in the map with all the details and unique places which keep the game interesting. And we also added support for the Special Transport DLC including new custom routes, with more to come in future map versions.

We Wish You a Happy New Year!

What’s in store for 2019? The next major version of the map will contain the new scenery of SCS’ Baltic region combined with a merge of our own work in the Baltics, so you can enjoy the best of both worlds. Please note, from then on, the “Beyond the Baltic Sea” DLC will be required for ProMods.

Work also continues to merge SCS’ rebuilt northern Germany with our previous work from the Autobahn Rebuilding Project. Merging projects of this scale is difficult; it’s not as simple as just joining together sections of SCS and ProMods mapping like a puzzle. Much of the northern ARP is a few years old by now, meaning that we have to perform asset upgrades for it not to look dated next to SCS’ more recent and polished work. In some cases it’s easiest to start over, so you can expect some brand new work in the next big update.

We also hope to bring you some major updates to the Trailer and Company Pack during 2019. The mod had to be restructured in 2018 due to SCS’ new trailer and cargo system, which has laid the groundwork for it to receive new content and quality upgrades.

You can always follow our development on our forums to get the latest news about the regions we are working on.

We would like to thank all of our fans for their dedication. Our community is still growing and we’re close to 40,000 followers on Facebook and 9,000 followers on Twitter. Thank you and enjoy the new year!

Translators wanted!

The upcoming release 1.33 of Euro Truck Simulator 2 will add new localisation options in the game.

In order to make ProMods fully compatible with those updates we are looking for volunteers that are willing to help us translate a few strings that will be included in our mod pack.

If you are fluent in English and speak one of the languages below, please reach out to us:

  • Catalan (ca_es)
  • Basque (eu_es)
  • Galician (gl_es)
  • Croatian (hr_hr)
  • Georgian (ka_ge)
  • Korean (ko_kr)
  • Macedonian (mk_mk)
  • Silesian (pl_si)
  • Slovakian (sk_sk)
  • Ukrainian (uk_uk)
  • Vietnamese (vi_vn)
  • Chinese (China PRC) (zh_cn)
  • Chinese (Taiwan) (zh_tw)

ProMods Hotfix distribution

We are trying a new way of releasing quick, snappy, fixes to common problems that are discovered in the release and that have not been noticed during beta-testing.

Because of the size of our mod it is a very complicated process to release updates quickly, and we also do not want to force people to obtain updates all too frequently.
So we are now trying a new way of fixing these issues with a rapid deployment hotfix system.

The way it works is the following:
Problems that are reported on our forums are repaired within a matter of days, the hotfix gets updated and is then released when a large number of issues are solved. It does not make sense to release updates for 1 or 2 issues, nor does it make sense to release a hotfix every other day.  But at least this way we are able to tackle most critical problems rather quickly without forcing users to download 1.5GB of data on a regular basis.

When a critical number of hotfixes is reached, a minor patch will be released for the game, for instance 2.16 to 2.17.
Small glitches like grass on the road or a misplaced sign are not worth hotfixing and they will be updated for future major releases (2.20, and so forth).

We have received a lot of criticism and many insults from users who believe that we should check every nook and cranny of the map before releasing an update.
The reality is that this is not possible because of the size of the map. Even if we had a team of 500 beta-testers there would still be small issues that would not be discovered during our testing phases. Every map mod that currently exists has flaws in places, and even the official SCS DLC’s have issues despite being rigorously tested for months. On a relative scale ProMods has very few issues measuring the size that the map mod stretches.

Then there is also the issue that sometimes problems occur in areas of the map that are unchanged. For instance the “sinkhole” prefab on the E4 motorway near Stockholm was never tested because nothing in this area had changed in the update. What happened was that one of the prefabs got corrupted during conversion from game version 1.26 to 1.27, and it was not noticed because there was no reason to suspect that. A similar thing happened with the snow spray roads in Romania. Issues like the aforementioned can now be resolved in the hotfixes.

Since update 1.27 there are several places on the map where AI cars are disappearing in areas where 5 lane roads have been used. This is caused by a change in the code of the game by SCS and we are currently not able to fix this problem without their help. So you will have to endure seeing cars disappear in these areas unfortunately.

Because the hotfixes are largely untested they are issued on a “use at your own risk” basis. This means that we only recommend our advanced (and most critical) users to use these hotfixes.
For all other users we recommend waiting until the next stable release of ProMods is announced.

It is also important to note, that when you report a bug on the forums you make us aware which hotfix you are using.

When using the hotfix please make it the highest priority, (above all other mods in the mod manager), or it will not work.

You can provide feedback on this new method on our forum.

You can find the latest hotfix updates in this thread on the forum as well.

 

Concept text from developers – DeusHorzon’s Balkans

After more than a year’s wait, the developers are sending in answers, which means that you can expect to see more interviews from more developers here, in the ProMods Blog!

So while you’re enjoying the content offered in ProMods 2.1, the team, as always, is working on even more areas so that you always get new content in every major update. This week I, tkk7406, interview one of our developers, DeusHorizon, who is currently working in Serbia, but has been working in Romania and Bulgaria too. Since the last interview with MIRFI, I’ve added a few more questions in order to give you more information from the developer and their work. Now, let us see his responses to our renewed questions!

1. Which countries and which cities have you/are you/will you work on?

I have been… or rather I am currently working on Romania, Bulgaria and Serbia. My first attempt to build a realistic city was declined because it was unsatisfactory quality-wise; it had a feeling of the village or a small town which didn’t feel right for a huge coastal Romanian city. After finishing Constanta, I had no idea where I would be working on next but thankfully, Nico, who is one of the founders, suggested rebuilding Ruse which was a magnificent idea! Many many months later, this city located in the northern areas of Bulgaria was finished and it is and will be my most enjoyable city I have ever made. However, like before, I got stuck with the question “Which city or town should I build?”. That’s when MandelSoft, our lead developer, gave me two options – Bulgaria or Serbia. I chose Serbia as it seemed to me a more attractive option, and I still love building it!

2. Why should we drive in the cities you made in your opinion? What makes them stand out from the other cities in your opinion (scenery, buildings etc.)?

Ruse, Novi Sad and Subotica were built with a different style over most of the existing cities. They are also cities which existed in ex-communist regions which also gives them an even more unique look.

3. What can we expect to see in the cities you’ve built? Is there anything new in them that we’ve never seen in ProMods so far?

People can expect to see realistic scenery and find many custom-made gas stations, companies and services which enhance the unique feeling from each city while at the same time provide realism.

4. Was it difficult to build these cities? Were there any challenges along the way?

Yes, most of the challenges mainly occurred in Ruse because of hilly terrain. It wasn’t my strongest point at all because I wasn’t experienced in creating mountainous terrain landscaping skills, but problem was solved quickly. It’s always these challenges that enhance my skills more and more as time goes on.

5. Did you enjoy building these cities?

By building such good-looking and unique cities, I found they gave me a unique experience in the map editor too! I really loved building Ruse and still love to build industrial part of cities such as Subotica and Novi Sad.

6. Which is your favourite road/city/spot in these countries? Which place would you recommend us to go to?

All of cities deserve a visit. The northern areas of Serbia have many open plains with enjoyable scenery in the cities and countryside. I would suggest people to explore all of N. Serbian cities and roads to experience a unique Balkan feeling.

On behalf of the ProMods Social Media Team, we’d like to thank DeusHorizon for his time and let him continue with the exciting project of developing Serbia. The images between the questions and answers were all taken from him in Novi Sad.

The Poland Rebuilding Team

A joint project, building on a new reality

Dear ProMods users,

As you may have noticed while you were driving on ProMods 2.0, a large portion of Poland has been reconstructed. ProMods 2.0 marks a great milestone, since this is the first version where one of the most popular map addons, the Poland Rebuilding project, is fully integrated in the main ProMods map. Unlike what most people outside the Polish Euro Truck Simulator 2 community think, this map project is not a one-man project, but has a whole team behind it. Today we want you to give you an impression what happens behind the scenes, who is in the development team, the project’s history, current work and future plans.

Gdansk

First and foremost, we would like to highlight the excellent cooperation with other ProMods team members over the years, even in the time before the integration of the map. Both maps are meant to work complementary with each other, and their combined use was popular among the community. The full integration of both projects was only logical, and it was already planned to happen at some point.

The Poland Rebuilding project – Initially named as Map of Home Rebuilding project – is one of the few Polish projects that survived the constant patching of Euro Truck Simulator 2 by SCS in the past 3 years. These patches often come with game engine or modding changes, which can cause compatibility issues with mods, which in turn causes frustration to the mod developers in order to keep their mods compatible with the latest version of Euro Truck Simulator 2.

Reda

It all started with the Europe Rebuilding project by satan19990, to whom I would like to thank for starting this great adventure. It was at that time, I took my first steps in the editor, getting to know the tools and getting myself familiar with the rules of the game. At the same time I met another user called _PMA (I still remember this nickname quite well). It was hard working on the map, and despite all the major game changes and compatiblity issues, the Europe Rebuilding map still remained active. But this was not without struggles when updating the map to the new specifications. Due to all the problems, I even got near the point to shut down the project for a few times. Thankfully, I could still count on my friend _PMA to help me out and thanks to him I’ve learned a lot. At this point it was time for me to take over the leadership over this project under the name of ‘Poland Rebuilding’.

I would like to introduce you to our Map Makers, the people who are the working force behind the map: Czaja, Desirae, GrakuPL and MirM (the tester). They are passionately putting all their effort in recreating familiar Polish sites you can see from behind the window of your  truck. It is currently the best team with which I had the pleasure to work with. And let’s not forget about all the other people that helped us to a lesser extent, like modelers for example.

Szczecin

Our current work focuses on the Northern and Central part of Poland. With a complete overhaul of i.e. the Gdynia/Gdańsk area, some parts will be a pinnacle within the Poland Rebuilding project and ProMods in its whole. We want to appease all our fans, eagerly waiting for new cities and areas. We work from throughout Poland one area at the time. We are planning to completely rebuild Poland entirely to our own liking, and whatever the map scale allows us to do. We did encounter a delay, due to work on the full integration of this Project into ProMods 2.0, which not only improves compatibility between the two, but also allows an even more comprehensive co-operation. We hope that this integration statisfied many players and other ProMods users who may not have tried Poland Rebuilding up to this point.

I would like to thank my team and the ProMods Team for all the help and may this co-operation be beneficial for us all. I wish many kilometers of fun trucking to all the players.

RadolSzczecin
Lead Developer of the Poland Rebuilding section of ProMods

The Second Anniversary of ProMods.net

Promods_2years

Hello community!

Today we are celebrating the second anniversary of ProMods.net! With a forever growing number of fans, over 170 000 people have joined the fun on our website, making ProMods the largest fan forum in the Euro Truck Simulator 2 community! Now is a good time to set things in retrospective to see how our humble project could grow to something this big…

ProMods started around three years ago as a two-man project between Scul and Nico. Their initial plan was to build Scandinavia for Euro Truck Simulator 2, called the Scandinavia Map. This would eventually become ProMods 1.0, which took ten months to complete. At the first release of the ProMods map, the website ProMods.net was opened to the public, exactly two years ago on this day.

Throughout the years, the team grew in size. Kutchek and MandelSoft joined quite early on after the website launched, and other team members with their own set of skills were invited and joined the team. Our current mapping team has 18 members and we are still looking for new members.

But not only did ProMods grow in size; it also grew in quality. Innovation has played a big part in the ProMods history. We don’t profilate ourselves that we try match SCS’ quality; we strive to go beyond that, to find new ways to design roads, landscapes and decoration. Pushing the boundaries, so to say. And we will keep on doing that to give you an increasingly better map.

We are more than just a map mod; we are a modding platform and a community. Our forums are full of activity of our fans and we even have recruited some of our developers on the forum that convinced us about the quality of their work. We have merged the Italy Addon mod in ProMods and Poland Rebuilding will be fully integrated into ProMods 2.0 in the future.

Therefore, we would like to thank our team members for all their effort and countless of hours they have put in the map to make it the map that it is today. We would also like to thank our moderators that keep our forums tidy and under control. We would like to thank our beta testers for their efforts to catch bugs for us to solve before the public has to deal with them…

But most of all, we would like to thank all of our fans that supported us, follow our work and that help other players out when they are having problems with Euro Truck Simulator 2, ProMods or any other mod. Without you, ProMods could never have become this big. As a little gift, we will add a special ProMods 2nd Anniversary truck skin for the Mercedes New Actros and the ProMods 2nd Anniversary trailer for you to drive with. You can pick it up from here.

 

ProMods is not just a map. It’s a community!

 

Happy Trucking!

We’re Back Online

Server-diary

Most of you may have noticed a blackout of promods.net websites. This was caused by a corrupted hard disk on our server. Fortunately no data was lost, so we could start from backups on a temporary hard disk. The second maintenance offline period was nescessary to replace the corrupted hard disk by a new one and move all data to it. Now everything is up and running again. Thanks for your patience!

What about another host?

Some people suggested to move to another host service. But we believe that we already found a powerful one: LeaseWeb, based near Amsterdam, The Netherlands.

Just to give you an impression why we need to run our services on such a professional host:

Our WIP folders contain about 10 GB of data and we’re working with 16 developers in parallel on the various projects all over the map. To manage this, we use a professional document management software (SVN).

Our current release has a size of 1.6 GB. With over 170,000 installations, our server has to handle dozens of terabytes of data transfer within a few days or even hours when we release a new version. This is way beyond what a “simple” webhost can handle.

When will you release the next versions?

During the server failure we were able to work on our local copies of the WIP folders, but had to ensure not to overlap our work. This caused a delay in releasing the compatibility update for Euro Truck Simulator 2 v1.19 – Even though we’re still working hard on it, you should not expect a new version within the next 1-2 weeks.

In parallel, we’re working on our next big step: ProMods 2.0 – That version probably will become our biggest update ever! Our long time partner Poland Rebuilding joined us and will be included to the ProMods map. And there will be additional content in northern Sweden, Finland, the Baltic States, Romania and much more!

Two Mods become one: the Merge of Poland Rebuilding and ProMods

PR_Merge

Hello community!

Today we are very happy to tell you that ProMods and Poland Rebuilding are merged together into one map mod. And with that for some of you a long awaited wish came true. Poland Rebuilding always has been a must for ProMods Map players! Until now, these map mod was a separate option. In version 2.0 of the ProMods Map, Poland Rebuilding becomes an integral part of the ProMods experience!

Poland Rebuilding is a beautiful map done by a team of four map developers. The map is the proof of an awesome co-operation performed by a Polish team that have been investing all of themselves to give you the best possible driving experience of their home country. And they are not finished yet to give you a real driving impression of the Polish road network!

Radol – the leader of the Poland Rebuilding Team – always has been in contact with the developers of the ProMods Team. However, the compatibility between the two was still limited, especially at the bordering map sectors of the two maps, because each Team was working with the other released map version and not with the current version that’s in development.

But finally Radol made the decision to merge his Project under the flag of ProMods. ScuL took a lot of time and started and completed the merge of the data. MandelSoft assisted to properly connect all the overlapping map sectors. At this point, the merge have been completed!

Of course this will increase the size of the entire ProMods map package. This allows us to improve the bordering sectors perfectly by having actual versions and share our assets. It also helps greatly with co-ordinating the work between the two teams in the bordering areas.

Finally, in the future Poland Rebuilding Team has the support by the ProMods Team to help with Beta Testing and bring it on the performance standard level of the rest of ProMods map (which by the way will be further optimised for version 2.0).

So with upcoming ProMods 2.0, you no longer have to wait for a compatible Poland Rebuilding version; you no longer have to download it separately. It is an all-inclusive package! We want to give you the complete experience!

Best regards from your Promods Team

Squirrel interviews Mandelsoft!

Squirrel_interview

Earlier this week, Squirrel interviewed MandelSoft, Lead Developer of the ProMods Team, about the future of ProMods. In this interview, MandelSoft explains various subjects, such as …

  • … the inner workings of the ProMods Team…
  • … how we recruit new members …
  • … what projects the team is currently developing …
  • … what the main reasons are why the Scandinavia DLC is required since ProMods 1.95…
  • … why TSM and ProMods just don’t work together …
  • … our vision for American Truck Simulator …
  • … and many more smaller subjects and surprises.

Video will be published at 17:30 GMT / 18:30 CET!

Stay tuned to find out who we are and hear something about our future plans!