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GearCity 1.21 Progress Thread
#1
Welcome to the 1.21 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.21. If you're on Testing build, you will have received Items marked with a + already. Things not currently available to the public are marked with a -.

So what is planned for 1.21? This build is focused on redesigning many of Office GUI systems. We will be completely overhauling the reports, charts, and magazine systems. Hopefully moving them to a web-browser based solution which will allow us to implement other features such as in game news, a game wiki/manual, and more. We'll also be consolidating some things such as the HR department. And we'll be implementing a new side bar notification system which will keep track of things you have done, and what you are currently doing such as research/construction finishing times, etc.

Before I get to that, I plan on implementing a series of bug fixes. I've broken up the bugs into two groups. Ones that require save game changes, and ones that don't require save game changes. I will be working on the ones that do not require save game changes first. I will release these over a series of weekly hotfixes to everyone on 1.20.

The bugfixes that require save game changes will be released in 1.20.1 to testing build. Afterwards I start focusing on 1.21 features.


Change Log
--------------------------------------------------------
+Fixed crash when resizing decals after flipping them without moving them.
+Fixed bug in marketing expense text in sales book
+Fixed bug in spin-off system which allowed up twice as many shares to be purchased.
+Reduced stock movement amount when purchasing shares.
+Fixed bug in stock purchasing that increased/decreased price based on a percentage of shares you own instead of total number of shares.
+Fixed bug in AI stock buying/selling which did not change prices
+Fixed exploit in share purchasing which allow you to avoid share price cost increases.
+Fixed bug when purchasing shares of a company that are already owned by an AI company.
+Fixed shareholder's values to show commas between numbers and increased the label length as to allow all share holders to be viewed.
+Capped racing revenues to maximum of 10 teams to prevent excess funds being generated from racing series.
+Implemented a drop down box for stock selection (so you don't have to use the logos.)
+Fixed a couple of bugs share availability bugs.
+Marque Filters for Branch Distribution and Factory Production in world map and mega menu.
+Fixed a bug where AI companies could buy player owned companies
+Action memo when AI attempts to buy a company player controls with enough voting shares to make the decision wither or not to sell.
+Possible fix to negative acquisition price.
+Minor fixes to XMLPO tool.
+Updated translations and uploaded them to steam, Repaired Russian and Portuguese translations, and sync'd our translation server with latest xml file.
+Fixed minor GUI issues with body design/accessory sliders
+Adjusted warranty expenses and parts revenues. Warranties minimums are now up 10% but maximums are down 50%.
+Fixed bug in view competition that did not order results by units sold.
+Fixed Crash when clicking Marketing on the world map.
+Added duplicate name checker for player/AI marque names.
+Added map city colors for per capita, population, etc to the Select HQ world map when you start a new game.
+Added importance star ratings to "View Prototype" in the advance chassis/engine/gearbox designers.
+AI will now reuse components more frequently (thus reducing the amount of new components they create.)
Cleaned up Random Event texts and adjusted random event frequency.
+Replaced World Map Marketing Icons with their old icons.
+Fixed OSX language file loading.
+Fixed bug in "Switch to Advance" button in Assisted designer that caused duplicates in drop downs.
+Balanced Branch Reconditioning costs so that it is cheaper to recondition instead of rebuild.
+Components now have a 3 years buffer time before they decline in ratings. Vehicles now have a 2 year buffer time.
+Adjustments to Racing Development effects on development skills.
+Possible fix to "Price Dilution Lawsuit" memo when you are actually bankrupt.
+Increased frequency of worker Benefits demands.
+Increase value of worker Benefits demands.
+Made a minimum Benefits demand amount based on the game year.
+Minor patch to our DDS codec in Windows.
+Fixed bug in Aerodynamic Drag calculations which did not take into account scaling body sizes up due to using a large chassis with a small body.
+Fixed news article when you decline to purchase a bankrupt company
+Fixed bug which bankrupted a bankrupt company when you declined to buy them when they have an AI offer for a buy out.
+Buy Bankrupt Company offer will now popup if you own 50%+1 of a company (Even if you have it disabled.)
+Buy Bankrupt Company will now take into consideration the number of shares you own when buying out the Company. So you only have to pay for the percentage of shares you don't own.
+Fixed bug that would cause Advance Designer panels to disappear when "Returning" from body design window.
+Fixed crash in district marketing on world map.
+Fixed crash in district view competition on world map.
+Memo Scroll Bar Resets to top.
+Fixed crash negotiating factory benefits.
+Adjusted share price and Acquisitions costs somewhat
+Fixed bug in scaled up surface area aerodynamic drag calculations
+Fixed bug on world map that showed zero factory costs when a vehicle is not in production.
+Fixed bug in chassis sub-component selection causing missing sub-components. This was due to a previous bug fix with duplicate drop down boxes.
+RnD research teams window will now remain open after hitting "Apply" so you can see the new growth values
+Possible fix to RnD Ratings growth display bug which shows you gaining skill points when you're really not (or are losing some.)
+We now display current wages and city average wages in the information when employees are threatening to strike.
+Help buttons for Banking and Stock system.
+Financial State Hotkeys
+Integrated Berkelium into Windows, Linux, and OSX builds.
+Fixed discontinue autotool
+Apply to All Inherits Branch Shipping when check box is checked.
+Fixed some texture codec issues (Back ported to v1.20 in SP3 Hotfix 1.)
+Fixed exploit in which you could stop production of a vehicle at a factory and restart it with 100 morale.
+When ending production lines at a factory, the factory will inherit the morale level if it is lower than the current factory morale level. Any new production line started will start off with this amount of morale. Every turn the factory morale level will automatically increase.
+Fixed bug in Assisted Chassis Designer which does not create a large enough engine support size if you design an engine first.
+Assisted chassis designer will now try to make the supported engine sizes large enough to fit the average of your active engines at minimum.
+Fixed bug in AI racing that allowed for vehicles with higher than the CC minimums to be entered in race.
+Adjusted AI's pre-designed vehicle selection for racing.
+Fixed a bug in the refit new generation of components vehicle selection system which caused the incorrect vehicle to be selected.
+Fixed bug in which workers would demand lower wages than what they're being paid.
+Workers will now demand more benefits more often instead of striking when the benefits system is enabled.
+Limited the number of benefit/wage demands.
+Fixed bug in racing series that does not remove funding when a series is over
+Fixed bug in racing series that did not give a memo for a series starting or ending.
+Fixed bug with the number of wins in view competition racing history.
+Autoproduction now takes into account production needed for contracts.
+Finished fixing the exit game bond exploit
+You are now only charged series racing funds during the race season.
+Removed vehicle/brand selection from Marketing, thus moving marketing to branch level only.
+Increased the maximum amount of funds you can put into marketing per each branch.
+Reenabled AI Marketing
+Adjusted AI marketing for both speed and effectiveness
+Fixed exploit with research teams in which you could unfund them for 2 months and fund them for a month and still get the full quarter of bonus.
+Added a new variable in the Engine Layout components.xml nodes for Engine Length calculations. (1 for inline calculation, 0 for default cylinder on each side calcualtion, -1 for circular layouts)
+Added a new inline engine length calculation. Thus increasing the engine length for more cylinder engines (i6 and i8) without the same ratio of change to engine width.
+Added a new engine length calculation for circular layouts (Radial and Rotaries. And I mean real Rotaries, not Wankels, example ) This should make it easier to add to airplanes which both of these engines mostly use.
+Flipped Bore and Stroke in the RnD.
+Fixed bug that can cause duplicate factories when purchasing an AI company
+Possible fix of production of unselectable vehicles due to them being in a duplicate factory
+If you discontinue a component/vehicle that is currently being research, we will stick a asterisk in front of the name, so that the original name will be free to be used again.
+Fixed bug with new vehicle trim's development costs being the full price.
+Fixed exploit bug where if you duplicated the name of an existing vehicle with a new trim, your new trim will only cost 4 turns to design.
+If you a majority shareholder of a company that is about to go bankrupt, and you have the funds, we will now give you a bankruptcy bid action memo (even if you have it disabled.)
+Fixed a number of GUI resizing bugs.
+Fixed a text cutoff bug when looking at AI companies holdings and holders.
+Fixed bug that allows zero rated factories to be built (thus causing a wear warning message in the production menus.)
+Fixed bug with AI marketing wages that caused many AI strikes.
+Fixed many bugs in the benefits system which caused many benefits demands to popup. (At the rate which AI companies striked.)
+Adjusted benefit demand rates.
+Implemented an Auto Benefit system. This new system works much like Auto-Wage. When employees demand a benefit increase, the Auto Benefits system will meet their demands without any interaction on your part. You can enable this in the Auto-tool section of the Mega Menu.
+Translations updated to v1.20.1
+Fixed incorrect cost displayed bug in branch district reconditioning.
+Fixed overlapping fund pension panel in benefits window in the office.
+Fixed bug with race funding lock due to optimizations
+Fixed bug with AI braking distance.
+Fixed bug in Marketing Coverage Report, although this report will be getting redesigned anyway in v1.20.2
+Fixed bug with turnevents.xml buyrate. This bug caused the stockmarket rate to be used with the consumer AI instead of the buyrate.
+Adjusted buyrate numbers. More work will be done to this when mod tools are implemented (lot of work doing it by hand.)
+Fixed bug in Discontinue Model in the mega menu (caused by a missing ' )
+Made some adjustments to the experienced driver effect on "Racing Rating."
+New HTML based Reports System
+Implemented DataTables for Reports Data
+New Javascript based chart system using Charts.js
+Implemented Charts.js
+Implemented/Replaced existing main reports from sales book as well as sales book data.
+Implemented report folder system so all reports are stored on the computer.
+Implemented Delete/Copy report folders.
+Ported most reports and charts to new system
+Added back and forward buttons to reports
+Added open reports in new window.
+Fixed bugs in Prototype Gearbox, Engine selection without Chassis selected.
+Adjusted and standardized Star generation code from ratings
+Fixed bug in Licensing system when trying to filter chassis by MM
+Fixed bug in World Map view competition which displayed bad overall ratings for competitors vehicles.
+Fixed bug in GUI which caused tiny close buttons on some machines.
+Many reports and chart fixes since it's a new system (however probably new bugs to replace them!)
+Translations update to 1.20.2
+Factory/District Historical Production and Inventory Chart
+Factory/District Production Line Distribution Chart
+City/District View Competition Historical Sales by Company Chart
+City/District View Vehicle Type Historical Sales Chart
+City/District View Selected Company Historical Sales Chart
+City/District View Selected Vehicle Type Historical Sales Chart
+Branch/District Historical Sales for Player Chart
+Branch/District Historical Competition Sales Chart
+City/District Marketing Pie Chart
+Fixed Gearbox Power Star Ratings in Advance Designer
+Automatic reports/chart generation can be turned on or off individually.
+Reports can now be opened in all "states" in the game. Just click reports in the upper right menu
+A number of charts have been added to the Racing state.
+A monthly report will now automatically come up at the end of each turn. This report is also the default for the salesbook.
+A number of new reports/charts were added to the salesbook
+A very detailed stock report for individual publicly traded companies is now located in the "Safe" state. Look for the Graph button above the list of traded companies.
+New Sales Reports default size is now small (1024x512) in case resolution checking fails. (Larger resolutions should still be using 1024x1024 report size.)
+Adjusted marketing's effect on Image ratings. They are now capped to a maximum level of gain.
+Fixed decimal number bug in memos for awarded points in racing series.
+Fixed bug (missing 0 in the decimal places) in the random factor for buying population pool. This bug fixes two other issues which I will detail next...
+Fixed extreme monthly demand fluctuation bug.
+Fixed bug that caused too many consumers purchasing vehicles, thus making the game very easy even on hard levels.
+Adjusted easy, normal, and hard buying and money population sliders.
+Reimplemented over priced vehicle checks.
+Fixed bug in AI vehicle pricing causing prices to be twice as high as normal
+Adjusted AI vehicle pricing to be more aggressive.
+Fixed bug that could allow for you to win all races but lose the season.
+Changed all leather buttons and most grey buttons to new brown button that is easily scaleable.
+Added Warning message when deleting save games. If you have a lot of reports, it may take a while to delete them all.
+Added a flag for AI racing cars to prevent them from selling them to the general public. This should reduce the number of hyper expensive cars and the glut of sports cars late in the game.
+Fixed bug in Software mouse mode that caused the mouse to move while scrolling.
+Fixed bug in Acquisition/Merger code that would duplicate stock in holding list if you already owned them, or they owned you.
+AI will now upgrade factories rather than build new ones if certain criteria is met.
+AI spun off companies will now take their vehicle models and components with them.
+Fixed another bond exploit if you start a 1980's game, take out a loan, return to main menu, start a 1900 game, the bond value will be at 1980's level.
+Fixed a bug that caused wholly owned subsidiaries to be worth more spun off than being purchased for on the same turn.
+Fixed bug where duplicate companies can buy a single company
+Possible fix to an owned company building a vehicle with it's own AI rather than parent's, thus causing the game to crash.
+Added fuel type popularity to body type demand report.
+Fixed missing branch expenses when no vehicles were for sale.
+Fixed bad insert commas in Employee Breakdown Report Header.
+Fixed incorrect placement of Engineering and Administrative headers in Employee Breakdown list.
+Added a 404 page for missing reports/charts/pages. (Will require starting a new game, but after which should work on all old save games.)
+Fixed missing reserves in Monthly Report if no vehicles were being produced.
+Fixed bug in Advance Game Settings: Start Game with Loan.
+Increased report lists to 25 entries and removed the drop down box (since it did not work, and prospects of making it work is/was slim.)
+Fixed Randomness calculations in the Wealth Distribution Charts.
+Fixed bad insert commas in Marketing Expense Report Headers.
+Reworded 'Cost of Delivery' to 'Total Delivery Cost' as that's the dictionary term.
+Added a Auto-hiding Side Panel to all states in game.
+Added listing of components/vehicles currently being researched to Side Panel.
+Added Factories under construction to the Side Panel.
+Side Panel Recent Actions List
+Saved Notable Historical Actions by your company
+Simplified Memo System by merging memo content into the same window as the list of memos.
+Fixed Dividend Revenues in OEM parts revenues
+Fixed number of caster issues
+Memo Notification when AI opens branch at your branch locations
+Added X to close button. Fixed scaling issues with top menu buttons.
+Fixed AI factory upgrade monthly costs buffer overflow causing broken late games in v1.20.3.
+Fixed bug in multiple reports showing zero inventory for a vehicle when it is not in production but units are being stored in reserve.
+Fixed bug which would not cancel a factory redesign
+Improved side panel Factory Update and Factory Redesign information
+Added Factory Update and Factory Redesign information to multiple reports that show construction times.
+Fixed bug in Marketing Efficiency reports that gave too low of a "named value" to numeric efficiency rating.
+Fixed refit modified components exploit that allowed for refitted models to be developed faster than base models if the base model was currently in research.
+Fixed bug that may cause unassigned production lines to be unavailable to the player.
+Fixed bug in AI/Auto production system that could possibly assign the player a vehicle that is not theirs.
+Fixed bug in Simple Monthly Report that displayed incorrect results of everything after racing revenues.
+Disabled Merchandising Revenues if your HQ nation is at war.
+Racing is now shutdown (no results, expenses, or income) if the majority of cities are at war in the world. (IE World War 1 and World War 2)
+Implemented a Marque selection for Licensed Vehicle Designs.
+Fixed bug with trim name selection when developing a New Generation vehicle.
+Removed Factory/Production expense costs from city reports. Leaving just Branch Expenses
+Fixed some bad text formatting on Company Directories table.
+Translatable newspaper articles
+Random news article fillers (Will add more in the future.)
+Complete Newspaper redesign using new web browser system
+Simplified HR system and got rid one of the list boxes. Assigning employees for factories and research are now down as a whole for the city rather than individual projects.
+Added top total summary for individual vehicle reports.
+Created a vehicle sales, production, inventory, and missed demand report for districts.
+Created individual district reports showing all vehicles sold in the district.
+Possible fix to Windows 10 'Save As' reports folder copy bug. Seems like windows 10's SHFileOperations silent flag is broken... This has not been tested yet.
+Updated translation files.
+Fixed accessory deletion crash when player clicks the car body
+Fixed accessory modification crash after player clicks the car body.
+Fixed possible contract denied crash
+Fixed clearing out "completion who opened a branch at location companies" list.
+Manually copying Windows 8, 8.1, and 10 reports to new folder when using "Save As", to get around a Windows 10 issue/bug.
+Fixed decimal formatting bug on Total Expenses in Revenue Summary Report.
+Fixed Incorrect warning when using Assisted Engine Designer
+Fixed Monthly Report Construction Table bug when doing a Factory Update or Redesign.
+Fixed Incorrect Font usage in Help Buttons.
+Implemented Pension Funding and Information from Financial Banking Window (Safe Room)
+Implemented Networth Bar Chart (Wanted a stacking line chart, but this was undo-able with our libs.)
+Added Low Morale warning message for Factory Production Screens.
+Assign production will now reselect the previously selected vehicle when modifying production lines (Only works when not in district mode.)
+Removed "Fill" and "Wage" commands from Mega Menu and into HR
+Reduced Number of Popups in Mega Menu
+Show Average Wage in Auto Wage Margin
+Removed Vehicle Dropdown Boxes in favor of List boxes
+Added Stop Selling Check box to Auto-Commands "End Production"
+Combined Recondition Auto-commands and removed the slider.
+Removed Sell Everywhere, Sell in Region, Stop in Region, Change Car Price. Modify Marketing, and Regional Marketing as redundant. Removed Renew Contract as useless.
+Created Racing Budget Adjustment which allows you to increase or decrease all racing budgets.
+Created Idle Racing which will end all racing programs
+Change All Prices can now work on individual vehicles, has been renamed to Change Prices.
+Change Prices can now work with flat changes rather than percentages.
+Fixed possible duplication bug when using replace model.
+Moved Magazine to Webbrowser
+Implemented Turn.js
+Moved some reviews from ratings based to spec based
+Fixed review formatting
+Fixed class challenge formatting
+Tweaked overall best results for class challenge
+Moved some class challenge results from ratings to specs.
+Added wealth index effect to costs effects on yearly awards. (So cheap car types it's more important, expensive vehicle types, not at all.)
+Improved random factor in yearly awards
+Cleaned up yearly awards formatting
+Lobbying effects increase/decrease slowly based on budget
+Storage fee per vehicle for extra vehicles in inventory.
+Fixed bug in End Production code accessed from Mega Menu.
+Fixed possible crash issue in stand alone vehicle designer.
+Fixed possible incorrect variable when AI designs a racing car.
+Fixed a number of possible null results when adding data together in the save game tables.
+Fixed a couple of formatting issues when pulling data from the save game files.
+Limited 'Save As' reports file copy to 6months, thus speeding up the 'Save As' feature.
+Increased Webbrowser frame rate on Windows and Linux. (Can not do this on OSX due to keyboard race conditions in OSX's input libs.)
+Disabled page flip animation in magazine
+Decreased the amount of javascript in magazine to speed up the "site"
+Added table of content links to upper bar.
+Mirrored Vehicle Sales for the Last 12 month's x-axis. Fixed month 12 showing up as 0.
+Refixed bug in sorting reports with numbers in them. They should now sort properly.
+Flipped Incorrect Idle Factory and Idle Branch text in autocommands
+Fixed Contract Winning Newspaper Crash.
+Fixed Racing Expense Chart Crash when you have too many racing teams.
+Setup new server for new wiki/translation systems. Migrated websites, forums, and email.
+Removed old code and GUI for all things replaced by the browser system. Thus speeding up "state" loads.
+Fixed possible Negative OEM parts revenues bug.
+Fixed page not created link bug which links to other page not created pages...
+Fixed vehicle name and link bugs in Total Cost of Delivery report.
+Fixed bug in Mega Menu which did not show vehicles for sale at selected branch after production was ended but the vehicle is still for sale.
+Fixed duplicate cars listed in "Stop Sales" auto command.
+Merged History and Spec data into vehicle list selection in showroom
+Added Showroom sales charts for yearly and monthly sales.
+Added direct link to All Time Sales report in showroom.
+Implemented Player Historical Timeline
+Fixed number of database bugs that can cause unclean save games if you return to main menu.
+More new logos
+Updated Translations
-Fixed possible crash when consolidated company names are larger than 20 characters
-Fixed possible malformed name when consolidated company name is larger than 20 characters and one of the company's name is larger than 15 characters.
-Fixed a number of bugs in the Employee Breakdown Report and Charts.
-Fixed incorrect values in the Pensions Funding Information part of Finacial Banking.
-Implemented GUI sound effects!
-Implemented Sound Effects volume sliders in Settings and in the Office Radio
-Implemented Sound Effects for clickable items in office, safe, and world maps.
-Implemented Ambient Sound Effects for RnD and Race Track (May not work on Linux and Mac. Need to do a little bit of testing with timers...)
-Implemented Successful Action sound effects and failed action sound effects. Thus removing a number of popups. (Some additional Work may need to be done to this.)

-Fixed Incorrect information in Branch Expense Employees report
-Fixed Incorrect months being used in Annual Report data.
-Fixed Incorrect data in Vehicle Class Marketshare report.
-Fixed Bug in Vehicle Sales Chart that causes new models to be released on the 0 x axis.
-Fixed late game rounding error in Research Team Lock values. (May also fix Lobbying Lock for high amounts in late game.)
-Stop Sales Auto-command (Directly and From End Production) will automatically scrap vehicles if the vehicle is no longer in production.
-Adjusted Bond Rating Calculations to give less weight to current expenses.
-Added a Pension Payment Schedule Report.
-Enabled the Gun.
-Fixed bug in Magazine Class Comparison Introduction.
-Office Help Buttons.
-Minor GUI corrections throughout the Office.
-Adjusted Red Text slightly to help those playing on TVs.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#2
Hope everyone had a good weekend,

Here's what I've got fixed for the upcoming Friday patch:
-Fixed crash when resizing decals after flipping them without moving them.
-Fixed bug in marketing expense text in sales book
-Fixed bug in spin-off system which allowed up twice as many shares to be purchased.
-Reduced stock movement amount when purchasing shares.
-Fixed bug in stock purchasing that increased/decreased price based on a percentage of shares you own instead of total number of shares.
-Fixed bug in AI stock buying/selling which did not change prices
-Fixed exploit in share purchasing which allow you to avoid share price cost increases.
-Fixed bug when purchasing shares of a company that are already owned by an AI company.
-Fixed shareholder's values to show commas between numbers and increased the label length as to allow all share holders to be viewed.
-Capped racing revenues to maximum of 10 teams to prevent excess funds being generated from racing series.
-Implemented a drop down box for stock selection (so you don't have to use the logos.)
-Fixed a couple of bugs share availability bugs.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#3
I've worked on a few more of our post patch (sounds like a good name for something that isn't technically a hotfix or a new version of the game.)

-Marque Filters for Branch Distribution and Factory Production in world map and mega menu.
-Fixed a bug where AI companies could buy player owned companies
-Action memo when AI attempts to buy a company player controls with enough voting shares to make the decision wither or not to sell.
-Possible fix to negative acquisition price.
-Minor fixes to XMLPO tool.
-Updated translations and uploaded them to steam, Repaired Russian and Portuguese translations, and sync'd our translation server with latest xml file.
-Fixed minor GUI issues with body design/accessory sliders
-Adjusted warranty expenses and parts revenues. Warranties minimums are now up 10% but maximums are down 50%.

Update has been uploaded to Steam. I'll release it shortly after I wake up in the morning.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#4
Work on the second Supplemental Patch continues. There was some delays due to Tropical Storm Colin, but It should be ready Friday.

So what have I done since the last post?

-Fixed bug in view competition that did not order results by units sold.
-Fixed Crash when clicking Marketing on the world map.
-Added duplicate name checker for player/AI marque names.
-Added map city colors for per capita, population, etc to the Select HQ world map when you start a new game.
-Added importance star ratings to "View Prototype" in the advance chassis/engine/gearbox designers.
-AI will now reuse components more frequently (thus reducing the amount of new components they create.)
-Cleaned up Random Event texts and adjusted random event frequency.
-Replaced World Map Marketing Icons with their old icons.
-Fixed OSX language file loading.
-Fixed bug in "Switch to Advance" button in Assisted designer that caused duplicates in drop downs.
-Balanced Branch Reconditioning costs so that it is cheaper to recondition instead of rebuild.
-Components now have a 3 years buffer time before they decline in ratings. Vehicles now have a 2 year buffer time.
-Adjustments to Racing Development effects on development skills.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#5
1.20 SP2 is ready to roll out. I only have a few more tickets for SP3 after which I'll start working on things that require save game changes and the core new feature for v1.21, integrated web browser Smile

So what additional stuff is coming in tomorrows patch?
-Possible fix to "Price Dilution Lawsuit" memo when you are actually bankrupt.
-Increased frequency of worker Benefits demands.
-Increase value of worker Benefits demands.
-Made a minimum Benefits demand amount based on the game year.
-Minor patch to our DDS codec in Windows.
-Fixed bug in Aerodynamic Drag calculations which did not take into account scaling body sizes up due to using a large chassis with a small body.
-Fixed news article when you decline to purchase a bankrupt company
-Fixed bug which bankrupted a bankrupt company when you declined to buy them when they have an AI offer for a buy out.
-Buy Bankrupt Company offer will now popup if you own 50%+1 of a company (Even if you have it disabled.)
-Buy Bankrupt Company will now take into consideration the number of shares you own when buying out the Company. So you only have to pay for the percentage of shares you don't own.
-Fixed bug that would cause Advance Designer panels to disappear when "Returning" from body design window.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#6
Finishing up work on the 3rd and final SP patch for 1.20. I still have hot keys for financial state which may or may not make it in. I'll also need to compile and build the demos for 1.20 which will be located on our site.

So here is what we've gotten done over the last few days:
-Fixed crash in district marketing on world map.
-Fixed crash in district view competition on world map.
-Memo Scroll Bar Resets to top.
-Fixed crash negotiating factory benefits.
-Adjusted share price and Acquisitions costs somewhat
-Fixed bug in scaled up surface area aerodynamic drag calculations
-Fixed bug on world map that showed zero factory costs when a vehicle is not in production.
-Fixed bug in chassis sub-component selection causing missing sub-components. This was due to a previous bug fix with duplicate drop down boxes.
-RnD research teams window will now remain open after hitting "Apply" so you can see the new growth values
-Possible fix to RnD Ratings growth display bug which shows you gaining skill points when you're really not (or are losing some.)
-We now display current wages and city average wages in the information when employees are threatening to strike.
-Help buttons for Banking and Stock system.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#7
Last couple of days I've been working on integrating Berkelium (Chromium 11) into the game.
Why do we need a web-browser in the game? Well, you'll see soon! Smile In the mean time here is an example of what we have so far: http://gearcity.info/images/screenshot_2...119-11.JPG


I'll now get to switch back to general programming, fixing up a few bugs mentioned to me until v1.20.1 is completed.

-Integrated Berkelium into Windows, Linux, and OSX builds.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#8
Testing build update was planned for the 1st, however since the Summer sale is in progress I'll push it back one week. In the mean time I'll knock out a few more things.

-Fixed discontinue autotool
-Apply to All Inherits Branch Shipping when check box is checked.
-Fixed some texture codec issues (Back ported to v1.20 in SP3 Hotfix 1.)
-Fixed exploit in which you could stop production of a vehicle at a factory and restart it with 100 morale.
-When ending production lines at a factory, the factory will inherit the morale level if it is lower than the current factory morale level. Any new production line started will start off with this amount of morale. Every turn the factory morale level will automatically increase.
-Fixed bug in Assisted Chassis Designer which does not create a large enough engine support size if you design an engine first.
-Assisted chassis designer will now try to make the supported engine sizes large enough to fit the average of your active engines at minimum.
-Fixed bug in AI racing that allowed for vehicles with higher than the CC minimums to be entered in race.
-Adjusted AI's pre-designed vehicle selection for racing.
-Fixed a bug in the refit new generation of components vehicle selection system which caused the incorrect vehicle to be selected.
-Fixed bug in which workers would demand lower wages than what they're being paid.
-Workers will now demand more benefits more often instead of striking when the benefits system is enabled.
-Limited the number of benefit/wage demands.
-Fixed bug in racing series that does not remove funding when a series is over
-Fixed bug in racing series that did not give a memo for a series starting or ending.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#9
We're about a week or so away from the next update to Testing Build. I will probably make the Save Game Changes announcement tomorrow.

So what have we knocked out?
-Fixed bug with the number of wins in view competition racing history.
-Autoproduction now takes into account production needed for contracts.
-Finished fixing the exit game bond exploit
-You are now only charged series racing funds during the race season.
-Removed vehicle/brand selection from Marketing, thus moving marketing to branch level only.
-Increased the maximum amount of funds you can put into marketing per each branch.
-Reenabled AI Marketing
-Adjusted AI marketing for both speed and effectiveness
-Fixed exploit with research teams in which you could unfund them for 2 months and fund them for a month and still get the full quarter of bonus.
-Added a new variable in the Engine Layout components.xml nodes for Engine Length calculations. (1 for inline calculation, 0 for default cylinder on each side calcualtion, -1 for circular layouts)
-Added a new inline engine length calculation. Thus increasing the engine length for more cylinder engines (i6 and i8) without the same ratio of change to engine width.
-Added a new engine length calculation for circular layouts (Radial and Rotaries. And I mean real Rotaries, not Wankels, example ) This should make it easier to add to airplanes which both of these engines mostly use.
-Flipped Bore and Stroke in the RnD. I dunno why it was listed as Stroke X Bore... I changed it at some point in time ~,~;
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#10
Everything is ready to go for 1.20.1, I'm in the progress of doing final builds and testing (since 1.20.1 introduces a huge new dependency on the game, there is a little more extra testing to hopefully knock out any crashing bugs.) Hopefully all goes well.

Here is what I did since the last progress report:
-Fixed bug that can cause duplicate factories when purchasing an AI company
-Possible fix of production of unselectable vehicles due to them being in a duplicate factory
-If you discontinue a component/vehicle that is currently being research, we will stick a asterisk in front of the name, so that the original name will be free to be used again.
-Fixed bug with new vehicle trim's development costs being the full price.
-Fixed exploit bug where if you duplicated the name of an existing vehicle with a new trim, your new trim will only cost 4 turns to design.
-If you a majority shareholder of a company that is about to go bankrupt, and you have the funds, we will now give you a bankruptcy bid action memo (even if you have it disabled.)
-Fixed a number of GUI resizing bugs.
-Fixed a text cutoff bug when looking at AI companies holdings and holders.
-Fixed bug that allows zero rated factories to be built (thus causing a wear warning message in the production menus.)
-Fixed bug with AI marketing wages that caused many AI strikes.
-Fixed many bugs in the benefits system which caused many benefits demands to popup. (At the rate which AI companies striked.)
-Adjusted benefit demand rates.
-Implemented an Auto Benefit system. This new system works much like Auto-Wage. When employees demand a benefit increase, the Auto Benefits system will meet their demands without any interaction on your part. You can enable this in the Auto-tool section of the Mega Menu.
-Translations updated to v1.20.1
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#11
Cleaning up some bugs from 1.20/1.20.1. Will start on 1.20.2 features pretty soon. (Might have to get the dev stuff running on a VM first however.)

-Fixed incorrect cost displayed bug in branch district reconditioning.
-Fixed overlapping fund pension panel in benefits window in the office.
-Fixed bug with race funding lock due to optimizations
-Fixed bug with AI braking distance.
-Fixed bug in Marketing Coverage Report, although this report will be getting redesigned anyway in v1.20.2
-Fixed bug with turnevents.xml buyrate. This bug caused the stockmarket rate to be used with the consumer AI instead of the buyrate.
-Adjusted buyrate numbers. More work will be done to this when mod tools are implemented (lot of work doing it by hand.)
-Fixed bug in Discontinue Model in the mega menu (caused by a missing ' )
-Made some adjustments to the experienced driver effect on "Racing Rating."
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#12
Been a while since I updated progress, but don't worry, I'm still here pumping out code full time 6.25 days a week!

The last 2 weeks have been focused on converting the old sales book to the new html reports system. This means I had to create a number of new systems internally as well an external webpage designs which can be used for these reports.

Work on this is still on going. Currently I have converted the sales, expenses, and revenues sections of the old sales book. I still have to do Charts, Contracts, and some of the Reports.

The new HTML reports have a couple of really good benefits (So far):
1) Tables are now easy to read.
2) Tables in the reports are now sortable!
3) There is now more data in the tables.
4) Pages are somewhat moddable outside of the game.
5) All data is saved thus allowing you to view historical data
6) Data is saved in flat HTML files in a folder. Thus making the data easy to share, print, and view outside the game.
7) All reports are automatically generated every turn.
8) No need to create user generated reports
9) System should be faster than the old system (untested)
10) Save game filesize should be reduced
11) Reduction in the number of Reports without losing data.
12) Everything is cleaned up and better formatted.
13) Works on OSX and Linux with no extra libs.

The only bads I've seen so far with this system:
1) No custom designed reports. Since we're generating all the reports and having them accessible on a webpage, I'll be removing the ability to mix and match and add together reports.
2) Information is not saved in the database, so if you share save games, you will be missing old reports/sales information
3) Saves a lot of little files into a folder every turn (where as the db format is all done in memory.) This might be a bottleneck for very slow harddrives.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#13
New Charting system has been implemented in the game.

Currently every main report generated has at least 1 chart generated with it. I'm in the process of converting some of the stand alone charts. I'm about half way done with them.

Sadly this new charting system has some limitations, namely no difference charts. However it makes up for it with tool tips, animations, and a bunch of other dynamic features.

I've got a few more main reports and charts to do. Then I need to clean up the page saving features, add some features to the browser (such as back buttons, open in new window, etc.) Then test it all out on Linux/Mac. Then remove the old sales book!

1.20.2 release should be around August 5-10th. I might be able to get it done a little earlier, but any extra time will be put toward finishing up the reports that are located in 'User generated reports system.'
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#14
I've finally finished up all the main reports/charts located in the sales book. (Not including the user generated reports which will be added in v1.20.3)

On top of this I worked out the code for deleting reports folders in Windows and *nix as well copying folders in Windows and *nix when you use the Save As function. (This took a while to do... :steamsad: )

Now I will focus on the various bugs submitted to me over the last few days that I have neglected to take care of due to the fact I had to finish the new sales book stuff in order to complete v1.20.2.

1.20.2 is still on track for a release sometime next week. I will make an announcement in the next day or two with an exact date.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#15
So the last few days I cleaned up a few things with the new sales book. All but 4 required reports/charts were ported over to the new system. Those reports will be taken care of with 1.20.3 and the new reports/charts I'll be adding.

I replaced the close button. Added a warning to anyone playing the game in a non-english language file. And fixed a couple more bugs.

-Ported most reports and charts to new system
-Added back and forward buttons to reports
-Added open reports in new window.
-Fixed bugs in Prototype Gearbox, Engine selection without Chassis selected.
-Adjusted and standardized Star generation code from ratings
-Fixed bug in Licensing system when trying to filter chassis by MM
-Fixed bug in World Map view competition which displayed bad overall ratings for competitors vehicles.
-Fixed bug in GUI which caused tiny close buttons on some machines.
-Many reports and chart fixes since it's a new system (however probably new bugs to replace them!)
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#16
I've created seven new charts that fill the various World Map's windows. These extend into the Districting and Mega Menu systems as well. These charts show historical production and inventory levels of factories (and districts.) Historical and Current Sales of your vehicles, other company's vehicles, other companies as a whole, as well as entire car types in a selected city or district. There is also charts for marketing and production lines.

Finally I've implemented one last, extremely important chart. It's the Wealth Distribution chart. This chart will take your current sales price (or the price you enter into the text box) and tell you approximately how many maximum customers are interested in a vehicle of that type at that price. The same chart will also show you how many potential customers are in other price segments.

All these charts can be accessed via the new chart button (with a graph line) around the headers of the relevant information. For example Production Charts will be above the Factory Production Line assignment header.

-Factory/District Historical Production and Inventory Chart
-Factory/District Production Line Distribution Chart
-City/District View Competition Historical Sales by Company Chart
-City/District View Vehicle Type Historical Sales Chart
-City/District View Selected Company Historical Sales Chart
-City/District View Selected Vehicle Type Historical Sales Chart
-Branch/District Historical Sales for Player Chart
-Branch/District Historical Competition Sales Chart
-City/District Marketing Pie Chart
-Fixed Gearbox Power Star Ratings in Advance Designer
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#17
Been awhile since I updated progress.
1.20.3 is technically ready, however there has been a steady increase of bugs reported the last few days. Not sure if these are regressions as they mostly seem to be issues I fixed at one point or another. So I will spend the next several days taking care of some of these before launching 1.20.3.

Here's some of what we did (not everything is documented, as I didn't ticket all the needed reports/charts)
-Automatic reports/chart generation can be turned on or off individually.
-Reports can now be opened in all "states" in the game. Just click reports in the upper right menu
-A number of charts have been added to the Racing state.
-A monthly report will now automatically come up at the end of each turn. This report is also the default for the salesbook.
-A number of new reports/charts were added to the salesbook
-A very detailed stock report for individual publicly traded companies is now located in the "Safe" state. Look for the Graph button above the list of traded companies.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#18
Last 9 days have mainly focused on finishing the remaining tickets for v1.20.3. I also took the last week to fix a number of bug issues that have been submitted to us over the couple months.

v1.20.3 should be ready to go, I just need to do final builds and play testing.

So what have I done since the last progress update? This is not a complete list, but it's still a long one:
-New Sales Reports default size is now small (1024x512) in case resolution checking fails. (Larger resolutions should still be using 1024x1024 report size.)
-Adjusted marketing's effect on Image ratings. They are now capped to a maximum level of gain.
-Fixed decimal number bug in memos for awarded points in racing series.
-Fixed bug (missing 0 in the decimal places) in the random factor for buying population pool. This bug fixes two other issues which I will detail next...
-Fixed extreme monthly demand fluctuation bug.
-Fixed bug that caused too many consumers purchasing vehicles, thus making the game very easy even on hard levels.
-Adjusted easy, normal, and hard buying and money population sliders.
-Reimplemented over priced vehicle checks.
-Fixed bug in AI vehicle pricing causing prices to be twice as high as normal
-Adjusted AI vehicle pricing to be more aggressive.
-Fixed bug that could allow for you to win all races but lose the season.
-Changed all leather buttons and most grey buttons to new brown button that is easily scaleable.
-Added Warning message when deleting save games. If you have a lot of reports, it may take a while to delete them all.
-Added a flag for AI racing cars to prevent them from selling them to the general public. This should reduce the number of hyper expensive cars and the glut of sports cars late in the game.
-Fixed bug in Software mouse mode that caused the mouse to move while scrolling.
-Fixed bug in Acquisition/Merger code that would duplicate stock in holding list if you already owned them, or they owned you.
-AI will now upgrade factories rather than build new ones if certain criteria is met.
-AI spun off companies will now take their vehicle models and components with them.
-Fixed another bond exploit if you start a 1980's game, take out a loan, return to main menu, start a 1900 game, the bond value will be at 1980's level.
-Fixed a bug that caused wholly owned subsidiaries to be worth more spun off than being purchased for on the same turn.
-Fixed bug where duplicate companies can buy a single company
-Possible fix to an owned company building a vehicle with it's own AI rather than parent's, thus causing the game to crash.
-Added fuel type popularity to body type demand report.

That's what I have on my list. I'm sure quite a few other things were changed when I came across them.

1.20.3 comes out on the 6th. I'll do some play testing between now and then, and we'll see if I can squash any more bugs!
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#19
Released a hotpatch for v1.20.3 today, with the following changes:
-Fixed missing branch expenses when no vehicles were for sale.
-Fixed bad insert commas in Employee Breakdown Report Header.
-Fixed incorrect placement of Engineering and Administrative headers in Employee Breakdown list.
-Added a 404 page for missing reports/charts/pages. (Will require starting a new game, but after which should work on all old save games.)
-Fixed missing reserves in Monthly Report if no vehicles were being produced.
-Fixed bug in Advance Game Settings: Start Game with Loan.
-Increased report lists to 25 entries and removed the drop down box (since it did not work, and prospects of making it work is/was slim.)
-Fixed Randomness calculations in the Wealth Distribution Charts.
-Fixed bad insert commas in Marketing Expense Report Headers.
-Reworded 'Cost of Delivery' to 'Total Delivery Cost' as that's the dictionary term.
-Added a Auto-hiding Side Panel to all states in game.
-Added listing of components/vehicles currently being researched to Side Panel.
-Added Factories under construction to the Side Panel.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#20
Hello again everyone!

Sorry for the silence on the progress thread and delayed replies over the last week. I had to visit family members and take care of some issues on the other side of the continent. Hopefully I won't have to go back again for a long while.

In any event I was able to do some work on my laptop during the down times. Unfortunately I'm not very productive hunched over using a low resolution monitor, chiclet keyboard, and a trackpad.... I'm not sure how some of you use a laptop as your primary machine. Give me an IBM M and a trackball anyday. Wink

I digress.

I was able to finish the side information panel. I've added an action history to the side panel. This will show you your 25 most recent actions. For example, you sell a stock. It shows up on the list. You change production lines, it shows up on the list... This system implements more details in the background. That information will be used for a historical timeline of your company in the future.

Next I merged the Memo system into one window. No longer will you have a popup window for messages. This simplifies the memo system.

Then I added a memo for new branch openings by the AI in areas in which you already have a branch.

I also took care of a number of bugs in the reports system, and a couple other bugs. Unfortunately I was unable to access my ticketing system while I was out of office. (My laptop uses Windows, and I minimize my online interaction using Windows. IE no banking, Accessing code/ticketing system, or using javascript outside of a handful of sites.) So I was unable to keep a good record of the bugs I fixed. None the less, most were minor and unreported.

Finally, when I got home today I was able to re-go through all post and emails sent to me the last week. Ticket them and started working on them. I will spend the next few days taking care of these issues before switching over to the newspaper and HR redesign.

-Side Panel Recent Actions List
-Saved Notable Historical Actions by your company
-Simplified Memo System by merging memo content into the same window as the list of memos.
-Fixed Dividend Revenues in OEM parts revenues
-Fixed number of caster issues
-Memo Notification when AI opens branch at your branch locations
-Added X to close button. Fixed scaling issues with top menu buttons.
-Fixed AI factory upgrade monthly costs buffer overflow causing broken late games in v1.20.3.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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