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I don't have a good overview over the bugs that are registered or what you plan to fix, so I'm wondering if anyone reported a bug that crashes the game when comparing one of your own models in the magazine on the testing branch, and if so, if that is one of the bugs you're fixing Tongue

I can create a proper post in the bug forum if this is unknown for you, or just edit this post with relevant information if you wish.
(07-14-2015, 05:23 AM)Tridon Wrote: [ -> ]I don't have a good overview over the bugs that are registered or what you plan to fix, so I'm wondering if anyone reported a bug that crashes the game when comparing one of your own models in the magazine on the testing branch, and if so, if that is one of the bugs you're fixing Tongue

I can create a proper post in the bug forum if this is unknown for you, or just edit this post with relevant information if you wish.

First time someone's mentioned it. A little more details would probably help me finding it.
-Fixed Broken RnD Team Locks
-RnD Team Manual Budget Input (textbox) now adjusts budget sliders.

Built and released hotpatch #3. About 25 more tickets to go!
This morning I:
-Fixed division by zero crash in magazine.
-Fixed Instant vehicle design bug
-Fixed Research Team Moral Decrease when not funded bug
-Fixed Gearbox addons not appearing until year after Memo is sent bug.
-Put a limit on component modification (10 Major Mods max)
-Decreased component modification costs.
-Removed HR Admin Employee Count slider/textbox. (Admin Employees are unchangeable now)
-Fixed Racing Report Headline bug
-View Components 'Used In' table now scrollable.
-Research Team Moral now increases when over paying employees.
Compiling the next hotpatch right now. Should be ready to go in the next 5 hours!
Here's what I've done since the last post on here:
-Fixed Unicode File Delete in windows (Currently working on issues in the Linux Build)
-Reduced Skill Requirements for a number of technologies. Also increase a few others.
-Increased the rate of Skill Requirement decay significantly. You should be able to get common tech much more reasonably.
-I head renamed to OHV, since it's a much more common name. Starting date lowered, however skill requirement increase should have it coming out around historical time frame (1930s)
-Show how many production lines you are/have allocated above production line slider.
-End Production from Mega Menu (This overrides contracting checks, so be careful!)
-Memo now fires when design skills requirements and year requirements are met for new technologies.
-Contracts now show up in "Used In" table for Engines and Vehicles in the View Window.
-Fixed Contract Penalty Bug.
-Fixed Duplicate Contracts listed in sales book
-Fixed Incorrect Months Remaining dates in Contract Sales book.
-Fixed bug in amount of needed contract units when less than the normal monthly amount is needed.
-Added Memo for when contracts are finished.
-Fixed bug in New Trim Marque Dropdown list. Show now show all your marques.
-Added some cautionary division by zero checks and initialization of variables. (May cause some bugs, may fix some bugs. We'll see!)
-Fixed Licensed out memo bug that did not show the licensed out price.
-Awards are now given for all vehicles companies who have branches in a region. In the future I will limit it to only vehicles sold in said region.


I believe that covers it. It takes a few hours to compile. In the mean time I will work on some Unicode file issues on Linux. Hopefully I can get that cleared up before the update tonight.

After that I'll take care of a few more minor bugs, then switch over to some optimization stuff over the weekend. With the hopes of another hotfix Tuesday! Smile
Sitting here with my morning coffee and having a good laugh after the last patch Tongue My ridiculous cars won 44 GCM awards in 1909! The early years are decidedly the best. And the magazine comparison works with my cars as well. No wonder I keep winning with a weight to power ratio of 517000 kg/hp Tongue

Also, the number showing how many production lines are currently chosen for a model at a factory makes it much more comfortable to tweak stuff Smile Nice work.
I've fixed two minor bugs, both having to do with rapid image values declines. Other than that I've spent the last two day attempting to optimize the game's performance. I have made some progress, although I've redone my work in various ways 3 different times. The first attempt got us around an 8% decrease in turn times (between 1900-1910, full AI) however the data it was producing was not within my acceptable margins and would of required a few days to get the formulas producing close to previous results. If it was even possible.

Second attempt got us around 0.3% performance gains. It was pretty easy to do however.

The third attempt, what' i'm on now, is about 1-2% performance increase without many errors in the data. I might be able to squeeze out a 1-2% more by the time I'm done tomorrow. (May also have RnD sliders slightly less laggy, but we'll see.)

I also built a better internal profiler. So the next time I get around to optimizations I'll be able to get results of my changes much better.

So it looks like a Tuesday hotfix won't happen. I'm going to spend probably a half day finishing up optimizations tomorrow then get back to fixing bugs. Toward the end of the week I will be limited to a Mac Mini, so I will work on the Mac port, then return back to the main work computer to hopefully knock out the last remaining bugs for 1.18.2 before next weekend!
As mentioned previously I spent the 22-25th mostly on a Mac-Mini attached to a really blurry 720p TV.(It was that or no work on GC at all...) While not extremely productive I did manage to get the Mac Port to a playable state with some functions disabled! Sadly one of the functions is the mouse over glow stuff, which is a bit important. So I still have to fix that, but we're making progress.

I've stopped both the port and performance optimizations for now. I'll probably poke my head into both sometime over next month when I'm not on my main work machine.

In the meantime I have ticketed all the new issues submitted over the last week or so. I've started working on the last ~15 bug tickets for 1.18.2 release. Expect it sometime in the next 7-10 days! (Hopefully!)

-Fixed bug losing reserves in some conditions by ending vehicle.
Implemented some huge nurfs this morning.
-Vehicle Quality is now twice as important when calculating buyer's rating.
-Vehicle Quality decreases the margin penalty when you try to charge extremely high margins on a vehicle.
-Vehicle Quality now directly effects super high end vehicle sales numbers.
-Tweaked vehicle's sales price effect and increased buyer's rating importance over sale price for higher "wealth" type vehicles such as luxury or supercars. (Before it was BuyerRating^2 / price, now it is BuyerRating * WealthIndex + BuyerRating/price so on high end vehicles price is 1/8th as important as ratings, where as low end vehicles price is as important as Buyer Rating.)
-Top Speed now directly effects buying population. If you're selling 0mph/0kph vehicles you will get 0 sales!
-Lowered the expected Top Speed for buying population.
-Lowered sales price/unit costs effect on year end awards to a maximum of 20%.
Since last status report:
-Fixed "Fire" effect on union strikes
-Made firing during strikes lower all department moral by 20%
-Lost contracts now notify you who won and how much better their bid was quantified by a percentage.
-Top speed added to view vehicle in RnD, Vehicle Image given stars, rearranged a few listings.
-Merged memos that often repeat into one memo. Removed Profits/Loss/Interest memos.
-Fixed death year bug in engine cylinders, fuel types, induction systems, and value types.
-Fixed bug in Fiscal-Stock Report that broke the reports system if you did not own any stocks.
-Tweaked tutorials to show shipping distance in branch instead of factory system.
-Fixed a couple of bugs in branch level shipping distance
-Fixed bug with new vehicles not inheriting branch level shipping distance
-Fixed number of bugs in branch level shipping distance for districts.
-Fixed Linux Unicode file save loading crash
-Fixed Belgium per capita growth rates between 1930 and 1980
-Added 6 Hood scoops
-Added 14 Rear Wings, Fins, and Lips
-Added 12 Front Bumpers
-Added 12 Rear Bumpers
-Vehicles and components can not have duplicate names now. (For vehicles this is Year Make Model Trim names.)
-Awards are now limited to vehicles being sold in the region.
-Fixed Gearbox redesign unable to select gears bug.
-Fixed Redesign component name bug.
-Fixed Idle Branches not firing employees.
-Possible fix to "district" button crash after seeing selection boxes around cities during previous turns.
-Fixed Estimated Shipping Distance Demand for Districts bug that was caused by counting branches multiple times in the district.
-Few more optimizations to squeeze a little more performance out of turn times.


I've got a few more things to look at. And a little play testing to do. We're looking at 1.18.2 on Tuesday or Wednesday.
Here's what I did since the last post:
-Autoproduction takes over branch shipping distance system. Removed GUI options when Autoproduction is enabled.
-Fixed bug in very poor counties that allow them to have $0 labor.

Updated testing to 1.18.2.

Google translation service is broken again... Last night I spent roughly 8 hours trying to install a new translation system onto our CentOS 5 server. If you came across the website last night and noticed it was down. It's because I broke it. I'll be renting a new server solely for Pootle. So hopefully we can get a stable translation system working soon.
-Fixed bug where some image ratings may go over 100 due to awards/events.
-Adjusted war effect on infrastructure. (Until I get more events such as the Marshal Plan implemented. (Coming after I implement Mod Tools))
-Adjusted Manufacture Growth rates of 1980 and beyond.
-World Map Filter for Infrastructure.
-Fixed Negative Specific Ratings bugs on high end vehicles.
-Fixed 0 units bug in District Factory Estimated Units in Shipping Distance bug when using district lock.
-Fixed bug in Marketing Skills rating. Should now go up much much more easily. (And down much less.)

Currently, 1.18.3 is 41% complete. Although the percentage may vary depending on added tickets.


The Pootle translation system is now up and running. It is slightly different than the Google system. For one it does not automatically translate between versions and requires a little human interaction to do so. I'll be having a few people do some test runs and I will test getting information out of it before I open it up to all of you guys to translate on. Smile
Marketing now works in the districting system. You can now manage multiple city's marketing as if they're one. We're now roughly 53% finished with 1.18.3.


The new translation system is operational. It's ran on my own servers so we shouldn't have any more issues that are out of my control. I will be making an announcement for it tomorrow and re-invite translators to come look/help with the project!
Last couple of days I've been porting the Districting system to the Mega Menu. I still have about two-three more days to go on it. Then I should be able to release 1.18.3.

Progress was made on the Mac port over the weekend. I have resolved the major crashing issue and will now move into OS specific code such as file loading and what have you. I will hopefully be able to put together a test demo after 1.18.4 is released. Which means GearCity will be coming to Mac on Steam very soon!!!

-View District Completion.
-Fixed bug in district factory production speed sliders
-Fixed high wealth index vehicle sales bug
-Mega Menu District Production
I've finished porting the District System over to the Mega Menu. There is one tiny little display bug in the All Forms, All Vehicles, Mega Menu District Marketing text box. (Shows the entire amount instead of the per vehicle amount.) But it is getting late and I did not want to delay 1.18.3 half a day to fix it.

So this marks the end of 1.18.3 which should have most of the features for Districting System. (Creating districts in the Mega Menu will be added at a later date.) Everything should be good to go in 12 hours or so. 1.18.3 will be released to testing build and will not have any save game changes.

1.18.4 will mostly be a clean up for a mandatory update. We'll be updating all versions of the game one step up. (Testing/Default -> 1.18.4, Stable -> 1.18, Legacy -> 1.17?) This will leave a bunch of minor features and bug fixes and improvements for 1.19.

Sometime in the next three weeks we should have a demo for the OS X port. 1.19 will include an OS X release. Please note, we'll be raising the price of the game $1 when we launch the OS X port. But that's a month or two out there. Smile


-Fixed Clone District Branch ID duplication bug
-Fixed Clone District Delete Marketing bug
-Mega Menu District Distribution
-Mega Menu View District Info
-Mega Menu District Marketing
Last day or so I spent fixing some issues with the district system. Also set up a new laptop to compile the code which should allow me to work on the game should I ever leave my office...

Two of these fixes made it into a hotpatch:
-Fixed crash in world map district production.
-Fixed MegaMenu District unable to return to District Production panel.

These will be in 1.18.4 RC 1:
-Fixed incorrect estimated shipping distance when using district locks when viewing district production
-Fixed All vehicles marketing for districts not assigning funds to vehicles not for sale.
-Fixed district marketing All Vehicle amounts in Mega Menu. Slider shouldn't jump around as much.



Some work went into the Mac port. I believe I only have to get sound, charts, and saved vehicle savings and loading working. Then I have to figure out how to make an "App" thingy... Then we should be good for a demo! Smile
-Fixed AI 0 performance bug
-Fixed Engine Modify/Clone sliders bug
-Fixed Vehicle new trim/model year slider bug
-Fixed Autowage amount slider. It will show what level you have it set at.
-Fixed Marketing Budget and Labor costs bug in View Branches
-Fixed sales bug due to AI building cars with 0 top speed. (We'll fix that soon as well)
-Moved RnD Random Value to generate every sixth turn instead of at entering RnD time.
-Increased marketing direct effect on buyer population for specific vehicles.
Wrapping up the 1.18.4 build, we're at roughly 89% finished. The plan is to release it to testing on Wednesday and then if there are no major issues, to default branch on September 1st.

Tomorrow and Friday I should be putting the final touches on the Mac Demo. This will include everything but sound and charts. I need to implement those before selling the game. But at least the demo should give me some bug tickets from other mac users and give them a taste of the game.

-Fixed bug in contract denied loss amount.
-Fixed modify chassis unit cost display bug
-Fixed modify engine price bug and values bug
-Fixed crash when designing a vehicle but then trying to save the body style for future use.
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