Almost two weeks since I made this thread, but I have been working almost non-stop since then!
So what did I do? Well, the most of the internals to the contracting system has been rewritten. The new system expands the amount of data exposed to the .xml files, thus allowing you (and me) to modify the values easily. It also allows us to create different contract types that have different specifications easier.
I've also implemented the ability to support chassis and gearbox contracts, although these are currently not in the game as they will be added in v1.22.2 when we get an update to the licensing system.
I've also changed some of the requirements for engines and vehicle contracts. We no longer have a CC requirement for most contracts (there will be a CC requirement for racing contracts, but more on that in v1.22.2).
The GUI for the contracting system has been overhauled, you will no longer have to read a big thing of text to see the requirements of the contract. We've also merged the parts/vehicle selection list into the same window. And the requirements will change green or red based on which requirements you have met or do not meet. The list of parts/vehicles will list all your parts, but they will be color coded as well for which meet the requirements, which do not, and which you have submitted already.
I still have many new features to add to the contracting system, but since I got the new internal system on par with the old system in terms of functionality, I switch over to the recent string of bug reports that missed our SP2.
On a final note, I have pushed back the last couple Document Saturdays and Map/Mod Monday's. I'm queuing them up for some forced "laptop time". Since programming on my laptop is slow and gives me a headache, it would be better for me to spend time on the laptop more wisely doing document and mod tool stuff.
The following change log may be incomplete, as I did run across a couple bugs here and there that I fixed but did not document...
- Engine Feature: Added more contracting system data to external .xml files for modding.
- Game Mechanics: Added support for chassis and gearbox contracts, though not implemented in game yet.
- Game Mechanics: Rewrote Contract Generation, AI bidding, and contract awarding code for new features and systems.
- GUI: Redesign contracting GUI window layout.
- GUI: Removed most of the "About" for the contract.
- GUI: Contract requirement table, that color codes based on what passes the contract requirements and what fails. Generated text telling you which requirement you failed and why.
- GUI: Removed parts/vehicle selection window and merged the list into the contract window.
- GUI: We now show all parts/vehicles in the contract list, but color code the listing based on if they pass or fail the requirements, or if you have submitted a bit with that unit.
- Bug Fix: Fixed Base City Map Miami Per Capita for 1900-1950.
- Bug Fix: Italian translation file causing magazine not to work.
- Balance Tweak: slightly boosted gear's effect on acceleration. (from 0.5s to 1.5s.)
- Bug Fix: Fixed Bore Slider issue with engines that have more than 2 banks.
- Bug Fix: Fixed AI issue with bore, length, and width with engines that have more than 2 banks.
- Bug Fix: Fixed bug in AI Racing engine generation that caused engine lengths to be very long, thus very heavy, due to incorrect math with the engine banking system.
- Bug Fix: Fixed bug where stocks could reject player take over if the player owned 50%+1 shares.
- Exploit Fix: Put monthly purchase restriction in the save game to prevent player from buying multiple companies on the same turn by exiting the game and returning.
- Bug Fix: Fixed bug in the stock reports that occasionally showed the 52 week stock lows being higher than the 52 week stock highs.
So what did I do? Well, the most of the internals to the contracting system has been rewritten. The new system expands the amount of data exposed to the .xml files, thus allowing you (and me) to modify the values easily. It also allows us to create different contract types that have different specifications easier.
I've also implemented the ability to support chassis and gearbox contracts, although these are currently not in the game as they will be added in v1.22.2 when we get an update to the licensing system.
I've also changed some of the requirements for engines and vehicle contracts. We no longer have a CC requirement for most contracts (there will be a CC requirement for racing contracts, but more on that in v1.22.2).
The GUI for the contracting system has been overhauled, you will no longer have to read a big thing of text to see the requirements of the contract. We've also merged the parts/vehicle selection list into the same window. And the requirements will change green or red based on which requirements you have met or do not meet. The list of parts/vehicles will list all your parts, but they will be color coded as well for which meet the requirements, which do not, and which you have submitted already.
I still have many new features to add to the contracting system, but since I got the new internal system on par with the old system in terms of functionality, I switch over to the recent string of bug reports that missed our SP2.
On a final note, I have pushed back the last couple Document Saturdays and Map/Mod Monday's. I'm queuing them up for some forced "laptop time". Since programming on my laptop is slow and gives me a headache, it would be better for me to spend time on the laptop more wisely doing document and mod tool stuff.
The following change log may be incomplete, as I did run across a couple bugs here and there that I fixed but did not document...
- Engine Feature: Added more contracting system data to external .xml files for modding.
- Game Mechanics: Added support for chassis and gearbox contracts, though not implemented in game yet.
- Game Mechanics: Rewrote Contract Generation, AI bidding, and contract awarding code for new features and systems.
- GUI: Redesign contracting GUI window layout.
- GUI: Removed most of the "About" for the contract.
- GUI: Contract requirement table, that color codes based on what passes the contract requirements and what fails. Generated text telling you which requirement you failed and why.
- GUI: Removed parts/vehicle selection window and merged the list into the contract window.
- GUI: We now show all parts/vehicles in the contract list, but color code the listing based on if they pass or fail the requirements, or if you have submitted a bit with that unit.
- Bug Fix: Fixed Base City Map Miami Per Capita for 1900-1950.
- Bug Fix: Italian translation file causing magazine not to work.
- Balance Tweak: slightly boosted gear's effect on acceleration. (from 0.5s to 1.5s.)
- Bug Fix: Fixed Bore Slider issue with engines that have more than 2 banks.
- Bug Fix: Fixed AI issue with bore, length, and width with engines that have more than 2 banks.
- Bug Fix: Fixed bug in AI Racing engine generation that caused engine lengths to be very long, thus very heavy, due to incorrect math with the engine banking system.
- Bug Fix: Fixed bug where stocks could reject player take over if the player owned 50%+1 shares.
- Exploit Fix: Put monthly purchase restriction in the save game to prevent player from buying multiple companies on the same turn by exiting the game and returning.
- Bug Fix: Fixed bug in the stock reports that occasionally showed the 52 week stock lows being higher than the 52 week stock highs.
"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
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