02-02-2019, 04:59 AM
Always forget to post stuff here. Can't blame me with how inactive these forums are now... Should pick up again someday though...
After completing Supplemental Patch #7, I switched over to updating the game's engine. The engine updates went rather well. However, during that time, some major issues with SP7 was reported. So when I reached a stopping point with the updated engine, I merged the code base with the old engine and worked on what was to become v1.24 SP 8.
SP8 mainly fixed several bugs reported to me since November 15th. It also our first wide release of the 64-bit Engine. The 64-bit Engine will be the default for all users. However, a new Branch will be launched so that you can access the 32-bit build from a 64-bit computer if you have any issues with the 64-bit version of the game. Currently, v1.23 Stable Build and v1.22 Legacy Build are 32-bit as well. As more updates come out, those will cycle over to the 64-bit engine.
Since I was unable to finish all the features I wanted to implement in the 64-bit build, there will be a v1.24 SP9. However, it should be a small release and mostly focused on 64-bit engine features, such as resizeable reports windows.
I am currently in the process of building and testing all the updates. It will take some time, as there are now 6 builds to test and verify, 4 of which are on virtual machines running on an old computer.
So what's in the SP8 update?
-Bugfix: Fixed top speeds of finished vehicles not matching top speed in ratings windows.
-Bugfix: Fixed possible negative weight modifiers if weight to hp ratio was rounded to 15 or 38 kg per hp.
-Bugfix: Fixed global demand randomization values not being tied to administration skills. Now missed demand for global shipping should be the same as shipping range demand estimations.
-Bugfix: Changed ambiguous wording in "contracts can't be bid on" memos.
-Bugfix: FIxed several issues with awards and race championships in the Showroom vehicle report.
-Bugfix: Fixed marketing funds not being cleared when spinning off or selling a marque and including branches.
-Gameplay: Now generating first turn contracts.
-Bugfix: Fixed issues with Auto-production restriction lists which was causing the lists not to refresh.
-Bugfix: Fixed issue causing discontinued parts which were being licensed to AI companies not to clear out their licensing revenues during the end turn phase. This fixed an issue with the licensing revenues report having more income than listed in other reports.
-Gameplay: Increased image growth rates dynamically if the target skill is much higher than the current skill.
-Gameplay: Linked marque's researching skills with parent companies'.
-Bugfix: Fixed possible negative loan situations.
-Bugfix: Fixed issue with branch wear reports not having the correct wear amounts for every branch.
-Bugfix: Fixed issue with Chassis RnD View name sort.
-Bugfix: Fixed issue with holdings list not showing after taking your own company private.
-Bugfix: Fixed late game possibility to go bankrupt if playing on infinite cash mode.
-Bugfix: Fixed issue with year interpolation system that caused nation and flag changes not to register if starting in a later game year.
-Engine: Merged GearCity Beardgine 1 and Beardgine 2 code bases together.
-Bugfix: Fixed contract crashes in respect to not having a component selected in the contracting lists whilst bidding or canceling a submission.
-Bugfix Fixed sliders loading crash in 64-bit build due to VS2013 code optimization system.
-Bugfix: Fixed crash related to hitting + or - while RnD is loading or doesn't have keyboard focus.
-Bugfix: Fixed crash in tutorials on Linux 32-bit build, 64-bit build, and possibly other systems.
-X64 Engine Implemented a popup warning for OpenGL players on 64-Bit windows build, letting them know that the DirectX9 system is probably better now.
-X64 Engine Implemented non-character keys for web browser Linux and Mac 64-bit builds.
-Bugfix: Fixed HR help button not having proper text.
-Bugfix: Fixed WW1 and WW2 achievements triggering a year too late.
And as always, a few more minor fixes here and there that I failed to document or remember.
After completing Supplemental Patch #7, I switched over to updating the game's engine. The engine updates went rather well. However, during that time, some major issues with SP7 was reported. So when I reached a stopping point with the updated engine, I merged the code base with the old engine and worked on what was to become v1.24 SP 8.
SP8 mainly fixed several bugs reported to me since November 15th. It also our first wide release of the 64-bit Engine. The 64-bit Engine will be the default for all users. However, a new Branch will be launched so that you can access the 32-bit build from a 64-bit computer if you have any issues with the 64-bit version of the game. Currently, v1.23 Stable Build and v1.22 Legacy Build are 32-bit as well. As more updates come out, those will cycle over to the 64-bit engine.
Since I was unable to finish all the features I wanted to implement in the 64-bit build, there will be a v1.24 SP9. However, it should be a small release and mostly focused on 64-bit engine features, such as resizeable reports windows.
I am currently in the process of building and testing all the updates. It will take some time, as there are now 6 builds to test and verify, 4 of which are on virtual machines running on an old computer.
So what's in the SP8 update?
-Bugfix: Fixed top speeds of finished vehicles not matching top speed in ratings windows.
-Bugfix: Fixed possible negative weight modifiers if weight to hp ratio was rounded to 15 or 38 kg per hp.
-Bugfix: Fixed global demand randomization values not being tied to administration skills. Now missed demand for global shipping should be the same as shipping range demand estimations.
-Bugfix: Changed ambiguous wording in "contracts can't be bid on" memos.
-Bugfix: FIxed several issues with awards and race championships in the Showroom vehicle report.
-Bugfix: Fixed marketing funds not being cleared when spinning off or selling a marque and including branches.
-Gameplay: Now generating first turn contracts.
-Bugfix: Fixed issues with Auto-production restriction lists which was causing the lists not to refresh.
-Bugfix: Fixed issue causing discontinued parts which were being licensed to AI companies not to clear out their licensing revenues during the end turn phase. This fixed an issue with the licensing revenues report having more income than listed in other reports.
-Gameplay: Increased image growth rates dynamically if the target skill is much higher than the current skill.
-Gameplay: Linked marque's researching skills with parent companies'.
-Bugfix: Fixed possible negative loan situations.
-Bugfix: Fixed issue with branch wear reports not having the correct wear amounts for every branch.
-Bugfix: Fixed issue with Chassis RnD View name sort.
-Bugfix: Fixed issue with holdings list not showing after taking your own company private.
-Bugfix: Fixed late game possibility to go bankrupt if playing on infinite cash mode.
-Bugfix: Fixed issue with year interpolation system that caused nation and flag changes not to register if starting in a later game year.
-Engine: Merged GearCity Beardgine 1 and Beardgine 2 code bases together.
-Bugfix: Fixed contract crashes in respect to not having a component selected in the contracting lists whilst bidding or canceling a submission.
-Bugfix Fixed sliders loading crash in 64-bit build due to VS2013 code optimization system.
-Bugfix: Fixed crash related to hitting + or - while RnD is loading or doesn't have keyboard focus.
-Bugfix: Fixed crash in tutorials on Linux 32-bit build, 64-bit build, and possibly other systems.
-X64 Engine Implemented a popup warning for OpenGL players on 64-Bit windows build, letting them know that the DirectX9 system is probably better now.
-X64 Engine Implemented non-character keys for web browser Linux and Mac 64-bit builds.
-Bugfix: Fixed HR help button not having proper text.
-Bugfix: Fixed WW1 and WW2 achievements triggering a year too late.
And as always, a few more minor fixes here and there that I failed to document or remember.
"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