What changed
0 fixes0 additions1 change0 removals
changedWe have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games. So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies. The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals. Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter. I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely). So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar. Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable. You can no longer bid on contracts with under development components/vehicles. The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files). A warning button now appears in the bottom bar if you’re about out of money. Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway. So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way. Change Log: - Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system. - Gameplay: Predesigned or Custom Design selector when player design a vehicle body. - Engine: Saved .Car files now included aerodynamic drag data for AI. - Gameplay: AI now selects a predesigned vehicle body to use for their models. - Engine: Implemented a predesigned vehicle mod loading system. - Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files. - Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection. - Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words. - Engine: Added a popularity link for
GearCity changes
changedWe have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games. So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies. The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals. Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter. I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely). So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar. Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable. You can no longer bid on contracts with under development components/vehicles. The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files). A warning button now appears in the bottom bar if you’re about out of money. Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway. So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way. Change Log: - Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system. - Gameplay: Predesigned or Custom Design selector when player design a vehicle body. - Engine: Saved .Car files now included aerodynamic drag data for AI. - Gameplay: AI now selects a predesigned vehicle body to use for their models. - Engine: Implemented a predesigned vehicle mod loading system. - Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files. - Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection. - Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words. - Engine: Added a popularity link for
We have released v1.23.1 to Testing Build! If you would like to try Testing build you can find instructions on how to switch Steam builds here: http://www.ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 . You may return to v1.23 at any time if you want to continue your old save games. So what is new for v1.23.1? The most notable change is the implementation of the “Predesigned” vehicle system. This system will allow you to select a predesigned .car file instead of designing your own vehicle bodies. The artist was only able to get to 1940 with the bare number of vehicles. He will continue to add them over the course of v1.23.2. I should also note that the existing bodies are incomplete. Many of the predesigns are missing gaps and door jams. I will be going through them to add and edit them, as the artist was unable to master placement and manipulation of the decals. Due to changes in car body and accessories files, old cars saves are unloadable by the game. The game will delete old .car files upon start up to reduce your clutter. I will ask the community to contribute .car files for the predesigned system soon (v1.23.3 most likely). So what else is new? The most noticeable changes are the upper bar in the office and the lower bar throughout the game. In any room with clickable objects, we implemented buttons in the upper bar so that players can open multiple windows without memorizing the hotkeys. For the bottom bar, we added more fiscal information (based on how wide you are running the game resolution) and included it in every room in the game. However, due to the amount of data, we divided this new information into four different sub categories to fit it on the bar. Component modification is restricted to one modification every 2 years now. We have also increased the cost to modify components. This may need a little more balancing, but it is now less exploitable. You can no longer bid on contracts with under development components/vehicles. The engine will now fall back to default OpenGL settings if you break your settings file or if you do not play the game for a long period of time (thus having out of date files). A warning button now appears in the bottom bar if you’re about out of money. Base City Map now has complete military history news articles. Spelling/Grammar checking is now underway. So what’s next? v1.23.2 is more of a maintenance release. The only large feature planned is Continental Auto Production Restrictions. We will continue to work include predesigned vehicles and anything else subcontractors finish along the way. Change Log: - Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system. - Gameplay: Predesigned or Custom Design selector when player design a vehicle body. - Engine: Saved .Car files now included aerodynamic drag data for AI. - Gameplay: AI now selects a predesigned vehicle body to use for their models. - Engine: Implemented a predesigned vehicle mod loading system. - Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files. - Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection. - Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words. - Engine: Added a popularity link for