Ouep, Proton est un outil intéressant, mais reste vraiment une béquille pas fiable. Il suffit d'une mise à jour du système, de Steam, du jeu, de Proton, d'un pilote, etc pour péter la compatibilité.
Ouep, Proton est un outil intéressant, mais reste vraiment une béquille pas fiable. Il suffit d'une mise à jour du système, de Steam, du jeu, de Proton, d'un pilote, etc pour péter la compatibilité.
* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
Je trouve Proton très stable au contraire.
Depuis la sortie je n'ai pas eu un seul problème de jeu qui marche moins bien après une mise à jour (et pourtant avec Arch, des mise à jour, j'en ai tous les jours).
Vim forcément.
@Gebeka en vrai c'est bon signe c'est que le jeu attire en soit. Personnellement je continue à suivre le topic en attendant que le jeu continue à s'étoffer pour le prendre quand j'aurais moins de jeux en parallèle.
Les bases semblent vraiment pas mal solide en tout cas.
"Les faits sont têtus."
New version v0.7.4.10
26 AVR. À 7H42 - 3DIVISION
Hello Comrades,
A bit later than usual - but I posting now new version to default branch for everyone! Hope you will enjoy it (if you not already tested it on the beta branch :-) )
I hope next week I will able to bring a fixes for the problems with out of video RAM issues, causing a corrupted saves while saving (without crashing), or not able to play at all in case your PC is not so powerful or you map too big. Let's see how it will turn out!
Now back to the current update, there are differences from previous version:
Worth to mention:
Added new prefab apartments
Added small shopping center
Serious issue fixed with unemployment rate calculation and fact there was only few workers available for work in specific city setup
Improved chain signal and train routing functionality (even seems still there are issues)
Increased tolerance climb/descend for roads/rails and other infrastructure
New flatten tool (takes height of flattening from initial mouse cursor position/height, this height is saved until you keep pressed LMB
Construction offices - improved autosearch and added filter which construction should office search
Tweaked max. number of citizens for apartments buildings
Added approximate visualization of autosearch for offices/farms/firestation and hospitals
Bugfixes
Some improvements on stability
Detailed description of issues:
0.7.4.6
Improved chain signal (fixed few issues)
Anoter fix to prevent crash when maximum city names (100) is reached
0.7.4.7
Added functionality to check possible error when vehicle can't find route, open the vehicle window and wait until an inspect icon appear (if game get idea where is error)
Fixed missing T815 from purchase list
Fixed problem with electricity, showing big wattage even no consumption - even issue is quite serious, it seems it is just counting/visual error in result, but to fix in your map is required to demolish and build again the switches, transformers or sub stations.. fix it by the code would be too risky so rather to decided fix this way
Added new prefab apartments
Introduced "quality of flats" parameter for residential buildings - it affect citizens similar way than unsatisfied citizens reaction, if higher flats quality the citizens react slightly less negatively when they have unsatisfied demands
Tweaked number of citizens to live in the apartments, previously was values too random, now it reflect to actual building cubic meters living-space and the quality of flats too
Added small shopping center to save your space in the cities
0.7.4.8
Tweaked tolerance for roads/rails climb or descend in critical like crossings, connection to buildings, multi-track building etc, now should be much more comfortable
Added new flatten tool type
Increase raise, lower and flatten strength
Fixed a crash when road depot is constructed by construction office
Fixed crash when loading save with small corruptions in the list of building where should go workers/students from residential buildings
Added verification of pipelines to avoid crashes at loading
0.7.4.9
Fixed some issues with path-finding optimizations like ambulances can't find way back to hospital, etc, to avoid that vehicles send somewhere and can't find route back, now they will not send there
Construction office can now auto-search also sidewalk, constructions connected by sidewalks only, also conveyors, pipelines, simple everything :-)
Construction office now searching construction all time (every 15 seconds) not only if have empty queue - hopefully your babysitting of construction office will be over!
Added approximate visualization of search-distance for construction office, and also hospital and fire station, or farm
Now the concrete mixers and trucks going for asphalt waiting until not fully loaded (in case no workers at concrete plant or asphalt plant)
Construction office - now you can select what types of constructions should office search (like roads only, conveyors, buildings, etc)
Now the buses should bring workers according priority where it needed, prioritized are the construction where no machines can be present - like short roads, then a constructions where are present cranes, then other constructions and finally a constructions with mechanism present (like with excavators, etc).
Buses will now not bring workers to construction until there are not present all materials, same for construction vehicles.
Railway construction office search should be now much faster (better optimized), previously was there small freezes in case huge railway network
Railway construction office - now should be construction find even if behind the station
If string is not defined in additional language, English string is used instead blank space
Serious issue was fixed in citizens mechanics, issues was the workers with some unsatisfied demands constantly remain in free time mode longer that it should, constantly going to bus/train station and then back home, now they should be on bus station only once during one cycle
Another issue with this mechanics was that those citizens which not get what they want, and was on bus/train station, they was marked as unemployed
0.7.4.10
Fixed issues when inaccessible buildings and infrastructure added to construction office as construction
Fixed issue when railway constructions added to non railway construction office
Fixed bug in bus mechanics for prioritizing constructions according amount of workers present on constructions
Fixed bug in bus mechanics not prioritizing construction with cranes present
Fixed hospital issues, some citizens remain stranded inside
Fixed issue that some of the citizens unable to move to another apartment
L'unique développeur de ce jeu ne plaisante pas, il promet de ne jamais forcer personne à refaire sa ville à zéro pour cause de patch, et balance des updates chaque semaine ou presque
Bonne nouvelle ça !Tweaked tolerance for roads/rails climb or descend in critical like crossings, connection to buildings, multi-track building etc, now should be much more comfortable
Petit screen, parce qu'avec des arbres c'est plus zolie.
Le screen date un peu, maintenant c'est bitumé (on a dépensé sans compter) !
Ça fait quand même un peu spaghetti de trottoirs.
Vous m'avez très enthousiastes à vous lire. Est-ce qu'une date de sortie GOLD est annoncée?
Pour ma défense, c'était durant une version beta qui avait le défaut de faire exploser certains besoins, heureusement ça n'a pas duré
Ce genre de trottoirs sont toujours assez commun en Europe de l'est... dans l'ancienne RDA, en Pologne... etc.
Bref, on aime ou on aime pas, mais c'est relativement réaliste en faites !
...même si on est tenté d'en rajouter, pour donner les 5 mètres nécessaires pour que tels résidents puissent se rendre à l'hôpital, etc, etc...
https://i2.wp.com/www.en-echappee.fr...9tersbourg.jpg
Pour revenir un instant à Linux, je n'ai pas de soucis pour utiliser Proton de temps à autre.
Je préfère éviter, et je favorise très largement le natif, mais pour quelques gemmes potentielles, j'y passe.
Pour info, chez moi ça plantait au démarrage, mais ça marche avec cette option de lancement dans Steam :
Linux Manjaro (Arch) 64bits XfcePROTON_USE_WINED3D11=1 %command%
Intel Core i5 4590 (4 x 3,3 GHz)
MSI GeForce GTX 960 @ 2 Go
Nvidia Drivers
16 Go DIMM DDR3 PC12800
SSD Samsung 250Go
Screen 16/9 24" LED 1920x1080
Pas eu le temps de jouer vraiment, seulement de constater que ça tourne, et que ça sent bon.
* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
Il m'arrive un truc bizarre, les gens se déplacent d'arrêt de bus en arrêt de bus et ne vont pas aux usines. J'ai pourtant donné des consignes en ce sens...
Les cases à cocher des gares concernent les catégories de personnes autorisées (ou non) à attendre un bus à cet arrêt. Les occupations affectées aux travailleurs à un arrêt correspondent à la répartition des arrivants (et non pas celle des partants, c'est facile de se tromper...). A noter que même si il n'y aucun départ vers des loisirs ou de l'éducation à un arrêt, si la case est cochée t'auras quand même des gus à faire la queue. Comme chez moi les transports en commun sont là pour aller bosser, je désactive systématiquement les autres catégories.
NB : on peut aussi demander à un bus d'aller non à un arrêt, mais directement au boulot (histoire d'être sur et certain que les travailleurs trouvent bien le chemin...)
Tiens je vais tenter ça.
Mais du coup le bus ne prend pas le risque de prendre trop de travailleurs ?
Est il possible de construire toutes les routes avec nos chantiers de construction ?
C'est un aspect que j'aime beaucoup dans le jeu, mais vu que ça prend pas mal de temps et que ça bloque la circulation, je n'ai pas trouvé le moyen de faire sans la construction en rouble/dollar pour certaines zones. Pareil pour les trains qui bloquent les croisements. C'est dommage ça casse mon trip de tout construire moi même. Des idées ?
En général, je fonctionne par "cellule", c'est à dire que quand j'ajoute une route, je la connecte à mon réseau des deux cotés (le graphe de mon réseau routier est biconnecté, sauf pour les accès aux bâtiments). Comme ça, si j'upgrade les segments un par un il reste toujours un contournement possible. Attention, quand on créé une intersection (par exemple pour relier un bâtiment à la route), ça découpe la route en plusieurs segments. Du coup quand je veux tout construire à la mano, j'upgrade au maximum avant de relier. Les petits segments, c'est long à faire (proportionnellement) et ça ne coûte pas cher, donc en général je paye.
Petite astuce : comme les routes en terre ne coûtent rien, il m'arrive d'en construire juste pour la durée des travaux (comme contournement). Je multiplie aussi les bureaux de constructions, et j'en mets plusieurs sur les gros chantiers pour gagner du temps.
l'IA galère aussi pour les chemins piétonnier, j'ai tendance à tout acheter direct.
Autre piège à éviter : les arrêts de bus et dépôts de véhicules ont deux entrées, mais le pathfinding n'en fait pas usage (utilisation possible : faire une voie express juste pour les bus, les autres véhicules ne pouvant y accéder).
Ah ok dommage, j'ai l'impression de cheater en achetant les routes. J'espère qu'ils vont améliorer le système, avec par exemple de la circulation alternée pendant les travaux. J'ai bon espoir, car le système a l'air souple. J'ai vu des bus doubler des véhicules plus lent en utilisant la voie de gauche, ça a pas l'air grand chose, mais je ne l'ai jamais vu ça dans aucun autre jeu, ça doit être un enfer à coder
Pas bête la voie bus, je vais m'en inspirer pour certaines zones.
Patch note de la semaine dernière, pas de grosse feature cette quinzaine, mais pas mal de bugfix et de choses qui simplifient la vie :
New version v0.7.5.7
8 MAI À 22H53 - 3DIVISION
Hello to all party members!
Wednesday so new update! A lot of fixes also some new stuff, sorry still the basic stuff or basic improvements, I plan to start work on finishing this personal car mechanics very soon, I think I need some pause from the fixing work :-), but still next focus of fixing should be somehow improve the autosearch of construction offices, so it will not generate so much freezes when searching for constructions in a big map.. also also some kind of faster and better optimization for pathfinding.. something better than we have now (you know: road distance can be max 4X in air distance)
Also one note for guys who playing on test branch. In case you hear this engine SFX all over the map, wherever you are, use LCTRL + 5 (not use numpad 5) to reset all vehicles position to theirs workplaces. I saw some games submitted on support, without this step done, this issue was created with introduction of new version (64bit DX11.1), however it's fixed, but you need to make this in order to fix your map.
Worth to mention log:
Introduced 64 bit version of the executable, for now it works only on Windows 8.1 or newer. It bring some optimization to video memory, because it is using newer version of DirectX11 too, therefore can't run on Windows 7 sorry. I will most probably switch the current 32 bit to 64-bit too, but simple this will NOT solve the issue with saving and crashing due to low video RAM - so because of this not worth to introduce now.
Revision of worker/passenger transportation mechanics - fixed various issues, now citizens check all stations of vehicle route plan. Also you can force citizens to step into vehicle and step out on specific station even nothing around this station, if you will specify where should workers/passengers/students go from this station and you specify another station as destination, citizens will step into vehicle, step out on this station and walk to this station specified where they can step into another vehicle.
Now also the parameters like auto finance, auto populate, auto purchase from left panel saved into saved game
Added storage for cement and livestock
Optimized some GUI windows, added minimize icons, if you double click on vehicle route plan stops it opens building, same for construction offices list
Added special list to building's window to view all related vehicles
Added option to not pause game while alt tab-ing, and also not minimize window (you can find it in general settings)
Tree brush, MMB change size - clicking is over
Bugfixes
Detailed log
0.7.5.0
Introduced 64 bit version - there is resolved a problem when you saving map, and it get corrupted due to out of video memory - like map is too big or your computer low
Fixed bug when sometime the save which is corrupted appear in load game list as not corrupted and another non corrupted saves appear as corrupted
Corrupted save can be now selected and deleted
When saving game and error on video memory appear a warning is displayed
0.7.5.1
Attempt to fix some audio issues with 64 bit version (but some changes also on 32bit)
0.7.5.2
decreased loading time in 64 bit version
font smoothing in 64 bit version
maybe fixed random crash during loading (Init GUI textures) 64 bit version?
0.7.5.3
fixed adding unaccessible road and footpaths to construction office
removed concrete & asphalt wait until loaded - seems causing more problems than solving
increase auto search interval for construction offices from 15 to 30 seconds
0.7.5.4
Added factory connection to small shopping center - you need to build new one :-(
Fixed issue that workers not wanted to step into train/bus if next station there was no job or nothing to satisfy, now they are checking all stations in vehicle schedule
Fixed issue of workers going from station to station
Fixed issue that workers step out from bus/train and then step back in
If you now specify for train bus station where should workers/passengers/students go from station, and this destination will be another station, it will force workers to step into vehicle, and step out from the vehicle on this station - this will allows you to make a transfer points, like unload workers from bus and send them to train station and further transport
Fixed bugs in passenger loading/unloading mechanics - there was some mistakes in calculation and speed of loading/unloading of passengers
0.7.5.5
Fixed some stability or loading issues
Fixed 64 bit version SFX issue (SFX hear while over empty map)
Fixed disappearing road vehicles when moving on footpaths - was same issue as SFX issue BTW
0.7.5.6
Now are saved in the save game also the parameters of current speed of game, auto finance, and auto purchase resources and auto populate too
Added storage for cement
Added storage for livestock
Added visualization of livestock for storage/farm/slaughterhouse (you need to build new)
Added settings for disable pause game while alt-tab window (good if you would like to run game while you can do other things on your PC)
Added settings for disable minimize of window while alt tab (may be useful to watch what happening in the game in case you have two monitors)
Attempt to fix bug when some machines are unable to start 64-bit version of the game in the Windows 8.1 (there is some unknown error with music, now game should run, but maybe music will not run)
Added various minimize/maximize buttons into construction office/farm/construction and other windows
Now if you click on building list in construction window (or double click in vehicle route plan) it opens a building window
Now route plan is displayed also for vehicles which work for construction office, farm, etc - even you can't modify this list
Added special list of related vehicles at bottom of all windows where it can be used
0.7.5.7
Added tree brush (MMB to change size just like flattening)
Now is not possible to seed tree very close to another tree
Fixed bug when semaphore can be added even cursor is over window or over another GUI element
Fixed issue when closing window with demolish or any other tool active, was possible to accidentally delete something
Added info about current GPU into main menu in the left bottom corner (like the version)
Fixed issue when university was destroyed during research running, research was the get locked
Chance that any building get fire was decreased by -35%
Fixed issue that rail construction office start construction of conveyor as railway bridge
Added factory connection to concrete plant to be able connect it to cement storage
If very low amount of staff in hospital, school or so the university educated will started work as staff
Fixed issue with increasing price of finishing construction when doing construction on your own and decide if finish with money
Les voitures individuelles vont bientôt arriver (et les usines qui vont avec)
Petit patch de bugfixes aujourd'hui qui ajoute cependant la possibilité de faire pause avec espace !
Le dev bosse toujours sur les automobiles, mais la bonne nouvelle c'est qu'il à agrandi son équipe et va ouvrir des bureaux pour sa boite. J'imagine que le jeu s'est pas trop mal vendu du coup
J'adore toujours ses messages absolument pas professionelsTo all party members,
Just a small update and swap the beta branch to the default one. Maybe too small update this week, but I invest some of time to working on new feature (personal cars) and also in the increasing size of team. We will open new offices in Kosice very soon!
About progress with personal cars, seems it is working now - the basic mechanics - citizen is going to work by car and also then after work going to spend their free time with car - now I try to get working that he will also able to take their kids to school / university :-) Fingers crossed , I just hope I will be successful , but if not.. anyway this personal cars will be interesting new feature.