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Thanks for great Next Fest! (and a *big* demo patch)

[h2]Thank you everyone who checked out Generation Exile during Next Fest![/h2][p]With the Next Fest event itself wrapped up, we went heads down this week to get in a bunch more fixes that were more involved or higher risk, and thus we didn't feel comfortable pushing for them during Next Fest itself.[/p][p]But as we will be leaving the demo up for quite a while yet, we wanted to ensure that anyone coming to check it out between now our Early Access launch will get the best experience we can provide as well as addressing some of the bigger issues folks who had already checked out the demo were running into.[/p][p]Full patch notes are below but a couple of highlights:[/p][h3]Better ultrawide monitor support! [/h3][p]It's still not at the level of robustness we are planning for the Early Access launch, but it's a big step forward. For now, having the full render resolution wider than 16:10 is not officially supported and where might be some visual bugs, but the functionality should be fine. And if one selects Borderless WIndow with a 16:9 or 16:10 resolution, the rest of the display will letterbox and otherwise work quite seamlessly. This would be our recommendation for anyone playing the demo on an ultrawide display for now and we'll get everyone with a mighty drive-in theatre screen display (which includes some members of our team!) properly accommodated come Early Access.[/p][p][/p][h3]This accursed problem[/h3][p][/p][p]We finally tracked down and addressed this very vexing bug! This one was quite a gremlin, as the cause was isolated to anyone who has an OS locale setting that represents decimal numbers using a comma rather than a period, e.g. "twelve and a half" being formatted 12,5 (as compared to 12.5).[/p][p]We might make a more detailed forum post if anyone is interested in the deep details of Why Computers Might Have Been a Mistake, Actually. but the tl;dr version is there a few OS-level .NET calls that perform file I/O that by default will take any number read using the OS locale setting, which most of the time is correct and wise! However, in this instance, we are using SVGs (Scalable Vector Graphics) for many of our UI assets and technically, an SVG file is actually just a huge list of coordinate points and modification operations to those points. But that meant the seemingly innocuous OS call we made to read values like "12.5" out of our SVG asset files would absolutely choke if the OS locale expected to be getting decimal numbers in the form "12,5" instead. Once we found the issue, the fix was very easy (use a slightly different OS file input call) so everyone, everywhere - regardless of how you scribe fractional numbers - will now have their UI render correctly.[/p][p]Also included are a heap of stability, performance and QoL updates as well![/p][p]And as an additional note, unfortunately due to the scope of the changes needed, any saves from a prior version of the demo won't load correctly in this update.[/p][p][/p][p]Our next updates will likely gear toward our push for Early Access, but if there are more things you'd like to hear about please let us know in the discussion forums or at our feedback site: https://www.generationexilegame.com/support/[/p][p]Thank you again for being with us![/p][p][/p][h3]Patch notes (demo version 0.3.11)[/h3]
  • [p]Fixed UI vector images rendering error occur on machines where the OS locale settings use commas as decimal separators[/p]
  • [p]Added better support for monitor aspect ratios wider than 16:9/16:10[/p]
  • [p]Added some missing structure/resource icons[/p]
  • [p]Various UI polish and adjustments[/p]
  • [p]Improving handling of cancel structure build state[/p]
  • [p]Improved stability after loading a save game[/p]
  • [p]Fixed a couple bugs causing sound effects to fire multiple times in quick succession in some very specific circumstances[/p]
  • [p]Fixes for various narrative event issues[/p]
  • [p]Various performance improvements[/p]