[WIP] Expansion: InfoStatsMod - 0.4.2

A part of having fixed the problems on the technical side, I will also introduce an unfinished feature, a brand new one and finally an optimization for the lower screen resolutions (at least for the release details).

The unfinished notification screen has been implemented (usage can be controlled in the notifications setup screen). When a game has been released and a new sales card added to the screen, you will see this message popping up to inform you that new release details are available.

I plan to integrate this kind of message for speed-up also into TweakMod, to allow usage as an overlay message.

The new feature will allow you to gather access to game details by clicking on the sales card (the sales info area where your actual game sales are shown).

The cursor will appear as a hand and by clicking on it you will get a screen that you might already know as being part of the release details screen:

<img src=ā€™/uploads/default/1913/41979c1d0630af96.jpgā€™ width=ā€œ360ā€ā€™>

Whatā€™s the current status?
Iā€™m doing some clean up work and then Iā€™ll give the platform details a review. After that I will release the next version.

Nice , I hope you will realease it until the weekend , you mod is the reason I`m playing gdt again.

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##Version 0.4.1. released##
Iā€™m happy to announce the immediate availability of InfoStatsMod version 0.4.1.

  • Completely revised modal windows. Now works well with lower resolutions, too.
  • Fixed problems when using the module with UltimateLib (for UL >= 1.1.0)
  • Implemented notification for when a game release analysis is available (can be configured)
  • New feature allows to click on the game sales card to obtain detailed information about the game

Please also download the new UltimateLib 1.1.0 to have InfoStatsMod work without problems.

@CrimsonW Done before weekend :wink:

Thanks mate :smiley: .

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Iā€™ve had an error with your mod and Iā€™m not the only one. It appears only after you release a console and basically corrupts your save making it frozen in time effectively. If you then take off the mod and reload the game it still doesnā€™t work. I have the latest version of your mod. Iā€™m not sure if I had the latest ultimatelib at the time so Iā€™m going to try and recreate the error.
The error goes as follows:
Development ended and box for console sales appeared with number of sales ā€˜0ā€™.
Then the game freezed and showed me Uncaught Error: Cannot initiate ā€˜Revievsā€™ (or something like that)
I opened other company, everything work well. But when I tried to open SAVE from that company (BEFORE even announcing the console!) the game shows me the same error on black screen of loading. I tried restarting, but still the sameā€¦
(As described here: [Bug] Save lost forever? )

@darthvesta Thanks for reporting this issue. Iā€™ll look into it and will let you know as soon as I found the cause and fixed it. When the game freezes, does it help using the ā€œToggle Pauseā€ button in the InfoStatsMod menu?

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Toggle pause works! You may want to look into the bug but it isnā€™t urgent now.

@darthvesta Ok. Iā€™ll also look into the ā€œsales chartā€ problem.

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The following bugs have been fixed. A new release of the module is planned for later this sunday.

  • Fixed errors in conjunction with the GameQuality calculation
  • Fixed calculation of ā€œBest Game Everā€
  • Fixed annoying ā€œBest Game Everā€ notifications showing every week
  • Fixed error when releasing a custom platform
  • Fixed error when clicking on sales card of custom console
  • Fixed erroneous height of engine specs list on lower resolutions

If you have found some other issues, please let me know before I release the 0.4.2 version (you have some hours for it ;))

3 Likes

New Release 0.4.2###

Iā€™m happy to announce the immediate availability of InfoStatsMod version 0.4.2.

As already previously announced, this is maintenance release that provide the following bug fixes:

  • Fixed errors in conjunction with the GameQuality calculation
  • Fixed calculation of ā€œBest Game Everā€
  • Fixed annoying ā€œBest Game Everā€ notifications showing every week
  • Fixed error when releasing a custom platform
  • Fixed error when clicking on sales card of custom console
  • Fixed erroneous height of engine specs list on lower resolutions
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I think the footer date may be a month ahead as well, not major but a little thing.

Well, I honestly wasnā€™t quite sure and aware on when the simulation begins for real, in terms of date.
So I assumed 01.01.1980.

Does this version remedy the problems you reported?

Iā€™ll take a look at the ā€œmonthā€ ahead thing :slight_smile:

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Iā€™ll check the new version in a sec. I believe you got the date basically right just a month ahead. Itā€™s a bit confusing since Y1 appears to be 1980 not 1981, so quite confusing.

I believe Y1 is 1984, but I havenā€™t looked into that very much into that and the platform release dates are a bit off compared to actual consoles. (Take the fact that the mBox One is released three years after the Wuu as an example.)

The consoles are released at different times for balance purposes and Iā€™m pretty sure itā€™s 1980 Iā€™ll see if it says anywhere.

EDIT: OK so it doesnā€™t specify an exact date.It is most likely 1980-1982 depending on how the balanced the G64. The C64 was released in 1982 but they was most likely moved for balance. The NES which was released in game as the TES in Y2, was released in 1983 hence backing-up the idea of a 1982 start. the 1986 release of the sega master system throws this off balance though since the vena master V was released in Y3. The game might therefore be a 1982 start or more likely they rounded it down to 1980 to make it simpler. It is also possible the start is in 1981 since that would make the dating system simpler. It is also likely they didnā€™t specify a date because the release dates had been balanced so it wouldnā€™t be accurate.

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Good points, however thereā€™s probably no real set date because the platform release dates vary so much. If we look at the Game Gear/Genesis the starting year would be 1987, soā€¦ yeah. Like you said they are released at different times for balance purposes.

Oh, and Iā€™m pretty sure the C64 was already there (although it had probably not been on the market a very long time) when you started the game, just like the PC.

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The G64 appears at the start of the game yes. The C64 itself was released in 1982. I think we should stick with a 1980 start date for the infostats footer since itā€™s pretty accurate and is a good date to start at.

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Hi! Iā€™m having trouble getting this mod to work and I donā€™t know what I need to do.

Iā€™ve got UltimateLib installed and running fine and InfoStats shows up in my list of GDT mods, too, but after switching this mod on and restarting the game, nothing happens.

Are there other things I should have installed to ensure that this works? Iā€™ve got at least one mod working successfully (CheatMod) so Iā€™m a bit confusedā€¦

@seeyoshirun Well, this sounds strange. InfoStatsMod itself doesnā€™t need the UltimateLib. Could you try to use InfoStatsMod without any other mods and without the UltimateLib (only with gdt mod-api and InfoStatsMod activated)?

###edit###
@PatrickKlug When is GDT supposed to start in terms of a date? I assumed 01.01.1980 in InfoStatsMod.

that was generally the idea but since we preferred to use in-game dates instead of real dates we never really decided on a specific year.