Airport CEO Alpha 30 released

also prison archieat had hidden 3D mode which is accessible via extras page on main page its turns in 3D from 2D - to revert back - same way to exit from 3D mode

30.1.9 change log?

:slight_smile:

Oh, sorry about that. Some miscommunication from our side. Here you go! :slight_smile:

    Release notes - Airport CEO - Version Alpha 30.1-9

Improvement

  • [ACEO-12187] - New employee tool sprite added
  • [ACEO-12219] - Cost for expanding airport added to funds after completing the regional airport phase
  • [ACEO-12267] - Better exception logging for coroutine execution to uncover issue with ACEO-10338

Bug

  • [ACEO-10955] - Bulldozing terminal foundation returns incorrect funds value
  • [ACEO-11780] - Medium stands are loaded as small on older saves
  • [ACEO-12050] - Various spelling mistakes in tutorial
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Silence…

4 days from last release, no bug, no reply, no comments. Pretty boring days for devs, I believe. :stuck_out_tongue_winking_eye:

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Means everything is on track :wink:

The devs were visiting rebootdevelop, but as you can see they have been coding as well :+1:

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The trello is looking v promising for big updates

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I did stayed home with my kid and also worked intensely on multiple-floor. :slight_smile: This is one of the reasons the experimental branch has not been prioritized last week.

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Good to hear Frederik! Cant wait to See new multiple Floor progress!

Actually i would rather have less bug updates (especially if they are not critical for playing) than every day or so. It will leave them more time to develop the multi-floor, big planes and services ! I’m so excited to see them coming out !

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  • [ACEO-11780 ] - Medium stands are loaded as small on older saves

Just did a quick test on an old map save, but (unfortunately) it didn’t work :cry:. Just another good reason to rebuilt it in the new version with multi-floors when that is released :relaxed:

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I am having the same problem, when I load the save game on the internal multi floors version sometimes the stands stay as medium stands and some change.

Hey everyone! It’s been a little quiet here (and we’ve been a bit absent due to wanting to focus 100 percent on development) so I thought I’d spend the first Easter day holiday with a quick update on what’s been going on behind the curtain. A longer version of this will be dropped in the dev blog on Tuesday (since Monday is also a holiday).

The results of Fredrik’s effort was deployed yesterday on the internal branch for testing, i.e. the first version of the multi floor (and soon to be multi terminal) path finding and person behavior adaptations. We’re now at the point where you can freely build and design multiple story airports and have passengers and staff interact with objects on various floors and path find across the airport. This also includes all vehicles and baggage. What’s still left to do is to squash the many bugs that will arise from this update in a series of new updates for the internal branch, and then we have the last leg of the multiple floor feature update which includes visual work on how to represent the different levels and how to represent passengers and employees moving on stairs and escalators.

Meanwhile in Croatia, Alexander has completed the implementation of the localization system and the game will initially be professionally translated to German the coming week. The system is complete but as we get the translated text back we will have to do a lot of UI testing to make sure strings are correctly represented throughout the user interface. We’ve gotten a lot of response from German players who want to help out with testing so once we’re confident in the system it will be merged into the current internal version and tested along with multiple floors and…

… catering, which is also more or less completed and ready to be tested on the internal branch (which will happen later today). Since it’s now getting so crowded on the stands we decided to a long side catering implement a new service vehicle movement system which is tethered to the aircraft type, meaning different configurations for where baggage is transitioned, where the catering truck parks for the galley door and so forth (we’ve tried to be as realistic as possible with some limitations). With catering being in the wild we’ll start off next week with overhauling the weather system and then start work on de-icing, @Jettuh has already developed the de-icing truck and I’m extremely excited to implement it!

So you are correct in stating that there are a lot of big features coming up very soon, at the same time, which is something that requires a little bit of planning and a proper deployment strategy - which we’ll get into more on Tuesday.

As for the experimental branch and the current version, we’re going to evaluate it’s health next week and see if -9 can be deployed to the default branch. With catering and multiple floor out for testing we’ll make sure to take a look at some bug fixing patches for the experimental branch too, but since the new internal version is so far ahead of the experimental version it doesn’t make much sense to start a new serious round of bug fixing on code that still relies on an old grid system, a lot of old none-refactored code and lacks several important features.

We’ll be here in the periphery all weekend, but also enjoy the Easter break we have here in Sweden. Happy holidays! :slight_smile:

Yeah, I’ve seen this. There might be an easy fix for it but at some point we have to realize the fact that one label that comes with this being an early access game is that some parts of a save can break due to changes like these. We simply can’t afford to spend too much time dwelling in the past, although I agree that it’s a bit of an annoying bug.

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Thank you for the update @Olof! Have a nice weekend. :grinning:

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Happy Easter!:egg::rabbit:

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There might be an easy fix for it but at some point we have to realize the fact that one label that comes with this being an early access game is that some parts of a save can break due to changes like these. We simply can’t afford to spend too much time dwelling in the past, although I agree that it’s a bit of an annoying bug.

Totally agree, there are much more important parts that needs your attention. Going forward is the action to take!

Happy holidays!

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Might be time to spam you guys with ACAPS documents (like it wasn’t already) :smiley:

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Just a quick update here, Alpha 30.1-9 will go live for default tomorrow with a few minor fixes to basic issues reported over the last week and some other logging stuff (full change log will come). Currently working on multiple floor path-finding bugs, localization, catering bugs and de-icing stuff - dev blog will be pushed forward until Friday since we, as per usual… have so much to do!

More info tomorrow! :slight_smile:

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Hmmm… the day after tomorrow. :thinking:

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Good evening!

After a slight delay we’ve now deployed Alpha 30.1-9 to the default branch! Below is the change log for this small but important change, and the dev blog is still set for publication on Friday (today).

    Release notes - Airport CEO - Version Alpha 30.1-9

Improvement

  • [ACEO-12187] - New employee tool sprite added
  • [ACEO-12219] - Cost for expanding airport added to funds after completing the regional airport phase
  • [ACEO-12267] - Better exception logging for coroutine execution to uncover issue with ACEO-10338

Bug

  • [ACEO-10955] - Bulldozing terminal foundation returns incorrect funds value
  • [ACEO-11780] - Medium stands are loaded as small on older saves
  • [ACEO-12050] - Various spelling mistakes in tutorial

Also, I cleaned up this thread with a few responses that I didn’t feel related to the immediate development of Alpha 30 so here’s another friendly reminder to stay on topic for this thread, please! :heart: :airplane:

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