Recent Posts

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1
New releases / Alpha 9.11.2 officially out
« Last post by PatchNoteBot on Today at 01:19:08 PM »
Steam Post
Music by Chris Sinnott is finally in, with more to come!

Full changelog:
Changes
  • Group right click buttons
  • Added music
  • Instead of having a default room style, you should be able save and apply custom styles
  • Ability to group rooms and blanket assign them styles and staff
  • Dialog confirmations can now be ignored on an individual basis
  • Improved cook serving tray priority logic
  • Amount of people who can take food from a serving tray at a time is no longer limited by space around the tray
  • Mark roles in green which comprise the most skill when selecting teams
  • Added ctrl+z to undo in build mode


Fixes
  • Undoing deleting rooms would not recover all their settings
  • Various other fixes
  • Product detail window header was off


Optimizations
  • Random optimizations to employee simulation


2
New releases / Patch notes updated
« Last post by PatchNoteBot on September 23, 2017, 09:19:11 PM »
Patch notes have been updated.
3
New releases / Alpha 9.11.1 out on testing branch
« Last post by PatchNoteBot on September 23, 2017, 01:19:17 PM »
Steam Post


This update changes some gameplay mechanics, so I've decided to put out in testing for some days before releasing it officially.

Music by Chris Sinnott is finally in, with more to come!

Changes
  • Group right click buttons
  • Added music
  • Instead of having a default room style, you should be able save and apply custom styles
  • Ability to group rooms and blanket assign them styles and staff
  • Dialog confirmations can now be ignored on an individual basis
  • Improved cook serving tray priority logic
  • Amount of people who can take food from a serving tray at a time is no longer limited by space around the tray


Fixes
  • Undoing deleting rooms would not recover all their settings
  • Various other fixes


Optimizations
  • Random optimizations to employee simulation


4
I sure hope they add this in-game. This is one of the best ideas I've seen.
5
Releases / Re: TooManySoftware
« Last post by Ygames1 on September 09, 2017, 12:26:36 PM »
New update (0.8.1)fixes it. Sorry for late response didnt read it :p
6
New releases / Patch notes updated
« Last post by PatchNoteBot on September 07, 2017, 12:19:10 PM »
Patch notes have been updated.
7
Releases / Re: [Release/WiP] Furnitures.
« Last post by AutisticBoy on September 07, 2017, 01:00:39 AM »
No Steam Dowload?
8
Modding / Re: Modding Idea [game conversion] require unity dev to impliment
« Last post by Brian on September 06, 2017, 08:59:11 PM »
Hey, this is somewhat the idea i want to have in my mod. I'm working on it and hopefully it'll be done within a few days!
I'll post my mod the steam workshop and reply to this thread once i'm through with it. It's not however the unity modded version though, more of a software types addition, maybe some furnitures for VPSs and etc.

9
Support / Launching stuck on blue screen - Ubuntu 17.04
« Last post by ad5001 on September 06, 2017, 04:10:12 PM »
Hello everyone,
I've been playing software inc for a few mounths now and with Alpha 9, I got into a serious issue.

When I start the game, it gets stuck after "Importing game controller settings" and is stuck with a small blue window.

I get this issue with all theses desktop environments (if that matters) : KDE, XFCE4, Unity

My Player.log:
Code: [Select]
libGL error: failed to create drawable
libGL error: failed to create drawable
libGL error: failed to create drawable
libGL error: failed to create drawable
E=24
GLX_STENCIL_SIZE=8
GLX_SAMPLES_ARB=0
GLX_SAMPLE_BUFFERS_ARB=0
GLX_STEREO=0
GLX_CONFIG_CAVEAT=NONE

Desktop is 1920 x 1080 @ 60 Hz
Invalid initial resolution 1024 x 0 - forcing to 100 x 100
Initialize engine version: 5.5.4p4 (e92bef0ab5a4)
GfxDevice: creating device client; threaded=1
GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_EXT_create_context_es_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event GLX_EXT_buffer_age
Setting maxVSyncInterval to 4
Renderer: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2)
Vendor:   Intel Open Source Technology Center
Version:  4.5 (Core Profile) Mesa 17.0.7
GLES:     0
 GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_object_purgeable GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced
 GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB
_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_
ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_textur
e_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_INTEL_conservative_rasterization GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 62455296
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.Networking.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.PlaymodeTestsRunner.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/UnityEngine.PlaymodeTestsRunner.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween43.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween43.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween46.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween46.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween50.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/DOTween50.dll into Unity Child Domain
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/SSAA.dll (this message is harmless)
Loading /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/SSAA.dll into Unity Child Domain
- Completed reload, in  0.037 seconds
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/ad5001/.local/share/Steam/steamapps/common/Software Inc/Software Inc_Data/Managed/System.dll (this message is harmless)
Default vsync count 1
requesting resize 1024 x 0

Selecting FBConfig
GLX_FBCONFIG_ID=232
GLX_BUFFER_SIZE=32
GLX_DOUBLEBUFFER=1
GLX_RED_SIZE=8
GLX_GREEN_SIZE=8
GLX_BLUE_SIZE=8
GLX_ALPHA_SIZE=8
GLX_DEPTH_SIZE=24
GLX_STENCIL_SIZE=8
GLX_SAMPLES_ARB=8
GLX_SAMPLE_BUFFERS_ARB=1
GLX_STEREO=0
GLX_CONFIG_CAVEAT=NONE

XError: BadValue (integer parameter out of range for operation) (error 2, opcode 1/0, serial 65, XID 00000000, display 0x3b770c0
resizing window to 1024 x 0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 73, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 74, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 75, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 76, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 77, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 78, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 18/0, serial 79, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 8/0, serial 80, XID 05e0000d, display 0x3b770c0
XError: BadWindow (invalid Window parameter) (error 3, opcode 12/0, serial 85, XID 05e0000d, display 0x3b770c0
Desktop is 1920 x 1080 @ 60 Hz
XError: 0 (error 0, opcode 155/26, serial 87, XID 00000000, display 0x3b770c0
GLContext: failed to activate 0x3b8fe00
XError: 0 (error 0, opcode 155/26, serial 87, XID 00000000, display 0x3b770c0
GLContext: failed to activate 0x3b8fe00

I've tried using the "-force-opengl" parameter but it doesn't change anything to the issue.
Have anyone experienced the same issue?
Does anyone know how to resolve it?

Thanks in advance
10
New releases / Alpha 9 out officially
« Last post by PatchNoteBot on September 06, 2017, 09:19:08 AM »
Steam Post
Alpha 9.10.16 changes
  • Made product loss by employee salaries more accurate by calculating salary per minute used (refreshed in UI once per day)


Fixes
  • Fixed uint overflow causing unlimited sales for products when there are no more supported OS users left to sell to
  • AI companies not releasing anything after buying out all their IP (won't fix active AI companies from previous saves)
  • Product loss from player printing and OS ports were not calculated
  • Fixed adding fans instead of removing them when delivering subpar product to followers
  • Various other fixes


Alpha 9 is finally out!

New major changes include:
  • Software development has been completely overhauled to focus more on risk management and marketing planning than watching progress bars fill up
  • Software quality evaluation is now more complex, amount of work done and the quality of that work is calculated seperately
  • The amount of bugs in a product are no longer known up front making support tasks and bug fixes theoretically endless and instead hinging on good player planning
  • Project management has been completely overhauled
  • There is now a clear divide between digital and physical distribution, and the market changes as the years go on
  • The player has to pay for physical copies of their products upfront to be sold or produce and deliver copies themselves using printers and couriers
  • The player can make other companies subsidiaries when taking them over to keep them in the game and control their funding
  • Undo button in build mode
  • Noise levels are now calculated realistically instead of across entire rooms
  • UI sound effects
  • A bunch of UX improvements


Alpha 9 changes the core gameplay a lot. The main focus was to add more player interaction to the early game by requiring more attention and planning from the player during product development and release, while some of the new mechanics add risk and uncertainty to player choices, without being straight up random. Removing the development progressbar could at first glance seem to just be obfuscating information from the player, this is not the case, however. A lot of underlying code has been reworked, which makes the progressbar obsolete, as project progress can no longer easily be quantified to a percentage. The overall timescale of the game has not changed, so don’t be afraid to use your experience from alpha 8, but note that your strategy will probably not be effective in alpha 9, unless you pay attention to the new pre-marketing mechanics.

I will continue to monitor alpha 9 issues for the next couple of weeks, before I move onto alpha 10.
Current plans for alpha 10 include:
  • Completely overhauled software feature system, to get rid of the "Select all" mechanic and add endless research
  • Being able to move your company to a different plot
  • Being able to rent rooms in a larger building
  • New plot system, that includes plot "chunks" with individual characteristics
  • Rebalanced costs, to balance out late game
  • Rebalanced hiring and education system


You can see the entire roadmap for Software Inc. on https://trello.com/b/9I286Mhu/software-inc

Finally, a word on the long development time of alpha 9.
Alpha 9 took at least 5 times as long as any previous alpha did, mainly due to the fact that alpha 9 touched core gameplay, which had to be rebalanced, debugged and required a lot of feedback. Most of the alphas have focused on adding new mechanics, which takes a lot less time than working on existing ones. Having to move a long distance, taking my driver’s license, suddenly not having internet and having a knife-to-finger related injury (almost healed up now) certainly didn’t help, thankfully these are all one-off adventures.

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