CRS News and Updates
July 23rd 2017
-Cases, Motherboards, CPUs, GPUs, Ram, Power Supplies, Fans, CPU Heatsinks, CD/DVD Drives, and Hard Drives have been added
-Sorted out a few oddities with overlapping data, should be cleaned up now (so much nice to have code structure)
-More updates at our Facebook page Click Here
July 22nd 2017
-Memory, Video Cards, CPUs, Cases, Motherboards, and Power Supplies have been coded in, including mods
-More updates at our Facebook page Click Here
July 10th 2017
-I lost part of my update logs, sorry guys, the history of logs found on this page do not accurately represent the game status
-Finishing up the Shop and beginning to link the inventory
-Shop is almost done, skills have been linked, achievements added, etc., things are coming together
July 6th 2017
-Working on the integration of items for the game for residential, commercial, and manufacturers. This will allow any user to upload any content and apply properties in scenarios, along with setting the details on how to win the scenario.
-Researching SVNs for auto-update, leaning towards WINscp due to the capabilities and legal aspects
-Working on the mod editor, so after adding a new item and entering the properties, the game launches and will allow you to view / inspect the object for accuracy. During this time, the item is added to the game database so the shop / inventory will auto
update with the items immediatly.
-added code to import the game license to unlock full version
June 26th 2017
-I have not been updating this often, but the skills have been finished, next working on inventory and shop
April 3rd 2017
-Working on the world editor this evening, making a lot of good progress
March 22nd, 2017
-I have been lazy on updates, but not development. Really working on boring items such as message bars, panels, text, basic game play, etc.
February 17th, 2017
-Created additional graphics for the CD-KEY registration process to alert users of next steps
February 16th, 2017
-Designing scenario modes where users will be able to create a custom game.Here are some of the features planned for this:
-----Custom electronic assembly builds, built up by the player who can use a library of components / parts
-----Importing of new models / parts / components via the Game Launcher. User will be able to enter properties and find the model (.mdl format)
-----Custom weather / disasters for scenario, set by player. Includes items such as loss of power due to storms, floods, earthquake (shaking camera), visibility issues, fire, snow, etc.. All of these
are designed to allow a true custom scenario dealt with by real field technicians across the globe. I can confirm as I have been through hurricanes,
volcano eruptions, tornadoes, forest fires, etc. while traveling / performing my job. Obviuosly not during the operation, but it was part of the
adventure. If you max the settings out on this, the end player will virtually not be able to complete the job, but it will be fun.
-----Custom properties for each item, this also includes custom scripts of how the object should act. This could be a risk due to the fact the player can make any part do anything, but this is the plan
-----Custom game mode. Building/Repairing/Assembly/Diassembly Electronic Assemblies / Computers.
-----Optional tests that can be created by teachers and professors via the Launcher and Game. Options to allow redos or a number of tries before failure.
-----Central upgrade to the server to implement it in the game so others can play the scenario, along with IMPORT/EXPORT options so you can share scenarios with your friends
-This mode will allow players to add items such as components, sub-assemblies, ciruits, hardware, software, racks / cabinets, servers, displays, phones, electrical boxes / wires, UPS systems, cable runways / under floor access, cooling systems
KVM equipment, power distribution, video walls, converters, extenders, etc.
February 15th, 2017
-Added the menus for loading and clearing level editor maps
-Created file structures for the files to be accessed
-Improved menu operation during game play, fixed overlapping windows being dragged together (original alpha release bug now considered fixed)
-Fixed issue when you accidently clicked an item when you were really pressing a button in the menu (original alpha release bug now considered fixed)
February 14th, 2017
-Still building the World Editor system. I assume this will be taking up the next few weeks while I continue to develop the system
February 13th, 2017
-Working on new design of the World Editor
February 12th, 2017
-Fixed a few minor bugs with the money system on how it was being displayed in the launcher, bug testing of all components looks good
February 10th, 2017
-Finalized the money system, it can now handle billions of dollars and I added an anti-cheating mechanism.
-Begin working on new level editor
February 9th, 2017
-Coded international money systems and formatting for US, Canada, Europe, UK, and Japan.
-Since the game engine can only handle an integer as large as 2,650,000 and nothing higher, I decided to build a system to allow the game to save money up to $999,999,999,999. This is now complete.
February 8th, 2017
-Continue linking the controls, almost done with this. This also includes movement modes that can modify the keys slightly depending on how a player wants to configure the controls.
February 7th, 2017
-Began coding player movement, and linking the controls.
-Redesigning the level editor to support 10 maps, and better controls / flow.
February 5th, 2017
-Added new option for rendering distance, used to control how far models are visible from. This can help with making the game smoother.
-Created a ticket system in preperation for selling the commercial version. This basically generates a unique ticket that can be used when reqeusting your CD-KEY.
-Cleaning up the editor to make it ready for users (i.e. creating a mini tutorial in the game, and preparing file saving and loading)
February 4th, 2017
-Finished the token between the launcher and the game. This protects the games from being launched without the launcher, hence verifying all settings are within spec to not crash the game engine.
-Created a Computer Repair Simulator World Editor so that developers and players can easily mod the game.
-Fixed bug with the profiles where the serial number was declared tampered with. It was just a section of code missing.
-(Bug Alert) I had to repurpose the "HOTKEY" to "INTERACT" for object clicking. I will need to add the hotkey later as this is not necessary immediatly.
February 3rd, 2017
-Finished the Key Binding code
-Added sign to garage in 3D world
-Added CDKEY check within the game itself
February 2nd, 2017
-Built the first level design to be used.
February 1st, 2017
-Build and tested key binding which was a success. I am just incorporating the other options now.
January 30th, 2017
-More work on importing options / settings. Working on controls now, and creating a binding system.
-(Bug Alert) The game engine doesn't support a detect function for the scroll wheel, it only senses change. This means the scroll wheel can only be bound to moving the camera in/out. I cannot remove it from
the existing options just yet because it requires a lot of work to take out. I think for now this is considered a low risk bug and can easily be fixed by factory resetting the control settings.
January 29th, 2017
-Continue to work on importing settings from the launcher, while testing them. Resolution changing and custom resolutions work very well.
-Developing a Debugging system for the game, this will allow us to track bugs easier
January 28th, 2017
-Working on importing settings withing the Game Engine from the Launcher
-Creating Debugging / Troubleshooting system
January 26th, 2017
-Serial Number abuse vulnerability found. (Now Fixed)
-Created a system to only allow unique serial numbers to be activated. When registering, the serial number is checked against the database to be sure it isn't a duplicated copy.
January 25th, 2017
-New Versioning from 0.8.0.1 to 0.8.1.1
-Beginning work on actual game, first step is to build a developer / debug portal to really get some good stats when something goes wrong, the second item will be importing the options and making sure they work, then the last step is to make sure game
was launched properly using the game tokens coming from the Launcher. Once I get something going shortly, I will be making the game available again for QA and bug testing.
January 25th, 2017
-Working on DRM, creating tokens that are used between the launcher and the game to be sure the game is launched properly. The Launcher side is complete. The way the system works is when the game is installed, it will generate a random serial number (random functions using different methods), but
we embed something similar to a random SALT, so that the CD-KEY generator makes a key that will ONLY work with that S/N. There is no way to change the S/N once installed, even if you uninstall the game (we have ways of clearing it, but it only manages the license).
There are now systems in place to verify if the Serial Number was tampered with (aka someone changing the S/N and CD-KEY in registry simply won't work) and the game will close until properly unlocked. If the Serial Number isn't tampered with, no issues will occur.
I also created a token which is sent from the game Launcher to the Game Engine which is extremely unique. There are 10 possible paths which will document the exact time from a second all the way to the year, which then is randomly calculated with part of the
Serial Number of the game so that the token will only be alive for maybe a minute or 2 before it expires. Under normal operation, when you start the game from the Launcher, it should take less than 10 seconds (worst case scenario), and if someone did find
a crack / equation, they would need to calculate an equation that has 10 different options, which includes variables of the exact time, with a random SALT. If a valid crack was made, it would need to be copied to the directy and the local PC time would need to be just
perfect in order for the game to launch.
This was put into place to deter hackers, however the system is hackable, but I don't consider it worth the time.
January 24th, 2017
-Created a circular system during install which will create a unique serial number for the software, while checking for serial number corruption
-Updated user manual
January 21st, 2017
-Created CD-KEY system that generates extremely unique serial numbers for each copy, and a CD-KEY system. The CD-KEY system is very detailed and there is no way of being able to use the same CD-KEY for more than 1 installation using a centralized system.
-Keeping a Guest Account for the game initially so the game can be tested
January 20th, 2017
-Resolved the proifle picture bug, using a different method to get profile image from folder. Prior code was similar to a library where if the image was present within the software, the file could not be modified. Using this different method will
only cause the imae to be locked during read/write times only.
January 19th, 2017
-Debugging profile picture, have a funky bug that stops the file from being accessed
January 18th, 2017
-Spent most of my time tonight working on the image profile, and defaulting settings, etc. I still have a little more work to do here, but almost done. This image can then be used within the game as your avatar for local / remote play.
January 17th, 2017
-Worked on Accounts and Profiles, the first game slot for single player is about done
-Implemented CD-KEYs for the game
-Fixed a few random bugs
-I have confirmed that linking of the launcher and the apps will work properly
-Came up with the following game modes: Mini Games, Tutorial, Training, Random, Scenario, Story, Build-a-PC, Custom, Teacher Portal, Student Portal
January 14th, 2017
-Finished sign-in page, this includes the sign up form in HTML and PHP
-Completed basic database
-Completed implementing encryption for passwords
-Researching calls via API to server, for general items (not for critical data)
-Updated user manual
January 12th, 2017
-Finished Network Options where users can enter server information in case the host changes or a local game is started
-Added option to sign up
-Created database structure for accounts
-Researching password encryption, hashing, and salt for passwords
January 11th, 2017
-Research on encryption
January 10th, 2017
-Created the Network Options page, began layout
-Added options to enter a server IP Address, Port #, and Password. Mostly if the main server IP changes, easy way to fix it, other reason is for clients to host the software themselves later on
-Updated the user manual
-Changed the way the user manual was presented in the launcher, it failed to update, so I had to convert it to a webpage
January 9th, 2017
-Added additional option for Shaders which would control how objects are rendered, including reflections
-Added option to change time for actions
-Added additional options for max frame rate (range 1 through 10 fps for debugging purposes)
January 7th, 2017
-Completed the controls page
-Working on the controls checks / balances for the input keys
January 6th, 2017
-Discussions with attorney on trademark, will be processing final paperwork to fully register the name
January 4th, 2017
-Working on the Controls and configuration, mostly done, but need to add checks and balances
-Updated Computer Repair Simulator user manual
January 2nd, 2017
-Trademark / Lawyer work
December 28th, 2016
-Completed second video page settings, this is now considered done. There may be a few more options I may add, but they will be minor ones.
-Finished the Audio options page which controls master volume, music volume, sound volume, and CD Volume (next version you can play your CD music on the radio)
-Added link to the user manual in the game launcher for easier access
-Working on the Movement Options
-Updated Computer Repair Simulator user manual and added link to the home page
December 27th, 2016
-Finished coding all of the video settings which are pretty detailed as is
-Began the Computer Repair Simulator user manual
December 24th, 2016
-Continued working on the video options page 2
December 20th, 2016
-Finished first page of the video options, will continue on the second page
December 19th, 2016
-Continued working on the video options
December 5th, 2016
-Designed Video Options panel
-----Resolution and Custom Resolution
-----Screen mode (no video, window, fullscreen)
-----Gamme value (50 to 150%)
-----Engine Window Alpha (for playing while monitoring)
-----Color Depth (16/32)
-----Camera Field of Vision
-----Frames per Second Max
-----Shadow Stencil Type
December 4th, 2016
-Programmed saving / loading of following options. Also programmed default settings and a few features that go along with it (i.e. if no changes were made, the Save button doesn't show)
-----Difficulty (Save / Load)
-----Movement Speed Modifier (Save / Load)
-----Max Click Distance (Save / Load)
-----Sky Enabled + details (Save / Load)
-----Show Trees (Save / Load)
-----Day / Night Cycle (Save / Load)
-----Time (Save / Load)
-----Language (Save / Load)
-----Currency (Save / Load)
-----Age (Save / Load)
December 3rd, 2016
-Added General Option Items
-----Movement Speed Modifier
-----Max Click Distance
-----Sky Enabled (sky color, weather, sun)
-----Day / Night Cycle
-----Age (for presentation and training purposes)
December 2nd, 2016
-Reviewed movement types (freeform like it is today, centralized / click & zoom, custom). I am leaning more on custom movement, so that you have a screen that has a bunch of options such as:
-----Move on X Axis, if yes, select the Forward / Backward type (user defined key or mouse)
-----Move on Y Axis, if yes, select the Left / Right type (user defined key or mouse)
-----Move on Z Axis, if yes, select the UP / DOWN type (user defined key or mouse)
-----PAN View, if yes, select user defined key or mouse, add lower / upper setting constraints
-----ROLL View, if yes, select user defined key or mouse, add lower / upper setting constraints
-----TILT View, if yes, select user defined key or mouse, add lower / upper setting constraints
-----NO KEY CAN OVERLAP, code verification
-----Lock Camera (yes / no), still trying to figure this out, but camera will be centralized above system, difficult to see parts behind parts though in this mode
-----MOVE SYSTEM (X, Y, Z), similar to just moving the item around the table, however no turning / panning can occur here due to object position depencies
-Created more of the launcher interface and graphics
November 29th 2016
-Implemented versioning with new system, starting with 0.8.0.1
-Launcher GUI Server Status
-Launcher GUI Versioning
-Visual Adjustment to Launcher GUI
November 18th 2016
-Launcher GUI design and programming
October 1st - November 18th 2016
We were involved with a lot of communication with companies, clients, and schools, along with several members of the media executing interviews. During this time we looked at the bugs and several ways
to resolve them for the commercial version. We also have been doing a lot of research and development to support some of the additional features that our fan base wants to see. Not a lot of the game
was worked on during this time, but it was a good cool down after our initial alpha launch, and good preperation for stage 2. The game concept (yes it had bugs and the controls were not perfect) was
proven by this release which has brought in a lot of attention. we hope to keep that going.