Author Topic: Skyscraper 2.0 Alpha 11 released  (Read 542 times)

Offline eventhorizon

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Skyscraper 2.0 Alpha 11 released
« on: March 11, 2023, 01:23:06 am »
I just finished releasing Skyscraper 2.0 Alpha 11.  The timing of it was due to how I wanted to start playing around with destination dispatch, and didn't want to include that in an Alpha 11 release.  The code is mostly the same as the previous build, but has the title change and updated readme file.  The Windows installer has been fixed, and the Mac version also has the readme included in the download.  See the Readme file (included with Skyscraper) for the major changes since Alpha 10, and also the changelog.txt file for individual changes.

Let me know if you find any issues with this release.  I tried testing on multiple platforms.


Downloads:
https://www.skyscrapersim.net

GitHub repository:
https://github.com/eventhorizon5/skyscraper

Script guide:
https://www.skyscrapersim.net/guide

« Last Edit: March 19, 2023, 07:08:46 pm by eventhorizon »

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Offline Waroftheelevators05

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Re: Skyscraper 2.0 Alpha 11 released
« Reply #1 on: March 11, 2023, 01:53:57 am »
About time the destination dispatch made a debut. Why does Skyscraper take up a lot of space?

Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 11 released
« Reply #2 on: March 11, 2023, 01:59:38 am »
About time the destination dispatch made a debut. Why does Skyscraper take up a lot of space?

It doesn't take up much space.  In the downloads, the zip file had some extra Visual Studio files that were taking up space, so I removed those and re-uploaded that file, I don't know if you're referring to that.

Offline HappyPizza64

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Re: Skyscraper 2.0 Alpha 11 released
« Reply #3 on: March 17, 2023, 04:40:09 pm »
Great to see Skyscrapersim back in development!  I've played around a little with the Alpha 11 release; here's some feedback on what I've discovered.


Upon loading, I immediately noticed the FPS counter in the top right-hand corner.  I know you can disable it with F9, but would it be possible to make this an option in the INI file to save it being done every time a building is loaded?



From what I've seen, the experimental lighting engine works well.  The lights give off a good effect, but I can see it is experimental.

Using Point Lights, I attempted to making some exterior lights on a lift light up, but the light went through walls onto the other shaft:


Hypothetically, this is how I would (somewhat) expect it to work:


For reference, this is how the lifts look when there are none present and turned off in the INI, respectively:



Also, when lighting is enabled, this error is thrown every time the building is reloaded using Ctrl+R.  After pressing OK, the building still loads fine, it's just that the error appears every time.



Otherwise, the sim looks looks as good as ever!
Thanks a mil,

- HP64

Timezone: GMT
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Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 11 released
« Reply #4 on: March 18, 2023, 07:01:37 am »
Upon loading, I immediately noticed the FPS counter in the top right-hand corner.  I know you can disable it with F9, but would it be possible to make this an option in the INI file to save it being done every time a building is loaded?

I'll see if I can do that.

Also, when lighting is enabled, this error is thrown every time the building is reloaded using Ctrl+R.  After pressing OK, the building still loads fine, it's just that the error appears every time.

That's an error that I've tried to get rid of for a while, it used to be happening more regularly (not just with the ctrl-R feature), it's just a Caelum (sky system) warning and doesn't mean that anything's broken.