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Messages - MultiMonorail

Pages: [1] 2
1
General Discussion / Re: Bar Button
« on: August 26, 2025, 10:21:17 pm »
I believe something like that is already possible. You can have the guest room floors to a normal panel, and have the lobby button to another panel created in the same position but with a higher button width.


2
Download Skyscraper Simulator / Re: Skyscraper 2.0 Released
« on: July 24, 2025, 03:26:27 pm »
Very nice 2.0 release! It's nice to have had a hand in the development of this (In-car keypads and various fixes and parameters). I can't wait to see what comes next in 2.1 Alpha!

3
Integration Projects / Re: EG881 Integration Project
« on: January 20, 2025, 04:58:04 pm »
Welcome back!

Some of the more noteworthy additions since the start of last year that you might be interested in include:

  • MusicUp and MusicDown elevator parameters for playing separate up and down music files.
  • MessageOnMove, MessageOnStart, and MessageOnClose elevator car parameters.
  • Support for calculations of parameters before the equals sign.
  • Support for For loops.
  • In-cab elevator keypad support. (I helped with adding this one.)
  • Experimental VR support.
  • Primitive support.
  • Malfunctions and power outages.
  • Move and rotate objects both on startup and during runtime.

4
Something like this is possible already. From the design guide:

Quote
Sound is the sound played when displaying the elevator's ID, and if an asterisk is specified, the asterisk is replaced with the elevator's ID (in this case, "A"), so "Sound*.wav" would change to "SoundA.wav". ... For error sounds, since the "??" characters sometimes can't be used in filenames, the simulator will expand it to "Invalid", and "XX" to "Error", so as an example the sounds will be "SoundInvalid.wav" and "SoundError.wav", if "Sound*.wav" is used for the sound parameter.

5
General Discussion / Re: Hidden Keypad of Dispatch Elevator
« on: December 03, 2024, 09:59:21 am »
I believe this feature can already be done within the simulator. You just have to create a small cabinet door to hide the keypad.

6
Download Skyscraper Simulator / Re: New build: 9/27/24 build
« on: September 27, 2024, 11:43:54 pm »
Can you check if the issue is in the 9/19 build and not in the 8/24 build?  9/19 is the one with the code move, the only thing that I suspect could've caused it.

From my testing, the issue is only in this build and the previous one, not the 9/19 build nor the ones before it.

7
Download Skyscraper Simulator / Re: New build: 9/27/24 build
« on: September 27, 2024, 10:03:42 pm »
Is this only happening on this build?  I'm mainly wondering what code would've affected it.
This is happening in the 9/25/24 as well.

8
Download Skyscraper Simulator / Re: New build: 9/27/24 build
« on: September 27, 2024, 04:06:01 pm »
Maybe I could wait and see if other people will have a problem with Engine Contexts or not.

I've been testing this issue, and the invisible wall is a problem for me as well.

I also found an interesting issue: If I load into a building with CutLandscape set to false (SBC for example), and then I load into a building without the CutLandscape parameter (Simple - Multiple Buildings), all of the building's landscapes will not be cut even though by default, it should be set to true.

9
Download Skyscraper Simulator / Re: New build: 7/8/24 build
« on: July 16, 2024, 05:39:48 pm »
I found this error when trying to load Terrance V3 with this build:

*** Unhandled Exception
   ExpCode: 0xC0000005
   ExpFlags: 0
   ExpAddress: 0x3BEC0EDF

SymInit: Symbol SearchPath: '.', symOptions: 530,

OS Version: 6.2.9200 ()

Loading symbols...

Call stack:
C:\bullet-svn\src\BulletCollision\BroadphaseCollision\btQuantizedBvh.cpp (168): btQuantizedBvh::buildTree
C:\bullet-svn\src\BulletCollision\CollisionShapes\btOptimizedBvh.cpp (187): btOptimizedBvh::build
C:\bullet-svn\src\BulletCollision\CollisionShapes\btBvhTriangleMeshShape.cpp (352): btBvhTriangleMeshShape::buildOptimizedBvh
C:\bullet-svn\src\BulletCollision\CollisionShapes\btBvhTriangleMeshShape.cpp (37): btBvhTriangleMeshShape::btBvhTriangleMeshShape
C:\skyscraper\ogrebullet\Collisions\src\Shapes\OgreBulletCollisionsTrimeshShape.cpp (133): OgreBulletCollisions::TriangleMeshCollisionShape::Finish
C:\skyscraper\src\sbs\mesh.cpp (840): SBS::MeshObject::CreateCollider
C:\skyscraper\src\sbs\sbs.cpp (2940): SBS::SBS::Prepare
C:\skyscraper\src\sbs\sbs.cpp (485): SBS::SBS::Start
C:\skyscraper\src\frontend\enginecontext.cpp (359): Skyscraper::EngineContext::Start
C:\skyscraper\src\frontend\skyscraper.cpp (1773): Skyscraper::Skyscraper::Start
C:\skyscraper\src\frontend\skyscraper.cpp (2399): Skyscraper::Skyscraper::RunEngines
C:\skyscraper\src\frontend\skyscraper.cpp (1061): Skyscraper::Skyscraper::Loop
C:\skyscraper\src\frontend\mainscreen.cpp (181): Skyscraper::MainScreen::OnIdle
00007FFC36853884 (wxbase32u_vc_custom): (filename not available): wxAppConsoleBase::CallEventHandler
00007FFC369571AF (wxbase32u_vc_custom): (filename not available): wxEvtHandler::ProcessEventIfMatchesId
00007FFC36956D7C (wxbase32u_vc_custom): (filename not available): wxEventHashTable::HandleEvent
00007FFC3695804D (wxbase32u_vc_custom): (filename not available): wxEvtHandler::TryHereOnly
00007FFC36957113 (wxbase32u_vc_custom): (filename not available): wxEvtHandler::ProcessEvent
00007FFC36957C2A (wxbase32u_vc_custom): (filename not available): wxEvtHandler::SafelyProcessEvent
00007FFC309E0307 (wxmsw32u_core_vc_custom): (filename not available): wxWindowBase::SendIdleEvents
00007FFC308EE06A (wxmsw32u_core_vc_custom): (filename not available): wxAppBase::ProcessIdle
00007FFC368899C9 (wxbase32u_vc_custom): (filename not available): wxEventLoopBase::ProcessIdle
00007FFC36889795 (wxbase32u_vc_custom): (filename not available): wxEventLoopManual::DoRun
00007FFC36889A4A (wxbase32u_vc_custom): (filename not available): wxEventLoopBase::Run
00007FFC368561B7 (wxbase32u_vc_custom): (filename not available): wxAppConsoleBase::MainLoop
00007FFC368D9F1C (wxbase32u_vc_custom): (filename not available): wxEntryReal
00007FFC369B6458 (wxbase32u_vc_custom): (filename not available): wxEntry
C:\skyscraper\src\frontend\skyscraper.cpp (182): main
D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl (288): __scrt_common_main_seh
00007FFCB6C67374 (KERNEL32): (filename not available): BaseThreadInitThunk
00007FFCB857CC91 (ntdll): (filename not available): RtlUserThreadStart

Simulator State Dump
--------------------------
Platform: Windows x86 64-bit
Renderer: OpenGL
Frontend version: 1.12.0.2976
SBS version: 0.12.0.2980
Instance number: 0
Building Name: Terrace
Building Filename: Terrace V3.bld
Building Version: 3
InStairwell: false
InElevator: false
InShaft: false
CameraFloor: 0
ElevatorNumber: 1
CarNumber: 1
ElevatorSync: false
Running Time: 0
BuildingsEnabled: false
ExternalEnabled: false
LandscapeEnabled: false
SkyboxEnabled: false
Verbose: false
InterfloorOnTop: false
Object Count: 67733
Camera Floor: 0
Camera Position: 0, 0, 0

--------------------------
Copy and paste the above information (select it and press CTRL-C)
and either post it to the Skyscraper forum at http://forum.skyscrapersim.net
or email to ryan@skyscrapersim.net

Press OK to close Skyscraper

10
Integration Projects / Re: EG881 Integration Project
« on: March 02, 2024, 02:16:02 pm »
This is very nice! I love the details in the Meridian tower, especially the diagonal and curved features! (Also love the water fountain outside!)

11
Integration Projects / Re: EG881 Integration Project
« on: July 30, 2023, 09:24:09 pm »
Nice release! I really like the new additions.

BTW, the patch release doesn't have these data files which were reported missing in SBC Building 1:
  • EG881_ThyssenKrupp/Impulse/Sounds/doverelevidle.wav
  • EG881_ThyssenKrupp/Classic/DoverClassic_EmergencyLight.jpg

12
Tutorials / Re: Coding for Destination Dispatch
« on: May 16, 2023, 11:22:20 am »
Here's some more information regarding the indicators that I'd like to add on:

The indicator now shows the direction of the elevator from the DD panel. This is to tell the traveler where the elevator is.
Because of this, you have to create textures that include both the elevator ID and the direction for the indicator to work properly.

For example:
Code: [Select]
    AddText Black, Button<A, nimbus_sans.ttf, 47, <A, -1, -1, -1, -1, center, center, 255, 255, 255
    AddText Black, ButtonA>, nimbus_sans.ttf, 47, A>, -1, -1, -1, -1, center, center, 255, 255, 255
    AddText Black, Button[]A, nimbus_sans.ttf, 47, []A, -1, -1, -1, -1, center, center, 255, 255, 255
    AddText Black, ButtonA[], nimbus_sans.ttf, 47, A[], -1, -1, -1, -1, center, center, 255, 255, 255

(The [] symbol means that the elevator is behind you in that direction instead of in front of you.)

13
Download Skyscraper Simulator / Re: New build: 5/13/23 build
« on: May 13, 2023, 11:03:27 pm »
Here's the building file:

(Yikes Matey! Original link to building file has been retired to Davey Jones' Locker!)

The original was created by KW.

14
Download Skyscraper Simulator / Re: New build: 5/13/23 build
« on: May 13, 2023, 09:55:37 pm »
Quote
That original change was meant to fix vertical door behavior, we'll have to test buildings to find out if any are broken due to that change being reverted, I'm not sure what it fixed.

I tried out a building with a vertical door elevator (Simple - Dumbwaiter), and this now has an issue with the reversion.

The interior doors work good, but the shaft doors have the issues.

15
Download Skyscraper Simulator / Re: New build: 4/19/23 build
« on: April 19, 2023, 11:15:11 pm »
I found the issue while testing the Simple - Callstation building. I flew up to floor 2 while the elevator was on floor 1, clicked the call button to call the elevator up, and there was no chime when the elevator arrived.

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