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Messages - Lift Excelsior

Pages: [1] 2 3 4 5 6
1
Software / Re: Unable to run Skyscraper on Ubuntu
« on: November 09, 2024, 08:04:14 am »
I have an Ubuntu system that I just tested on, running the latest version, so maybe you just have to install the dependencies.

I think I mentioned this on Discord, but open the terminal and install the dependencies this way:
-snip-
I tried running that command in the terminal and the official build of Skyscraper still wouldn't open. However I then downloaded the development version as per your suggestion and that ran first time without any issues. Thanks a million for your help; it's very much appreciated.

2
Software / Unable to run Skyscraper on Ubuntu
« on: November 08, 2024, 06:45:54 am »
First off, I apologise if there is already a topic for this - I thought someone made one on this subject a while back but I can't seem to find it.

Over the last week, I decided to refurbish an old Dell Studio laptop by replacing the dead battery, swapping the HDD for an SSD and installing Ubuntu on the new hard drive. I figured trying to get Skyscraper to run on this laptop would be a good performance benchmark, so I downloaded the Linux 64-bit version from the website, but when I open the "skyscraper" script, it just comes up in a word processor as a short bit of code, as shown:



Clicking "Run as a Program" on the same file causes a console window to appear for a fraction of the second and then disappear.
There is also this executable in the "bin" folder, which doesn't appear to do anything.


I also investigated building from source as per another topic on here (using the GitHub documentation) and was able to get the first package (Bullet) installed and built, but then hit a snag on the next step as the FMOD Sound System requires you to sign up as a developer or something to view the downloads (presumably this didn't used to be the case)

As I couldn't find any documentation or troubleshooting regarding installing Skyscraper on Linux, I figured it would just be plug and play, but apparently I was mistaken. (Also as a quick side note, I have basically never used a Linux machine in my life - the only other time I've used the OS was a failed attempt at dual-booting an older build of Ubuntu on this same laptop about seven years ago)

To aid troubleshooting -
  • the laptop is a 2010 Dell Studio 1558 (designed for Windows 7) and has a dual-core i5, 4 GB of DDR2 RAM and a 500 GB mechanical HDD replaced with a 240 GB SSD
  • the version of Ubuntu is 24.04 LTS (long term support) that was installed from scratch via a USB key
  • the version of Skyscraper I tried to install was the official release of Alpha 11 available on the main downloads page of the official website

All help is very much appreciated.

3
Buildings / Re: Problem with tow Beno buildings
« on: November 06, 2023, 07:02:21 am »
This is most likely happening because the buildings don't have any set bounds. With additional buildings, if you're not inside the bounds defined in the code, only the external framework and landscape will be shown, then when you move inside the bounds, everything appears. It's so only one building is loaded at a time, to lessen the strain on the CPU.
The problem is, there aren't any set bounds for these buildings, and because they both have large ground panels, the automatic bounds are massive. So pretty much no matter where you are in the map, it thinks you're in two buildings at the same time, so it'll just pick one and display that one only.
It can probably be fixed by going to each corner of the two buildings, noting the coordinates, and adding them into the Load commands as custom bounds. An alternative would be to go into the BLDs of the two buildings and hash out the AddGround command, or whatever command makes the large ground panel, which should compact down the automatic bounds. I would also suggest making a separate BLD for this project and loading the two buildings into that, rather than taking one building and loading the other into it, as that could also result in some bugs. This exact problem happened to me when I tried to simulate multiple building complexes in the past.

4
Software / Re: Elevator Door Trim Gaps
« on: August 29, 2023, 03:42:20 am »
In the building script, is the code for the shaft doors before or after the code for the trim? If it's after, the shaft doors will cut through the trim, as it's made up of regular shaft walls. Try moving it before and see what happens then.
Also that's the SROC AddTrim() function. If it's still having problems, try changing it to the ObjectPlus OP_Trim() function and see what happens then.
I've had this problem before on some of my buildings, and making the trim get created after the shaft doors usually fixed it.

5
General Discussion / Royalty-free texture packs
« on: July 09, 2023, 05:05:30 am »
Hi there.
Just wanted to know are there any good high-quality royalty-free architectural texture libraries that could be used pay- and hassle-free in a Skyscraper building? I'm currently planning a project which requires textures I don't really have my own samples for and are unavailable inside of IPs or the base data folder, so I'm wondering is there some sort of zip package or texture catalogue I could download from some sort of architectural texture repository, free of charge and also free of restrictions on whether or not I can release the building to the forum with those textures inside the package.
Any recommendations, let me know.

6
General Discussion / Texture flip with TextToTexture?
« on: March 02, 2023, 07:31:27 am »
Is there a known way to flip textures that use TextToTexture? In some lifts I'm currently working on, one of the panels needs to have flipped buttons where the numbers on the pressels are reversed. In the building code, I tried setting "tw" to -1 in the parameters of the AddTextRange command that adds the text to the buttons, and also tried SetPlanarMapping, but neither of them worked. I looked at the script guide entry for TextureFlip and it looks like it only works for walls and stuff. Idk how lift buttons are drawn in the simulator but I'm sure there must be a way to get the buttons to be flipped. If you have any information, leave it as a reply here.

7
General Discussion / Constantly visible shaft doors in other sim engines
« on: January 18, 2023, 07:52:55 am »
Is there a known way to make shaft doors in non-active sim engines visible at all times? I'm currently planning a project which will include lift shafts at non-right angles, and as far as I'm aware the only way to accomplish this is by using rotated sim engines, but I did some tests on Simple - Multiple Buildings and for some reason the call buttons of the lifts were visible from other engines but not the shaft doors. Atm I'm thinking it's something in the INI but I haven't been able to find it yet.
If you have any information, let me know.

8
I'm testing your code myself, and it's having problems.  I'll look into it further to see what's going on.

Edit - after checking something, I found that the "(70.5 / 14)" in your function call appears to be causing the problems, it's a bug in the simulator.  Try removing the parenthesis and see if your code runs without the crash happening.
I've just tried that and the function now works perfectly. Thanks so much for your help.

9
In a custom Skyscrapersim building, a Skyscrapersim emulation of a real-life building, that I am currently working on, I am trying to create a curved glass entrance atrium. Before creating an actual version of the atrium, I am prototyping it out in a temporary test building to confirm that the method I'm using to create it will work.
The atrium spans five floors of the building, from the ground floor (G) up to level 4. This comes to a total ceiling height of 70.5 feet. This distance has been split into 14 glass panels, where each glass panel is around 5.036 feet tall.
I have already prototyped the atrium's front wall to a reasonable extent, but the problem lies in the left side wall, which curves inwards towards the shorter back wall. The method I'm using to simulate the curve takes a base amount, divides it by 2 a number of times and stores these divisions in increment variables numbered 1 to 10, and then to build the actual curve, adds a wall which goes from the starting Z position of the curve to that same position with the value of the smallest increment variable subtracted from it. Another wall is then created going from the end position of the previous wall to that position with the second-smallest increment variable subtracted from it. This process repeats until all 10 increment variables have been used.
When executed successfully, this code produces a curved wall made by connecting straight wall panels. I tested the code out outside of a function and it seemed to be working fine with just a few panels created, but then I realised that the code was getting very spaghetti-like and had to be compacted down. I then created a function and placed this code inside it, then tried calling the function to create the whole wall at once. I then reloaded the building and bosh, goodbye to the Skyscrapersim window and hello to my desktop. I was very confused for a moment and then I saw the crash report pop up on the screen. For some reason, the compacted version of the code crashed the sim. I tried it a few more times and did some minor messing around with the code, but it still kept crashing. I am very confused about this as this code is based off some known good code that I used to prototype a different curved wall elsewhere in this building, and is really not too different from that code apart from the addition of more increment variables.

The code I have used:
Code: [Select]
#Curved side wall function -
<Function atrium_curved_wall_create>
#Syntax - atrium_curved_wall_create(texture, sidetexture, thickness, panelwidth, panelheight, startx, startz, voffset, tw, th, curveincrement1)

Set ACW_texture = %param1%
Set ACW_sidetexture = %param2%
Set ACW_thickness = %param3%
Set ACW_panelwidth = %param4%
Set ACW_panelheight = %param5%
Set ACW_startx = %param6%
Set ACW_startz = %param7%
Set ACW_voffset = %param8%
Set ACW_tw = %param9%
Set ACW_th = %param10%
Set ACW_floor = %param11%

Set ACW_increment1 = %param12%
Set ACW_increment2 = %ACW_increment1% / 2
Set ACW_increment3 = %ACW_increment2% / 2
Set ACW_increment4 = %ACW_increment3% / 2
Set ACW_increment5 = %ACW_increment4% / 2
Set ACW_increment6 = %ACW_increment5% / 2
Set ACW_increment7 = %ACW_increment6% / 2
Set ACW_increment8 = %ACW_increment7% / 2
Set ACW_increment9 = %ACW_increment8% / 2
Set ACW_increment10 = %ACW_increment9% / 2

Set ACW_xpos1 = %ACW_startx% - %ACW_panelwidth%
Set ACW_xpos2 = %ACW_startx% + %ACW_panelwidth%
Set ACW_xpos3 = %ACW_xpos2% + (%ACW_panelwidth% * 2)
Set ACW_xpos4 = %ACW_xpos3% + (%ACW_panelwidth% * 2)
Set ACW_xpos5 = %ACW_xpos4% + (%ACW_panelwidth% * 2)
Set ACW_xpos6 = %ACW_xpos5% + (%ACW_panelwidth% * 2)
Set ACW_xpos7 = %ACW_xpos6% + (%ACW_panelwidth% * 2)
Set ACW_xpos8 = %ACW_xpos7% + (%ACW_panelwidth% * 2)
Set ACW_xpos9 = %ACW_xpos8% + (%ACW_panelwidth% * 2)
Set ACW_xpos10 = %ACW_xpos9% + (%ACW_panelwidth% * 2)
Set ACW_xpos11 = %ACW_xpos10% + (%ACW_panelwidth% * 2)
Set ACW_xpos12 = %ACW_xpos11% + (%ACW_panelwidth% * 2)

Set ACW_zpos1 = %ACW_startz% + %ACW_increment10%
Set ACW_zpos2 = %ACW_zpos1% + %ACW_increment9%
Set ACW_zpos3 = %ACW_zpos2% + %ACW_increment8%
Set ACW_zpos4 = %ACW_zpos3% + %ACW_increment7%
Set ACW_zpos5 = %ACW_zpos4% + %ACW_increment6%
Set ACW_zpos6 = %ACW_zpos5% + %ACW_increment5%
Set ACW_zpos7 = %ACW_zpos6% + %ACW_increment4%
Set ACW_zpos8 = %ACW_zpos7% + %ACW_increment3%
Set ACW_zpos9 = %ACW_zpos8% + %ACW_increment2%
Set ACW_zpos10 = %ACW_zpos9% + %ACW_increment1%

<Floor %ACW_floor%>

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos1%, %ACW_startz%, %ACW_xpos2%, %ACW_startz%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos2%, %ACW_startz%, %ACW_xpos3%, %ACW_zpos1%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos3%, %ACW_zpos1%, %ACW_xpos4%, %ACW_zpos2%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos4%, %ACW_zpos2%, %ACW_xpos5%, %ACW_zpos3%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos5%, %ACW_zpos3%, %ACW_xpos6%, %ACW_zpos4%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos6%, %ACW_zpos4%, %ACW_xpos7%, %ACW_zpos5%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos7%, %ACW_zpos5%, %ACW_xpos8%, %ACW_zpos6%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos8%, %ACW_zpos6%, %ACW_xpos9%, %ACW_zpos7%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos9%, %ACW_zpos7%, %ACW_xpos10%, %ACW_zpos8%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos10%, %ACW_zpos8%, %ACW_xpos11%, %ACW_zpos9%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

TextureOverride %ACW_texture%, %ACW_texture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%, %ACW_sidetexture%
AddWall bob, %ACW_texture%, %ACW_thickness%, %ACW_xpos11%, %ACW_zpos9%, %ACW_xpos12%, %ACW_zpos10%, %ACW_panelheight%, %ACW_panelheight%, %ACW_voffset%, %ACW_voffset%, %ACW_tw%, %ACW_th%, false

<EndFloor>

<EndFunction>

#Function call
atrium_curved_wall_create(Window, Steel, 0.25, 6.25, 70.5 / 14, -37.625, 0, (70.5 / 14) * 6, 2, 1, 0, 10)

Known good code that it is based off (this function has a bit more mathematical precision than the previous one to make a more accurate curve but I doubt that's the cause of the problem):
Code: [Select]
#Curved wall function
<Function nw_curved_wall_create>
#Syntax - nw_curved_wall_create(startX, startZ, endX, endZ, panelwidth, height, voffset, texture, tw, #th)

Set nw_startx = %param1%
Set nw_startz = %param2%
Set nw_endx = %param3%
Set nw_endz = %param4%
Set nw_panelwidth = %param5%

Set nw_height = %param6%
Set nw_voffset = %param7%
Set nw_texture = %param8%
Set nw_tw = %param9%
Set nw_th = %param10%

Set nw_increment1 = (%nw_panelwidth% / 2)
Set nw_increment2 = (%nw_panelwidth% / 4)
Set nw_increment3 = (%nw_panelwidth% / 8)
Set nw_increment4 = (%nw_panelwidth% / 16)
Set nw_increment5 = (%nw_panelwidth% / 32)

Set nw_xpos1 = (%nw_startx% - %nw_increment5%)
Set nw_zpos1 = (%nw_startz% + (%nw_panelwidth% - (%nw_increment5% / 4)))

Set nw_xpos2 = (%nw_xpos1% - %nw_increment4%)
Set nw_zpos2 = (%nw_zpos1% + (%nw_panelwidth% - (%nw_increment4% / 4)))

Set nw_xpos3 = (%nw_xpos2% - %nw_increment3%)
Set nw_zpos3 = (%nw_zpos2% + (%nw_panelwidth% - (%nw_increment3% / 4)))

Set nw_xpos4 = (%nw_xpos3% - %nw_increment2%)
Set nw_zpos4 = (%nw_zpos3% + (%nw_panelwidth% - (%nw_increment2% / 4)))

Set nw_xpos5 = (%nw_xpos4% - %nw_increment1%)
Set nw_zpos5 = (%nw_zpos4% + (%nw_panelwidth% - (%nw_increment1% / 4)))

Set nw_xpos6 = (%nw_xpos5% - (%nw_panelwidth% / 4 * 3))
Set nw_zpos6 = (%nw_zpos5% + (%nw_panelwidth% / 4 * 3))

Set nw_xpos7 = (%nw_xpos6% - (%nw_panelwidth% / 4 * 3))
Set nw_zpos7 = (%nw_zpos6% + (%nw_panelwidth% / 4 * 3))

Set nw_xpos8 = (%nw_xpos7% - (%nw_panelwidth% - (%nw_increment1% / 4)))
Set nw_zpos8 = (%nw_zpos7% + %nw_increment1%)

Set nw_xpos9 = (%nw_xpos8% - (%nw_panelwidth% - (%nw_increment2% / 4)))
Set nw_zpos9 = (%nw_zpos8% + %nw_increment2%)

Set nw_xpos10 = (%nw_xpos9% - (%nw_panelwidth% - (%nw_increment3% / 4)))
Set nw_zpos10 = (%nw_zpos9% + %nw_increment3%)

Set nw_xpos11 = (%nw_xpos10% - (%nw_panelwidth% - (%nw_increment4% / 4)))
Set nw_zpos11 = (%nw_zpos10% + %nw_increment4%)

Set nw_xpos12 = (%nw_xpos11% - (%nw_panelwidth% - (%nw_increment5% / 4)))
Set nw_zpos12 = (%nw_zpos11% + %nw_increment5%)

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_startx%, %nw_startz%, %nw_xpos1%, %nw_zpos1%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos1%, %nw_zpos1%, %nw_xpos2%, %nw_zpos2%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos2%, %nw_zpos2%, %nw_xpos3%, %nw_zpos3%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos3%, %nw_zpos3%, %nw_xpos4%, %nw_zpos4%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos4%, %nw_zpos4%, %nw_xpos5%, %nw_zpos5%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos5%, %nw_zpos5%, %nw_xpos6%, %nw_zpos6%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos6%, %nw_zpos6%, %nw_xpos7%, %nw_zpos7%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos7%, %nw_zpos7%, %nw_xpos8%, %nw_zpos8%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos8%, %nw_zpos8%, %nw_xpos9%, %nw_zpos9%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos9%, %nw_zpos9%, %nw_xpos10%, %nw_zpos10%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos10%, %nw_zpos10%, %nw_xpos11%, %nw_zpos11%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos11%, %nw_zpos11%, %nw_xpos12%, %nw_zpos12%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

TextureOverride %nw_texture%, %nw_texture%, Black, Black, Black, Black
AddWall bob, %nw_texture%, 0.1, %nw_xpos12%, %nw_zpos12%, %nw_endx%, %nw_endz%, %nw_height%, %nw_height%, %nw_voffset%, %nw_voffset%, %nw_tw%, %nw_th%, false

<EndFunction>

Skyscraper crash report:
Code: [Select]

Process:               skyscraper [13107]
Path:                  /Users/USER/Desktop/*/skyscraper.app/Contents/MacOS/skyscraper
Identifier:            com.skyscrapersim.skyscraper
Version:               1.11.0 (1.11.0)
Build Info:            Skyscraper-Unknown~Unknown
Code Type:             X86-64 (Native)
Parent Process:        launchd [1]
User ID:               501

Date/Time:             2023-01-09 12:57:24.1204 +0000
OS Version:            macOS 12.6.1 (21G217)
Report Version:        12
Anonymous UUID:        94B9983D-FCF0-6674-EB09-7765F839F78B

Sleep/Wake UUID:       C11B77EF-B857-4BA3-9F81-1FD22B322212

Time Awake Since Boot: 200000 seconds
Time Since Wake:       5316 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Codes:       0x0000000000000001, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process:   exc handler [13107]

VM Region Info: 0 is not in any region.  Bytes before following region: 4294967296
      REGION TYPE                    START - END         [ VSIZE] PRT/MAX SHRMOD  REGION DETAIL
      UNUSED SPACE AT START
---> 
      __TEXT                      100000000-1001e4000    [ 1936K] r-x/rwx SM=COW  ...OS/skyscraper

Thread 0 Crashed::  Dispatch queue: com.apple.main-thread
0   libstdc++.6.dylib                  0x7ffb20aeb7c8 std::string::assign(std::string const&) + 14
1   skyscraper                           0x10015310d 0x100000000 + 1388813
2   skyscraper                           0x100151e0c 0x100000000 + 1383948
3   skyscraper                           0x100154209 0x100000000 + 1393161
4   skyscraper                           0x1001561b6 0x100000000 + 1401270
5   skyscraper                           0x1000e246a 0x100000000 + 926826
6   skyscraper                           0x1001480e1 0x100000000 + 1343713
7   skyscraper                           0x10007dd87 0x100000000 + 515463
8   skyscraper                           0x10016cd8e 0x100000000 + 1494414
9   skyscraper                           0x10016816a 0x100000000 + 1474922
10  skyscraper                           0x10008ca25 0x100000000 + 576037
11  libwx_baseu-3.0.dylib                 0x1009e40f0 wxEventHashTable::HandleEvent(wxEvent&, wxEvtHandler*) + 352
12  libwx_baseu-3.0.dylib                 0x1009e4d1d wxEvtHandler::ProcessEventLocally(wxEvent&) + 93
13  libwx_baseu-3.0.dylib                 0x1009e4c07 wxEvtHandler::ProcessEvent(wxEvent&) + 103
14  libwx_baseu-3.0.dylib                 0x1009e4fdf wxEvtHandler::SafelyProcessEvent(wxEvent&) + 15
15  libwx_osx_cocoau_core-3.0.dylib        0x1019de743 wxWindowBase::SendIdleEvents(wxIdleEvent&) + 67
16  libwx_osx_cocoau_core-3.0.dylib        0x1018de946 wxAppBase::ProcessIdle() + 134
17  libwx_osx_cocoau_core-3.0.dylib        0x101851c2a wxApp::ProcessIdle() + 26
18  libwx_baseu-3.0.dylib                 0x10090bc4c wxEventLoopBase::ProcessIdle() + 28
19  libwx_baseu-3.0.dylib                 0x1009c1607 wxCFEventLoop::OSXCommonModeObserverCallBack(__CFRunLoopObserver*, int, void*) + 87
20  CoreFoundation                    0x7ff807933520 __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 23
21  CoreFoundation                    0x7ff8079333b2 __CFRunLoopDoObservers + 543
22  CoreFoundation                    0x7ff807932967 __CFRunLoopRun + 1131
23  CoreFoundation                    0x7ff807931e3c CFRunLoopRunSpecific + 562
24  HIToolbox                          0x7ff8105e15e6 RunCurrentEventLoopInMode + 292
25  HIToolbox                          0x7ff8105e134a ReceiveNextEventCommon + 594
26  HIToolbox                          0x7ff8105e10e5 _BlockUntilNextEventMatchingListInModeWithFilter + 70
27  AppKit                            0x7ff80a36bfad _DPSNextEvent + 927
28  AppKit                            0x7ff80a36a66a -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1394
29  AppKit                            0x7ff80a35cd19 -[NSApplication run] + 586
30  libwx_osx_cocoau_core-3.0.dylib        0x1018b9dee wxGUIEventLoop::OSXDoRun() + 110
31  libwx_baseu-3.0.dylib                 0x1009c1cb4 wxCFEventLoop::DoRun() + 52
32  libwx_baseu-3.0.dylib                 0x10090bb68 wxEventLoopBase::Run() + 88
33  libwx_baseu-3.0.dylib                 0x1008dc790 wxAppConsoleBase::MainLoop() + 128
34  libwx_osx_cocoau_core-3.0.dylib        0x101851c7a wxApp::OnRun() + 26
35  libwx_baseu-3.0.dylib                 0x10094a737 wxEntry(int&, wchar_t**) + 71
36  skyscraper                           0x100160d04 0x100000000 + 1445124
37  skyscraper                           0x100005e24 0x100000000 + 24100

If anyone knows how to fix this, leave a reply on this topic. Help is very much appreciated. -SL2844

10
Buildings / Re: Trouble with AddCustomFloor footpath creation
« on: September 26, 2022, 03:52:23 am »
I'm probably to only one who would know what the problem is haha.

First, there's two issues that can happen.
(snipped)
Ah right, that makes sense. I thought that as long as the vertex points created a closed shape, the command would fill the closed shape with a custom floor. Later today, I'll try reversing the vertex points, so I'll start with the outside of the footpath and end on the inside, and hopefully that'll fix it. It'll also allow me to make the footpath curved; at the moment it's square and I'd like it to follow the outline of the curved wall.
Thanks for your help, I'll try to remember that next time I implement custom floors.

And also thanks for the building compliment XD

11
Buildings / Trouble with AddCustomFloor footpath creation
« on: September 25, 2022, 07:33:08 am »
In a custom Skyscrapersim building I began work on a few weeks ago, I have created a large curved wall with two octagonal revolving doors at its base. I am now trying to create a footpath that wraps neatly around the curved wall without leaving any gaps.
I'm using the AddCustomFloor command to accomplish this, for there are so many vertex points on the curved wall that AddFloor just wouldn't cut it. This is the code that I have used, looks complex, doesn't it? XD:
Code: [Select]
<Floor 0>

AddCustomFloor floor, bob, Footpath, -239, -4.5, -239, 0, -242.5, 0, -248, 0.171875, -253.5, 0.515625, -259, 1.203125, -264.5, 2.578125, -270 + (7.5 / 2), 5.328125 - (7.5 / 4), -270 + (7.5 / 4), 5.328125 - (7.5 / 2), -270 - (7.5 / 4), 5.328125 - (7.5 / 2), -270 - (7.5 / 2), 5.328125 - (7.5 / 4), -270 - (7.5 / 2), 5.328125 + (7.5 / 4), -270 - (7.5 / 2.645), 5.328125 + (7.5 / 2.645), -275.5, 10.828125, -278.25 + (7.5 / 2), 16.328125 - (7.5 / 4), -278.25 + (7.5 / 4), 16.328125 - (7.5 / 2), -278.25 - (7.5 / 4), 16.328125 - (7.5 / 2), -278.25 - (7.5 / 2), 16.328125 - (7.5 / 4), -278.25 - (7.5 / 2), 16.328125 + (7.5 / 4), -278.25 - (7.5 / 2.645), 16.328125 + (7.5 / 2.645), -279.625, 21.828125, -280.3125, 27.328125, -280.65625, 32.828125, -280.828125, 38.328125, -280.828125, 43.828125, -281.328125, 43.828125, -281.328125, 45, -286, 45, -286, -4.5, 0, 0, 0

<EndFloor>

The vertex points that I have used are all copied from the coordinates of the wall segments that make up the curved wall, but for some reason, when I reloaded the building after programming the custom floor, it ended up looking like this:


The custom floor, for some reason, ended up going straight through the curved wall and filled up half the lobby of the building. This type of glitch has happened before on this building, when I was creating the basebands for the interfloor walls, but I resolved that by just using walls instead of a custom floor. This footpath is an integral part of this building; without it you would be unable to access the lobby beyond the curved wall without no-clip and I would be unable to create the roads that go around the site of the building.
If anyone knows of a way in which I could fix this issue, do let me know.

12
Off Topic / Re: How long have you been play Skyscrapersim for?
« on: May 11, 2022, 03:24:03 am »
I first got the Alpha 8 build for Windows 7 somewhere around late-2013 to early-2014, and I ran that pretty continuously all the way up until the end of 2015. I then got Alpha 9, which I used to run more up-to-date builds of the default buildings, while still using Alpha 8 for my custom buildings. I then kinda took a year's break from Skyscrapersim for the whole of 2016, mainly because the laptop I was running it on had just been upgraded to Windows 10 and its CPU speed had dropped significantly with the upgrade. In 2017 I went back to running Alpha 8 and 9, and then towards the end of 2017 the laptop began to perish. At that time, I installed the latest MacOS dev build on this current MacBook that I'm using right now, and I've used that from 2017 to present. There was my very long-winded way of saying "since 2013-2014" XD

13
Buildings / Re: Blanchardstown Centre Emulation
« on: March 27, 2022, 06:11:36 am »
Update: 27/03/2022

I must admit, progress has been a little slow over the last few weeks. But, nevertheless, the ThyssenKrupp hydraulic lift rebuild in Marks & Spencer has now been completed, and features a working cab light toggle:





In addition to working on main centre renovations, a new major project has started; the creation of 4 surface car parks. This is a screenshot of the almost fully complete green parking zone, which just needs a bit more tarmac and some footpaths before it is fully complete:


My focus going forward will now be mainly on lift rebuilds and centre renovations, while also doing landscaping and car park creation on the side. If I keep progressing in this way, the car parks will be fully landscaped around the same time as the centre renovations are completed. After that, I will return to working on the multistorey.

14
Buildings / Re: Blanchardstown Centre Emulation
« on: March 15, 2022, 08:40:13 am »
Update: 15/03/2022

The glass Otis Gen2 lift in Bershka has now been fully rebuilt! The lift is now in the correct location, faces the correct direction, and bears a much closer resemblance to the real lift. The floors and ceilings that had to be removed, including the staircase, will be reinstalled shortly:










Inside the lift controller box; eventually there will be more controls here, but for now there are just these three position reporters.








More work on the Red Mall has taken place, including the creation of new shopfronts for BT2 and M&S, more external Aldi work, and more work on the renovation of the Red Entrance:




Over the coming weeks, I hope to fully finish the renovation of the Red Mall, and rebuild the ThyssenKrupp hydraulic lift in M&S. Once these two tasks have been completed, attention will shift towards Dunnes Stores and the Central Mall.

15
Buildings / Re: Blanchardstown Centre Emulation
« on: March 12, 2022, 06:07:45 am »
Looks good, but I think the lift doors look very thin, they dont exactly look very centre opening dualspeed to me. 0.2 thickness is, in my opinion, more ideal. Also the opening animations may end up going through me due to the thinness. Sorry if I seem harsh but its just some feedback I decided to give :)
Thanks for the feedback! The current doors on those lifts will be replaced with more realistic doors in due course; the current doors are made with the preset elevatordoors.txt functions and I plan on replacing them with AddDoorComponent modules.

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