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Messages - eventhorizon

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1
Download Skyscraper Simulator / Re: New build: 3/23/24 build
« on: March 23, 2024, 11:45:00 pm »
I also started a new branch for some multithreading work I've been doing, currently am trying to run each elevator in it's own thread and see what happens.  So far it's running them like that, but is extremely buggy haha.

You can see the progress of it in the "threading" branch:
https://github.com/eventhorizon5/skyscraper/tree/threading

This is the third attempt at multithreading Skyscraper.  Before I was using Intel TBB to try to multhread the Cut function (speed up startup), but that ended up in a complete mess and also had a huge performance penalty, so I'm trying something different this time.

2
Download Skyscraper Simulator / Re: New build: 3/23/24 build
« on: March 23, 2024, 11:42:19 pm »
I just noticed that the design guide was not updated in the patch build at all. Can you fix that please?

That's now been fixed.

3
Download Skyscraper Simulator / New build: 3/23/24 build
« on: March 23, 2024, 07:36:50 pm »
This build adds the elevator car parameters MusicUp and MusicDown for playing separate up and down music files.  The new MusicAlwaysOn parameter for elevator cars also, should improve realism by continuously playing the elevator music instance with the volume at 0, and then setting the volume to full when the music is supposed to be heard, this is so that the music will continue realistically when you enter the elevator.  The MessageOnMove parameter changes the elevator directional messages so that they play when the elevator starts moving, instead of when the doors fully open.



The Windows patch can be applied only to the previous build:
https://download.skyscrapersim.net/dev/patch-032324-x64.zip



Downloads:
https://www.skyscrapersim.net

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

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



Changelog:
-Relocated wxWidgets GUI classes into their own folder, to clean up the frontend source file layout
-Updated email address
-Added support for separate elevator music files for the up and down directions, via the MusicUp and MusicDown parameters
-Added an always-on mode for elevator music, for a more realistic effect, via the MusicAlwaysOn parameter
-Added MessageOnMove elevator car parameter, which if set to true, has the up/down directional messages play when the elevator starts moving instead of when the doors open fully
-Fix include for Windows builds

4
Software / Re: Potential Alpha 12 Bug - Will investigate further
« on: March 21, 2024, 05:18:50 pm »
Update: The bug occurs at Dellerton Plaza II but only effects stairwells and elevator shafts. On all buildings, noclipping through a wall or interfloor area causes the floor(s) in question to break; wall textures, doors, and floor colliders do not work (upon noclip being disabled). Upon further investigation, I determined that bugged floors will load correctly if entered via stairways, elevators, doors, or by the floor you start on being loaded in.
I have attached an example of the bug on the original Triton Center below.

That's actually not a bug, it's the way the simulator engine (SBS) works.  In order to improve rendering performance, most of the building you're visiting is disabled, and only enabled when needed.  Certain things are enabled more often due to the batch optimizer I wrote which improves FPS somewhat.  When you visit other floors, you can turn on the floors in the related mesh control panel window.  If the floors are on and won't turn off, that means that they were optimized that way (they're part of a collection of objects rendering faster).

For the future I might try to improve the noclip mode or add a fly mode, and have other objects turn on and off automatically while you move around.

5
Software / Re: Potential Alpha 12 Bug - Will investigate further
« on: March 21, 2024, 02:48:48 pm »
Skyscraper does not automatically load all of the floors for performance reasons,if you noclip into other floors,you dont automatically trigger the floors to activate

I just tried going down an elevator to the lobby, and most of the lobby wasn't showing up, so I'm guessing it's just unfinished.

6
Software / Re: EG881 - Possible bug?
« on: March 21, 2024, 12:38:42 pm »
Oh really? So the bottom base of Dellerton Plaza appears on Alpha 11 versions?

I tried it, to me it appears like the building's base wasn't finished, but I didn't check the code.  It's the same in Alpha 11.


7
Download Skyscraper Simulator / Build: 3/12/24 build
« on: March 12, 2024, 09:51:12 pm »
This build has some minor changes and fixes, so see the changelog.  Camera "RestrictRotation" feature is now enabled by default.

The Windows patch can be applied only to the previous build:
https://download.skyscrapersim.net/dev/patch-031224-x64.zip


Downloads:
https://www.skyscrapersim.net

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

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


Changelog:
-Increased size of building selection dialog
-Fixed a crash in the AddRails function; check for shaft object validity
-Updated Linux build documentation
-Updated version numbers for Windows builds
-use snprintf instead of sprintf
-year update
-header indentation fixes
-removed unneeded unix.cpp and unix.h files in SBS
-enable camera rotation restriction by default
-upgraded FMOD to latest version

Recently the "compat" Linux build package was discontinued, which allowed running on older operating systems such as Debian 10.

8
Software / Re: Camera Movement through F5 (The Free-Look Mode)
« on: March 12, 2024, 01:33:43 am »
One of the issues of the free-look mode is that there's no cap in rotation, which means you can do vision backflips and frontflips all you'd like. I feel like this should be fixed, because my sensitivity was way too high so when I moved my mouse just a few centimeters, I did about 5 backflips - crazy :D

I've attached a zip file containing a simple showcase on how the camera movement is messed up. Maybe cap it at a 90 degree vertical angle on both sides with a new little patch? Or have settings involving sensitivity of the controller used ;)

There's actually rotation restriction code in place, that was contributed by a developer on GitHub.  To try it, set the RestrictRotation value in the skyscraper.ini file to true, and let me know if it works well for you.  I can make that option on by default in the simulator too.

You can also enter and exit freelook mode by using the mouse wheel :)

9
Download Skyscraper Simulator / Updated Raspberry Pi builds
« on: March 11, 2024, 03:17:15 am »
I recently bought a Raspberry Pi 5 (had a 4 before, which I gave to a friend) and remade the Skyscraper builds for that system.  The builds are now made with the latest Raspbian Linux (Debian 12), and are also 64-bit now, the older builds were 32-bit.

If you have a Raspberry Pi, let me know if these builds work for you (keep in mind that you'll need a 64-bit OS to run them).  The link to the build is on the website.

10
General Discussion / Re: Updates & Development
« on: March 11, 2024, 02:54:42 am »
Here's some information on the changes to Skyscraper in the last year:

Middle of last year I split out the Skyscraper website and downloads into 2 separate servers, the website is still hosted on the main server, but the downloads (and custom downloads) are now hosted on the newer Skyscraper CDN server.  This was done because the AWS CDN gives me a free 1tb of outbound bandwidth to use, which makes it less costly than what was done before.  The custom downloads section has a user backend that lets you upload building/data packages to the server so you can share them.

You probably saw the addition of the Destination Dispatch (and call stations) feature, that was done early last year.  Lots of Mac fixes were put in place, so Skyscraper is now running very well on Mac systems, I just put in another Mac fix tonight (to turn off that Caelum error that happens on startup every time).  An Ogre change to the text-to-texture system was reverted so now it works like it used to with older versions.  The DoorSystem feature was introduced, which moves the door processing code out of the elevator door system into it's own code file, and is now shared by standard doors and elevator doors, this was done to make it possible to create things like sliding doors.  Ogre has been upgraded to version 14.  There's also been lots of fixes :)

Skyscraper sites:
https://www.skyscrapersim.net (hosted on the Elaina server)
https://download.skyscrapersim.net (hosted on the CDN server)
https://custom.skyscrapersim.net (hosted on the CDN server)
https://wiki.skyscrapersim.net (hosted on the Elaina server)

11
General Discussion / Re: Updates & Development
« on: March 11, 2024, 02:40:59 am »
A few weeks ago, a new build has been released. Multiplayer is in the works, and there could be a change in renderer in the future too.

Yep the multiplayer support is being planned, but the renderer change is probably canceled because I wasn't able to find a suitable replacement for Ogre, at least yet.

Here's the thread with the multiplayer/server information:
https://skyscrapersimulatorforum.createaforum.com/software-development-9/multiplayer-(and-server-hosted)/

12
Buildings / Re: I crashed the game through unskilled .bld editing
« on: March 06, 2024, 07:15:03 pm »
I think I determined that NCSM357 is right, it is cause i used SBCR, so I'm gonna just cut my losses, read the tutorials and hand code it

Is it possible you could still send me the bad (crashing) building file, so I can test the simulator?  It's mainly because scripts aren't supposed to crash the simulator, each crash needs to be fixed in the C++ code.

13
Buildings / Re: I crashed the game through unskilled .bld editing
« on: March 06, 2024, 12:11:49 am »
so i figured out how to crash the game through my incapability to code buildings, ill submit the crash report Below, if you want the building file, I'll send it.

You can send the building file to me if you want, I need to test anything that can cause the sim to crash, since crashes aren't supposed to happen.

The crash dump shows that you were using the Alpha 11 release, can you also try on the latest development version (of Alpha 12)?

14
Off Topic / Re: Tallest Building Visited
« on: February 23, 2024, 08:54:51 pm »
Cool. I would love to do all that myself. If you don't mind me asking, will there eventually be a complete version of the sears tower for skyscraper simulator with what you described? Also are there any public detailed blueprints of the tower? I haven't been able to find much.

Well I made the elevator layout pretty much complete as to how it was before Catalog was built, it just doesn't have the new elevators that were added, and the new base that was built.  Others can contribute to it if they want and I can incorporate the changes into the main Skyscraper package.  For now I'd rather focus on designing and coding the C++ code because I'd like to greatly enhance it, even though I'm not quite sure how I'll do all of it yet.

I have a folder with lots of photos and a lot of floorplans that I've collected over the past 20+ years of the building, that's what I used to make the elevator layouts.

15
Download Skyscraper Simulator / Re: New build: 2/21/24 build
« on: February 23, 2024, 08:46:05 pm »
I just re-uploaded the Windows build with a shader crash fix, that should prevent Caelum from crashing the app on startup on some systems.  This was happening on a Windows virtual machine I have, and is now working properly.


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