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Author Topic: Skyscraper 2.0 Alpha 9 released  (Read 8214 times)

Offline eventhorizon

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Skyscraper 2.0 Alpha 9 released
« on: March 05, 2015, 04:11:05 PM »
Administrator Comment Notice - this release has been replaced by Alpha 9 Update 2, which can be found by clicking here. This page shows the full release details of Alpha 9.

Alpha 9 was released yesterday.  I posted this today because currently there is a severe issue with the Mac version which has been there for a while (at least on my system), and so I'm checking things before publishing that to Sourceforge.  The Windows and Linux builds are fine though.  The issue with the Mac version on my system is that if you click the "Other Building" button and try to load any building that way, it results in a graphics malfunction during texture loads.

This release represents a major bugfix and stability overhaul to the simulator, resulting in what's the most stable and reliable Skyscraper release yet.  This release also features major changes to a number of internal functionality.  For detailed information on the changes, scroll down to past the changelogs to the detailed release notes, which is from the readme.txt file.

Make sure you read the release notes (readme.txt) - it points out the major changes since Alpha 8, and other important information

There's been a lot of changes since the last build.  The Action code has been somewhat reworked to prevent duplicate executions of actions, since I had found one situation where it would do that.  I added the SensorOn and SensorOff commands for actions.  Objects are now deleted using ctrl-alt-click instead of ctrl-click, to prevent interference with the ctrl walking modifier key.  In the elevator editor, the floor selector now only selects the serviced floors, instead of all available floors.  The Control Panel window now shows the name of the current floor, and there's new buttons that display information about all floors, and also the current floor, in addition to the new FloorInfo script command.  There's also been a number of fixes for severe issues.

The new Underground building has been added, which was inspired by concepts from the original Journey to the Center of the Earth movie (the large underground ocean scene) and also the movie Forbidden Planet, with the large underground Krell shaft environments.  I used that building for scalability tests for the simulator, which fixed a lot of severe performance bottlenecks.

(The Mac version is now on Sourceforge, since it's been reported to work fine)
Click here to download Alpha 9 (this link will give you the right installer based on your OS)

Downloads also on website:
http://www.skyscrapersim.com/downloads.shtml
or all local downloads of Alpha 9:
http://www.skyscrapersim.com/downloads/releases/2.0a9/

Project sourceforge page:
http://sourceforge.net/projects/skyscraper/

Patches for previous builds only (don't use these with Alpha 8 ):
32-bit Windows:
http://www.skyscrapersim.com/downloads/dev/patch-alpha9.zip
http://www.skyscrapersim.com/downloads/dev/patch-alpha9.7z

64-bit Windows:
http://www.skyscrapersim.com/downloads/dev/patch-alpha9-x64.zip
http://www.skyscrapersim.com/downloads/dev/patch-alpha9-x64.7z

Mac: http://www.skyscrapersim.com/downloads/dev/patch-alpha9-macosx.tar.bz2


Here's also a link to the previous Alpha 8 release announcement:
http://forum.skyscrapersim.com/index.php?topic=5676.0



Screenshots:


New Peerless building in the Glass Tower model:



Triton Center railings:



Triton Center stairs:



Triton Center pool (floor 132):




The Underground building:



























Changes since the last build:
-added new Underground building
-cleanups in relation to ShowFloors arrays
-fixed a conflict between Group listings and ShowFloors lists, and cleaned up EnableFloorRange function
-the print command can now be specified by itself, to print a blank line
-many script commands would crash if given no parameters; this fixes the issue
-(Triton Center) 135th floor description fix
-made new floor list report and FloorInfo command, and migrated the ListAltitudes feature into that
-added Floor Information button to the control panel
-added current floor name to the control panel
-fixed an interior window positioning issue in the Simple building
-prevent shaft door reset if full shaft is enabled
-EnableGroup function in floor object will no longer touch shaft or stair objects if they're currently fully enabled
-disabled some warnings on Visual C++
-fixes to action array checks of Control and Trigger objects, to prevent crashes if no actions are associated with the object
-more elevator object checks for elevator editor
-reset door reference in elevator editor, to prevent issues if elevator is deleted
-added Mac key hints to control reference and readme
-the elevator editor's floor selector now only shows the related serviced floors
-(c++)reworked shaft door and elevator door ClickedObject code to newer design
-(c++)elevator shaft door wrapper objects now store associated floor number
-(c++)remade call button code in ClickedObject function, to remove legacy code
-call buttons can now be deleted using ctrl-alt-click
-controls can now be deleted by ctrl-alt-click
-objects are now deleted by ctrl-alt-click instead of just ctrl-click, to prevent interference with ctrl walking modifier
-added reporting to elevator door sensors
-added new actions for enabling and disabling elevator door sensors
-reworked action run code, to prevent duplicates
-call buttons now check if elevator objects are valid, to report accordingly

Full changelog (notable changes for Alpha 9 since the Alpha 8 release):
Version 1.9 (2.0 Alpha 9)
-------------------------
-added new Underground building
-cleanups in relation to ShowFloors arrays
-fixed a conflict between Group listings and ShowFloors lists, and cleaned up EnableFloorRange function
-the print command can now be specified by itself, to print a blank line
-many script commands would crash if given no parameters; this fixes the issue
-(Triton Center) 135th floor description fix
-made new floor list report and FloorInfo command, and migrated the ListAltitudes feature into that
-added Floor Information button to the control panel
-added current floor name to the control panel
-fixed an interior window positioning issue in the Simple building
-prevent shaft door reset if full shaft is enabled
-EnableGroup function in floor object will no longer touch shaft or stair objects if they're currently fully enabled
-disabled some warnings on Visual C++
-fixes to action array checks of Control and Trigger objects, to prevent crashes if no actions are associated with the object
-more elevator object checks for elevator editor
-reset door reference in elevator editor, to prevent issues if elevator is deleted
-added Mac key hints to control reference and readme
-the elevator editor's floor selector now only shows the related serviced floors
-(c++)reworked shaft door and elevator door ClickedObject code to newer design
-(c++)elevator shaft door wrapper objects now store associated floor number
-(c++)remade call button code in ClickedObject function, to remove legacy code
-call buttons can now be deleted using ctrl-alt-click
-controls can now be deleted by ctrl-alt-click
-objects are now deleted by ctrl-alt-click instead of just ctrl-click, to prevent interference with ctrl walking modifier
-added reporting to elevator door sensors
-added new actions for enabling and disabling elevator door sensors
-reworked action run code, to prevent duplicates
-call buttons now check if elevator objects are valid, to report accordingly
-brought back shift-click call button functionality, to change light status
-objects are now locked/unlocked by holding ctrl-shift and clicking instead of just shift-click, which fixes conflicts with using shift for running
-added transparent button background texture (transparent.png)
-elevators now update floor indicators and floor beep sounds when either passing a floor altitude, or beginning to level at a floor
-prevent elevators from updating floor number during leveling mode
-added more verbose file load error messages
-year update
-fixed Visual C++ 64-bit build options
-updated Visual C++ 2010 build parameters
-added message sound status checks, to prevent repeats
-removed Palace Hotel on author's request
-added support for sounds in call button objects
-added numeric checks to the Calc function, to fix issues with the Calc function hanging on filenames.  Also removed the related work-around code for skipping parameters.
-fixes and cleanups to verbose output
-replaced elevator's message sound and floor sound objects with a single announcement sound object, and sounds using this are now queued to prevent overlapping
-added sound queuing support, using PlayQueued and ProcessQueue functions
-added reporting functions to Sound class
-elevators no longer play floor sounds (floor announcements) if on the same floor as hall call
-fixed crash that happened if the object move window was visible while the object was deleted
-(Triton Center) Shaft 17 (core utility shaft) now displays interfloors, bottom floor while inside it, and lights
-added ShaftShowInterfloors command
-Object Information window now displays correct line number information (adjusted for includes), and also related include filename
-split line number calculation portion of script error code into a separate function
-added List Textures button to control panel
-added script commands ListAltitudes and ListTextures
-texture listing now supports showing filename
-added more verbose output for texture loading functions
-fixed texture overrides; texture functions now unload previous material if a new one of the same name is specified
-(C++) added UnloadMaterial function and fixed UnloadTexture function
-(C++) split off texture multipler registration into separate functions
-(Triton Center) Residential service elevator texture orientation fix
-added emergency stop motor sound
-queued sound position option in sound code, to prevent repeat applies of the setting
-fixes for SetPlayPosition and GetPlayPosition in sound code for fmod, used by AutoAdjustSound
-added the AutoAdjustSound to the INI file, originally added in rev 1824
-added support for separate car and motor emergency stop sounds
-uninitialized value fixes (meshobject rotation)
-during an emergency stop, the car stop sound is played if an emergency stop sound isn't specified
-verbose mode now reports details on exactly which car/motor sounds are played, for start, move, and stop
-reworked elevator car/motor sound code and moved into separate functions
-renamed the "mainsound" sound object to "carsound"
-added support for a separate emergency stop car sound and speed multiplier
-fixed an issue where the elevator editor would display too much call button output in verbose mode
-split the create_walls option in the FinishDoors commands into separate doors_walls and track_walls options, and updated guide
-fixed issue where elevator nudge mode would become active if elevator was in fire phase 2 mode on alternate recall floor
-partial floor range in ShaftShowFloors command is now shown regardless of elevator moving
-added IsBoolean function (C++)
-enhancements to the ShaftShowFloors command
-button title fix (elevator editor)
-fixed issue where FinishDoors function was not properly reverting the DrawWalls state
-removed bounding box check in stairs code, since it was failing on stairwell floors that contained no geometry, but were still valid
-fixed "InStairwell" status
-interfloors are now shown for adjacent floors, in order to match the original design concept
-fixed columnframe and interfloor checkboxes in the mesh control dialog
-added Mesh Control dialog option to enable/disable interfloors
-added functions to enable/disable interfloors
-fixed main filename case
-fixed Caelum sky rotation
-changed Caelum start time to 10am instead of noon
-removed SkyMult INI file parameter, and the Caelum sky.os file now configures this
-added a check to make sure elevator serviced floors are valid for the associated shaft
-added basic group state check to floor object, to prevent repeated enables/disables during ShowFloors functionality
-floors now report in verbose mode when they're enabled/disabled
-fixed an issue where the ShaftShowFloors command would cause the destination floor to become disabled
-check floor enabled state before enabling/disabling floor and group
-mentioned reverse floor ranges in script guide
-fixed an issue where sound objects were playing during startup, and cleaned up related code
-removed full screen stay-on-top flag
-fixed an issue restoring fullscreen mode on Windows after a reload (using ctrl-r)
-added info on 'b' key FOV reset
-added binoculars FOV setting to the camera control window
-fixed a typo for the reload feature in the control reference
-added binoculars mode
-(Triton Center) fixed crossbracing texture tiling and some mechanical interfloors
-removed the Cut function's "checkstring" functionality, which reverts a "fix" from 2783 which broke filler walls in many existing buildings' elevators.  The original functionality never really worked, and the removal of it appears to work fine
-data type fix for negative dest values.  Also fixes an assertion in debug mode
-fixes to automatic filler walls function, to prevent z-fighting issues
-right-clicking controls now reverses direction of selection
-all shaft doors must now be fully closed for an elevator to move, when interlocks are enabled
-actions now return the status of the commands run
-controls and triggers will now only change position if the action succeeds
-controls/triggers with multiple parents or actions succeed if at least one action succeeds
-control/trigger sounds now only play if the position changes
-fixed a message loop in verbose mode if certain elevator sounds can't be loaded
-added more return codes and "loaded" status to sound code
-cleaned up elevator mode switching, so that certain modes must be explicitly disabled before enabling another mode
-ACP mode now uses standard queuing instead of Go function, which fixes a malfunction if used while another call is being handled
-the elevator Go function will now exit if elevator is already moving
-added floor ID reporting to Go function
-floor signs now take the shaft door offset into account when created
-added Renderer entry to Stats dialog
-fixed an issue where shaft doors would stay disabled if pressing F6 (resetting position) while in an elevator
-fixed logic behind 'force' parameter for shaft and stairs enable checks
-changed Glass Tower 138 floor sign to say "R", and also minor wall fix
-reload function now restores camera floor, gravity, collisions, and freelook options
-added elevator floor signs to the Glass Tower
-when deleting shafts, they must have associated elevators deleted manually first
-sensor actions created by elevator doors are now removed along with the doors
-floor deletions now fail if a shaft or stairwell depends on that floor
-fixes to GetFloorNumber function to allow deleting the current floor
-lots of reporting fixes and cleanups
-added shaft and stairs existence checks to EnableFloorRange
-elevators can now be deleted during runtime
-call buttons are now created with directions based on the combined range of all elevators, instead of just the first one specified.
-added a forced resize during a building reload for Linux - fixes rendering issues
-camera rotation values are now updated properly.  This fixes the rotation display in the control panel, and also fixes rotations during a building reload
-call shutdown() on Ogre root instead of delete, to fix a crash on certain systems during shutdown
-fixed malfunction in trigger code due to an uninitialized position value
-fixed setback positionings in Sears Tower model in Triton Center
-added antennas to Sears Tower model in Triton Center
-tiling fix for Triton Center top (143) interfloor
-added missing keys to control reference
-added explanation of interfloor areas to script guide
-floor skip text can now be disabled by setting it with an empty value
-nudge setting in elevator editor now works properly on a per-door basis
-added door sensor item to elevator editor
-added "sides" graphic for script guide
-some needed fixes to the Observation Tower
-added floor signs to Simple building
-trim whitespace on GetAction() input string
-added option to change nudge option for door hold command, used by Sensor action
-added Sensor and Reset actions, used by sensors
-added support for elevator door sensors
-elevator parameters now properly calculate numbers
-repositioned Glass Tower's rooftop elevator motor
-moved Glass Tower roof structures to external mesh
-added use of VerifyFile to building file loader, to fix filename case sensitivity on Linux and Mac
-removed "starting time" entry from stats dialog
-fixed parameter count checks in script interpreter
-script includes now use VerifyFile which fixes case sensitivity issues on Linux and Mac
-file not found errors for script includes now handle exceptions properly
-moved Triton Center mech penthouse roof to separate floor
-fixed issue with cutstairwell and cutshaft commands introduced in rev 2047 (in Alpha 7), that caused external meshes to cut a floor too high
-removed unnecessary pauses
-added support for function nesting (calling functions within other functions)
-reworked the script error reporting code, to fix reported line number breakage when using nested includes
-updated guide to explain include and function behavior
-a warning is now shown in the console when a function is defined again, and the redefinition is skipped
-return empty strings instead of nulls for c-string functions.  Fixes some crashes
-added atrium floor spacing in Glass Tower
-added progress dialog for script load
-added EndPoint function
-moved Print command to end, which allows certain command results to be printed properly
-added AddCustomFloor command
-(Glass Tower) added basic Peerless building and ground based on spotting blueprint from movie
-(major) fixed an issue where the submesh processor would skip, leaving unused triangle data.  This was causing Prepare() to malfunction and sometimes visible corruption
-Action Viewer now displays multiple parents
-added ability to delete actions from the Action Viewer window, and fixed some cleanup issues involved in the deletions
-added AddActionParent and RemoveActionParent commands
-action viewer now refreshes list
-actions created by button panels are now deleted along with the panels
-walls of root object (SBS) meshes are now children of those meshes instead of root
-fixed a vector overrun in RemoveFloor function (element was removed before accessed)
-do not process geometry buffers if no data exists - fixes a crash on Windows
-manually deleting floors now deletes any walls created in the "external" mesh
-reset collisions when deleting objects, and clear last_collision value - this allows objects the user is touching (or standing on) to be deleted
-added check to prevent floors from being deleted out of order
-elevator doors can now be deleted properly during runtime
-added round math function
-added new math functions log2, ceil, flr, and rnd
-fix for texture distortion issues on main menu
-added option to turn off automatic filler/connection walls for elevator doors
-math function fix - removed the need for a space before the function names
-fixed default locale setting - this solves script error issues when running on machines with different locale settings
-texture functions now report in verbose mode only
-fixed StartsWith() function
-added advanced math functions to script interpreter
-added power-of operator to Calc function in script interpreter
-added Ogre 1.9 compatibility
-combined floors 65 and 66 in the Glass Tower
-cmake and source fixes for Ogre 1.9 compatibility
-orientation fix for old sky system
-added RenderOnStartup option, which renders the building as the script is processing on startup
-fixed an issue where most new meshes would need to be disabled and re-enabled to be visible
-cmake script fixes, and svnrev is now run automatically
-fixes to main window sizing
-fixed issues with main menu and mouse clicks being off on Mac, due to client size being different than window size
-fixed shutdown crash due to MainScreen::OnClose being called twice (mainly on Mac)
-made missing files dialog larger
-fixed issue where rotational degree values would show 360 instead of 0
-added OpenMessage and CloseMessage elevator parameters
-script processor now using main frontend loop for processing
-fixed an issue where main window would not resize back when exiting from fullscreen to main menu
-object list in objectinfo dialog now refreshes automatically
-switched DisableSound to a frontend option, which now changes it for the whole app
-removed unused options from INI file
-WalkBrake and RotateBrake options now work
-removed LookAccelerate, BodyDepth, LegsDepth options
-fixed GetObjectPosition() for elevator doors, so now their position shows up in the MoveObject window
-fixed Camera::Rotate() function; relative rotations now work in camera control window
-Bullet: disabled penetration recovery, which fixes issues with stairs stepping
-added frame smoothing feature, configurable in the INI file
-removal of wxWidgets code from the SBS library
-new SBS timer system
-added while statements
-added delete command
-added runaction command
-action names with spaces now work from scripts
-functions can now be called properly from IF/While statements
-added duplicate function check
-keycode fix for Mac version - fixes some key recognition errors
-switched to in-app console window
-control panel sizing fix
-removed unused RenderOnly and InputOnly options
-script viewer no longer shows included code
-rename and cleanups of collider recreation when adding/deleting objects during runtime
-fixed issue where meshes wouldn't be immediately visible if walls were added to them during runtime
-fixed an issue where control panel buttons failed to work upon a building reload
-command box in console now clears on send
-added echo option to console window (displays typed commands)
-fixed an issue with the main window not raising properly on startup
-fixed a startup clear screen issue
-switched log output to new in-app console window
-addition of main console text box in console window
-moved system over to Ogre logging facility
-all logging is now written to skyscraper.log
-debug console (text) output can be turned on and off by INI file parameter
-script processor is now persistent
-added missing note about ctrl-r reloading current building to key commands list
-added script deprecation warnings, which can be enabled in the INI file
-removed unused GetWallExtents function since the command version is more useful
-script interpreter cleanups
-fixed a parameter check for parameters specified after equals signs; would previously treat empty text as a single parameter
-updated syntax in Simple building
-added ReverseAxis parameters to the script guide, which were missing
-added ability to disable Bullet for testing
-fail and switch to old sky system if Caelum fails to init
-disabled elevator arrival notifications and floor sounds/beeps when in service modes
-disabled elevator door open/close functions while in Fire Phase 1 recall
-added needed object existence checks to functions that use the object array directly - without this, crashes were happening when doing an object scan after an object had been deleted
-ACP mode now uses the elevator's Go function, and now works properly
-elevator "Go" function now turns off elevator floor light when reaching destination
-fixed some door closing issues in Fire Phase 1 mode
-added exterior up/down controls to Simple - Manual building, and interlock switch for testing
-added support for modern manual lifts, that require the floor button to be held to proceed to that floor, via the FloorHold parameter
-script interpreter section reordering and cleanups, fixes variable processing issues, and duplicate functions have been removed
-added fire switch keys to Simple, Triton Center and Glass Tower elevators
-added landing zone area for automatic releasing of interlocks
-added new section of items to elevator editor, and added some other misc things
-added basic elevator interlocks, along with actions
-fixed button/control texture multipliers - this fix will break previous buildings' buttons and controls if they use size multipliers other than 0 or 1.  Previously changing the size would mess up the button positioning
-updated Simple building with internal and external fire switches
-added more texture content
-added fire service enable function to call button code; switching one elevator to fire service phase 1 now switches all elevators in same bank (all being serviced by the first call button on recall floor) into fire service mode
-added elevator door open/close button hold feature (constant pressure support), for certain modes such as independent service and fire modes
-renamed CancelLastRoute to CallCancel
-major reworking of fire service modes to make them more realistic
-added reversals to door opening, used in fire modes to reclose the doors if open button is released
-major Glass Tower lobby changes; atrium base is now the Atrium level (previously mezzanine) to match movie depictions of the Hyatt Regency and Bank of America buildings
-added full support for manual elevators
-fixed issue where floor would turn off when closing shaft doors even if ShaftShowFloors is enabled
-added "0 to disable" options for DoorTimer and QuickClose parameters
-added AutoOpen parameter
-added OpenOnStart parameter
-added new Simple building with manual doors
-added OpenExt and CloseExt actions
-added more elevator and shaft door actions
-updated to OGRE 1.8, and updated meshes to newer format
-Glass Tower texture mapping fix for top of front setback pinnacle
-fixed camera control X axis reversal
-fixed action control centering
-added functions to support elevator returning/releveling to nearest floor after disabling inspection mode
-added 'return' function in elevator actions list which returns to the nearest floor after a stop
-added more checks to door "in use" status - fixes issues where elevator doors would misbehave if automatically moving and a manual open/close was run
-removed OIS requirement from cmake
-minor correction to local elevator range in Sears Tower
-fixed Glass Tower floor height typo in the floors 80 to 85 section (it erroneously added an extra foot to those floors)
-added dialog for moving objects
-fixed "hold" option for camera relative rotation in dialog
-fixed rotation quirk in dialog that allowed values outside of correct range
-array cache tweaks
-fixed DynamicSky script parameter
-added additional check to elevator service modes to prevent random activity
-elevator parking is no longer run while in a service mode
-fixed elevator availability check for LimitQueue
-added elevator queue reversal when arriving at top/bottom floor; fixes call quirks on those floors
-fixed issue in elevator_doors.txt script that prevented dual-speed left doors from closing properly
-switched user variable system over to named variables
-extended range of characters supported by the text-to-texture system
-Updated Visual Studio project files for VS2010
-added popup error messages for sound errors
-added gpu program checks for Caelum initialization; should switch off Caelum on problematic graphics cards to prevent reported crashes
-moved SBS initialization code into contructor
-removed obsolete shaders variables
-fixed issue where some wall handles wouldn't be deleted, due to a changing handle array size
-centralized number conversion into new ToString functions
-fix for textureoverride/textureflip states
-console output fix
-INI parameter fixes
-AddFloor parameter fix
-removed tchar for wxwidgets unicode compatibility
-random activity is now ignored if related elevator is in service mode
-added parking notification
-script interpreter performance improvements
-performance fix for GetTextureMaterial function
-fix for material polygon reporting
-fixed misuse of vector preallocation, performance improvement (fixes bottleneck when creating thousands of floors)
-function speed improvements in script interpreter
-added function name and calling line to script error message
-misc performance tweaks and cleanups
-old sky is now used if Caelum fails to start (previously the sky would end up being black in this case)
-fixed crash that would happen if Caelum wasn't initialized properly
-swimming pool model material fixes
-turned off texture lighting option by default
-added calc ignore checks for other filename parameters
-added StairsShowFloors and ShowFullStairs commands
-moved stairs, shaft and elevator checks into respective classes
-some tweaks to IsInStairwell checks
-removed some obsolete stuff (including shaft type parameter)
-added ShowFullStairs to Triton Center's West Stairwell
-added railings to Triton Center
-fix for disabling old skybox
-added ability to delete models and doors with ctrl-click
-added pool to Triton Center
-fixed a defect in the CutAll floors operation - was cutting through all floors associated with shafts/stairwells - now only cuts through current floor as described
-added check to prevent crashes when deleting an object user is standing on
-fixed creation of collider body which was causing crashes when loading collider meshes
-added support for skipping calculations on model filenames - fixes an infinite loop




Detailed release notes from the readme.txt file:


This release has a very large amount of bug fixes and stability fixes, which results in Alpha 9 being the most stable release of Skyscraper yet.  Many fixes were intended to make Skyscraper stable for dynamic creation and deletion of objects during runtime, in anticipation for a building designer.

Most objects can be deleted by pressing Ctrl and Alt together, and clicking on the object.  On a Mac, the keys are Command and Option.  Previously only the Ctrl key was used, but this caused interference with the Ctrl walking modifier feature.  Controls and Call Buttons can now be deleted this way.

The lock/unlock feature is now done by pressing Ctrl and Shift together, and clicking on the object.  Previously just the Shift key was used, but this change fixes interference with the shift running modifier.

A new building called Underground has been added, which has been used for scalability tests to enhance the simulation engine.  This building features an extremely large underground environment, with very fast elevators.

Skyscraper has supported loading standard OGRE mesh models since the Alpha 8 release.  A couple couches and keys are loaded in the Simple building as an example, and there is a couch on the roof of the Triton Center to demonstrate physics.  See this forum thread on how to create models using Google Sketchup:
http://forum.skyscrapersim.com/index.php?topic=5556.0

To optimize rendering speed, the main thing that will cause overall slowdowns is the type of texture filtering used.  The better the filtering, the better the visual quality but the slower the app.  Skyscraper defaults to anisotropic filtering at level 4.  Lower-quality filtering is available too in the forms of bilinear and trilinear filtering, so to improve rendering performance, either lower the anisotropic level in the INI file or switch to a different filtering method.  Also, the Vsync option normally locks the FPS at 60, but can cause abnormal slowdowns that can decrease the framerate below what it should (such as an FPS reading of 30 with vsync on, while one of 40 with it off).  These options can all be set in the INI file.

Caelum is used to create dynamic skies, including moving clouds, moving sun and moon, effects like fog and rain, stars at night, etc.  To use Caelum, choose (or create) a sky function from the data/caelum/sky.os script, and either add it to your building script using the DynamicSky command or in the INI file with the SkyName parameter.  See the script guide (designguide.html) for more information on the available options.  The Caelum sky-related time multiplier can be set in the Camera Control box, in order to quickly show day/night cycles.

To revert back to the old sky system, turn off Caelum in the skyscraper.ini file using the Skyscraper.Frontent.Caelum option.


Major changes since the Alpha 8 release:
------------------------------------

Ogre 1.8.1 is now used instead of 1.7.4, which Alpha 8 used.  Model mesh files need to be upgraded to the newer format to prevent warning messages on startup - they'll still work fine though.

A pool has been added to the Triton Center, on the Pool level (132).  This floor can be accessed by the Pool Express elevator in the Hotel (80) and Residential (100) skylobbies.

The Triton Center now has railings, and also displays interfloors along with shaft lights in the core utility shaft, accessible by a door on the subbasement (S) level.

For the Glass Tower, the atrium base is now the Atrium level (previously mezzanine) to match movie depictions of the Hyatt Regency and Bank of America buildings.  The neighboring fictional Peerless Building was also made, based on a spotting blueprint.

The StairsShowFloors and ShowFullStairs commands have been added, which allow stairwells to display multiple or all levels if in that stairwell.  This is used in the Triton Center's West Stairwell (serves floors 80-119) allowing you to look down the center of the whole stairwell.

More detailed information is shown in script error messages, and also in the Object Manager for each object.

Performance improvements were made for buildings with thousands of floors or very fast elevators.

Names can be used for variables instead of just variable numbers.  It's recommended to change any scripts that use numbered variables to the newer named format, to make script code easier to read.

When inspection mode is disabled in an elevator, the elevators now automatically re-level to the nearest floor.

A window has been added in the Object Manager to move objects such as models and walls.  To move an object (in this example I'll move a couch in the Simple building), first start Skyscraper and choose the Simple building.  Move into the building and look at both couches.  In the control panel, click "Object Manager", click the arrow next to "Floor 0" to expand it, scroll down, and click on one of the "Couch" entries.  Now click the Move button below, and you're now able to move and rotate it.

Elevator button texture sizing parameters have been fixed - this may break button positioning in existing buildings that have values other than 1 or 0 for the button size, but so far it seems to be limited (and is easily fixed if you just put in the correct value).

The simulator now fully supports manual elevators and platform lifts.

Elevators support constant-pressure (hold) open and close buttons.

Elevator fire modes have been reworked for full realism.

Elevators now use interlocks for all doors; to manually open and close doors, interlocks must be disabled first in the Elevator Editor, and then shift-click can be used to open/close them.  If interlocks are enabled, the elevator will not move unless all associated shaft doors are closed.

A new console window has been created, and all logging in this window is put in the skyscraper.log file.

The RenderOnStartup option has been added to the INI file, which if enabled, lets you view the building as it's being build.  This results in a very slow startup, but is interesting.

While statements have been added, and functions can be called from both If and While statements.

Nested functions are now supported, and use a basic stack system for switching between contexts.

Elevator door sensors have been added, which is enabled by default for all automatic doors.  Door sensors are automatically created triggers, sized in the elevator's internal door area with 1/4 of the character collider's width surrounding it for room.  Two new elevator commands were made which are used by it's action, and are "sensor" and "reset".  When a user passes into the sensor's trigger area, the "sensor" command is run which opens and holds the doors.  The "reset" command simply calls a function that has existed before, that resets door timers to disable a door hold.  The door sensors can be switched on and off in the elevator editor.

The selection for controls (button and switches) can be reversed by right-clicking on them.

Floor signs now take the shaft door vertical offset into account when being created.

Call buttons are now created with directions based on the combined range of all elevators, instead of just the first one specified.

A binoculars feature has been added, which can be toggled with the B key.  Pressing the B key will also reset the camera's field of view (FOV).

The interfloors adjacent to the current active floor are now shown, which follows the original design.

Elevators now support a separate emergency stop speed multiplier, along with car and motor sounds that are played during an emergency stop.

A "List Textures" button has been added to the control panel, which lists all loaded textures from the texture tiling information table, along with the related filename.

The internal sound code now supports sound queuing, which now makes the floor sounds and message sounds all play in their initiated order, one after the other, instead of simultaneously.

Call buttons now support sounds.

The elevator floor indicators and beep sounds have been revamped to update the floor number while they're passing the floor or beginning to level instead of when the elevator's base is located within that floors range, making them more realistic.

The elevator editor's floor selector now only shows the related serviced floors.


Modified keys:
-------
Ctrl-Alt-click - delete objects (previously Ctrl-click)
Ctrl-Shift-click - lock or unlock objects
Shift-click - toggle call button status
-------


New commands/parameters:
FloorInfo
ListTextures
StairsShowFloors
ShowFullStairs
ShaftShowFloors (new parameter)
ShaftShowInterfloors
DynamicSky (fixed for Caelum)
AutoDoors
OpenOnStart
Delete
RunAction
GotoFloor
OpenMessage
CloseMessage
While statements
FinishDoors (new filler walls parameter)
FinishShaftDoors (new filler walls parameter)
AddActionParent
RemoveActionParent
AddCustomFloor
EndPoint
AddFloor (parameter fix)
Interlocks
FloorHold
DoorSensor
CarEmergencyStopSound
MotorEmergencyStopSound
EmergencyStopSpeed
CreateCallButtons (new sound parameter)

New elevator actions:
OpenInt
CloseInt
OpenExt
CloseExt
OpenManual
CloseManual
OpenIntManual
CloseIntManual
Return
Up
Down
InterlocksOn
InterlocksOff
Sensor
Reset
SensorOn
SensorOff

New advanced math functions:
cos
sine
tan
acos
asin
atan
atan2
sqrt
abs
exp
log
log2
log10
mod
hypot
ceil
flr
rnd
round
« Last Edit: December 19, 2016, 07:12:33 PM by eventhorizon » »

Offline rsdworker

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #1 on: March 06, 2015, 09:57:38 AM »
nice - underground building is amazing - BUT we need hozional elevator to transport us to far away locations across to other side - walking is bit slow at moment

Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #2 on: March 06, 2015, 11:01:02 AM »
nice - underground building is amazing - BUT we need hozional elevator to transport us to far away locations across to other side - walking is bit slow at moment

Yeah I know - I was wanting a train or something for that building.

Offline rsdworker

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #3 on: March 06, 2015, 11:13:14 AM »
Yeah I know - I was wanting a train or something for that building.

good idea maybe a experimental train system

BUGS:
recall when i turn off phase 2 switch - which does not recall elevator back from floor to fire recall floor
doors open when elevator is in fire mode phase 2 upon arriving - this shouldn't be happening - firemen would press open doors to open them
call cancel buttons are not working - clicking them does not cancel the calls

Offline Evan

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #4 on: March 06, 2015, 11:22:07 AM »
I've just downloaded Alpha 9 and tested it on my Mac (OS X 10.10).  There do not appear to be any graphical issues or other strange behavior for any buildings, neither those opened from the Other Building file selector or opened directly within the main menu.  However, I did notice one small bug.  I'm not sure if it has been present in previous versions because I haven't used Skyscraper for a very long time and didn't have a Mac the last time I used it.  Anyway, when I enter freelook mode, there is a vertical shift in how my clicks are registered.  In non-freelook mode, it works fine, but when I turn on freelook, I have to click approximately a centimeter below what I want to click on to get it to register.  The distance appears to be relative to the screen, not the simulation; if I back up from the object, I still have to move my mouse about the same distance.

Offline spinba11

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #5 on: March 06, 2015, 12:31:45 PM »
good idea maybe a experimental train system

BUGS:
recall when i turn off phase 2 switch - which does not recall elevator back from floor to fire recall floor
doors open when elevator is in fire mode phase 2 upon arriving - this shouldn't be happening - firemen would press open doors to open them
call cancel buttons are not working - clicking them does not cancel the calls

The call cancel buttons only work in fire phase 2 now.

Offline gooper1

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #6 on: March 06, 2015, 02:09:26 PM »
Yeah I know - I was wanting a train or something for that building.

Maybe a parameter specifying elevator travel direction? That would allow for not only trains (more properly, horizontal elevators) but also inclined elevators.

This is such an improvement over Alpha 8. It runs very well, though a bit laggy (which is expected on a mediocre laptop). I see no bugs or crashes on my system in limited testing.
EDIT: Not sure if this is a bug, but it seems like you can't add any cab calls to the elevator once it's been moving. For example: when going down in Underground, I pushed C, and then pushed B3 about 5 seconds later. It didn't stop at B3.
« Last Edit: March 06, 2015, 02:16:55 PM by gooper1 » »
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Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #7 on: March 06, 2015, 03:44:46 PM »
Maybe a parameter specifying elevator travel direction? That would allow for not only trains (more properly, horizontal elevators) but also inclined elevators.

This is such an improvement over Alpha 8. It runs very well, though a bit laggy (which is expected on a mediocre laptop). I see no bugs or crashes on my system in limited testing.
EDIT: Not sure if this is a bug, but it seems like you can't add any cab calls to the elevator once it's been moving. For example: when going down in Underground, I pushed C, and then pushed B3 about 5 seconds later. It didn't stop at B3.

Horizontal movement is more involved, since the elevator code entirely works around vertical movement and the related concepts.

I had always noticed lag on low-end machines before.  The CS and Ogre versions would behave somewhat differently under those conditions.  On other machines I've tried to eliminate all lag, and on what I've used it mostly works fine, but I've still noticed issues on some machines where the per-frame rendering time jumps all over the place, causing a small jitter in movement.

I just tried that in the Underground building and it worked fine.  In the Simple building a similar thing happened once, but I might've been past the stopping distance.  The console should show a "Changing destination floor to" message.  Here's the output from mine:
Quote (selected)
Clicked on object 10310: Button Panel 1:1 Control 12
Action 'Elevator 1:-10': object 'Elevator 1' using command '-10'
Elevator 1: adding route to floor -10 (C) direction down
Elevator 1: doors already closed
Elevator 1: moving down to floor -10 (C)
Clicked on object 10282: Button Panel 1:1 Control 5
Action 'Elevator 1:-3': object 'Elevator 1' using command '-3'
Elevator 1: adding route to floor -3 (B3) direction down
Elevator 1: changing destination floor to -3 (B3)
Elevator 1: arrived at floor -3 (B3)
Elevator 1: deleting route to floor -3 (B3) direction down
Elevator 1: opening doors
Elevator 1: closing doors
Elevator 1: doors already closed
Elevator 1: moving down to floor -10 (C)
Elevator 1: arrived at floor -10 (C)
Elevator 1: deleting route to floor -10 (C) direction down
Elevator 1: opening doors
Elevator 1: closing doors

The one crash I've found (which is on Windows only) is if you open up the Object Manager window and click on either the Delete or Move buttons with no object selected, it'll crash - this was fixed in the SVN code.  I didn't notice that before because it works fine on Linux, and most of the testing was done on Linux.

Also, can someone try the Mac version to see if they have the same issue on their system?  The issue was that if you click "Other Buildings" and choose any building, the texture loading malfunctions on startup, and it somehow has to do with the displaying of the file listing window.  I've been testing things, but it doesn't make any sense.
« Last Edit: March 06, 2015, 03:48:24 PM by eventhorizon » »

Offline gooper1

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #8 on: March 06, 2015, 04:17:47 PM »
I just tried that in the Underground building and it worked fine.  In the Simple building a similar thing happened once, but I might've been past the stopping distance.  The console should show a "Changing destination floor to" message.  Here's the output from mine:
Interesting...it now works fine. Maybe I pressed it too late for it to stop.
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Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #9 on: March 06, 2015, 05:18:55 PM »
Interesting...it now works fine. Maybe I pressed it too late for it to stop.

I'll keep checking it in case something weird's going on with it.

Offline spinba11

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #10 on: March 06, 2015, 06:05:32 PM »
In my experience if an elevator is going over a certain speed (no idea what the speed is) the buttons don't work it may also have something to do with how good the computer is (the better the system the higher the cut off speed)

Offline cd7890

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #11 on: March 06, 2015, 06:07:57 PM »
In my experience if an elevator is going over a certain speed (no idea what the speed is) the buttons don't work it may also have something to do with how good the computer is (the better the system the higher the cut off speed)
i have the same experience,but,it really doesn't matter to me
Excelsior complex creator
Floor 301,Sky I *destroyed*
Floor 98,Triton center
Floor 50,Excelsior I
Floors 150,175,200-201,Newmarsh towers,Tower I
I sip my tea on the 500th floor,why do you not understand me?
Why you stole some of my buildings?

You ****!
You must be screwing something up badly if you manage to make the entire simulator crash because of an indicator...

Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #12 on: March 06, 2015, 06:31:19 PM »
In my experience if an elevator is going over a certain speed (no idea what the speed is) the buttons don't work it may also have something to do with how good the computer is (the better the system the higher the cut off speed)

That's seemed fine with me, and it could be related to the collision detection.

Offline Kan

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #13 on: March 06, 2015, 09:34:54 PM »
Nice release!

Offline eventhorizon

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Re: Skyscraper 2.0 Alpha 9 released
« Reply #14 on: March 06, 2015, 11:38:47 PM »
I've just downloaded Alpha 9 and tested it on my Mac (OS X 10.10).  There do not appear to be any graphical issues or other strange behavior for any buildings, neither those opened from the Other Building file selector or opened directly within the main menu.  However, I did notice one small bug.  I'm not sure if it has been present in previous versions because I haven't used Skyscraper for a very long time and didn't have a Mac the last time I used it.  Anyway, when I enter freelook mode, there is a vertical shift in how my clicks are registered.  In non-freelook mode, it works fine, but when I turn on freelook, I have to click approximately a centimeter below what I want to click on to get it to register.  The distance appears to be relative to the screen, not the simulation; if I back up from the object, I still have to move my mouse about the same distance.

Thanks for that - do you know what kind of graphics your Mac uses, or what kind of Mac it is?  Mine is a mid-2011 Mac Mini that uses Intel graphics and runs 10.10.  I'll check things over more, and I put it up on Sourceforge now anyway since it worked for you.  That issue was never reported before, so maybe it's just my system.  Alpha 8 (which uses the older Ogre 1.7) works fine on it, so I was wondering if it was due to using Ogre 1.8 instead (which Alpha 9 uses), but even that really shouldn't cause something like that.  I'll look into the freelook click issue, and freelook works fine on my Mac but on previous systems it didn't work.  I had to do position shifting for clicks on the main window (since regular clicks used to be off vertically also), so that might be interfering with it.
« Last Edit: March 07, 2015, 12:22:07 AM by eventhorizon » »

 

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