![]() There is a glitch with the voice on Level 1 where it goes "(Chime) First" instead of First Floor. For one day, the buttons were still 0-1-2 although the indicator was programmed as 1-2-3. For about 2 weeks it was 0-1-2 instead of 1-2-3. (Pictures 8-9) Originally, the floor numbering was set up wrong. The big day happened soon after, 3rd of October was the first day the lift went into service. This was the point where I realised that they were going to be Evolutions. September was mostly just time of the lift sitting slightly above Level 1 doing nothing, not sure why. Near to the start of September, the cabin was fully installed although not yet in service (Picture 7). On the 22nd, the new cab was installed, though only the bare essentials (Picture 6). ![]() (Picture 5) At this point, the entire lift was removed from the shaft and scaffolding and blue mesh was put in place, possibly for ease of dismantling. On the 17th of August 2020, ThyssenKrupp began to replace these lifts. During this mod, the shaft was also made black and the lights surrounding the cabin were removed. They originally went 1m/s (approx 200fpm) and when they were modernized they were slowed down to 0.6m/s. QUICK HISTORY: Originally Otis Europa2000s from 1990 when the centre first opened (Picture 1), they were then modernized by Pickerings in 2008 to feature Dewhurst buttons, Thames Valley logic and a slower speed (Pictures 2-4). Recently, in The Square Tallaght in Dublin, Ireland, the main glass atrium lifts were replaced. Otherwise, the sim looks looks as good as ever! After pressing OK, the building still loads fine, it's just that the error appears every time. Hypothetically, this is how I would (somewhat) expect it to work:įor reference, this is how the lifts look when there are none present and turned off in the INI, respectively:Īlso, when lighting is enabled, this error is thrown every time the building is reloaded using Ctrl+R. Using Point Lights, I attempted to making some exterior lights on a lift light up, but the light went through walls onto the other shaft: The lights give off a good effect, but I can see it is experimental. I know you can disable it with F9, but would it be possible to make this an option in the INI file to save it being done every time a building is loaded?įrom what I've seen, the experimental lighting engine works well. Upon loading, I immediately noticed the FPS counter in the top right-hand corner. Great to see Skyscrapersim back in development! I've played around a little with the Alpha 11 release here's some feedback on what I've discovered. ↑ 15.0 15.1 "Post at Skyscrapersim Forum".↑ "The Skyscraper Simulator Forum: Septembuild".↑ "The Skyscraper Simulator Forum: Skyscraper 2.0 Alpha 10 released".↑ "The Skyscraper Simulator Forum - Index".↑ 4.0 4.1 "Read Me Record in the SVN at ".Support for moving walkways, in addition to moving escalators was added with the release of Update 1 for Skyscraper 2.0 Alpha 10.Fully functioning moving walkways, using fan-made scripts, most notably "GooperWalk2012".Support for moving escalators was added in Update 1 of Skyscraper 2.0 Alpha 10.Fully functioning escalators, using fan-made scripts, most notably "Escalator2011".Some types of elevators are not supported, such as destination dispatch elevators.Users can manually hand-design buildings by scripting with corresponding coordination for every object, or use a tool called "Beno Building Creator" made by Beno with HTML5 Canvas element to make them.Although, an unofficial subreddit and a new forum was created for user projects. On April 29, 2018, the original website was relaunched and development continued. On April 15, 2018, the official Skyscraper Simulator website was pulled from the internet, with users receiving a DNS error. The last version to use the Crystal Space engine was the 19 September 2012 build. Skyscraper's latest stable release, version 1.10 (released as "2.0 Alpha 10") was released on December 19, 2016, and is the third major stable release to use the OGRE graphics engine (1 was alpha 8 and 2 was alpha 9). During the development of the Alpha 8 release, the simulator was ported over to the OGRE rendering engine, and the Crystal Space version was discontinued. The first release of the rewritten simulator (version 1.1, released as 2.0 Alpha 1), which supported scriptable buildings, was released on January 6, 2009. A 1.0 stable release was released in mid-2004, followed by a gradual complete redesign and rewrite in C++ using the Crystal Space graphics engine with wxWidgets for the graphical user interfaces (GUIs) control panel. The first release of Skyscraper was released on December 27, 2002. Skyscraper was originally developed in Microsoft Visual Basic using the Truevision3D graphics engine, and simulated a single hard-coded building (an early design of the Triton Center, the program's flagship building).
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