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Skyscraper for MAC – SBS tool builds 3D building simulations. This app was released by SKYSCRAPERSIM Inc. and yesterday updated into the last version. Download this Games app for free now on Apps4Mac.com
Skyscraper for MAC Latest Version
Skyscraper for Mac: Free Download + Review [Latest Version]. Before you download the .dmg file, here we go some fact about Skyscraper that maybe you want to need to know.
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App Name | Skyscraper App |
File Size | 75.8 MB |
Developer | SKYSCRAPERSIM |
Update | 2013-02-28 |
Version | 2.0 Alpha 8 |
Requirement | Mac OS X 10.6.8 |
License | FreeWare |
About Skyscraper App for MAC
Skyscraper is a fully-featured, modular, 3D realtime building simulator, powered by the Scalable Building Simulator (SBS) engine. The main feature SBS provides is a very elaborate and realistic elevator simulator, but also simulates general building features such as walls, floors, stairs, shaftwork and more. Many more things are planned, including gaming support (single and network multiplayer), and a graphical building designer.
Skyscraper for MAC Preview/caption]
New Features
Version 2.0 Alpha 8:
- Eevators now report as available if on the same floor as the call and not moving, regardless of the door state fixes an issue where pressing call buttons more than once would open additional elevators
- Fixed TruncateNumber function, to return correct floating point precision without exponent
- Dialog text box resizes
- Remade queueresets feature
- Floor announcement sound is now played along with the other arrival notifications, and so is affected by NotifyEarly
- Up/down message sounds now play according to last chime direction
- Elevator now chimes the previous chime direction if doors reopen (if applicable)
- Turned off queue reversals if NotifyEarly is on
- Added ReOpen elevator parameter
- Added AutoEnable option to turn on and off automatic enabling/disabling of elevator interior objects
- Added queue pending state flag
- Fixes issue where pressing both call buttons in a 2 elevator shaft would call the same elevator for both
- Switched to standard elevator availability check for single
- Elevator call buttons
- Major work on elevator queue/arrival notification code
- Call button behavior fixes
- Changed freelook crosshair to cross
- Added elevator queue limit, to prevent calls opposite of queue direction from being placed removed same
- Floor check in call button code, which broke calls when elevator was moving past current floor
- Decreased classic elevator door spacing
- Fixed logic that caused down calls to alternate chime direction
- Added inspection service speed multiplier setting
- Elevators now ignore the leveling offset if brakes are turned on while beyond that offset
- Fixed a floor check and positioning issue with in
- Elevator directional indicators, which caused only single indicators to be created
- Added default/error texture
- Added support for configuring the main menu from the INI file
- Reversed the Sears Tower and Glass Tower menu entries shift-clicking on doors now locks them
- Added new command SetKey, which allows models to be specified as keys
- Added new command SetLock, which sets lock parameters when creating doors, controls and call buttons
- Fixed elevator door bumpers
- Added actions for inspection service up/down/go toggle options
- Added support for multiple parents per action
- Added ip20112.5 update for “The Spire” building
- New Glass Tower roof, based on movie blueprints
- Fixed a name check bug in the cut function, which was causing elevator door filler walls (done by FinishDoor()) to sometimes fail
- Added support for elevator door vertical offsets
- Elevators now stop according to the shaft door’s voffset instead of the floor’s base, where applicable
- Added note to script guide mentioning that automatic filler walls needs all related walls to contain the word “shaft” for it to work
- Changed camera speed to half, for a more realistic walking speed
- Fixed texture autosizing quirks (diagonal walls/floors are now autosized correctly)
- Added ability to delete models, controls and triggers
- Limited object prepare on delete, speeds up object deletion
- Added a fog multiplier setting in the INI file (changes fog density)
- Glass Tower
- New test service elevator serving most floors
- Glass Tower
- Changed executive elevator to use floors in movie depiction
- New stairwells in Glass Tower, along with railings
- Work done on Glass Tower floors 135-137
- Updated AddFloor command, which fixes a number of issues with the old command
- Fixes for planar texture mapper’s autoflip functionality now appears to work properly (but might potentially cause minor breakage of existing buildings need to check)
- Added ReverseAxis and texture direction parameters to AddFloor
- Added rotate option to the planar texture mapper (which the texture direction parameter now uses)
- Added GotoFloor function (mainly in camera controller window)
- Added percentage indicator to script startup
- Added note to the script guide about custom texture mapping and automatic reversals
- New glass elevators in Glass Tower
- Fixed issue preventing custom walls from being made in elevators
- Separated elevator motor sounds between up and down movements
- Added comments in script guide about leaving sound fields blank
- Performance improvements
- Fixed volume bug in AddSound
- Volume parameter was specified as an int, preventing fractional volume values
- Added lobby ambient sound to Triton Center
- Added support for split car up/down elevator sounds
- Added support for playing multiple sounds with the same name from an action
- Added support for running multiple actions with the same name
- Added couch model to Simple building, with physics enabled
- Added centering support to models, and added parameter to AddModel commands
- Added second couch to Simple building, and couch to top of Triton Center
- Fixed object parent values for some new objects
- Some fixes to cascading object deletion
- Triton Center antenna tiling fix
- Added texture animation
- Added support for direct loading of ogre materials in data/materials
- Added caching to GetFloor() and related functions
- Triton Center external windows overhaul, using alpha blending Glass Tower overhaul
- Added Action and Trigger objects
- Added action viewer (control panel window)
- Fixed global AddSound command which was overriding the per object ones
- Updated AddSound command for FMOD and added loop option for new control/trigger commands
- Fixed texture and material counters
- Added changetexture, playsound and stopsound actions
- Disabled doppler effect (sounds) by default
- Default main sim window size now changed to 800×600, menu window size separated and kept at 640×480 (configurable)
- Added internal skip for wildcards in filenames (*) (fixes those bogus error messages)
- started in sim object creation (code constructor)
- Added building startup options to turn on/off collisions and gravity (listed in the designguide)
- Disable basement number conformity (fixes Cliveden Desmond Wharf)
- Added a file check for the include section (loading now fails if an included file cannot be found this prevents serious and hard-to-diagnose errors later on)
- Added Empty building (not working properly, but is used to create buildings from scratch)
- Object colliders are now removed by default (for running performance) except for elevator doors (due to slowdowns when entering Triton Center elevators)
- Disabled backface polygons for ground
- Object info listbox now updates if you exit that window and re-enter
- Added new control aliases, mostly for Mac users
- Added support for setting the default sky time speed in the INI file for Caelum, and changed the default to 25 (you can now easily see the clouds moving, and a day moves much faster so you can more quickly see sunrises and sunsets)
- Switched Mac frontend to use Cocoa
- Switched from normal flipping to standard texture flip (for ogre coordinate system compatibility)
- Added the Caelum sky system
- Lowered default texture filtering anisotropy level to 4 (from 8 ) switched to 16
- Bit hardware indices; should fix geometry corruption on some older cards, and should improve performance somewhat
- If a cut operation eliminated an entire polygon, the original polygon would not be deleted
- Added ability to only play elevator music while moving, and updated related INI file parameters
- Added advanced option to profiler
- Added profiler system
- Added check for duplicate entries in missing files list
- Added proper error reporting (and OGRE exception handling) to frontend initializer
- Fix for operational conflict between floor grouping and ShaftShowFloors command
- Added DisplayFloors parameters
- Added texel override
- Added physics support for models
- Added support for model colliders
- Added support for Ogre meshes (using converters for Google Sketchup)
- Added checks to ensure that starting floors are less than ending floors in AddShaft and AddStairwell commands
- Gravity reset fix and fix for IsInShaft() distance check
- Fixed an issue where shaft would rapidly turn on and off if on top of elevator
- Fixed issue involving reversed polygon faces resulting in some textures being reversed. Put in a precision workaround for Alpha 7 compatibility.
- Sound fixes, added ability to view camera collider via F7, and fixed a line skip issue in the script interpreter
- Filler wall reset fix
- Added support for different open/close speeds for elevator doors
- Wxwidgets compatibility fix
- Added proper failures on numeric checks to report errors and prevent loops
- Added texture filtering options, and switched default to anisotropic (previously bilinear)
- Added ability to switch on and off collision detection and visible colliders via F7
- Split SBS into shared object on Linux, and restructured source files
- Removed AddGenWall and migrated items using it to AddWallMain
- Switched translator code to OGRE’s right
- hand coordinate system (SBS uses left hand)
- Switched to FMOD for sound
- Switched to OGRE for graphics
- Switched to Bullet for collisions and physics
- Triton Center renovation
- Fixed door filler walls
- Object deletion fixes
- Added geometry deletion support
- Fix crash that only happens if shafts are created out of order
- New internal mesh object system (Skyscraper now generates it’s own 3D geometry)
- New horizon distance setting
- Added render distance limits for small objects
Installing Apps on MAC
Most Mac OS applications downloaded from outside the App Store come inside a DMG file. Like if you wanna download Skyscraper for mac from this page, you’ll directly get the .dmg installation file into your MAC.
- First, download the Skyscraper .dmg installation file from the official link on above
- Double-click the DMG file to open it, and you’ll see a Finder window.
- Often these will include the application itself, some form of arrow, and a shortcut to the Applications folder.
- Simply drag the application’s icon to your Applications folder
- And you’re done: the Skyscraper is now installed.
- When you’re done installing: just click the “Eject” arrow.
- Then you can feel free to delete the original DMG file: you don’t need it anymore.
- Now, enjoy Skyscraper for MAC !
You don’t have to put your programs in the Applications folder, though: they’ll run from anywhere. Some people create a “Games” directory, to keep games separate from other applications. But Applications is the most convenient place to put things, so we suggest you just put everything there.
DMG files are mounted by your system, like a sort of virtual hard drive. When you’re done installing the application, it’s a good idea to unmount the DMG in Finder.
Uninstall Apps on MAC
Removing Skyscraper apps is more than just moving them to the Trash — it’s completely uninstalling them. To completely uninstall a program on MacBook/iMac, you have to choose one of the options on below.
Method 1: Remove apps using Launchpad
Another manual way to delete Skyscraper apps from your Mac is using the Launchpad. Here’s how it works:
- Click Launchpad icon in your Mac’s Dock.
- Find the Skyscraper that you want to delete.
- Click and hold the Skyscraper icon’s until it starts shaking.
- Click X in the top-left corner of the app icon.
- Click Delete.
Method 2: Delete MAC apps with CleanMyMac X
Now it’s time for the safe and quick app uninstalling option. There’s a safest way to uninstall Skyscraper on Mac without searching all over your Mac, and that’s by using CleanMyMac X.
- Launch CleanMyMac X and click on Uninstaller in the left menu.
- Select the , you can either uninstall it or, if it’s not acting as it should, you can perform an Application Reset.
- Click on Uninstall or choose Application Reset at the top.
- Now that the application cleanup is complete, you can view a log of the removed items, or go back to your app list to uninstall more.
- And you’re done to remove Skyscraper from your MAC!
Skyscraper Alternative App for MAC
Here we go some list of an alternative/related app that you must try to install into your lovely MAC OSX
Disclaimer
This Skyscraper .dmg installation file is completely not hosted in our Hosting. When you click the “Download” link on this page, files will downloading directly from the owner sources Official Server. Skyscraper is definitely an app for MAC that created by Inc. We’re not straight affiliated with them. All trademarks, registered trademarks, item names and business names or logos that talked about in here would be the assets of their respective owners. We are DMCA-compliant and gladly to work with you.