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| Thom's projects | |
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| Topic Started: May 17 2013, 01:05 PM (93,573 Views) | |
| Lelka | Feb 13 2017, 12:24 AM Post #541 |
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I hope it sticks to grid when placed... |
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| jestorty | Feb 13 2017, 06:43 AM Post #542 |
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I am really thrilled Thom !!! I am very happy about the publication day. May I still say that would be a further increase very pleased! Many of my buildings have 3 floors and it would be perfect. I hope the google translated correctly! |
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| magpiealamode | Feb 13 2017, 09:41 AM Post #543 |
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No good hero is a one-trick phony.
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^It translated fine But I would agree! Whenever you get around to it, more floors would be awesome. But this whole thing is already more than I can ask, you have really changed the game! |
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| BossMan, Jake | Feb 13 2017, 09:53 AM Post #544 |
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Son of God
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A working elevator?! Holy crow that's amazing! I knew this was was on a lot of modders wish lists since day 1 and now it's here |
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| Jony | Feb 13 2017, 09:54 AM Post #545 |
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Couldn't you just place the elevator on a elevated path to increase the height? Would that work, Thom? |
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| Thom | Feb 13 2017, 06:11 PM Post #546 |
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Master Of Quack Fu
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Yes that would work if you would want to go up higher. But with the current coding your guest won't be able to get down again. That's because with the current qualifiers your guests options are: guest ground + elevator ground => guest goes up guest elevated + elevator ground => guest goes down guest elevated + elevator elevated => guest goes up I removed the option guest elevated + elevator elevated => guest goes down, because then the guests had to choose between the go up and go down task. This gave bugs when they started using the down task on the first floor while I wanted them to go up first and only use the down task on the second floor. I guess this could be fixed quite easily by adding a boolean or token, so the guests can only use the down task when they've gotten a token or positive boolean back from the up task. I didn't think it was a priority at the time, but I'll look into it again It'll slow down the release especially because I'm pretty busy with university this week. (Anatomy of the human head is difficult.... xD) @Lelka, Sorry it won't have gridsnap so you'll just have to look carefully when you place it Takes a few extra seconds but it gives you more freedom to match the elevator perfectly with the fences you use, because some fences have thicker posts than others. @Everyone else, Thanks for the nice comments everyone! I appreciate it |
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| Renee | Feb 14 2017, 06:13 AM Post #547 |
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I'm very impressed with your recent projects, I had no idea this was even achievable with the game's coding! The turning gate especially reminds me of the gate at a zoo I go to a lot. Keep up the rad work!
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| Thom | Feb 20 2017, 03:52 PM Post #548 |
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Master Of Quack Fu
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I think I'm done with the elevator for now so please enjoy! Please read my notes before you use it, it prevents problems ![]()
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| Ignacio | Feb 20 2017, 03:57 PM Post #549 |
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Ex Corrupt Staff
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Awesome! Thanks Thom! |
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| NICKFOU | Feb 20 2017, 03:59 PM Post #550 |
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Amazing, can't wait to try it out ! |
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| nige1 | Feb 20 2017, 04:27 PM Post #551 |
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Thank u, can't wait too try it! |
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| Thom | Apr 30 2017, 10:45 AM Post #552 |
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Master Of Quack Fu
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Hi guys ![]() Last month I've been very busy with university stuff, but now I finally have some time to finish up some old projects. I first started working on this stuff before I learned how mesh and animate so they might not be as 'spectacular' as the stuff I've been showing lately. I found them useful enough to release though ![]()
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| Croc Master | Apr 30 2017, 11:14 AM Post #553 |
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Oh, these will prove quite useful. Thanks, Thom! |
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| Lgcfm | Apr 30 2017, 11:26 AM Post #554 |
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The Download Lady
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They indeed look very useful! Thank you for the release
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| Anthracite | Apr 30 2017, 12:51 PM Post #555 |
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These are beautiful fences, thank you very much! |
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Takes a few extra seconds but it gives you more freedom to match the elevator perfectly with the fences you use, because some fences have thicker posts than others.
Keep up the rad work!
















