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theannihilator9807

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Posts posted by theannihilator9807

  1. Maybe this should be extended to fences and maybe other scenery objects as well as we could place a fence on a border and drag it so that it could be a straight fence or a fence with a right angle or a square and then on the other side of the fence we place a nice row of flowers. It's sounds like a good idea as i hate my park being empty (scenery-wise) and just seeing grass or dirt. and filling it up takes a bit of time as everytime i wish to place an object down i have to press the mouse. It's just very time consuming

  2. On 20 July 2016 at 05:18, Broxzier said:

    This is one of those features that will definitely be made at some point, as it's super useful, and fun to make too. The idea we have is to make it like RCT2, where you select scenery using a bounding-box, then save it, and have some sort of list (like the track list) where you can select the scenery you've saved.

    Edit: To add on that, a while ago there was an issue raised about how things should be displayed when you don't own all the scenery in your park. The sprites cannot be loaded or and pre-rendered as a preview image. It's probably possible to just grey out all the entries of which you don't own all the scenery pieces, and when you select them, have an option to add the missing scenery entries to the ones you own. (just brainstorming here :P)

    How would we select scenery if this were to go ahead. Would it have to be a perfect square (e.g. 4X4) or could it be a bit freeform similar to painting terrain (e.g.. 10X4, 1X20 etc.) For those that want to paint a strip of scenery and fencing across the side of a path could we do that?

  3. I would like to propose some new ways to modify guest attributes, (eg. happiness, nausea etc.)

    Instead of having 2 buttons for min and max there should be a slider from min to max.

    There should also be a button to freeze the values so that guests are always happy, thirsty etc.

    These values should also apply to newly spawned guests as well

     

    Cheers

  4. On 31/03/2016 at 22:33, Broxzier said:

    What do you mean with this?

    Right now it is able to change the area just like the land, water and scenery removal tools. It also displays a grid on the landscape.

    What I mean is even with paths and rides in the way, will you still have the ability to place scenery down or will you not because of something in the way

  5. 3 hours ago, Broxzier said:

    I'm actually working on a cluster tool that makes the player able to change the size of the area in which to place objects, and the likeliness of placing them. Setting it to 100% would place the scenery on each surface inside the area.

    Thats very cool. I think that would really work. If the cluster tool could also allow us the area that could be filled up, that would be awesome!!

  6. 7 hours ago, imlegos said:

    I can only see this being helpful with placing the scenery blocks (And even then, we have Ctrl for that.

    Im not talking about locking items to the same height, I'm saying we can place decorations 1 at a time and in a random area but it would be could if we could place objects in a selected grid almost the landscaping tool (5 x 5 scenery tool places 25 water fountains in a square grid. I should have really explained that better eariler

  7. I think it would be good if we could have RCT 2 style and RCT 1 style go karts that way we can have both

    12 hours ago, X7123M3-256 said:

    Oh,  sorry, I thought you were asking for OpenRCT2 to be able to load RCT1 resource files directly, which would be difficult.

    Extracting the RCT1 sprites and turning them into an RCT2 object file is easy - I already did it for the RCT1 mini suspended coaster, and I've seen it done for a couple of other RCT1 rides as well. There is no reason not to do it if that's what you want - it does not require any alteration to the code nor introduce an incompatibility with the vanilla game.

     

    13 hours ago, ziscor said:

    @X7123M3-256 That is exactly what I was talking about. Extracting specific sprite images from the base game files via this game itself, then implement them into the game. This is why I used "albeit with some more work". This is not exactly a task that will be easy, so I don't think this is a useful idea for the moment. Not at all a good idea. It's not really a big issue, so I don't even see any need to implement this in the first place. 

    It's not really like asking for flat edges in slanted land like in RCT1, but it's still in the same ballpark.

     

    13 hours ago, X7123M3-256 said:

    RCT1 doesn't have object .DATs so you can't easily patch in support for loading RCT1 rides. You can't easlily use the RCT1 base graphics in place of the RCT2 base graphics either, because they don't have the same sprites. I think the best option is to extract the go-kart sprites from csg1.dat and repackage them as an object file for RCT2. This doesn't require any changes to the code - it would still work in vanilla. If you then want to replace the existing go-karts with the RCT1 version, you could substitute KART1.DAT with the new file (you have to make sure that the object header is the same though, or the game won't recognize it). If you want to have the RCT1 go karts alongside the standard ones, just give it a different name.

    Pretty much this

  8. Can we add the ability to change the park size so it does't have to be perfect square? (Eg. 20 x 100) 

  9. It takes time to lay down a path and then place fences around it and i can get a bit technical and frustrating to some players. (Not me because I have played RCT 1 since I was 2, I was just that good)

    So when we are placing down paths can we get a button that shows you the available fences you have and select whether or not to place them with your path as you plot it down.

    (Eg. ) Select dirt path and underneath select a hedge to be place down with the path.

  10. An option to select an area shape (Eg. 6 x 8) and place all scenery in a grid like pattern.

    Instead on placing 1 Elephant fountain at a time, click a button near the paintbrush icon on the scenery tab and select grid size and place it on the ground

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