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SpiffyJack

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Everything posted by SpiffyJack

  1. SpiffyJack

    Group Park 5

    Thanks... I don't have the file claimed, so I was mainly using it for my bounderies. For all I know, that space won't be available when I claim..
  2. SpiffyJack

    Group Park 5

    Those objects downloaded when I saved it earlier... was that supposed to happen?
  3. SpiffyJack

    Group Park 5

    @X7123M3-256 What is IRL?..
  4. SpiffyJack

    Group Park 5

    Easy peasy...
  5. SpiffyJack

    Group Park 5

    Thanks.. It will top 9 for sure when done... it's not my turn yet though and this is conservative.
  6. SpiffyJack

    Group Park 5

    Is this too BIG? supports will be reduced to minimum with complete scenery... I need to know... it holds 496 peeps also. I must know .. thanks
  7. A vehicle took out the fiber optic com box in my neighborhood.... it may be days before I post anything other than on my phone
  8. Thank you.. The park has all transportation rides, all wooden built coasters, giga coasters, and all water rides. I may add hyper in the mix with the giga's for the very large and fast attractions. Also I'm expecting approximately 10 to 12 different theme's.
  9. Wicked sick little 4000 ft dueler... I think the peeps are gonna dig it.
  10. Ok, here we go, time for some track. I may or may not provide time lapse. All objects and scenery is done after track placement.
  11. Can you see where this might be going? Duel coaster race track. "Dragons Back" . Object built wings and stuff (in red) ... Should I keep it going or is it too much?
  12. 1. My undo is many saves at the right time. I don't have a better answer. Undo would be great. As far as deleting items by mistake, when you hover over an object it will identify its name and you make sure its what you want to delete prior to clicking... 2. When placing an object while over the tile, you hold shift while dragging up and place. If you have an object already elevated, select the object you want to place, then hover over the elevated object and press and hold Ctrl then as you place your object it will place at the matching height. .. .. There's more than one way to do just about everything so its what works best for you. I probably totally confused you @Broxzier made an excellent tutorial on this subject. 3. Doesn't happen yet. GitHub has many answers as well. edit: I left out the for sure way to know what your deleting...lol.. sorry.. Use the Tile Inspector tool in the Debugging tools. You can check the Enable Debugging Tools box under the wrench tab in Options. It will tell you exactly whats in that tile in a list. It's also very useful for many other functions. Use lots of saves while playing around with it.
  13. SpiffyJack

    Group Park 5

    @cascadia Excellent! Answers or opinions are most welcome here Since this is my first rodeo, I need to self clarify my own boundaries because I tend to build BIG 1. 800 tiles for ie. = 20 x 40 tiles as a block vs. holes within the block and spread out? 2. Does 2 turns = 1600 tiles? 3 turns = 2400 on so...? 3. Regarding transport rides as it's kind of a strong point for me, Park-wide transport rides are an exception .. Please elaborate. I could transport the entire map in one turn and I certainly do not want to overstep the rules. Not to mention, maybe its just a bad idea that has been done before and it got just in the way. Thanks in advance A maximum of 800 tiles may be covered in one turn (measured in squares, not tile-by-tile). Limit the number of new attractions: Max 1 coaster per two turns Max 1 tracked ride per turn Max 3 rides in total Example: 1 coaster, 1 tracked ride, and 1 flat ride is allowed Park-wide transport rides are an exception No excessive stall placement Making minor changes to things made by others is allowed. Making major changes is not, unless given permission. Always provide a path to the area behind your used area (the map edges being an exception).
  14. SpiffyJack

    Group Park 5

    @cascadia VERY COOL Question: If those lights are used through out the park moving forward, will the effect propagate?
  15. @Foxy Yes that has happened to me as well... always pushing the limits. It makes sense why it crashes, yet I too havn't been able to figure it out. @cascadia as far reporting to GitHub: I have maybe 50 dump files that I never reported for one reason or another. My question is this. "Does it matter if I explain what was happening, or the commands I was using to include with my report? Basically with most of my dump files I don't remember the circumstances any more and am I to assume the dump file provides the specifics necessary to maybe solve a problem on it own? I do know that most of my dump files involve the TI and clearance limits, track merging and landscape manipulations.
  16. I was using the track as a design element, but then it became 'how to' question. What first grabbed my attention was when saving the track, the extra track automatically acted like it was going to save vs. staying grayed out as not to be part of the track.
  17. My 'Deviated Septum' wooden coaster saves with the cat walk, yet when placed, there is no cat walk. Whats wrong?
  18. SpiffyJack

    Group Park 5

    @RedScope53 Thanks. lol I got side tracked goofing around after noticing the peeps
  19. SpiffyJack

    Group Park 5

    There's some serious congestion at the 2 kiosks at entrance.
  20. Interesting
  21. The rest of the map has much is store ...
  22. Thanks Foxy. @Foxy I am familiar with cologne. This is (1) of 5 main hubs on this map. when i'm done it will look very different from current state. Also I'm trying to develop an actual 'switch track piece' that will halt trains and switch tracks... with no tricks... So far that has been a challenge. But from what I've researched in the code, it is possible.
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