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IceKnight366

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Everything posted by IceKnight366

  1. That's awesome. You guys are just too much hah, fantastic job! Are there any size restrictions? I have a few music files I wanted to put in that are around 300MB and 30 minutes long.
  2. Can you guys tell me what this means: Feature: [#7660] Custom music objects that are distributed with the save. Does that mean we'll be able to implement more than 2 custom music files into the game?
  3. Trying to run some tests on the new save format and I'm loving it overall! Is it possible to add a "freeze guest ____ [trait]" to the cheats just as the "freeze park value" that is already available? I think this will be a big advantage in feasibly being able to take advantage of the new guest limits. For example, without being able to freeze guest happiness, I'm not sure how one will naturally be able to attract more than 8k guests (much less 20k+), even though the limits will allow it. Additionally, is it possible to add a "set park entrance fee" cheat? I've mentioned this before, but with a $200 maximum park entry fee, those that wish to play the economic game using park entrance fees will need to set the park entry fee in excess of $650. Both of these cheats were available in the Son Of Beast Trainer back in the day, and were very useful.
  4. Answer: once you have selected "Glass" in the SubType in the top left corner of the object editor, there will be 2 frames available to you in the top right corner. The first frame can be used to create the board of the glass should you want one. The second frame allows you to place the glass itself. However, the glass will not look translucent in the object editor, only in game once the object has been added to your object folder.
  5. I'm pretty decent with the object editor, but one thing I never understood was making glass. Whenever you open a scenery object that has glass, the glass is invisible. I'm guessing it's the pink and green brushes that make themselves available when you select the "glass" scenery option. But when you paint with them it's invisible. So do you just kind of have to guess where you're painting? Thanks
  6. I'm getting a strange "access restricted (suspended)" window that pops up and prevents me from checking out the site. Entering my username and pw doesn't work either. Anyone else getting this?
  7. I'm working on a big custom scenery project and as soon as I entered the testing phase in game, the colors are skewed. Everything that is supposed to be green is black, and things that are supposed to be white are green. I tried running the object as static, animated, 24-bit BMP color, 256 color... I can't figure out when the colors aren't coming out right. Never had this problem before, but this is the first time I've tried to open a custom scenery in Open RCT2. Anyone else have this problem / what they did to fix it? EDIT: Fixed it. Was saving as 256-bit instead of 24 or 16-bit. I'm a little rusty!
  8. Yeah I checked it out, that's nice information. Are you sure there aren't more factors than that though? Like like a trash, vandalism, or broken down rides, guests not dying, etc.... Also, I see you haven't actually added a recommended price entry fee, just the check box for one, is that right? Because when I check the box nothing happens, just an option to click why and check out some of the factors that go into price entry fee.
  9. So I'm big into creating custom content, particularly animated objects. But anyone who has created custom animated objects knows that you are limited in a number of ways. On top of all the amazing limits that will be lifted once the new save format is eventually released, will / is it even possible, to lift these limits? 1) Will we be able to create custom animated large scenery objects? 2) Will be still be limited to 32+1 (0 is counted) frames? 3) Will we still be limited to 128 scenes? 4) Will the new JSON allow for us to design animated scenery to looks significantly more realistic rather than scenery that looks like a flip book (not saying that flip book-type animated scenery looks bad, but it's obviously not like watching a smooth flowing animated object). This last question might be misplaced, I'm still fairly ignorant on what exactly JSON does for Open RCT2, so my question may be a complete non-sequitur. I've posted a picture of what I consider a frame vs a scene to alleviate confusion. Thanks guys!
  10. That's great to hear! Yeah, it might be something like that, I think you're right. As I remember it, it seemed to me that having stalls, or basically anything a customer uses, also gets added into the park value. I believe your park value also goes down with the more red-lettered warnings you get (like your part is too dirty, or too much vandalism, etc...) which might entail, reversely, that the cleaner your park, the faster you repair rides, the less vandalism, etc...., in your park the higher the rating, and thus the more people will be willing to pay. I've always wondered it receiving awards increased your park value. I don't think it ever did, but that would be something cool to add into the game so that a "reward" is actually that, it isn't just some meaningless trophy you automatically win at the end of the year or something. I've always found the park entree fee-style of play to be more fun and realistic (at least for large parks). Unfortunately, it's somewhat unbalanced, if not broken, for mid-late-game play. I've talked about it before, but it wasn't received very well by some in the community (perhaps that was my fault for coming off as harsh). You don't have to read the giant post, but if you're interested I'll post it here anyway and I'd like to hear what you think. Anyway, thanks again man! ----------------------------------------------------- When you get to the late game where you have a park that covers up to half (or even all) of the entire largest custom map, you hit that 200 max staff mark REALLY easy - like really really easy. I have spent hours and hours testing this. In my large parks I've had my staff spaced out as much as I could possibly could and had them on their max patrols. That is, if I had them patrol larger areas than they were patrolling, you would have started to see vandalizing, rides being broken for too long, and litter covering the streets. In addition, I have zero entertainers because they just aren't as important even though it would have been nice to have them. I even just completely took out benches, lamps and trash cans in some areas so as not to need security guards in certain areas so that I could have more handymen and mechanics. Trust me, I'VE TRIED EVERYTHING. I can send screen shots too if you need the proof. The main problem was always the cost of staff. With a maximum of 200 staff (all of which you need on a big park, and even more so! In fact, large parks need a minimum of 300-400+ staff to keep it running optimally. The only way you could do it on the vanilla RCT2 is to have the "fast staff" cheat that allows you to cover 2x-3x as much ground allowing you so spread your staff out more and cover more area) at an average of $65+ per staff, that's $13,000! There's no way you can make that money up at tiny park entrance fee of 100-200 - it's not going to happen. Especially when you reached the sprite limit - meaning you need to have one guest leave before anther one could come in. This decreases your park entrance fee amounts. It's poorly balanced. My largest park has a park entrance fee of $650 and a park value of $1,330,000.00. As such, guests pay the price of $650 and I'm barely breaking even. At $200 per entrance fee you would REGULARLY need 70+ guests to enter your park EVERY MONTH JUST TO BREAK EVEN. Which means you're not even making a profit to continue to build. And I don't know about you, but I don't think I've ever had even one month, even with advertisements, where 50 people entered my park in one month. Average seems to be about 20-30, and once you hit the sprite limit, average is about 10-15. Which means at $650, at most, you make less than $10,000 a month; $3000 less to break even. Sure, you can include $3,000 in food and merchandise, but subtract $1,200+ for restocking and that puts you at $11,800. Now subtract $2,500 for ride operating costs and your at $9,300. Congratulations, you just lost $3,700 that month. The financial aspect of this game is broken and these are necessary changes in order to fix it. And yes, these are all real numbers. I can provide screen shots for proof. The fact is, the game gets to a point where it's broken because you can only raise the entry price so high (thus need to use cheats to raise it), the guests only carry so much money (thus need to use cheats to make them carry more), and you are limited in staff (thus have to use cheats to make fast staff). Combine this with the fact that you are limited in sprites and so when you reach max sprites you have guests coming into your park far lower rate. The problem compounds even more when you reach max attractions as there are higher operating costs. I hope to be able to build more than 255 max attractions in open RCT2. But that means you need more mechanics which are the most expensive staff members, and you'll have higher operating costs. There are many facets to this. My biggest hope for this game is being able to raise the sprite level. When you make large parks like me, 8000-8600 (max feasible guests in a park) guests in your park makes the park look almost empty. I always hoped to be able to go up to 20,000-30,000 max guests. But of course this means you need more than 200 staff. But if you have more than 200 staff it's going to charge MUCH MORE. Which means you'll need much more than a 200 limit. You'll need at least a $1,000 limit, and better to have $1,200-$1,500 to play it safe. At least three reasonable solutions: 1) Inflate the value of the currency (in this case the dollar) to match current economic standards. What does a coffee cost in RCT2? $1.50? A burger is $2.75? Who in the world pays that much for food these days lol. Even McDonalds isn't that cheap. And at a theme park? Psh... you're likely to pay $15+ for a burger and drink. Change the game so that guests are willing to pay at least $8 for a burger and anything less than that would be too cheap. You could quadruple your merchandise sales which would make up the difference. 2) Decrease the cost of hiring staff or make their wages bi-monthly. I don't particularly like this option much, but it is there. 3) It's possible, although I'm not sure how likely, that simply increasing the sprites, and therefore guests, in your park will make up the difference in itself. That is, if at $750,000 park rating I was at 10k guests, that increased revenue from concessions might make up the difference. For example, if you're at a park value of $1,330,000.00 and can only have 8,600 guests in your park, that's only 8,600 guests buying food and drinks. But when the new save format comes and the game limits are eliminated, you might have 20,000 guests in your park buying food and drinks. That's a lot more revenue! But I'm not sure it's possible to know with any certainty that this solution, by itself, will work.
  11. That's cool man thanks! I'm more of a entry fee guy myself. As I understand it the entry fee that guests are willing to pay is based on the park value found in the finance tab. Nevertheless, it's very difficult to figure out how much they're willing to pay, especially since RCT2 got rid of the, "Your price is too high, consider lowering it" warning that RCT1 gave. Any chance a entry fee calculator might be in the pipe?
  12. I really don't know much (nearly nothing) about coding, but is coveting the old save format to the new save format something that's just more time-consuming than it is difficult? Because if it's just a matter of hours and hours of typing out basic stuff I can try and help with that. Removing the limits is the number one thing I have wanted since I learned of Open RCT2, and I'm sure I'm not alone. Nevertheless, it's been a few years since I last remarked on it in this thread and we still aren't there yet. So I'm thinking to myself, "Well why the hell don't you help out then and do something about it!" lol, so can i help? Nevertheless, awesome work guys. I continue to be excited about this project!
  13. Realistically the most guests you can get in a park is 7500-8500 (depending on how big your park is). Many eagerly await for the new save format and all the joyous fun it will bring. There is a team of hard-working developer's on this project and many thanks is due to them.
  14. Hey guys, I just had a quick question whether the vanilla RCT2 animated scenery objects glitching has been addressed in ORCT2. There's a well recognized problem that once you place a certain amount of animated scenery (like a water fountain) all the animated scenery will start glitching out. What will happen is that the animated scenery will become still (aka, not animated) scenery unless you're scrolling through the map. Although I do not know the exact number of animated scenery that needs to be placed in order for this to occur, I know it's a lot (1000+?). Although this might seem like a lot at first glance, a single well designed waterfall with rapids at the top and bottom can comprise of 30-40 animated scenery objects. This is obviously a large problem for those of us making larger-sized parks. Is this something that's known to the ORCT2 community? Has it already been addressed / being fixed? Sorry to repeat the topic if it has. I'd wager that it has something to do with the limited memory allotted for each park. Thus, I'd imagine it's possible this could be fixed if the limitations of VRCT2 are removed after a new save format is finished. But what do I know hah...
  15. Simply what the OP was, namely, how important it is. Which part of this did you have a problem with? Something that the OP and I see as important, or something that the OP and I see as important? In fact, it wasn't too long ago an official Open RCT2 poll was taken in which that very question was asked: what is most important to you (limitations being one of the options). What was the point of this reply?
  16. I second all of this. I've mentioned it a few times as well as the fixes that need to be done to the economy of RCT2 (for those NOT playing with unlimited cash). Sometimes it was met with positive feedback from the mods, which I appreciate, other times not so positive feedback. Regardless, keep up the good work guys! I look forward to seeing all your hard work payed off!
  17. No insult intended, but I'm starting to get the same feeling hah. Perhaps our communication is failing. 1) I never said it was dependent upon how many guests you have. But from what I can tell it's also not due to the size of your park like you suggest. Rather, it's due to how high your park value is. 2) I don't think you're reading through what I'm saying very well as this is the second time you seem to be mentioning things I've already talked about. When you reach max sprites it doesn't matter how many times you advertise, you're not going to get more guests. So this doesn't solve the problem. But even more than that, if I'm understanding the connection between Park Value --> Guests in park, advertising is only going to accelerate you reaching that cap. For example, if you have a park value of $500,000 that will merit 6,000 guests (just guessing for the sake of the example). If you're at 5,000 guests, advertising is just going to get you to that 6,000 guest limit in say 6 months instead of 1-2 years (in-game time). Which means you'll get a quick boost of money initially, and then be in the red quicker once you hit that 6,000 mark point. So yeah... it's not that great of an idea except for under specific circumstances (quick boost of 1-time cash), and it certainly doesn't fix the problem. 3) I calculated max income for stalls in my calculations. I invite you to go back and look at them. 4) I'm not sure what you're alluding to here as closing/opening the park doesn't raise your park value and thus won't get you more guests. And again, this doesn't fix the max sprite problem. Additionally, I don't think we should have to resort to using exploits to have a balanced financial aspect of the game. Again, that just seems to admit that there's something wrong, don't you agree? Can I ask you a question for relevance? What is the largest park value / guests you've had in your park at once?
  18. In short, I love this game just as you guys, and everyone else in this community, do too. And I'm sure we can all agree that we want to see the best, most balanced, and innovative Open RCT2 we can. And for that, your hard work should be universally recognized and I continue to maintain great excitement for Open RCT2! This is why I made my suggestions. I'm not trying to offend anyone, resort to "shouting" or "demanding", or sound like some elitist. If my posts sound "cold" I apologize as I am a philosophy major and I tend look at things very analytically! All that to say, I believe that what we have is a major problem with late-game park-entrance-fee strategy game play. I think the numbers I've provided prove this beyond a reasonable doubt. If I'm wrong, please someone show me where the numbers are wrong as I would love to have it fixed in my own parks hah. However, I suspect many people here haven't tried building the large parks that I have and thus have no first hand experience of it. EDIT: Also, I'm not trying to say this is Open RCT2's fault. This is a problem that has existed since Vanilla RCT2 and Open RCT2 just inherited it by default. Just to clear up any possible misunderstanding there. I hope you guys will consider approving my suggestion and that our discussion here hasn't gotten tainted by any misunderstanding. Hope all is well!
  19. I outlined it in my long post up there. Using the money cheat to give guests $1,000 is the only way to do it. And yet, it's the only way to balance your finances, that is, buy using cheats. Yes, you're absolutely right that the only way to get guests in is to have other guests leave. This just compounds the problem as now you're having even less customers entering your park which means less money. I appreciate your thoughts in saying that "both strategies are viable". Indeed, generally, I'm sure you know a lot more about this game than I do! But that just is what my post is about. Namely - entrance fee strategies are not viable for large parks. That to me suggests a problem (if "game is broken" seems too strong I can use "problem" instead). I think I've clearly illustrated this above as it really just comes down to math. Using the numbers I have above, the calculations clearly show that entrance fee strategies are not viable for late game. I would argue they're not even viable for mid game depending on how you define "mid", as I started running into this problem even before I hit late game.
  20. Why think that limitations in coding suggest 1) normative play rather than just 2) unforeseen circumstances? You're only evidence seems to me that, for some reason, "the game wasn't intended for large parks". But why think a thing like that? You could say, "Because then the fiances of the game don't work" but that's circular reasoning. So you don't seem to give any evidence or reason for why we should think it's 1) instead of 2). And in fact we can give good positive evidence for why it IS 2) rather than one. I can think of at least two reasons off the top of my head. First, because you just CAN (not yelling, just emphasizing) create massive parks at 255x255. Like, they put that in the game for you to play with. This suggests that they wanted to give people (thankfully!) the freedom to build large parks or else they wouldn't have put it in there. Second, The money count and park rating graphs continue to keep track of your data without maxing out. That is to say, the graph will continue to go up and down without maxing out at the top even when you reach a park value of $1,000,000. Now what about this whole "get 'em in, get 'em out" approach. Yes, that's an option that I use. But the main problem with that is this: that's not realism saxman. Now you might say, "It's a video game, it's not meant to be realistic." Well, I don't think that's a very good argument for obvious reasons. But additionally, when it comes to finances and money, these things should be geared more towards realism. That is, if you are handling your finances appropriately, are working to keep your park value high, setting your rates appropriately, etc... the game should reward you with the proper outcome without the need to result to alternative methods like you suggest. And I don't find this very objectionable.
  21. Sorry for the late reply, just got back from Europe. Perhaps there's a misunderstanding going on here as I'm not intending to convey "shouting" or "demanding" anything, much less to rush it. Since you didn't know that at the time of your criticisms, when you gave them, they seem justified. Hopefully now that that's cleared up! (exclamation marks don't always convey shouting, and I tend to use them regularly hah). And hopefully this is why you said my suggestions are akin to "complaining" rather than trying to give input on how to make the game better. Hopefully this misunderstanding didn't taint my suggestions. Thanks again for all the hard work you guys do. EDIT: If by "less of a problem than you suggest" you mean, "per how many people play this game not many of them run into this issue" then I agree with you, absolutely. That's simply because most people don't seem to build large parks. And out of how many of those people are willing to contact you about it? Indeed, it's no surprise I'm the first to bring it to your attention. But if you mean "this isn't a problem at all, or not a very big one" I disagree. I think as the numbers show, it makes late-game park-entrance-fee-style parks financially unplayable. And I have bought this game, twice. Just so you don't think I'm trying to take advantage of your guy's hard work or something like that.
  22. I didn't say it removed "Entry fee too high". I said it removed, "Entry fee NOT high enough, you need to raise." Please re-read my post as I feel you didn't understand even the basics of what I was trying to say given that your response was predicated on a misunderstanding. If you think making them pay $300 is excessive, clearly you haven't played RCT2 long enough. I'm curious, what's the biggest park you've ever made? I can guarantee you that it either 1) wasn't that big or 2) you turned money off/didn't play the game it was meant to be played (using staff to have a clean, well-operated, and non-vandalized park), because then you would agree with me. Even Gymnasiast admitted on reddit that he's gone up to $125. It's simple math: When you get to the late game where you have a park that covers up to half (or even all) of the entire largest custom map, you hit that 200 max staff mark REALLY easy - like really really easy. I have spent hours and hours testing this. In my large parks I've had my staff spaced out as much as I could possibly could and had them on their max patrols. That is, if I had them patrol larger areas than they were patrolling, you would have started to see vandalizing, rides being broken for too long, and litter covering the streets. In addition, I have zero entertainers because they just aren't as important even though it would have been nice to have them. I even just completely took out benches, lamps and trash cans in some areas so as not to need security guards in certain areas so that I could have more handymen and mechanics. Trust me, I'VE TRIED EVERYTHING. I can send screen shots too if you need the proof. The main problem was always the cost of staff. With a maximum of 200 staff (all of which you need on a big park, and even more so! In fact, large parks need a minimum of 300-400+ staff to keep it running optimally. The only way you could do it on the vanilla RCT2 is to have the "fast staff" cheat that allows you to cover 2x-3x as much ground allowing you so spread your staff out more and cover more area) at an average of $65+ per staff, that's $13,000! There's no way you can make that money up at tiny park entrance fee of 100-200 - it's not going to happen. Especially when you reached the sprite limit! Meaning you need to have one guest leave before anther one could come in. This decreases your park entrance fee amounts. It's poorly balanced. MY LARGEST PARK HAS A PARK ENTRANCE FEE OF $650 AND A PARK VALUE OF $1,330,000.00. As such, guests pay the price of $650 and I'M BARELY BREAKING EVEN. At $200 per entrance fee you would REGULARLY need 70+ guests to enter your park EVERY MONTH JUST TO BREAK EVEN. Which means you're not even making a profit to continue to build. And I don't know about you, but I don't think I've ever had even one month, even with advertisements, where 50 people entered my park in one month. Average seems to be about 20-30, and once you hit the sprite limit, average is about 10-15. Which means at $650, at most, you make less than $10,000 a month; $3000 less to break even. Sure, you can include $3,000 in food and merchandise, but subtract $1,200+ for restocking and that puts you at $11,800. Now subtract $2,500 for ride operating costs and your at $9,300. Congratulations, you just lost $3,700 that month! The financial aspect of this game is broken and these are necessary changes in order to fix it. AND YES, THESE ARE ALL REAL NUMBERS. I can provide screen shots for proof. The fact is, the game gets to a point where it's broken because you can only raise the entry price so high (thus need to use cheats to raise it), the guests only carry so much money (thus need to use cheats to make them carry more), and you are limited in staff (thus have to use cheats to make fast staff). Combine this with the fact that you are limited in sprites and so when you reach max sprites you have guests coming into your park far lower rate. EDIT: The problem compounds even more when you reach max attractions as there are higher operating costs. I hope to be able to build more than 255 max attractions in open RCT2. But that means you need more mechanics which are the most expensive staff members, and you'll have higher operating costs. There are many facets to this. My biggest hope for this game is being able to raise the sprite level. When you make large parks like me, 8000-8600 (max feasible guests in a park) guests in your park makes the park look almost empty. I always hoped to be able to go up to 15,000-20,000 max guests. But of course this means you need more than 200 staff. But if you have more than 200 staff it's going to charge MUCH MORE. Which means you'll need much more than a 200 limit. You'll need at least a $1,000 limit, and better to have $1,200-$1,500 to play it safe.
  23. Would you or other members be willing to talk about? I gave, what I thought was a pretty good reason, even practically necessary reason, for re-admitting it back into the game. You seem to be saying you disagree. I'm just curious as to which part you disagree with? Or is it just too much work to implement? For those who don't know what we're talking about, here is the original post: "Part of the reason rising the guest entrance fee is balanced (at least with vanilla RCT2) is because guests won't pay it, no matter how high it is, if the park value of your park isn't sufficiently high. That is to say, for example, if you want to charge $300 to get into your park, guests won't pay it unless you have a sufficiently high park value of $250,000 ($250,000 is an educated guess as I don't have my home computer in front of me to get the exact number. I think one of my parks is at $375,000 for an entrance fee of $350ish). Therefore, you can't just raise the park value and make lots of money because guests won't pay it and you'll actually end up loosing money and end up going bankrupt. Will the same relation between entrance fee --> park value and park value --> entrance fee exist in OpenRCT2? Another thing that was extremely helpful in vanilla RCT1 is that the game gave you feedback as an alert as to when to raise your entrance fee and when to lower it. In vanilla RCT2 they got rid of the alert of when to raise it, but kept the alert when to lower it. Do you think you guys would be able to bring back the RCT1 alert suggesting to raise your entrance fee? Otherwise it's a total guessing game as to trying to match up your park value with your entrance fee, wondering if your guests will pay it. I've been there, and it's not fun hah. The only way I've found to do this is to do these four things in order: 1) save the game, 2) sufficiently lower your entrance fee for a few months to establish a baseline of how many guests normally come into your park a month, 3) load saved game, then 4) incrementally raise entrance fee to see if the number of guests coming into your park decreases (as entrance fee starts to increase past park value, fewer guests enter park because of willingness to pay the increased price). This way you can try and achieve the maximum amount of guests coming into your park with the maximum amount of money they would be willing to pay. It's quite pain-staking! A better solution would be to add the alert letting you know when it's time to raise your park entrance fee. What do you think? The only thing I'm not sure about is how difficult it would be properly aligned park value with entrance fee from a coding perspective. It doesn't seem like an easy thing to do... But I'm not a coder so I really don't know."
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