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saxman1089

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Everything posted by saxman1089

  1. saxman1089

    Group Park 7

    Also, @SpiffyJack, I think your arch bridge would look bangin' between the cliffs on either side of the river.
  2. saxman1089

    Group Park 7

    And here weeee gooooo! I added a building near the canyon entrance with an info kiosk and restrooms, a scrambler ride, and I made a nice bridge from the canyon entrance over to the center part of the park. Added a few custom objects, but added ones I thought others would definitely use. I also placed a first monorail station on the other side of the bridge (no building yet), and connected a single-wide path to the other entrance (this can be modified/added to as needed). All this is not the best start, but I was somewhat lacking inspiration after I built the bridge. Claimed: -- Queue: @Wuis, Przemek, Broxzier, giraty, SpiffyJack, Deurklink, jensj12, cascadia, Leudimin, Darthyoda714, Jochem, saxman1089Missed: Philmon11 The OpenRCT2 Group Park 7.01.sv6
  3. saxman1089

    Group Park 7

    According to the poll, Broxzier seems to have made the executive decision to allow generic custom objects, i.e. don't add objects that will just be used once in the park.
  4. saxman1089

    Group Park 7

    Wooo! Claiming now! Claimed: saxman1089 Queue: Wuis, Przemek, Broxzier, giraty, SpiffyJack, Deurklink, jensj12, cascadia, Leudimin, Darthyoda714, JochemMissed: Philmon11
  5. saxman1089

    Group Park 7

    Man it looks cool! The track choice is perfect, reminds me of this: https://en.wikipedia.org/wiki/Glen_Canyon_Dam_Bridge#/media/File:Glen_Dam_bridge.JPG I'd like to see what you mean by extending the center arch though. If we could make it look like a realistic arch bridge, that would be super cool. I also totally agree with Deurklink about having a train going over. We could hack it so the train turns around on the one cliff and goes back over to the other (if you want a single track over the bridge), or you can just have two tracks over the bridge.
  6. Hey all. I searched around for this and couldn't find anything, but is there any way to check the number of objects in a park in OpenRCT2? You could do this in vanilla using 8cars, but I can't run vanilla on my computer. I'd like to know how close I am to the object limit so I can plan accordingly. Thanks!
  7. saxman1089

    Group Park 7

    We could just build a space elevator though.... =)
  8. saxman1089

    Group Park 7

    I like most of what you said, but I'm not sure about having roller coasters entirely on cliffs... I would think simply interacting with the cliffs in some way would be better. I've got a great idea for a mine coaster that goes in and out of the cliff wall, kinda like this coaster here: https://www.youtube.com/watch?v=C4hdQ_jS6ko Have we decided what we're doing with custom vs. non-custom objects?
  9. saxman1089

    Group Park 7

    This. This. This. Seriously, this map is gonna be off the chain!!
  10. saxman1089

    Group Park 7

    Did my picture not show up? But yes, very similar to what you had drawn. EDIT: Sorry, I just realized you put an actual monorail in.... duh. Does it stay the same elevation throughout the park? I can't tell from your screen. If not, I would suggest doing that.
  11. OpenRCT2 is free, and has many more features/improvements. I doubt anyone would choose this new game over OpenRCT2 given a choice between the two. The problem is making everyone aware that OpenRCT2 exists and is super awesome. Classic is great for mobile, but I will stick to OpenRCT2 for the foreseeable future.
  12. saxman1089

    Group Park 7

    Hmmm. What about a monorail moving around the main part of the park something like this? I think it keeps a lot of the ideas we had at the beginning, puts a station near (but not too close to) each entrance, and provides a nice way around the park.
  13. I was working on the park last night after this, and I've now got a 999 park rating with almost 3000 guests. So this was huge for the peepability of the park! Thanks for all your help! Also, @hpg if you need help removing the erroneous entrance entry, let me know!
  14. @Broxzier thank you for the detailed walk-through. Worked like a charm! (see the parade below for proof!) @zaxcav I did reopen this as an issue on Github, just sounds like some code needs to be added that updates the park entrance array when the tile inspector is used.
  15. If I can figure it out, I can try to fix it for you if you want. Let me give it a try and I'll let you know later if I can get everything working right.
  16. Come to the dark side. We have cookies! But in all seriousness, cool to see you over here @G_Force! Group Park 7 is starting soon, you'd be a welcome addition!
  17. saxman1089

    Group Park 7

    Man this is looking to be super fun... need to find motivation to be able to work on this when my turn rolls around.
  18. @Broxzier thanks for the instructions! I'll try it when I get home from work. I have not compiled the project, but I should be able to figure it out hopefully. If not, I'll be back here to bug you some more... =) Also, note to others. DO NOT USE THE TILE INSPECTOR TO DELETE A PARK ENTRANCE (I'm assuming you had the same issue, right @hpg?). That's what I believe caused this mess for me originally. Make sure you delete using the sandbox mode. I was using an invisible park entrance and couldn't figure out how to delete it by right clicking... last night finally figured out that if you lower the ground beneath it, it has wooden supports that you can click on. The tile inspector is great, don't get me wrong, but it's a great way to royally screw a park up as well.
  19. Thanks so much @Broxzier! How difficult is it to remove the entrance from the array? I did some more work on the park since that version was uploaded, so I'd like to change it in the most recent version.
  20. The developers don't really come on here as much as they do on Github. Report this issue over there: https://github.com/OpenRCT2/OpenRCT2/issues EDIT: This may be related: https://github.com/OpenRCT2/OpenRCT2/issues/6300
  21. Ooooooh, I like this one. Especially since I frequently forget to turn off zero clearance before path editing and things get disconnected.
  22. @zaxcav So it does look like this might be an original bug with moving the entrance in sandbox mode? That coordinate set sounds like where it was placed originally before I moved it.... Would you or @Broxzier be able to point me to somebody who might be able to help out with this? EDIT: Also reopened the original issue on Github to see if anybody can help me out there.
  23. saxman1089

    Group Park 7

    But in all seriousness, I'm liking it a lot! I say entrance on the lower right of the screen. We can put a nice ornamental bridge over the river to the square on the main path.
  24. saxman1089

    Group Park 7

    Are you an engineer by any chance? I love the "NOT TO SCALE" at the bottom. =)
  25. Okay all, I'm having issues with this park again. I added some more paths back, and I don't have any inconsistent edges. The peeps are still circulating and can't find the park exit. I really want this park to be completely peepable, so any help would be appreciated! @zaxcav, any ideas? Knoebels_v1.21.sv6
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