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Posts posted by saxman1089
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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, saxman1089
Missed: Philmon11- 7
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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.
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Wooo! Claiming now!
Claimed: saxman1089
Queue: Wuis, Przemek, Broxzier, giraty, SpiffyJack, Deurklink, jensj12, cascadia, Leudimin, Darthyoda714, Jochem
Missed: Philmon11- 1
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8 hours ago, SpiffyJack said:
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.
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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!
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3 hours ago, Leudimin said:
I thought those cliffs, being originally marked as "danger zone" would be off-limits to rides or something.
I already plan to throw in a purple-colored coaster and a observation tower operating under upward launch mode reaching up to the "ceiling". Yes, I tested that one and it doesn't produce an intensity rating of ultra-extreme .
We could just build a space elevator though.... =)
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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?
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4 hours ago, SpiffyJack said:
I predict some bitchen ideas on this map.. its a cool map.
This. This. This. Seriously, this map is gonna be off the chain!!
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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.
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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.
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Just now, zaxcav said:
@saxman1089I'm glad you were able to fix the problem in your park so everything works properly again.
The bad news with the exit parade is your guest numbers drop. The good news is that the average happiness of the remaining guests is much higher, so the park rating will shoot up :-)
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! -
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1 hour ago, hpg said:
I moved the entrance in sandbox mode, but I think I did wind up removing the previous entrance with the tile inspector as I couldn't find another way to remove the old entrance.
Unfortunately I am on a Mac, and I actually just deleted my Windows partition last night because I needed the space for a video project while my desktop is out of commission. I don't suppose there's any way to do this from the console in ORCT2 is there? I might just have to go ahead and reinstall Windows tonight after I can offload that footage.
Thanks for the detailed walkthrough. That is indeed very much appreciated.
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.
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On 9/24/2017 at 18:48, SpiffyJack said:
Looks like @G_Force has joined the dark side, Welcome ... I've used that Technique for a while also but its not the cleanest look most the time
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!- 2
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Man this is looking to be super fun... need to find motivation to be able to work on this when my turn rolls around.
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@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. -
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.
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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
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Ooooooh, I like this one. Especially since I frequently forget to turn off zero clearance before path editing and things get disconnected.
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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.
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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.
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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?
Group Park 7
in Parks
Posted
Also, @SpiffyJack, I think your arch bridge would look bangin' between the cliffs on either side of the river.