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saxman1089

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Everything posted by saxman1089

  1. saxman1089

    Group Park 6

    Claimed: -Queue: @Przemek, jensj12, Broxzier, Wuis, saxman1089Missed: RedScope53, Cascadia, WobblyRails, Tune, Jochem, Monsanto, SpiffyJack, imlegos, qbbq, Wuis, TheMightyClem, giraty Just added scenery here and there, and filled in spots along the midway. Also had to close the castle tour because it kept breaking down and the mechanics couldn't find it. I couldn't figure out how to fix it. The OpenRCT2 Group Park 6.81.sv6
  2. saxman1089

    Group Park 6

    Claimed: saxman1089Queue: Przemek, jensj12, WuisMissed: RedScope53, Cascadia, WobblyRails, Tune, Jochem, Monsanto, SpiffyJack, imlegos, qbbq, Wuis, TheMightyClem, giraty Planning to just add some scenery here and there to fill in some gaps!
  3. saxman1089

    Group Park 7

    I was just thinking the same thing, have an eastbound and westbound train loop, and mountains would be cool too!
  4. saxman1089

    Group Park 7

    I like the idea of a monorail or train system, with one station at each corner or edge, and yes to terraforming! What size are we aiming for?
  5. And here's an update. Comments/suggestions are appreciated!
  6. Everything is looking nice so far, but I have three comments that might help. First, I think many of your screens look good in an overall sense, but are lacking some small details. Flower boxes here and there, benches, trash cans, etc. Right now, everything looks so clean to me that its distracting. Second, many of your buildings are very square or rectangular, which really brings attention to the grid-like structure of RCT2. Try adding some awnings here and there, or little patches of trees/shrubs near buildings, to try to make them look less rectangular. Third, in your Hollywood area, there is a TON of grey. Try switching up the colors of either the sidewalks or the roads. Even varying shades of grey can help with this. Adding awnings/shrubbery/benches/etc. might also help with this. @imlegos, I agree. This should be in the "Build Logs" section. Can someone move it there?
  7. I'll post a few update screens tonight, and they won't be scraps @SpiffyJack, I promise you that!
  8. Maybe we can get a developer to tell us how it works, because it definitely does. And I have proof! I give to you, the most sad park in Six Flags history: Hackiture Railroad! But in all seriousness, here is the hack in action. Works fine, even with peeps. There are two tracks at the exact same height, running in opposite directions. It did not work using both tracks as normal straight track, but changing one track to a banked track or booster track worked just fine. Edit: Tagging @Broxzier, @jensj12, and @hpg so they see the post. Hackiture Railroad.sv6
  9. haha, come on now @SpiffyJack. I kept getting called out for posting WIP stuff over there, so I'm just gonna be a bit more selective. I still want feedback somehow though! Have you seen any of my screens over there?
  10. So I am still working on this project, I've just been posting screens over at NEDesigns rather than here. I might start posting lots more over here, and save the best for over there.
  11. saxman1089

    First post!

    Looks like a classic, fun RCT2 park. Nice work so far! I do agree with jensj12 about the trees. I also find that placing some shrubs/bushes around the bases of trees using zero clearance, around the outside edges of a forest where you can actually see the bases of the trees, also works to make it look more real. My procedure for making forests is taking about three different types of trees and randomly placing the three types, not worrying about if every square is filled.
  12. So the track in the screenshot is a full circuit. Where the track turns around and folds back into itself, I turned on zero clearance and built track in the opposite direction over the existing track. So there are two sets of track in the middle portion (and through the station), facing opposite directions. That's when I had the error I mentioned, with the train turning around. Over on NE, I found a thread where someone said "trains always follow the first set of track built if two sets occupy the same square." That made sense to me, and tipped me off to how to solve the issue. I ultimately made it work by changing the ride type and using a different type of track over the overlapping regions. I used a corkscrew coaster, and used a booster in the overlapped portions, so the two tracks were not the same type of track over the overlapped portion. If you want an overlapping curve, you can used a banked coaster turn. The mini train doesn't have a banked sprite, so it doesn't matter.
  13. saxman1089

    Group Park 6

    I also think Group Park 7 is a good idea. I think this park would be best filled out with scenery (there isn't any major space for large rides and most of the flat rides have been incorporated), and seeing as there doesn't seem to be much interest left in this park (hasn't been claimed in like four days now), that makes it easier to begin anew.
  14. Update: I figured out how to do it. Pretty simple hack once I thought of it in terms of isolating the two tracks going two different directions.
  15. The center section is actually two tracks overlaid, with one going forward and one going backwards. There's no way to isolate them and "tell" the train to move forwards along each set of track?
  16. Okay those who are more experienced than me... I need help with a hack for a recreation I'm working on. The train ride I'm trying to recreate runs a single train, goes out of the station, goes around a loop and switches back onto the same track, goes through the station backwards, and then follows a similar loop to get back to the station forwards. Currently, I can build the ride (see the attached screenshot), but the train turns around right upon starting to go backwards after the first loop.
  17. That did it, thanks!! I had a hacked ride somewhere else that's a little loop of cars (one of those kiddie rides that goes around in circles forever).
  18. Hi all, sorry if this issue was posted somewhere else, but I couldn't find anything about it. I have a wooden roller coaster that has been running for more than 5 in-game years now, and it won't rate. All the information (drops, Gs, etc.) appears, but the ratings just never showed up. I've tested it, opened it with some peeps getting on (but not that many due to it not having ratings), and still no luck. The coaster is just a normal wooden coaster, no hacks or custom anything. I can provide the save file if needed later (cant right now), but has anyone had an issue like this?
  19. Welcome to the forums Leudimin! You'll find that OpenRCT2 is pretty great!
  20. I was shying away from it because I didn't know it was possible to place items so on invisible paths. But you just said it's possible, so your comment helps a bunch! Still might be nice to have the full width path though. I like to be able to see the majority of the path system when I turn off the scenery, so I can solve any pathing issues more easily.
  21. Sorry, its not a K0NG path, its Indiana Jones or something like that. But a full-tiled version of the actual path would be SO SO helpful. @CharlieP maybe you can help me out with that? Basically I need a full-tiled path that matches the K0NG off-white scenery tile. Also getting back to the original thread.... the problem is definitely fixed. I had to basically re-do probably 80% of the pathing in the park, but it fixed the problem. I'll close the Github issue later today.
  22. Anybody know if there is a full-tiled version of the K0NG off white path?
  23. I specifically need something gravel rather than tarmac. I was using a darker tarmac previously, and I didn't like how it looked (others also didn't if you check out my screenshots over at NE). I'm going to try the K0NG off-white path and associated scenery tile for now, but may make a grey gravel-type path and scenery-tile in the future.
  24. Thanks for your help! I couldn't find a full-width gravel scenery tile anywhere, so i thought I could use actual paths and make them manually edge to edge using the tile inspector. I guess its back to looking for an edge to edge gravel scenery tile!
  25. I'm gonna put this up on Github, since it's still causing me issues and doesnt seem to be a mistake on my part.
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