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saxman1089

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Posts posted by saxman1089

  1. Eh, it's for fun, I say just keep it. These parks aren't meant to be perfect, are they?

    Not that I have any skin in the game here, just as an outside observer.

  2. I like this idea, not sure it would be achievable in the current file structure though. I'm almost positive that the catwalks are a portion of the lift-hill sprite for the multi-D coaster, and that they're not something additional that could be implemented on other tracks, but I could be wrong.

    You can use custom scenery catwalk pieces to get the same look if you desire.

  3. 1 hour ago, Deurklink said:

    Also, you should avoid using water spouts (the tornadoes), those just look silly when placed above water level :P

    In other words, use as many as you can to tick off Deurklink (he hates those things!).

    • Funny 1
  4. Interesting idea for sure, would be nice to implement directly into the ride window in OpenRCT2. 

    I believe it's possible to do this already however, by using the tile inspector to copy and paste the first tile of each station next to the other station, and then using the normal synchronize option. You can then hide the copied tiles using a corrupt element.

    NE Workbench 2017 by Louis! 2018-06-16 21-16-37.png

  5. On 6/15/2018 at 15:00, Volixagarde said:

    Ooh, I love it so far! Where did you get all the custom content? I want to get into building buildings, and would love more stuff to work with. 

    Also, the coasters look fabulous!

    All the custom scenery I use has been downloaded from www.nedesigns.com. Head over there, download some parks, and the objects will be added to your object folder automatically. You can also download some workbenches there, which have a decent selection of custom objects and a blank map for you to start with. You can then use the object selection tool in OpenRCT2 to add and subtract objects as desired.

    And thanks for the compliments!

  6. You should check all the paths in the area where you're having the problem. Make sure everything is connected properly. I've been building parks with really complicated path layouts for about a year now, and whenever I have a problem it has to do with connectivity of paths. Also, use the guest functions and try to determine where the peeps are heading. It's always helpful to do this, as it might lead to solving the issue.

    I don't think it purely has to do with them being able to walk 360 deg around the loop. While that might contribute, I think it's more the position of the loop within the system and the fact that the loop doesn't have an exit on a side beyond of which lies half the park.  In Marcel's example, in order to get from one loop to the other, the peeps need to first walk in the opposite direction from their destination, which they aren't always smart enough to do. This is probably the OP's problem. The peeps in that loop might be trying to get to the bumper cars, but can't because they need to actually walk in the opposite direction from the bumper cars in order to get to them.

  7. Agreed! I think the entrance/exit would be the best choice. I've noticed the same, and honestly putting the station the guests use on the same level as path can be a pain, since your setup track goes through path and makes it impossible to build. I've run into this on a few H2H parks I've built on so far (Ghibli notably, since I did like 4 shoestrings in that park). Have you filed a Github issue? 

    Would also be useful for standard flat rides too. I've sunken them by a half a unit before to hide the in-game base, and the peeps walk through whatever scenery I've put there.

  8. I really don't see what you're clearing up with that post. There are .dat files, what we have now, and .jsons, what the OpenRCT team has come up with. If you're suggesting this is how the team does it, fine. But your use of "holds", "details", and "will be featured" sounds like this is something that has already been decided and implemented. Are you on the dev team?

  9. I can't speak for other teams, but Dig Site 4, Studio Ghibli, and Mount Haystack were all built making extensive use of multiplayer. Winkelheim used it much less so, since it was almost a solo park. The last few days of building on Haystack were super fun, with Camcorder, Coupon, and myself all building at once.

    And yeah, what a match so far. That match has big implications too, according to my math, in that whichever team can get to 3 wins first is guaranteed a playoff spot.

  10. How do you guys think that OpenRCT2 has changed this competition? Do you think the consistent high quality of all the parks is due to the ease of building and hacking in Open compared to using vanilla RCT2 and trainers?

    Also interesting that we've not seen any LL yet....

  11. Thanks for picking up my slack Ling! If you ever wanted to build a ski resort in RCT, be sure to check out Team Spacecrab's park! I know...I'm a little biased...

    We've also got on the menu: a candy disaster at Billy Wonka's factory, a train extravaganza from Grand Central, and a park heavily inspired by Efteling!

    The final matchup of the round should be released today or tomorrow!

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