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saxman1089

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Posts posted by saxman1089

  1. I'm a bit too busy with other stuff at the moment (with both RCT and real life), so I'll be watching this one from the sidelines. Maybe I'll tag in at the end if things slow down!

    • Like 1
  2. If I understand the frame buffer thing, it should look like those cheesy color effects they used in 60s and 70s that trailed behind people when they walked or something. I thought it was cool. The whole park is basically supposed to be a drug trip.

    I'd be curious to get your thoughts on Match 2!

  3. 17 hours ago, Broxzier said:

    It's nice to hear OpenRCT2 allows for more tricks :D One of the parks looks very buggy at the edges though (I know there's a glitchless version). I wonder why they decided to hide surface elements with corrupt elements, rather than using black scenery tiles and walls for them?

    That was supposed to be a particular effect, using the current bugginess of the OpenGL rendering. If you turn it on with that park, it's supposed to look very psychedelic. It did work for me, but not for others. The park could've used a readme, would've made it easier to understand what the builders were going for.

    On another note, Match 2 is up!

    https://www.nedesigns.com/topic/35724/h2h8-round-1-match-2-team-spacecrab-vs-the-icons/

  4. For those of you who are not aware, Head-to-Head 8 (H2H8) is currently going on over at www.nedesigns.com. This competition pits 6 teams of 11 RCT players against each other, with small parks going head to head every few weeks. This is the first iteration of the competition since OpenRCT2 was created, and the game is already changing the competition. 

    Check out all the action here: https://www.nedesigns.com/forum/238/head-2-head-8/

    For the first match of the first round, check out this link: https://www.nedesigns.com/topic/35713/h2h8-round-1-match-3-ultrarealists-vs-heavens-gallery/

    These first two parks make use of many of the hacks/cheats/features of OpenRCT2, and are really interesting to look at. Check them out if you have a moment, you won't be disappointed!

    • Like 1
  5. Not sure what jensj12 said, but you don't even need to merge vertical drop and twister coaster, just change the ride type as necessary when building. So, when building steep lift hills and the drop brake, use vertical drop ride type, then switch to twister for the rest. Very easy to do, block sections work, etc.

    • Useful 1
  6. On 3/23/2018 at 14:56, X7123M3-256 said:

    I thought about adding a console command to show track length but I never did.

    How terrible would it be to implement? This would be very useful for shoestringers everywhere.

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