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Deurklink

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Posts posted by Deurklink

  1. 7 hours ago, RedScope53 said:

    I think Steampunk is very limited in terms of diversity, especially since its NCSO. 

    Ha, you'd be amazed at the stuff you can do with trackitecture :P I have built huge tesla coils, big moving pistons, and I have seen people make airships and huge dinosaur robots. 

    When you get a little bit creative you can build wonderful stuff in this style. 

    I also really like building Asian themed stuff by the way.

  2. 23 hours ago, Broxzier said:

    Players so far: Broxzier, giraty, Deurklink, Wuis, RedScope53, UTMAN

    What themes do you have in mind?

    These themes usually work well (with some rides that work well in that theme):

    - Mine theme - Vertical drop coaster (Baron 1898), steam train, river rapids, wild mouse, mine train coaster

    - Forest / Medieval theme - Woodie, Log flume, wild mouse

    - Mechanical / Steampunk theme - Heartline twister, launched freefall, launched coaster

    - Water / Pirates theme - Splash boats, boat rental, Pulsar(walibi belgium)

    - Wild west

    - Asian theme

    - Space theme

  3. 9 minutes ago, Broxzier said:

    I'm in favour of this. We could make 3 or 4 areas with different themes if 1 is not enough.

    I was about to suggest some themed areas! I like it.

  4. I'll join in! I have been playing around a lot with NCSO lately so I cannot wait to get started :) I would suggest making it a little bit less hilly than the last map, to prevent having guests get lost because of the junctions at all the stairs.

  5. If you have played rollercoaster tycoon, this has probably happened to you: 

    You wanted to make your dream house using mine themed scenery, only to find out those stupid roofs leave a gap on the sides!
    image.png.3c4607899c1bd19ab8ff2ce9959a0b1a.png

    Well, the people who play OpenRCT2 are lucky. It has a very powerful tool called the tile inspector, which allows you to fill the gap under the roof.

    How do we do this? First, we need to enable the tile inspector. That can be done in the options menu. there you have to enable debugging tools under the wrench tab.

    image.png.4aa4cdbee98a16ca9ea79c0764639d0a.png

    Then you can open tile inspector:

    image.png.d0fc16d22ba4d8ef78e56adc2096e581.png

    We'll use wooden fences to close the gap under the roof. Normal wooden mine walls cannot be placed sloped. Wooden fences can be placed on a slope, and will follow the landscape.

    image.png.755e11e8bfec2a90000c1cbad7231991.png

    Now, we will place some wooden fences above the gaps:

    image.png.cc71fd7b3ac606146f8ea8d3f48945d4.png

    Now in tile inspector, select the tile the wooden fence is on. Then in the list, select the wooden fence. On the tile inspector screen you will see a field that says slope. By changing the value in this field, the wooden fence will either be sloped Right side up, Left side up, or it will be flat. Using this, the wooden fences can be sloped to match the roof of the house:

    image.png.c033d9ecc9a30086c6099373dadb749d.png

    Now, they need to be moved down to the correct height. This can be done by changing the number for Base height:

    image.png.0988de68738051d0f7c1fabfc450a13b.png

    And there we have it, a fully closed building that uses the mine theme scenery. If the wooden fences are on the same tile as the wall pieces, you can change the order in the list to decide which piece gets drawn first, by using the arrow buttons on the top. As you can see in the next image, the wall pieces now partially cover the wooden fences we placed, because i moved the wooden fence down in the list:

    image.png.7756e65daa6e3d0a3b0e78f9b4e899c9.png

    Sometimes the scenery can flicker a bit if you place too many pieces on the same location. Often playing around a bit with the order of scenery items in the list can resolve it.

    Anyway, that was it for now! This is just one of the many useful tricks you can do with tile inspector. I'll be sure to write another guide soon, as I still have lots of tricks to share!

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  6. 4 hours ago, Broxzier said:

    Maybe next time try a different file format that doesn't load as slow, like mp4 or webm. :P Maybe even just a screenshot. I do like the concept and the mix of cars. Only the tram vehicle looks a bit out of place.

    But the shark looks completely normal, right? :P

  7. I think I see what the problem is. 

    Most of the peeps on those stairs are trying to leave the park or trying to get to another destination (a ride or shop).

    In the peep pathfinding algorithm peeps will look ahead a certain amount of junctions to find their route.

    The game calculates which paths are wide paths and makes peeps ignore them, to reduce the amount of junctions peeps encounter. It does not do this for stairs however, because technically all stairs are single tile wide paths, which are not connected to their neighbours on the side.  In the picture below i marked some of the places where the game finds junctions. 

    image.png.c2a3f34a553a4851ddeec770391f529d.png

    Because of the high amount of junctions near the stairs the peeps are not able to find their way and will walk around in circles. 

    How to solve this? You need to reduce the number of junctions, to make pathfinding easier.

    Something like this would already help a lot:

    image.png.b3b78b1629529ba0cecef0d7fc2705b0.png

    You could hide the places where it's disconnected by using full-tile paths. (those are custom paths that fill the entire tile, no matter which edges are connected)

  8. 36 minutes ago, S-Man42 said:

    Additionally I want to mention one thing (in view to another recent thread). 

    If you change the track type some special pieces wouldn't work as expected anymore. For example the booster piece of a roller coaster does not work for crooked house.

    Thanks for mentioning this, I didn't know! I typically only use sped up chainlifts with invisible rides so I never noticed. Will add it to the guide.

  9. 20 minutes ago, janisozaur said:

    There are shortcomings in your tutorial.

    There are two types of corrupt elements, one that only affects next the element and one that affects all subsequent tile elements.

    You did not mention the `ride set type` command. (The exact command may have been slightly different, don't remember it exactly right now).

    Thank you for your comment. This guide was not meant to handle all methods to make rides invisible, just the ones that are most easy to do using OpenRCT2. I may do a more advanced one later.

    I think the methods I covered in my guide are the easiest ways to make rides invisible, and for me they have worked in all situations where i needed it.

  10. Update: For the people who don't like reading, I have made a Youtube video which can be found at the bottom of this post!

    OpenRCT2 makes it very easy to make a ride track invisible. Many players don't know how to do this, so in this guide I will try to explain it. First off, you may be thinking "why would you want to make a ride invisible?". I will now show some images of things you can do with invisible rides.

    5ab558edaf6da_Multiplayerpark-Squares2018-03-2320-25-07.png.2a5884f520eff05b5bdc2e4b5fde516f.png

    Off-road karts

    5ab559213d8e0_TheOpenRCT2GroupPark72018-03-2320-30-36.png.c6667a6612dcc43c5efd7038790d4856.png

    Off road monster trucks

    5ab55950dce0e_MultiplayerSquares102018-03-2320-21-41.png.bb2a4929dd5082cd21042d907d6880b3.png

    An invisible kart track (replaced with flying saucer track pieces)

    5ab5597e806aa_Xtreme97Workbench20142018-03-0416-51-47.png.6c8fde74d616caa2df17c985df0cf3dd.png
    A dragon flying through the park

    5ab5599fc7eea_BrentSigma2018-03-2320-26-52.png.5632dc45a8f9190eb5dc5a9b81d1d514.png

    Stationary life boats / boats sailing on the water on invisible track

    5ab559d0d560d_BrentSigma2018-03-2320-27-15.png.005ee0f898f415e52ac771534860b1a6.png

    Diving lifeboats

    5ab559ea987b3_MultiplayerParque-Squares42018-03-2320-36-34.png.aecb906d0909822e9f64d929d0cc5b1f.png

    Invisible shops (This one was made by Tommy on my server).

    image.png.d2a16a0444fbc41e3d55c619f5d4aa59.png

    A custom maze (which actually works) made by Tubapride on my server.

    These are just a few examples of the things you can do with invisible rides. There are several methods to make a ride invisible, which i will describe below.

    Corrupted elements

    Corrupted elements are objects that will make the objects you place them on invisible. For example if you put a corrupted element on a tile of Go kart track, it will become invisible. The track element is still there though!

    To place corrupted elements, you have to go to the tile inspector. To enable the tile inspector, go to options and check 'enable debugging tools' under the wrench tab.
    image.png.0b2f99d67bf6c5952c8fce1a51ce17e1.png

    Then under the cogwheels icon you will find the Tile inspector.

    image.png.ded7001bb4f10a60ed652fb04a71a402.png

    When you open the Tile inspector, you can select a tile on the map. When you do so, you will see information about the elements on the tile. In the following image, I selected a piece of Go karts track. Then, with the button on the top right of the Tile inspector window, you can insert a corrupted element. As you can see, the kart track became invisible. And an element of Unknown type (32) appeared in the list. This is the corrupted element.

    image.png.dd2e68d021cd3dcc6dee0bb8b2b1e62a.png

    This way you can make more track elements invisible, until you are happy with the result. It is quite labour intensive for large tracks, but you can do cool things with it. 

    ALWAYS BE CAREFUL WITH CORRUPT ELEMENTS! When you remove this ride, you should first delete all corrupt elements using the tile inspector. If you don't, the corrupt elements will stay around and make other scenery on the tile invisible. In the following screenshot i removed the ride and put a tree on a space which had an invisible track piece. You cannot see the tree because of the corrupt element which is still there.

    image.png.cdd6824998fa10f53b2a2d87b7cbe45d.png

    I like to use corrupt elements when I only want to hide part of a track. This is a cool thing i did by only hiding a few track pieces:

    nDUvY13.gif

    A corrupted element will not change a track piece property. It will only hide the track. If there is a chainlift on a track piece you hide using this method, you will still hear it. The stats of a ride will not be changed by using this method.

    Changing ride type

    Another way to make a ride invisible is by changing the ride type by using the 'Allow arbitrary ride type changes' cheat. This can be found in the last tab of the cheat menu:

    image.png.6b5ba674648ffb3008e82ffc12fccf0f.png

    The cheat menu may have to be enabled first in the options menu.

    When the cheat is enabled, you will find a new selector when you check a ride (Here it says 'Water coaster'):

    image.png.2bab5ea83ae50a8950ac121e9097610d.png

    When you change it to a ride like Crooked house, Lift/Elevator, Enterprise or Haunted House and then press 'Apply' the ride track will become invisible:

    image.png.77cc142d9c58679327972f9fde47ac80.png

    This is the easiest way to make a ride track invisible. There are several side-effects to this method which depend on the ride type you change it to.

    - Crooked house: Ride stats will become very(!) low. Most people will complain ride is not thrilling enough. Ride will never break down though! A ride cannot be repainted while in crooked house mode. If the vehicles spawn while in crooked house ride type, they will clip through each other. First open/test the ride and only then change to crooked house mode!
    - Lift: Ride turns into a transport ride, so people will ignore the intensity completely. Ride may sometimes break down. Go Karts made invisible with this method will wait unusually long before starting the race.
    - Enterprise: Ride will get good stats, but will break down often. If the vehicles spawn while in enterprise ride type, they will clip through each other. First open/test the ride and only then change to enterprise ride type!

    I typically only use Lift for rides which i want peeps to ride. I use crooked house for invisible rides which I don't want peeps to ride because it never breaks down. I never really use other ride modes.

    There are some other side effects as well:

    - Some special track pieces like boosters will no longer work.

    Summarized:

    When to use corrupt elements:

    - When you want to hide only parts of a track.

    - When you want to hide a shop/stall (For example you could hide a toilet and replace it with a tree).

    - I typically also use them for Go karts because changing them to Lift ride type will make them wait very long before starting the race and changing them into crooked house will make the stats too low for most peeps to ride them.

    - When you want to use boosters on your ride.

    When to use arbitrary ride types cheat:

    - All other situations.

    - Use Crooked house ride type for rides that you dont want to break down, and where low stats are not an issue. Use Lift ride type for rides which you want peeps to ride.

     

    That was it for now! I will make a more advanced guide on invisible rides later, where I will recreate some of the rides from the screenshots in the beginning.

    EDIT: Here's a video explaining the story above.

     

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  11. 4 hours ago, ChookFowler said:

    I had this problem on Katie's Dreamland and it drove me mental.

    Solution:  There is a fence in front of the ride exit.  It doesn't affect the patrons but it confuses the hell out of the mechanics.

    If you have lots of trees around and set the "see-through scenery" option, the fence vanishes making it a real pain to work out what the issue is.

    This is a bug in OpenRCT2 and I have reported the problem.

    Chook Fowler.

    With reporting an issue, we usually mean reporting an issue on the GitHub page, where it will be assigned a number and can be easily checked by the developers. Anyway, as i replied in the other post, this is not a bug.

     

  12. If you look carefully, you will see that the fences are not all in a straight line:

    OpenRCT2 ride inside fenced area.JPG

    Some fences are shifted up/down by 1 or 2 pixels. This is because you placed some fences on the edge of a different tile! If you put the fence on the inside edge, so on the same tile as the exit, the fence would have been removed when you placed the exit.  As far as I know, this is exactly the same behaviour as in RCT1 and RCT2.

    You should just be more careful where you place your fences.

  13. Park value is an important number for the completion of several scenarios. Many players do not fully understand how park value works, and struggle to complete those scenarios which require a high park value. When you know how park value works, those scenarios will actually become very easy. 

    This guide is divided in three chapters:
    1. Park value formula
    2. Ride value formula
    3. Conclusions (tips)

    If you dont like reading through code, you should probably skip to the third chapter, where I will give some tips on manipulating park value.

    1. Park value formula

    Park value is calculated in Park.cpp , in the function calculate_park_value().

    image.png.eddc09e06d1b5d1788c49c4ec9901b1d.png

    This function is actually quite simple. First, the program cycles through all rides and calculates their value. After that it adds €7.00 (I'll use € in this guide) for every guest in the park. So if the total value of your rides would be €100000 and you have 5000 guests in your park, the total park value would become €135000. Now, the difficult part of this function is calculating the ride value.

    2. Ride value formula

    To get the park value, the value of all rides has to be calculated. The formula to calculate ride value is as follows:

    image.png.7ae9e9ce30a6e99d2a10da1ccfaa07e2.png

    There are three important variables in this function:
    1. Ride->value
    2. Ride customers in last 5 minutes
    3. Ride bonus value

    1. Ride value
    Ride->value is calculated by taking the excitement, intensity and nausea of a ride, and multiplying those by certain factors. Then after that, the result is multiplied by an aging factor. Basically, the older the ride gets, the lower the value will be. In this guide, i have explained how to calculate this value, as it also determines how much you can charge for your ride! 
    The cool thing is that this part of the formula can be abused. If you make a ride with ultra-extreme intensity and nausea, and because Ride->value is for a large part a multiplication of the stats with a certain factor, this means that the ride value will become very high!

    2. Ride customers in last 5 minutes
    This part is quite self-explanatory. For a good ride value, you'll want rides with a high throughput of guests. If you need a high park rating, try building rides with a high capacity.

    3. Ride bonus value
    This is a bonus value for every ride, which is also used to calculate how many guests spawn in your park. The ride bonus values can be found in RideData.cpp, under const uint8 rideBonusValue[RIDE_TYPE_COUNT].

    image.png.3734ce7d4b883262737714df266a7938.png

    Every ride type has its own bonus value.

    Example

    Now let's take an example ride to calculate its contribution to the park value. In the guide where I explained how much you can charge for your ride, we had an example Giga coaster which had an excitement of 8.00, an intensity of 5.50, and a nausea rating of 4.00. When we used the spreadsheet from that guide, we found a value of 88 when the ride was younger than 5 months. 88 will be the value we use for the Ride->value in the formula.

    image.png.d84c90c59902f49c68bf55e0f3ca240c.png

    For the number of riders in the last 5 minutes, lets just assume the ride has 1200 guests per hour, which gives us 100 guests in the last 5 minutes.

    The ride bonus value of a Giga coaster can be looked up in the table in RideData.cpp, and it turns out the value is 120.
    image.png.9b7b40b374b049e65ebbbf2fe6a8b157.png

    We can now substitute those values in our formula:
    image.png.c5e8d5b981684df4dfbcef0fbdb5aef2.png
    ride->value = 88,
    ride_customers_in_last_5_minutes = 100,
    rideBonusValue[ride->type] = 120

    (88 * 10) * (100 + 120*4) = 510400

    To get the contribution to the park value in money, this value has to be divided by 10, so this giga coaster would contribute €51400 to the park value.

    This value will diminish over time as the ride gets older, because the ride->value component will get smaller over time. Also, it will be 25% less if there is already another ride of the same type in the park.

    3. Conclusion (tips):

    As explained in the previous chapters, the park value is calculated by summing the value of all rides, and then adding €7 to the value for every guest. 

    Here are some park value tips and considerations:

    - For a high ride value, the stats of a ride need to be high. You can abuse this by making rides with extreme stats. A few very high roto-drop towers or freefall towers are a very cost-effective way of increasing your park rating. 

    - Build rides with high capacity and keep the throughput high. 

    - If rides break down, the throughput will be temporarily reduced, decreasing the park value. Try to keep downtime for rides low.

    - Rain will also decrease the throughput for most rides, thereby temporarily decreasing the park value.

    - If you build more than one of a ride type, their values will be reduced by 25%.

     

    This guide used the soure code of OpenRCT2 at 21-03-2018.

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