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Everything posted by jensj12
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@Wuis I like it. It might be small, but it's good. I am starting to worry again about the amount of coasters in our park (I loved the placement of the kiddie trains between the more intense rides), but my next turn will also include another coaster
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Fixing the occasional 'getting stuck' means fixing the game code. I don't think there's anything we can do right now other than just resetting when it's stuck.
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I've played RCT1 until I've found OpenRCT2. Building prebuilds is not something I do daily, nor did I ever need to raise/lower them manually.
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Sssh, don't tell anyone those signs are there... Somewhere in an old version of the second group park (in one of the corners) there's a hint for that sign placed by 'someone else'.
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I'm not sure it's currently possible to use <shift> with pre-designed rides, if not I'm pretty sure it will be added sometime. Try to raise one piece of land under the coaster just that much (before building ofc) so it jumps to the correct height when placing the design.
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The game crashed when using the tile inspector today, so I had to debug that first. Due to exams I won't be able to finish it in 48 hours, so here's the current version. I've put myself in the queue again and will finish my masterpiece in my next turn, alongside with that turn. The most noticable changes are a new, undecorated ride (Monster Jam), and a changed monorail. I already have plans for decorations. Claimed: - Queue: @cascadia, Wuis, Dan, Broxzier, ziscor, jensj12 Missed: Philmon11, imlegos, SuperVarken The OpenRCT Group Park 3.36.sv6
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Take a look at GitHub, both are already fixed: https://github.com/OpenRCT2/OpenRCT2/issues/3633 https://github.com/OpenRCT2/OpenRCT2/issues/3634
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I've already straightened the monorail where possible (which is everywhere except where is goes through Splinter) and it indeed looks better. A new ride has been built already, I just need to decorate it before I can upload it (which will be a lot of work I guess).
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A roof won't make a ride indoors afaik, only underground sections make it rain proof. A roof would thus be only for the looks (and that's why we build stuff here).
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I sometimes want to give a rep point for good OpenRCT2 creations as well, but I agree it should be disabled on the off topic boards.
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3 things that need to be improved sometime: The orange one is already edited in the screenshot and has to do with pathfinding (seems just removing those paths fixes it). Both red circles need their looks to be improved when the park is extended. Ideally, the left one should be completely removed as it is just a temporary path.
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The best way to improve is to just keep trying. I'm horrible with scenery myself too so I'm often just copying what others made (only the build style, not the building itself), but I'm getting better every time. I'd happily read what tips others have (preferably without custom objects).
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As long as nobody has claimed it you can make changes and upload it as v3.32a (within the 48 hour limit ofc), however if someone claims it while you're working on it, your extra changes are lost forever.
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How do I load .sv4 files in orct2
jensj12 replied to SensualEthiopianPolice's topic in Small Talk and Offtopic
.sv4, .sc4 and .td4 are RCT1 files. To open save files, I think you need to open the console (by pressing ` or ~), type something and follow the instructions the console gives (which will be: type 'help', that gives you a list of instructions to try). -
The left ride is built lower than the right one. This causes some scenery to overlap with the terrain, so they are not placed. Placing the ride a few tiles higher should fix the problem.
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Just open the OpenRCT2 code (follow the steps on GH very closely, both 'how to build' and 'how to contribute') and fiddle around with it. That's the fastest way to learn coding ORCT2.
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Don't show the numbers needed to level up, we don't want people spamming these forums just for an extra dot under their name.
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Hacks and Trainers in multi
jensj12 replied to SensualEthiopianPolice's topic in Small Talk and Offtopic
8cars just edits the game memory, only having it installed can't affect the game. Ride rating calculation is only done for one attraction at a time and thus can take a while in large parks (which is usually the case in multiplayer parks). It is however possible that the rating calculator get 'stuck' on hacked attractions. I think this happens when a train doesn't return to the original station and loops between other stations, but I'm not sure. Removing/editing the ride that locks up the rating calculation should fix that. -
Probably the other way round if the official version doesn't have any extra functions... I'd buy the one from Chris anyways to support him
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I couldn't extend the river ziscor started as I had already used all my tiles for the thing I built (in fact, a bit more, sorry). Wanted to build a mine ride, built a mine ride, feel free to rename as this is just a placeholder I kept. Wanted more natural hills, changed the landscape heavily in the area I used Wanted some water, made two small puddles Wanted to move the third monorail closer to the center of the edge of the map, did that. Guests complained about being lost, couldn't fix it. I did block the small piece of path near queen bee as there were one or two peeps stuck there. Most peeps are now stuck on the path around T'chaka River heading for Sky Tower or anything else on that side of the map. Took a screenshot, uploaded the screenshot: Saved the game: The OpenRCT Group Park 3.31.sv6 Claimed: - Queue: @Wuis, Broxzier, SuperVarken, ziscor, jensj12 Missed: Philmon11, Dan, imlegos There is a chance that the mine ride will crash, as trains going 90 km/h stop magically during a safety cut-out (I hope this will be fixed sometime). Filled trains only climb with 3 km/h after that. The ash footpath on the screenshot is just a temporary one to fix some pathfinding.
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We could as well sort them by any other ride stat if this it's worth it (there are already a lot more sorting options than in the original game). Too many options would clutter the user interface and make the most impartant ones (profit, queue time, age) harder to see.