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Posts
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Everything posted by jensj12
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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.
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So how is everyone doing?
jensj12 replied to SensualEthiopianPolice's topic in Small Talk and Offtopic
Doing fine. Only playing/coding ORCT2 over the last few weeks. Don't remind me of my exams starting this week -
Claimed: jensj12 Queue: Wuis, Broxzier, SuperVarken, ziscor Missed: Philmon11, Dan, imlegos I'm almost done...
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can't raise land more than 120 feet
jensj12 replied to joshmarsilio's topic in Problems, Bugs and Feedback
The height limit check removal is only for ride that are high above the ground, not for the ground itself (that might still be limited by the save game format). The console itself has a built-in help, just type anything other than a command and it'll show you how to access it. -
Feel free to add some variation to the landscape (even some wireframed land), it's something the park really needs. Immediatly building it through the whole park would be too much for one turn (it's a group park after all), but you defenitely get my approval for starting it (I'll expand it if I haven't used all my 900 tiles yet).
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Staff AI is just as bad as guest AI. I've done some testing here: https://github.com/OpenRCT2/OpenRCT2/issues/3423 The devs know the AI is bad, so we just have to wait until someone takes the time (expect it to be at least a full month of work) to understand and improve it.
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Since the trains will go faster without being slowed down that much, the ratings will differ. Remember a .01 difference in lateral G forces may trigger a penalty on intensity and exitement. I'm against running two tests, as that will cause a considerable delay, especially for long rides and rides with too many trains. A difference between a testing and open ride is normal and even part of the gameplay since RCT1. Another solution I thought of (would be fun to have anyways): an emergency button (like in NoLimts). Makes all trains stop on the next block brake (or station) and all chainlifts stop immediatly. This would allow the player to test blocking block brakes (and the ride stats recording will be canceled for the current test run).
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For the ride rating calculation, it must also apply in testing mode. Stopping there during a breakdown is at the risk of the player.
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Contest is over, scores are calculated, and here are the final scores (from worst to best): 7: @Redino - Deezle Box (6.02) - final score: 5.68 6: @Broxzier - Broxbox (5.71) - final score: 5.85 5: @mokman - contest_mokman (5.99) - final score: 6.19 4: @_fog - Optimal (6.01) - final score: 6.23 3: @Kevdog3700 - Rats Nest (6.20) - final score: 6.26 2: @Mattiator - Switchback (6.65) - final score: 6.48 And the winner is... 1: @YoloSweggLord - Railgun (6.72) - final score: 6.98 Congratz! Your coaster will be included in the next compact coaster track pack and you now have the full rights to start the next Compact Coaster Contest (CCC2)! Drop me a PM (within a week) if you want to do that and we'll discuss some things (I can run it with your rules if you want). To the others: don't be disappointed, you are amogn the few that managed to build a coaster that met the requirements to enter and you've improved you building skills, which is the most important part of this.
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Trains can't go backwards on forward track, you'll need to build the track backwards if you want trains facing the other side, or make a backwards train type.
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Confirmed. I've posted a screenshot on GitHub. Edit: slightly outdated version =/ @KKLD Can you provide a screenshot of the bug with the correct game version (including the disable train lenght limit cheat)?
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Claimed: -Queue: @imlegos, ziscor, jensj12, Wuis, Broxzier, SuperVarkenMissed: Philmon11, Dan
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Removing this limit has been proposed in a pull request 14 hours ago (with lines 4193-4197 removed from track.c): https://github.com/OpenRCT2/OpenRCT2/pull/3486 Are you sure more than 14 tiles gives problems? If so, please post that in the pull request I linked.
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Guests are getting stuck on the paths Wuis added. Either remove or extend them to fix the issue.
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Looking good! Can we have a screenshot with see-through ground/scenery too? Feel free to use the 'micropark showcase' thread for small parks like this.
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Worked on it non-stop for a few hours, not good, but I'm done (yeah, couldn't come up with a super great ingenious refreshing never-done-before plan yet, hopefully next turn): Added a new ride: Overflow (don't worry about the guests, they'll get wet anyways) Built a lot of paths, a lot of them are just temporary paths to connect different area's Added toilet+food+drinks to the new area Fixed Sky Tower (I now understand why they didn't run up to the top to enter there, at that point the lower entrance was closer) Gave T'chaka river a new natural border, hope you like it The OpenRCT Group Park 3.27.sv6 Affected area's: Had to build a path through the T'chaka jungle and I built a path at the backside of Motion Raiders. I tried to fit it in nicely, but feel free to improve (sorry, AI is still horrible on nice-looking wide paths). Claimed: - Queue: @Dan, Broxzier, imlegos, ziscor, jensj12 Missed: Philmon11, @Wuis
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Claimed: jensj12 Queue: Dan, Broxzier, imlegos, ziscor Missed: Philmon11, Wuis Sky Tower was an easy fix, just moved the lower entrance one tile and everyone walked straight into the queue. I do wonder why Flight of the Iron Men has its ratings halved...
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I'll claim it in about 18 hours from now. Anyone from the missed turns list can claim it in meantime. I'm aware of the pathfinding problem with the elevator, should be fixed within two days. I see the problem now with starting a with a flat map at normal ground level... (not just you ziscor, everyone, including me)
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I think I know what you did there as I did the same thing yesterday. Don't navigate to the file and run it with powershell, first open powershell, then navigate to the repository inside powershell (using 'cd C:\Users\luke_2\Source\Repos\OpenRCT22'). Then you can run the scripts after each other inside the same powershell window. If powershell gives a security error, follow the link it gives and look there for information on how to run it in 'remoteSigned' security mode. On another note, it looks like you've cloned the repository using VS, but I highly recommend using github desktop for that (for easy syncing later on). Make sure you follow these steps (missed them the first time too) and open your own fork in github windows (the official OpenRCT2 repository will be your 'remote tracking branch'). You might want to come to the dev chat to continue the conversation there. Edit: the version of windows powershell was outdated
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Yes, fixed it in my post.
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You said you were using Visual Studio to build the game. Quit VS until you got the game to run at least once through PowerShell. Move towards the repository (if you use github, ...\documents\GitHub\OpenRCT2 is the default location) in PowerShell and run '.\setenv.ps1', then 'install', 'build all' and at last 'run'. If the game pops up you can quit safely and continue in VS. Running 'install' should take care of all the dependencies you need.