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jensj12

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Everything posted by jensj12

  1. A smaller footprint gives a few bonus points, so you'll still have a chance of winning then
  2. jensj12

    Group Park 3

    Take a look at the 5D experience in Walibi Holland, what Wuis made is almost a perfect recreation (though a slightly different theme was used). (google maps is too foggy there and google streetview is still from the time RCT2 was made)
  3. jensj12

    Group Park 3

    Looking great at the front, plain black at the back, just like a real theme park
  4. jensj12

    Group Park 3

    The monorail station building would fit on the empty spot next to the entrance. Buildings are looking far better than what I can build. The dike is fine to me, but a natural use case for it (water) would fit behind it.
  5. jensj12

    Group Park 3

    @Wuis If 900 tiles isn't enough room for the entrance area, just ask others to make it bigger. Hopefully we can make it perfect together (somehow I see your post in the latest posts section, but not here)
  6. Effects are indeed too strong (or just the wrong color, experiment). Try to avoid stacked helixes (wallpaper 3) and diagonal track drawn vertically (wallpaper 4, the length of it on the last one is acceptable).
  7. jensj12

    Group Park 3

    GP2 will need polishing and we will do that from time to time, it just takes some time. We decided to not use custom scenery in GP2 as the export objects functionality was malfunctioning quite often (edit: even just one piece of UCES scenery failed). We can try to use it, but if someone can't open the park anymore, the custom scenery objects have to be removed and disabled.
  8. jensj12

    Group Park 3

    After some more thinking, testweek at school should get priority. Will try to claim it on friday. Claimed: - Line: @Wuis, Philmon11, CoasterMaster, Broxzier, CAVIAR, Dan, ziscor Missed: jensj12 Start without then, we'll continue with them once Phil has the expansions.
  9. Wait for the devs to fix it . Moving a ghost path piece (not placing it) next to another tile can already cause a desync (as guests can walk towards it). So does not having the same sound settings and anything else that causes the scenario_rand function to be called more or less frequently than other players. Peep actions (pick up and place, hiring staff) aren't even properly synced yet. Bugs are known and numerous, but they will eventually be fixed. Desyncs that are not the cause of player actions are on the high-priority list. If you want to know more, read through the gihub issues I've posted, I don't know anything more than that.
  10. Welcome zomg! Both bugs are already known (https://github.com/OpenRCT2/OpenRCT2/issues/1943 and https://github.com/OpenRCT2/OpenRCT2/issues/1968) and a reconnect button is already being discussed and implemented (https://github.com/OpenRCT2/OpenRCT2/issues/3134 and https://github.com/OpenRCT2/OpenRCT2/pull/3153). A quick look over the github page would be appreciated, but thanks for reporting anyways.
  11. jensj12

    Group Park 3

    @Broxzier Could you start by building the entrance and making the entire map border owned? I don't know how to do that (yet). I'll build an entrance area then and add a terrain marker.
  12. @Broxzier I've checked it and the exitement penalty for having multiple coasters of the same type is not visible to players, it's only used for peep calculations. To double-check it I've also built it in an empty park, and it still shows me 5.71. Adding the paths and enabling 'synchronise with adjacent stations' (which stops the coaster completely) gave me the rating shown in your picture (even a bit higher with more paths).
  13. @Broxzier submission accepted! I only get it to an exitement rating of 5.71 though (without paths), so I'll use that when calculating your score.
  14. Due to the low amount of submissions, I've lowered the exitement rating requirement to 5.5. Still a 2x30 reverse freefall coaster is not possible. And _Fog and Redino, the cooldown for both of you is over, so you can submit another coaster if you'd like.
  15. There's currently no way of telling if someone is a vandal or not. Hiring a security guard will un-vandal guests it walks past (it doesn't just wear off over time AFAIK), but the player won't know it happened. Thus adding such information would allow the player to react to it, which isn't part of the original gameplay. I'd rather have a notification whenever something is vandalised and needs repairing, or no notification at all if staff could repair vandalised items. Btw, if you're experiencing a desync, guests and staff aren't synced anymore, so vandalism won't be synced either. Anyways, rethink your suggestion now you know what security guards do.
  16. jensj12

    Group Park 2

    Like this: Claimed: CoasterMaster Next In Line: imlegos, jensj12, Broxzier Missed Turn: Enner, UTMAN, Wuis, Squab, Przemek, WobblyRails, Racey, qbbq, Wuis, Philmon11
  17. My icy micropark park is finished now: In case you missed it, here are my previous microparks: And for anyone who want to build a micropark, here's the scenario file: Micro Sandbox.sc6 Feel free to use this thread as showcase, but finished parks only (use 'what are you working on' thread for work in progress) and please don't spam it with a lot of parks or too many screenshots (try max 4 per park).
  18. Don't just cheat stuff, there's no fun in cheating. The true challenge is to not need to cheat to build a good park.
  19. jensj12

    Group Park 2

    @CoasterMaster Feel free to claim it if you want to fix some stuff. The park probably still needs it (didn't check latest version, but before Broxzier took his turn it was really bad).
  20. The community park from the 'Group park 2' topic (page 2 of this board) desperately needs fixing. Huge park and attraction/stall/employee cap is already reached. Using the remove litter + fix vandalism cheat usually brings the rating back to 999, but it drops quite quickly after that. Due this low park rating the number of guests dropped by 2000.
  21. Smarter AI is something that will already be added/fixed, as they are considerably worse than in vanilla (or were, not sure if it's already fixed).
  22. Park value and company value are calculated by a specific formula (just like the park rating) and thus need to be forced to be a value, if you want to change them. I can't recall anyhting other than a scenario goal being affected by those values, so there's absolutely no need to cheat that (scenario goals are there for a reason, don't ever cheat them). Same goes for the EIN-ratings, if they are not what you want them to be, build a different coaster. There is already a cheat that makes guests ignore the intensity rating. Time only influences ride age, and there's already a cheat for that (and scenario goals, but again, don't ever cheat them). I can understand that when sharing a map you'd sometimes want to reset the time, but only when sharing a map as scenario for someone to play. Using the scenario maker already does that (also resets ride age to fix undefined behaviour). Remove guests that... While certainly being helpful, I see no use case for it (where there are no other solutions). The game already makes those guests leave the park. If they are stuck and can't leave your park, a new group of guests will get stuck again if you remove them, so you'll have to fix the paths and then the game will already 'remove' those guests by making them leave. There is already a cheat for removing all guests. Good idea's, but for the devs not worth the hassle.
  23. There's a workaround: save the track as .png (another extension might work too) and manually rename it to .TD6
  24. Go to steam -> right-click RCT2 -> properties -> browse local game files, that's the folder you're looking for.
  25. It's 4x4, and the data stored is about 16 times as much if we broke it into 1x1 squares (1 bit for every tile in the park, which is up to 256x256 in size).
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