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TomOliver

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  1. that's a good point - especially with the new large map sizes available :_)) hope the devs c ur post
  2. i checked on the launcher website, there is a new version available online - i got the new version now and it works :)) case closed :)
  3. hi all, since a few days, the launcher doesnt update the game automatically anymore - any idea? the launcher itself starts, but then the automatic update download does not initialize and the play button stays grayed out. when i swith options for the branch, from develop to release, it downloads again but i wanna have the release versions. this actually worked fine for years but since last week or so nothing happens any more :-
  4. ok, sounds really good - can confirm most of them so far by using the scenario editor when i've set up my new map yesterday what about staff, any raised limit?
  5. nice, actually i did that in former vanilla times as well but somehow thought it might confuse the pathfinding by all these "extra" crossings though it actually worked fine :_) but somehow i always wanted to try 2 tile wide paths but back in the times there were a lot of reports it doesnt really work and i remembered a few years ago that openrct were to tackle that somewhere in the forum posts/dev comments but lost track of that on my account. I guess it will be a mix of both then :_)) the avenue approach for the main walking paths and the 2 tile one for the side paths. 1 tile paths simply get too crowded when you reach 10k+ visitors anyway and it also somehow looks weird in very large parks in my opinion. @jensj12 will avoid 2+ wide paths anyway then, 2 is enough. Thanks for you input!
  6. ok cool - cause i'm planning on a brand new mega park with everything there is and multiple entrances - 750 x 750 :_))
  7. hi all, does the game handle extra wide walking paths better now than the vanilla counterparts? like 2 or 3 tiles wide walking paths. or should i stay with 1 tile wide paths at best - what's your experience? thanks for your response to
  8. sounds good. yeah, zooming out 2-4 levels is very taxing for me, too. openGL drops into the 40s and even 20s software w/ and or w/o hwx drops into the 40s
  9. hi, maybe this helps u to compare: map size 256x256, basically full with all available rides and scenery, +-15.000 guests 2k display resolution (2560x1440), normal zoom level, eg base zoom level: - all graphics quality settings maxed out in-driver and in-game - fps are capted at monitor freesync 144hz/v-sync enabled openGL 140 ish software 100 ish software/hardware disabled 135 ish system: i9 9900kf, 32gb ddr4 3800 cl14, radeon rx6800 16gb, 1tb nvme pcie3 / win10pro, everything up to date. br, to
  10. Dear All, Since this data seems to be scrambled across the whole forum, may I kindly ask about the current state of the in-game given limits? I could find this, please add your input as well: Max Map Size: 999 x 999 Max Park Entrances / guest spawning points: ? Max Rides incl Stalls: 2.047 Max Scenery: 255 per group/scenery tab or per scenery type eg small, large scenery, animated (?) Max Staff: ? Anyhow, there cant be given enough kudos to the devs for this great work! Thank you very much! TomOliver
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