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Everything posted by Broxzier
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Claiming! Claimed: Broxzier Queue: giraty, SpiffyJack, Deurklink, jensj12, cascadia, Leudimin, Darthyoda714, Jochem, xbalogan, saxman1089, Przemek Missed: Philmon11, Wuis
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Many from those suggest they are from a Lord of the Rings pack. Might be these: https://web.archive.org/web/20131027220821/http://www.rctmart.com:80/downloads/lordoftherings.php
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Sure thing. Claimed: - Queue: Wuis, Przemek, Broxzier, giraty, SpiffyJack, Deurklink, jensj12, cascadia, Leudimin, Darthyoda714, Jochem, saxman1089, xbaloganMissed: Philmon11
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Thanks for reminding me, I've updated it now. In addition to saxman: If you really feel like a very specific objects needs to be used for your area, adding it is fine, just keep it to a minimum.
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Here's the shuffled players list, and the first scenario file. Queue: saxman1089, Wuis, Przemek, Broxzier, giraty, SpiffyJack, Deurklink, jensj12, cascadia, Leudimin, Darthyoda714, Jochem Missed: Philmon11 @saxman1089 It's your turn! The OpenRCT2 Group Park 7.00.sv6
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Once imlegos and leudimin have replied, or tomorrow when there's no reply yet, I'll shuffle the list and post the scenario file so taht we can start.
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The list of players: @Broxzier, @cascadia, @Darthyoda714, @Deurklink, @giraty, @jensj12, @Przemek, @saxman1089, @SpiffyJack, @Wuis Please confirm if you're in: @imlegos, @Leudimin Starting in missed turn list (because of time): @Jochem, @Philmon11 Correct me if I've missed something.
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Go to Options > Control and Interface tab (Cogs) and click Shortcut keys... to open a window with all the hotkeys listed.
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@saxman1089 Yes: https://openrct2.org/forums/topic/2645-group-park-7/?page=2#comment-16413 I agree with saxman that having coasters (and other rides) interact with the cliffs instead of keeping them either on or off them would make the park more interesting.
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We can use both. A monorail for around the central square, like how saxman has sketched, and chairlifsts and lifsts for transport up the cliffs. They could be made to look similar to how we had them in Group Park 4. I think it should be possible to get to get the monorail on one height. The track doesn't always have to have the same relative height from the ground.
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I don't think anyone else wants to make big changes to the landscape file anymore. Then there's just the thing left that @Deurklink mentioned, how will we build the transport rides? Personally I'm not a big fan of having monirails following the paths exactly, but here and there is fine, and I would like to not have a station right at the entrance, but like a 100+ meter (300+ feet) walk away from it. These are just my opinions, I'd like to hear what you have to say.
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Sure. Assuming you're on windows and have followed the steps on GitHub to compile the project, just do the following: Run the game from Visual Studio (F5) and open the park, preferibly with Debug configuration, to prevent issues with breaking in code that has been optimized away. Pause execution (F12, or Ctrl+Alt+Break when focused on Visual Studio) In the watch window, add the entry "gParkEntrances" If the symbol cannot be found, put a breakpoint anywhere in the main loop For each entry (there are four), check the X and Y coordinates. They are saved as products of 32 - a position of 2304 means a coordinate of 72. If they are coordinates to an entrance not longer on the map, set the X value to -32768 (0x8000). This will make the game recognize the entry as "no entrance". Here's an example of how it may look. The second entry's location was at x:3136, y:768 (x:98, y:24). If this entrace was removed, setting the X to -32768 will make the game think it's no longer there.
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Hallo and welcome! Glad to hear you're joining us with the group park.
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Two of the park entrance entries are set, however only one is present in the park. The peeps that want to leave try to get to the one that has been removed forcefully. By removing this entrance from the park entrance entries, the peeps are going to the one entrance that is still in the park. Here's the park with the removed park entrance also removed from the array: Knoebels_v1.21.sv6
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I've attached the landscape file to this post for whoever wishes to make changes to it. There's no need for updating the version already, that'll happen when we start the actual scenario. Save the attacked file in your OpenRCT2/landscape folder. The results of the poll are in, and we're not making it easy here Half of the players want expansion content, and the other half doesn't. Assuming that not everyone who wants to allow costum content picked all three options, there are more players that want to use them than not. What kind of expansion content would be included in this park seems very balanced, though then we most likely run into a limit again. When you include new objects in the park, please think about how generic they are beforehand. Group Park 7.sc6
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With both @SpiffyJack's and @Przemek's suggestions in mind, I started to create a heightmap for the park. Thoughts?
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Some thing I'd like to see this park: Central area, like a square or something, for guests to relax and no rides covering it. Entrance area in a similar fashion Outside park (for simple trees and some scenery - all land is owned, but have a fence made with scenery or something around the park (I prefer this over the low border like in GP6) One large hilly area What I usually do at the start of a park is painting the paths using the land tool. Not for the entire park, but only for the yet unbuild areas.
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@jensj12 Fixed @Leudimin I agree, having one train or monorail going around the park would make it easier to build around it too.
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To decide wether or not we're going to use expansion content, I've created this poll: http://www.strawpoll.me/13976981 You can pick multiple answers. On Sunday we'll check the results. Just like with the previous few parks, I'd like to start with some teraforming before we begin, and perhaps one transport ride.
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With Group Park 6 (almost) having come to an end, it's time to start the next! How does it work? Multiple players extend and improve on a park by taking turns. We use a queue to determine whose turn it is. When joining, you'll be placed at the end of the queue, and have to wait until you reach the front before you may take yours. To not keep the rest waiting too long, there are two time limits. When a player reaches the front of the queue, they have 24 hours to claim the park, and once claimed they have 48 hours to work on it. Once finished they will post the new saved game with a short update log, a screenshot, and the updated queue, where they may add themselves to the end of again. When someone does not claim their turn in time, or went over the 48-hour limit after claiming it, they will be moved to a missed turn list, and the next person in the queue may take their turn. Anyone listed in the missed turn list is allowed to claim the park when it's not claimed already, or move themselves in the front of the current queue so that they may claim the park when the current player has finished. The missed turn list is not a queue, anyone in there has the same priority. First come first serve. In order to join, make yourself familiar with how it this all works, read the rules, and then leave a comment saying you want to join. You may add yourself to the end of the queue right away, or wait for one of the other players to add you. Rules / Guidelines Not a NSCO park - Custom content is allowed, but keep in mind that there is a limit. Including generic objcts is fine. Custom rides, foothpaths, stall, etc. is all allowed. Be rational - Don't build things that cover a large portion of the map, or build coasters every turn. Look at what the others are building, and try to blend in. When not approved by the other players, your changes may be reverted. Respect - Don't alter anything made by others without having their consent. Hotfixes - Anyone may claim the park when it's not claimed already for hotfixes, but try to keep it claimed for a minimum amount of time. Tag the first person in the queue when finished. Hotfixes do not need to increase the version number, but append something to the end of the filename (e.g. Group Park 7.12-crashfix, or simply Group Park 7.12a). Versioning - Increase the version in the filename by one. The number that needs to increase is the one after the 7. part in the filename (7. is because it's the seventh group park. The part behind the dot is a separate number). The first 10 versions should contain a leading zero.
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The way you describe it, it sounds like there are two tracks on exactly the same height. As far as I know, that will not work. The vehicle uses track block data to know the curve of the current track, where it starts and where it ends with a relative location and height offset. It then simply checks if behind the end of a track block there is an element with the correct height and rotation and same track id, and if there is, it'll pick the first track element on that tile at that height without checking for rotation or track id, meaning that no matter which one you build first, there's going to be a loop in the track somewhere.
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Ratings won't show for roller coaster
Broxzier replied to saxman1089's topic in Problems, Bugs and Feedback
The ratings for another ride may still be waiting to be finished, and if this ride is hacked in some way (merged with another track making it loop for example), the rater gets stuck, causing newer rides to never finish their ratings. -
Welcome Leudimin! Programmers are always welcome to join this project. Some features and reported bugs are marked with "starter". If you feel confident enough, perhaps you can take a look at those. There's always developers willing to help if you have any questions about the code!
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Filled up some empty spots with scenery throughout the parks, and fixed the issues that jensj mentioned. There's not much space left to build. I think it's time to start a thread for Group Park 7. Claimed: - Queue: Wuis, saxman1089, Przemek, jensj12 Missed: RedScope53, Cascadia, WobblyRails, Tune, Jochem, Monsanto, SpiffyJack, imlegos, qbbq, Wuis, TheMightyClem, giraty @Wuis The OpenRCT2 Group Park 6.79.sv6