-
Posts
2205 -
Joined
-
Last visited
Everything posted by Broxzier
-
Heya, welcome! You'll get the build-feeling back soon enough.
-
Guests getting stuck, footpath randomly removed, etc.
Broxzier replied to WaxWeazle's topic in Problems, Bugs and Feedback
Did you play with clearance checks disabled by any chance? The first two sound like a result of having hovered over a tile while having a tool active. -
Perhaps it would be nice to integrate it with the website, or at least make it more obvious that it's for everyone.
-
Let's first merge some of the rapid rivers that are used all over the park. Some are merged already, but some aren't. This will probably make space for 3 or more rides already. Then we can delete some stalls, for example in the area next to the lake. There are quite a bunch of stalls that serve food/drinks. Only one or two would be enough.
-
Claimed: - Next In Line: @Squab, Przemek, Broxzier, WobblyRails, Racey, qbbq, xbalogan Missed Turn: Enner, Philmon11, imlegos, UTMAN, jensj12, Wuis
-
It is not. The game pallet is changed dynamically for this effect.
-
You can have walls and fences under water by building them first, and then increasing the water level while having clearance checks disabled.
-
I really like this idea. Also 4 sounds like a reasonable number, it takes time before you see the scenery while playing online anyway, so players can't stack scenery that quickly.
-
Can you show us some pictures of what you mean? I have a hard time visualizing what you're trying to say.
-
It's easier to just remove some unnecessary stalls, like information kiosks, and souvenir stalls.
-
cannot play, unable to find RCT2 installation directory
Broxzier replied to Epic3295's topic in Problems, Bugs and Feedback
You'll need to install and run the original game first. -
While that's true, you can also simply ignore it and move on. When there are no new interesting ideas, the topic will die soon anyway.
-
I think we should always use at least build 2-tile wide paths, with the exception of one-way paths like ride exits. What I usually do is build a 3 tile wide path (sometimes more) for the main routes, and 2-wide paths for area's. @Dan: I don't think starting off with a predefined height park is a good idea. Starting off with a flat map at default base height would probably be easier to work with.
-
Zoomed out view crashes the game
Broxzier replied to WaxWeazle's topic in Problems, Bugs and Feedback
Does this happen on all maps? -
@LordBlumiere: The first idea is good, this definitely needs to be in there. I haven't seen it either, so if it's already present, it's well hidden.
-
Welcome to the forums, Blue! What kind of art do you make?
-
@ziscor: Wow, I never knew that! I just checked the code and indeed see that the max intensity of a guest has a chance of being increased when exiting a ride.
-
People interested so far: Broxzier, Dan, jensj12 (?), qbbq, Squab, UTMAN, WobblyRails, xbalogan, ziscor Do we all agree on a relatively small map? 100x100 or something. I think we should keep ourselves from building coasters right at the entrance. Maybe we can also make a simple sketch of how the park should be shaped beforehand?
-
@Squab Ah like that, I'm totally in for that!
-
So we've reached the limit, that's actually pretty cool I'm for merging the rapid rivers. I don't know if there are any other tracks being used as scenery in the park.
-
Enable debugging tools, and you're able to change scenery and rides at any time. There's no need to use ParkDAT or any other to change them. I agree with xbalogan, a realistic park is also what I want to go for. What do you guys think of removing most rules for this project, and just agreeing with each other before/during someone builds something?