hytacker2 Posted October 26, 2016 Posted October 26, 2016 (edited) Hee guys, I made some tools with paint and I want some opinions before I submit this feature at github. I made an advanced foothpath tool with additional options. 1. Being able to select the supports for the paths as well. 2. Increase the size of a foothpath when manually placing paths. 3. Being able to select lampposts, litterbins or benches (multiple choices). These will be placed together in one time. 4. Select fenches. These will also be placed together in one time (including lampposts, litterbins or benches) 5. Selecting an additional custom picked object. (like waterfountains or banner) 6. Paths can now be placed using W,A,S,D (or arrow keys) and maybe + and - for up and down. 7. It should also be possible to raise a foothpath while holding SHIFT. This is not possible right now. This is a bit weird because pretty much every object can be raised this way. Also I made a quickselect menu. I hope some of you have played ANNO before. In this game there is a very usefull feature whereby you click on the right mouse button when nothing is selected and a quickselect menu pops up right next to your mouse cursor. The right mouse button is currently empty in ORCT when there's nothing selected. This menu can be completely customized. In the example i made you see the scenery, foothpath and the new attractions button. But these can be changed if desired. While typing this I thought it would probaly be better if these would be replaced by specific objects like a bench or a litterbin instead of a link to a window thats already at the top of the screen. These menu would also be perfect for the future eyedrop feature. If you played an ANNO game before you know how usefull this can be. The same would go for ORCT. Greetzz, Hytacker Edited October 26, 2016 by hytacker2 2
imlegos Posted October 26, 2016 Posted October 26, 2016 (edited) ... I support this idea HOWEVER, at this time some features of this would not be possible, namely the path supports selection (Which is a planned return from RCT1). It would not be possible under this current save system. I'm going to guess the bench, trash, lamp, and fence selections work in a similar fashion too the land tools where you can toggle whether or not the option is in-use by clicking it, and being inuse will light up a rectangle/square behind it. I'm also guessing these are drop-down menus that when held show the list of objects corresponding to said catagory. Edited October 26, 2016 by imlegos 1
hytacker2 Posted October 26, 2016 Author Posted October 26, 2016 Yes that's right I forgot to mention.
imlegos Posted October 26, 2016 Posted October 26, 2016 Also, as for the path supports idea; I'm thinking it would show several basic versions of the supports, specifically Wooden (Grey Tarmac) Green Generic (Green Tarmac) Generic (Crazy Pathing), Brown Generic (Brown Tarmac), Metalic (Space Pathing), and if the currently selected pathway is Dirt or Ash, their variants of Sparce Wooden (Black/Brown) (selecting a different type would set the selection too Wooden)
imlegos Posted October 26, 2016 Posted October 26, 2016 For the path scenery, I'm gonna say that a scrolling dropdown would be the way it gets implemented, and would pull specifically from the base scenery tab. (This would also support custom fence objects and custom path decorations)
X7123M3-256 Posted October 26, 2016 Posted October 26, 2016 (edited) Wait, how did you implement changing support type? I thought the current save format didn't allow support type to be set independently of path type. Are you just hardcoding the names of different DAT files, and if so, how does it generalize to custom objects? Or does it automatically generate a new custom object every time the support type is changed? Edited October 26, 2016 by X7123M3-256
imlegos Posted October 26, 2016 Posted October 26, 2016 @X7123M3-256 He hasn't implemented it. It's a mock-up in MSPaint. What I'm talking about is just theoretical implementation.
imlegos Posted October 26, 2016 Posted October 26, 2016 I still have to wonder though, what's the Select + button for?
imlegos Posted October 26, 2016 Posted October 26, 2016 You can also sorta tell it's not a working version as the supports for the path are still in the path type box.
jensj12 Posted October 26, 2016 Posted October 26, 2016 The right mouse button is not empty in ORCT2, it's used for dragging the map around. While the quickselect menu can be a good thing, there are hotkeys to open certain windows as well. Placing bins/benches/lamps on the path automatically can be a bit tricky as they are usually a bit spaced out (and it's rather easy to do afterwards), but fences along the path could be very helpful in some cases.
imlegos Posted October 26, 2016 Posted October 26, 2016 @jensj12 But just tapping RMouse does nothing. However, right mouse IS used too select banners and signs.
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