SpiffyJack Posted February 20, 2017 Posted February 20, 2017 (edited) @cascadia VERY COOL Question: If those lights are used through out the park moving forward, will the effect propagate? Edited February 20, 2017 by SpiffyJack
cascadia Posted February 20, 2017 Posted February 20, 2017 7 minutes ago, SpiffyJack said: @cascadia VERY COOL Question: If those lights are used through out the park moving forward, will the effect propagate? Yes.
SpiffyJack Posted February 20, 2017 Posted February 20, 2017 @cascadia Excellent! Answers or opinions are most welcome here Since this is my first rodeo, I need to self clarify my own boundaries because I tend to build BIG 1. 800 tiles for ie. = 20 x 40 tiles as a block vs. holes within the block and spread out? 2. Does 2 turns = 1600 tiles? 3 turns = 2400 on so...? 3. Regarding transport rides as it's kind of a strong point for me, Park-wide transport rides are an exception .. Please elaborate. I could transport the entire map in one turn and I certainly do not want to overstep the rules. Not to mention, maybe its just a bad idea that has been done before and it got just in the way. Thanks in advance A maximum of 800 tiles may be covered in one turn (measured in squares, not tile-by-tile). Limit the number of new attractions: Max 1 coaster per two turns Max 1 tracked ride per turn Max 3 rides in totalExample: 1 coaster, 1 tracked ride, and 1 flat ride is allowed Park-wide transport rides are an exception No excessive stall placement Making minor changes to things made by others is allowed. Making major changes is not, unless given permission. Always provide a path to the area behind your used area (the map edges being an exception).
giraty Posted February 20, 2017 Posted February 20, 2017 I like the light effect but in my laptop whem I turn it on, the FPS drops to below 5 (yes, five) and option screens lags to come out 1
TCE Posted February 20, 2017 Posted February 20, 2017 21 minutes ago, giraty said: I like the light effect but in my laptop whem I turn it on, the FPS drops to below 5 (yes, five) and option screens lags to come out Yeah, mine lags when I turn it on too, it's in development though so will eventually properly work. Great feature however.
Jochem Posted February 20, 2017 Posted February 20, 2017 35 minutes ago, TCE said: Yeah, mine lags when I turn it on too, it's in development though so will eventually properly work. Great feature however. Have the same, but just restart the game and it should run fine. (works for me) @TCE @giraty 1
cascadia Posted February 20, 2017 Posted February 20, 2017 Fixed a few issues with paths getting disconnected from stalls: The OpenRCT2 Group Park 5.07a.sv6 Claimed: - Queue: @jensj12, Philmon11, Broxzier, Foxy, UTMAN, SpiffyJack, giraty, RedScope53, Jochem, TCE, Tune, Cascadia Missed: Wuis, YoloSweggLord @Wuis @YoloSweggLord
Foxbox Posted February 20, 2017 Posted February 20, 2017 Nice work, @cascadia But wasn't the lake suppoesd to be clear?
Wuis Posted February 20, 2017 Posted February 20, 2017 @cascadia Just an idea, but the looping coaster, twister coaster, junior coaster and I think the corkscrew coaster too- have the booster element which works rather well in this situation. You can make it speed up in water like it does in real life and even implement some inversions if you want to. If then the track is made invisble, it'll look awesome. I'd recommend for capacity wise to put some block sections (where they won't stop) throughout the ride either by tire lifts or block brakes as the ride takes quite a while to get back to the station and it's hard to make a long station. 2
cascadia Posted February 20, 2017 Posted February 20, 2017 14 hours ago, Foxy said: Nice work, @cascadia But wasn't the lake suppoesd to be clear? The coaster will only be made invisible once it's done.
HookerHeels Posted February 21, 2017 Posted February 21, 2017 7 hours ago, cascadia said: The coaster will only be made invisible once it's done. Nice idea!
Foxbox Posted February 21, 2017 Posted February 21, 2017 (edited) 12 hours ago, cascadia said: The coaster will only be made invisible once it's done. Ah! i get it now. Awesome EDIT: @Broxzier Can't add new objects, that i might need for my turn. same goes for scene objects. Good that i tested it already It dosn't matter, what i add. Edited February 21, 2017 by Foxy
Broxzier Posted February 21, 2017 Author Posted February 21, 2017 24 hours have passed since the last update. Claimed: -Queue: @Philmon11, Broxzier, Foxy, UTMAN, SpiffyJack, giraty, RedScope53, Jochem, TCE, Tune, CascadiaMissed: Wuis, YoloSweggLord, jensj12 1
jensj12 Posted February 21, 2017 Posted February 21, 2017 Sorry, university eats up my time like crazy. Barely touching any computers at all.
Broxzier Posted February 23, 2017 Author Posted February 23, 2017 Nope... Claimed: BroxzierQueue: Foxy, UTMAN, SpiffyJack, giraty, RedScope53, Jochem, TCE, Tune, CascadiaMissed: Wuis, YoloSweggLord, jensj12, Philmon11
cascadia Posted February 23, 2017 Posted February 23, 2017 (edited) Whoops, wrong post since I didn't notice it was Broxzier's turn and not Foxy's Edited February 23, 2017 by cascadia
Foxbox Posted February 23, 2017 Posted February 23, 2017 (edited) I thin i have now a nice concept, when its finally my turn. (apart from finishing the group park entrance sign.) When its finished, you can "praise the sun" ;D *hint* Edited February 23, 2017 by Foxy 1
Broxzier Posted February 24, 2017 Author Posted February 24, 2017 Work-in-progress sneak peek: There's still lots of scenery work to be done, somewhere this evening I'll upload the new version.
Broxzier Posted February 24, 2017 Author Posted February 24, 2017 Aaaaand done. For now at least So during my turn I've build part of the area where some of the staff work. They're keeping the stocks for the entire park up, you don't want your park to run out of balloons of course. Well, they're responsible for keeping track of the sales, and then there's the storage and the cars making sure everything is where it should be. Claimed: -Queue: @Foxy, UTMAN, SpiffyJack, giraty, RedScope53, Jochem, TCE, Tune, Cascadia, BroxzierMissed: Wuis, YoloSweggLord, jensj12, Philmon11 The OpenRCT2 Group Park 5.08.sv6 4
Wuis Posted February 24, 2017 Posted February 24, 2017 (edited) Claimed: WuisQueue: Foxy, UTMAN, SpiffyJack, giraty, RedScope53, Jochem, TCE, Tune, Cascadia, BroxzierMissed: YoloSweggLord, jensj12, Philmon11 Looking very neat Broxzier, might get some paths for staff up. Note: Why are there no blue windows on the farthest left and right of the building in the front? Edited February 24, 2017 by Wuis
Broxzier Posted February 24, 2017 Author Posted February 24, 2017 56 minutes ago, Wuis said: Note: Why are there no blue windows on the farthest left and right of the building in the front? That's the reflection of the roads! It's because I cheat. There's no place for a glass wall. But now that I think of it, the glass cube might work here. 1
HookerHeels Posted February 25, 2017 Posted February 25, 2017 (edited) 8 hours ago, Broxzier said: Aaaaand done. For now at least So during my turn I've build part of the area where some of the staff work. They're keeping the stocks for the entire park up, you don't want your park to run out of balloons of course. Well, they're responsible for keeping track of the sales, and then there's the storage and the cars making sure everything is where it should be. Looks great! Thats the kind of detail I'd like to see in GP5, as GP4 didn't have any like that. ~Edit~ Just booted it up. Those moving trucks.. Bravo good sir, bravo... Edited February 25, 2017 by RedScope53
Foxbox Posted February 25, 2017 Posted February 25, 2017 (edited) @Broxzier i have tested something. Not sure if you like this idea: (name/description is also multi lingual -> only those who are supported by the object creator) I will add those to the scenary tab later, on my claim. (The first entry {steep slide helix} was a faild attempt) I also take suggestions for more small enhancements Edited February 25, 2017 by Foxy
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