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nexus6 posted:Aw man, why people gotta stick their faces over videos? Greater illusion of interaction with livestream viewers, I guess. Quite a few LPers I like avoid facecams for everything except livestreams.
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# ? Aug 27, 2015 22:08 |
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# ? Apr 19, 2024 23:38 |
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I'm getting loads of guests just leaving the park angry but without having spent any money at all. Either this is a bug with OpenRCT2 or the peep AI is really dumb and have them going in circles around the info kiosk, without finding a ride with high enough intensity. For this reason I built a coaster right at the entrance. Video also feature a log flume and one of those boring go-straight-then-up coasters. https://www.youtube.com/watch?v=TR1ZtQ7OoJ8 In this next short video I get to viciously filling up some innocent space in the park. https://www.youtube.com/watch?v=y_wRnjKYDB8
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# ? Aug 28, 2015 01:50 |
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I can never resist the temptation to make my entrance into a fancy decorated path circling an info kiosk. Guests tend to get stuck if you make more than one interconnecting loop of path. Like, whenever I made a figure 8-shaped path, guests would clog it up and get pissed off.
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# ? Aug 28, 2015 01:57 |
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The guest AI actually follows some pretty specific rules. When they hit an intersection they decide which way to turn, so if you have a figure 8 like that they might get confused. If you have a path that goes like Then when the guests reach the top of the stairs they'll treat that as an intersection. They are really dumb and will often turn around and go down the other staircase, which is interesting because they normally handle two-wide paths fine. This is why Crazy Castle and a lot of the RCT2 maps feel really bad to play, is because they start with really weird fucky sprawly paths and things like this, so you have to wrestle the AI's pathing more than designing coasters. I usually cut off or delete a lot of the paths and make a singular midway, with all paths branching off eventually connecting back to the entrance. It helps keep the guests from getting lost because boy do they find a way even with maps. Another interesting thing about guest AI, if you have a Mobius coaster one side will always be different from the other. Guests will -always- prefer one side even if the stats are the same otherwise. They will clog the HELL out of the queue for the side they like more.
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# ? Aug 28, 2015 02:22 |
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I was told itt that was fixed in RCT2
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# ? Aug 28, 2015 02:26 |
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It was improved in RCT2, there's still edge cases like the stairs example above. In RCT1 double wide paths would make peeps go crazy no matter what.
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# ? Aug 28, 2015 02:37 |
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A lot of it was. Maps do help guests who get lost when your paths are good. You'll see them stop, check their map, and turn in the right direction. Double wide paths are also fixed, as guests don't see them as intersections... except at the top of stairs for some reason. They'll always try to turn at every intersection to try to get closer to where they're going even if the intersection doesn't have a path that continues or connects where they want to go. The easiest way to avoid pathing issues is to avoid dead ends. There's a really good webpage out there about it. I'll see if I can find it. EDIT: Found it here: http://www.rctmart.com/fossil/PathingSystems.html The site also has writeups on some other things like ride design and certain problem parks. Tyty fucked around with this message at 02:49 on Aug 28, 2015 |
# ? Aug 28, 2015 02:38 |
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Wooper posted:I was told itt that was fixed in RCT2 Jehde posted:It was improved in RCT2, there's still edge cases like the stairs example above. In RCT1 double wide paths would make peeps go crazy no matter what. Specifically it was improved from double wide paths causing an intersection decision every tile the guest moved. Only having that occur in edge cases such as at the top of stairs is a huge improvement on that. I never played the original without expansions, so I wonder how people tolerated the ai without the ability to place "no entry" signs over 'exit only' pathways
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# ? Aug 28, 2015 02:40 |
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Tyty posted:Double wide paths are also fixed, as guests don't see them as intersections... except at the top of stairs for some reason. Probably the bottom of stairs as well, right? I'm pretty sure the issue is that adjacent stairs are treated as two separate paths instead of a single double-wide one.
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# ? Aug 28, 2015 02:40 |
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OpenRCT2 seems as if it's perfectly "just like RCT2" playable so here's hoping their next step is to improve the pathing.
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# ? Aug 28, 2015 02:41 |
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Thanks to this thread I am hooked on RCT again, especially making giant buildings in 3. Question though: Does anybody have/know where I can get a sandbox map for RCT3 (+expansions) that already had some work done on the terrain. Like a blank slate map that isn't a flat green void.
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# ? Aug 28, 2015 12:44 |
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If I remember correctly the terrain tools on RCT3 are pretty good and you can easily sculpt a landscape in a couple minutes.
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# ? Aug 28, 2015 21:07 |
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I think I've found a bug with OpenRCT where guests won't leave parks at all, even after they've spent all their money. This basically makes any scenario impossible to complete because they won't leave but they have no money so they get pissed and your park rating tanks.
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# ? Aug 30, 2015 18:19 |
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I'm excited for the multiplayer And then finally that loving stupid tumbler/facebook story would be real.
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# ? Aug 30, 2015 18:50 |
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Croccers posted:I'm excited for the multiplayer I'm not certain I know what story you're referring to.
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# ? Aug 30, 2015 19:35 |
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JAssassin posted:I think I've found a bug with OpenRCT where guests won't leave parks at all, even after they've spent all their money. This basically makes any scenario impossible to complete because they won't leave but they have no money so they get pissed and your park rating tanks. I get this a lot. What is most noticeable is that guest have less than 1$ and cant find anything to spend it on, wandering around until they get hungry. You get repeated messages in the log that guest can't find anywhere to buy food but in actuality they can't afford any but won't GTFO. I loaded up a save from my video run and the only guests leaving the park is ones that haven't spent any money. Speaking of which, here is the last video. I build a corkscrew coaster in the last empty, flat space. I ride out the the last year waiting for said coaster to research, building it, and just waiting for the scenario to end. https://www.youtube.com/watch?v=yIrE-io6_l4 I gently caress and don't get to enter my name though Bonus 10 second video. https://www.youtube.com/watch?v=fHMfdZEdT2o
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# ? Aug 30, 2015 19:52 |
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Dark_Swordmaster posted:I'm not certain I know what story you're referring to. This one, probably: Obviously total bullshit, but it sounds fun.
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# ? Aug 30, 2015 19:54 |
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I do something similar in RCT3. I'll build two pools on opposite sides of a sidewalk, or on opposite sides of a smaller ride and then build a water slide strong enough to ramp guests over the gap and safely into the other pool. It's rad as hell.
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# ? Aug 30, 2015 19:57 |
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Looks like the latest dev build fixed the guests staying in your park while having no money issue.
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# ? Aug 31, 2015 16:33 |
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Cool. The top thought among my guests at the moment is 'I'm running out of money' and I can't build an ATM yet.
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# ? Sep 1, 2015 16:38 |
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sitchelin posted:I do something similar in RCT3. I'll build two pools on opposite sides of a sidewalk, or on opposite sides of a smaller ride and then build a water slide strong enough to ramp guests over the gap and safely into the other pool. It's rad as hell. The landing pool is 1x1, surrounded by fire.
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# ? Sep 1, 2015 16:46 |
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So RCT World had a demo at PAX.
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# ? Sep 3, 2015 00:16 |
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I looked at this video of RCT world and it might actually be.... good......??
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# ? Sep 3, 2015 05:22 |
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It looks pretty okay. A good campaign/scenarios is everything though.
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# ? Sep 3, 2015 06:39 |
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Is that a corkscrew on a loop? I dub thee "Chunder-Coaster".
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# ? Sep 3, 2015 06:47 |
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RCTW is going to feel really empty, but all the tools look like they're going to be really fun and easy to use. The success of the game will depend entirely on how quickly the modding community embraces it, a la Cities: Skylines. The devs have even said as much in one of the leaked PAX videos.
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# ? Sep 3, 2015 07:11 |
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Interesting. Part of the reason I couldn't get into RCT3 compared to 2 was that they removed the isometric gameplay and tried to move away from the grid. The fact it's gone for path/rides too is a bit souring to me. I really like the grid! But it also means we'll be able to build MANY more real-life coasters, which is really cool. The interface looks really easy to use, and it looks like they've taken the past games into consideration too. I'm definitely excited. Hopefully the campaigns are good.
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# ? Sep 3, 2015 07:45 |
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Tyty posted:Interesting. Part of the reason I couldn't get into RCT3 compared to 2 was that they removed the isometric gameplay and tried to move away from the grid. The fact it's gone for path/rides too is a bit souring to me. I really like the grid!
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# ? Sep 3, 2015 08:57 |
I think I finally cracked why my car rides randomly suck rear end. Go-karts and car rides seem to tank their Excitement ratings if there's too much tunnel travel. For go-karts, the breaking point is something like 40-50% of total ride length. Has anyone figured out other stat traits to rides? Mine train coasters love helixes and underground dives, wooden coasters are about top speed, airtime and plenty of G-forces, steeplechase coasters are ranked almost exclusively by hill crestings and avoiding lateral Gs at all costs, suspended coasters need lateral forces to thrive but have a hard limit of about 3g until Intensity suddenly shoots through the ceiling... anything else?
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# ? Sep 3, 2015 09:23 |
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Also in the camera options there is LITERALLY an isometric mode. But I also get what he means, it was no longer a set "the grid does this, this, and this," feeling.
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# ? Sep 3, 2015 14:54 |
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RCT and AeroBiz I think are my favorite business sims. I just like running stuff and making profits
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# ? Sep 3, 2015 16:12 |
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Control Volume posted:I looked at this video of RCT world and it might actually be.... good......?? Just looking at the interface, it looks very touch screen friendly. I forget if they mentioned it or not, but they're probably planning a tablet version at some point in addition to controller control.
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# ? Sep 3, 2015 16:54 |
Control Volume posted:I looked at this video of RCT world and it might actually be.... good......?? It...*does* look good. I never got into RCT3 so I can't really compare it but everything looks nice and clean.
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# ? Sep 7, 2015 02:54 |
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I'm one of the few who liked RCT3 better than 1 & 2. I can actually ride the coasters, that sold me.
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# ? Sep 7, 2015 05:25 |
I just read the OP and... but there totally is a working trainer for the GOG version of Rollercoaster Tycoon Deluxe. The DragonsIOA Trainer works like a charm.
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# ? Sep 7, 2015 05:41 |
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sitchelin posted:I'm one of the few who liked RCT3 better than 1 & 2. I can actually ride the coasters, that sold me. I liked it for that, and because at night it gets all colorful with little lights and reflecting pools and whatnot. They just made it a bit too cartoony so it looks kind of bad during the day whereas the first games had more of an atmosphere of a real park (this is why I didn't like the later expansions to 2, they already were too exotic), and tunnels don't work as well as they ought to. It also just didn't feel precise enough. In the first two games I could cram a park full of rides because it was possible to be clever and efficient about using space, making rides intersect and use the terrain.
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# ? Sep 7, 2015 08:40 |
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I liked three better than two, but I prefer 1 to it because 3 lacks any sort of danger. They took out people dying to get the 'e' rating, which combined with the removal of failure conditions means that you can never really lose outside of going too far in the red to recover. There's no real risk of loss in the scenarios.
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# ? Sep 7, 2015 19:30 |
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mr sad posted:RCTW is going to feel really empty, but all the tools look like they're going to be really fun and easy to use. How good RCTW does is dependant on how well they copy rollercoaster tycoon 1 and 2 and make the game more about being a lite-buisness simulator set in a theme park rather than a theme park simulator with some clunky business poo poo tacked on.
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# ? Sep 7, 2015 19:38 |
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In other coaster-game news, Parkitect now has a pre-alpha up for anyone who's preordered it or backed it on kickstarter or whatever. Still really bare-bones at this point (it's just a sandboxy thing right now, and let's be honest these games live or die on the strength of their campaign scenarios), but if you just want yet another game to sit and design your ~perfect rollercoaster~ in or whatever you might want to check it out.
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# ? Sep 10, 2015 13:52 |
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# ? Apr 19, 2024 23:38 |
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I'm a bit worried about the Parkitect interface, since it seems to have ignored a lot of the smart decisions RCT3 made. I couldn't deal with the coaster builder UI at all; I'm sure it's not final but they have some fundamental things they need to fix. I also had a lot of trouble angling the camera in a comfortable way, every angle just seemed "off" and I had trouble parsing the relative heights of things. Also there's some weirdness going on with what track pieces are available. As far as I can tell, their wild mouse only has super-tight (single tile) turns and massive 45 degree ones, nothing in between. I do like the multiple levels of sloping, though, and being able to bank my turns to the outside (though their banking slider interface is, again, really unpleasant at the moment). Protip: like RCT3, you can get a ghost preview of your ride while constructing it. You have to build an entrance/exit, put it in test mode, then go into construct mode. Unlike RCT3, you can't test while paused.
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# ? Sep 10, 2015 13:59 |