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/vr/ - Retro Games


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File: 2.22 MB, 2000x1341, wooden spaghetti.jpg [View same] [iqdb] [saucenao] [google]
8521070 No.8521070 [Reply] [Original]

I see that we died again. Maybe we should take a break.

Previous: >>8479786

Awesome Downloads:
>OpenRCT2 - Currently the best way to play Rollercoaster Tycoon. We use the stable version for multiplayer unless otherwise noted:
https://openrct2.org/downloads

>RCT1 recreations - updated and meticulously crafted in 2013 by Crappage for near-perfect accuracy, right down to available rides and research order (contains "Real" parks and gaming magazine parks):
http://www.mediafire.com/download/3cw47sd2wt3hues/ExactRCT1Recreations.zip

>/v/ pack - updated to include the latest scenarios and tracks made by 4chan users and some other communities (We're updating this file as more stuff is created, currently has 129 scenarios and 175 tracks, includes sandboxes):
https://www.mediafire.com/file/yx5kmxythtx58lj/vpack.zip/file

>UCES - includes all objdata files already extracted from each scenario upon loading, and includes tracks:
http://www.mediafire.com/download/7wcrq3xl266d1bj/UCES.zip

>RCT2 Extras - includes the official remade RCT1 scenarios and Panda World created by Chris Sawyer/Atari, as well as different color waters and paths, the Windowed mode hack, RCT1 menu music, and some modified .exes if you need them:
http://www.mediafire.com/download/5bcw39lec5mkxd6/RCT2_EXTRAS.zip

>Amazing Earl stuff - adds some custom-made rides and scenery:
http://www.mediafire.com/download/f3jzct5v8kbzdfj/AmazingEarl.zip

>RCTConvert a tool made by Rvnx to convert RCT2's sound files into mp3
https://trigger-segfault.github.io/tools/rct2-tools/audio-extractor/
---
Helpful Resources:
>Knowledge Base
https://web.archive.org/web/20160807005625/http://www.rctstationarchive.com/knowledgebase/index.shtml

>RCT1 Manual
http://replacementdocs.com/download.php?view.1111

>> No.8521108
File: 766 KB, 1555x1166, P1000459.jpg [View same] [iqdb] [saucenao] [google]
8521108

we back bois

>> No.8521112

Last one was only a couple days off from auto-sageing. Just wasn't a midday post today to bump it.

>> No.8521146

>vpack last updated in 2016
pathetic

>> No.8521147

>>8521146
I'll contribute a couple scenarios once it isn't a pain in the ass to set up ride and scenery lists.

>> No.8521312

>>8521070
>8206 ft
>41 drops
only 8.00 excitement
What do these bastards even want for a 10.0 virginia reel?

>> No.8521625

>>8521312
Would getting the average speed up help?

>> No.8522481

>>8521312
maybe more lateral G's and bigger drops would help

>> No.8523205

>>8521312
let me ask you a better question
who would even consider a virginia reel a 10/10 coaster IRL?

>> No.8523226

Have you guys ever read the RCT1 manual? It's a nice little book. It gets me into the mood to play the game every time I read it.

>> No.8523554
File: 718 KB, 1396x808, Lumberjack.png [View same] [iqdb] [saucenao] [google]
8523554

A small woody that I managed to fit into an awkward corner. It's nothing spectacular, but I'm pleased with how it turned out.

>> No.8523573

>>8523554
Excellent use of the space, Anon. Love the interlink with the monorail and the separate entrance/exit stations.

>> No.8524265

>>8523554
>Ivory Towers
Pretty cool considering the crappy landscape

>> No.8524364
File: 1.27 MB, 1920x1080, Bumbly Bazaar.jpg [View same] [iqdb] [saucenao] [google]
8524364

Tried to see if I could make a Giga Junior today and I'm actually shocked it came that close to being <10 intensity. Maybe with more work. Anyway Bumbly Bazaar completed, cute scenario.

>> No.8524384
File: 2.68 MB, 1920x1080, rct.jpg [View same] [iqdb] [saucenao] [google]
8524384

wich coaster will you ride?

>> No.8524386

>>8524384
I'd ride the first shop that sells me ear protection.

>> No.8524963

>>8524384
jesus christ anon, that's like one of those stacked pasta bowls you get at specialty restaurants

>> No.8524968

>>8523205
I'd never ride one at all, any VR even if I were looking for a 4.0 coaster if it's what it looks like in RCT.

>> No.8525084

>>8523554
I like the red loop hidden in the trees there too.

>> No.8525191

>>8524968
If you think the Virginia reel looks like the spinning wild mouse of the side-friction era, you would be correct.

>> No.8525639
File: 768 KB, 1940x1038, Ivory Towers 2022-01-16 14-24-35.jpg [View same] [iqdb] [saucenao] [google]
8525639

>>8524265

I had fun trying to fit rides into the space available and making them follow the terrain where possible.

>> No.8526216

>>8521625
Average speed does not improve excitement by much, and a higher average speed would just put it above 10 intensity, anyway.
Virginia Reel is just a really bad coaster stat-wise. It's probably not even possible to get it to 10 excitement.

>> No.8526278

>>8521312
Drops stop adding to excitement after 9 drops IIRC, afterwards you're just raising intensity.
>>8526216
The easiest stats to improve are max speed and highest drop height. Just create a very tall mountain from which to drop from and the excitement value should go up.
Furthermore, you can get a shit ton of points just by having track pieces of station pieces of other rollercoasters interact with this rollercoaster. There is a large amount of combinations that you can employ to max excitement bonuses.

>> No.8527083

>>8526278
>Drops stop adding to excitement after 9 drops IIRC, afterwards you're just raising intensity.
I didn't know that and it's going to affect my play. Thanks man.

>> No.8528006
File: 24 KB, 2048x1152, 1611885026339.png [View same] [iqdb] [saucenao] [google]
8528006

I'm going to attempt to make the Huge Ass Rock (Big Ass Rock 2)
I'm not sure if I can stomach the amount of landscaping needed.

>> No.8528689

>>8528006
good luck anon, I will wait for your updates eagerly.

>> No.8528696

>>8525639
that park is bonkers, well done my dude

>> No.8528719
File: 409 KB, 1600x1263, R.jpg [View same] [iqdb] [saucenao] [google]
8528719

>>8524384
Tora! Tora! Tora!

>> No.8529134
File: 2.05 MB, 2880x1800, Screen Shot 2022-01-17 at 21.22.33.png [View same] [iqdb] [saucenao] [google]
8529134

Felt like I got too ambitious with the snow park, so have mothballed it for the time being and decided to scale back and try to focus on scenery design.

Please enjoy/provide feedback on this scenario I'll be working on, inspired by Boris Johnson's outing to Peppa Pig World.

https://files.catbox.moe/0ey9ed.park

>> No.8529282

>>8529134
What is this file extensions? Is it a scenario? can't seem to open it, expected sc6

>> No.8529296

>>8529282
It's the new OpenRCT2 file format sorry. I'll try to grab an sc6.

>> No.8529853

>>8529134
kek, love the concept

>> No.8529912
File: 309 KB, 420x420, Keksimus Maximus.png [View same] [iqdb] [saucenao] [google]
8529912

>>8529134

>that description

>> No.8529929

>>8529134
I just noticed there's a typo in the description.

"tbe" should be "the".

>> No.8531626
File: 58 KB, 863x720, 1642338983902.jpg [View same] [iqdb] [saucenao] [google]
8531626

>try to build simple coaster
>14 intensity and 1 excitement every time
Ill just stick to building river rapids and fume logs.
Even my goddamn ghost ride kept crashing and killing guests.

>> No.8532019

>>8531626
show me your ride anon. let me tear it apart more than the game ever could

>> No.8532025

>build shitty bobsled coaster
>working fine for 10 in game years
>suddenly explodes out of nowhere
>6 people died
good, bobsled coasters fucking suck

>> No.8532050

>>8531626
what do your whiplash-inducing coasters look like, anon?

>> No.8532252
File: 16 KB, 362x298, EIa1o6mWsAEPlQw.jpg [View same] [iqdb] [saucenao] [google]
8532252

>>8531626

>> No.8532334

>>8531626
you know the drill dude, post pics

>> No.8532543

>>8529929
Good catch. Also I realised you can't actually finish off the Monorail if it's under a protection order which is slightly annoying. I don't know if there's something you can do in the game to make rides extendable but not destructible.

>> No.8532645

>>8531626
I don't think your coaster can be BOTH simple and over 14 intensity together unless one of 4 things is happening, so this is a checklist for you:
- You are not banking your turns. Turns that are preceded by a lean to the same direction as the turn should be your normal in these games. Only some coasters can even bank while on a slope, so use sloped turns only at low speeds.
- You are taking corkscrews too fast (they are the unbanked turn of inversions, slow way down, they need much less speed than a loop)
- You are using Powered Launch at really high speeds. (If the ride needs a huge boost to get up something at the start but it's too much for subsequent track pieces, use brakes before them. If the ride needs a huge boost to keep inertia for the rest of the ride, lower the initial boost and put mid-ride boosters to get speed back.)
- You are making really really tall coasters and not taking care of vertical Gs by using the big steep-to-level and level-to-steep curve pieces

An excessive amount of drops or inversions in the coaster can also be culprits but that wouldn't be a simple ride imo.

>> No.8532647

>>8532025
Riders have variable weight apparently. Maybe it took that long for a minimum-weight bobsled to be bumped from behind by a slightly faster bobsled with your park's fattest guests all on it, which stops it and then suffers a crash from the next?

>> No.8533558

>>8532025
fat guests and rain do not mix

>> No.8535219

>>8533558
you gave me an image of guests exploding if they come into contact with water

>> No.8535391 [DELETED] 

>>8535219
>image
have a webm then

>> No.8535401
File: 2.94 MB, 1688x1142, 1624376738118.webm [View same] [iqdb] [saucenao] [google]
8535401

>>8535219
>image
have a webm then

>> No.8536579

>>8532645
For anyone who DOES have too many drops, or is wondering why they appear to have too few and want more: Helixes uniquely never count as drops. No other pieces descend while not counting as a drop IIRC. Additionally you can't stagger 1 drop into 2 drops with just a pair of slope-to-level and level-to-slope pieces, both are counted as downward to the game so it's still a continuous drop to it. You need a level or upward piece to break up a drop.

Using these to fine-tune the drop count saves a lot of wasted work when your ride is slightly too intense or unexciting.

>> No.8536632

>>8535401
>the looney tunes stuck pose when they walk off the end
>speed boost engaged
>explodes into rollercoaster parts

>> No.8536735

>>8535401
my sides

>> No.8536919

>>8532645
It was probably the first two. I deleted the ride so cant show it.
The ghost ride had a massive drop underground with a turn right after so carts would fly from the track instead of taking the turn. I fixed this by making the drop shorter and adding some breaks before the turn but fat guests still made it crash once in a while.
Didnt bother changing it because i won the scenario already. (It was the cliff one from the first expansion of rct1)

>> No.8537626

>>8529296
Any luck?

>> No.8538526

>>8528719
Retarded moan!

>> No.8539819

is there a site with real life park recreations? I always liked the six flags park recreations in RCT2, even though they're super out of date now

>> No.8539862
File: 92 KB, 807x415, G.O.M.P.png [View same] [iqdb] [saucenao] [google]
8539862

>> No.8540048

>>8536919
just put the turns on the tops of hills in ghost trains

>> No.8540054
File: 133 KB, 1000x1000, stairlifts-1.jpg [View same] [iqdb] [saucenao] [google]
8540054

>>8539862
>the default lift speed of a fully loaded splash boat

>> No.8540480

>>8540048
It had to return to the station after going underground though.

>> No.8540981

>>8539862
>>8540054
Is there any way to increase the lift hill speed of Splash Boats without melding tracks via object clearance?

>> No.8541104
File: 24 KB, 248x239, cheat.jpg [View same] [iqdb] [saucenao] [google]
8541104

>>8540981
Goes up to 255mph.

>> No.8541121

>>8541104
do they fly off if you put it up to max?

>> No.8541128

>>8540981
>>8541104
Splash Boats don't have a lift hill setting and unlocking operating modes doesn't give it one. Trying to put splash boats on water coaster track doesn't work either as it only has flat straight water track. You do have to merge.

>>8541121
If the vehicle type is susceptible (ghost train, bobsleds, etc). Before OpenRCT2, when we had to use a trainer, hacking lift hills was a way to do boosters. They have a maximum acceleration even with a stupid high speed.

>> No.8541546
File: 22 KB, 284x454, chain lift.png [View same] [iqdb] [saucenao] [google]
8541546

>>8541104
>>8540981
you could also use this option while building to use true chain lifts

>> No.8541557

>>8541128
>If the vehicle type is susceptible (ghost train, bobsleds, etc).
damnit, it would have been hilarious seeing them go flying

>> No.8542987

>decided to try turning gravity gardens into a megapark
>now starting to realize how much I miss having shitty thrill/gentle/water rides to pad land space with
>coaster building creativity is at an all time low right now
pain and suffering

>> No.8542993

>make tiny coaster with powered launch
>shit these all over the park
>feel soulless

>> No.8543227

I hate that I make really compact areas to optimize space and actually wind up using so little of a park that I don't feel like I ever played to scenario. All so my gentle rides and their queues fit each other like a tetris next to the path. I build after, but I usually hit scenario goal only after 1 or 2 actually creative tracked rides, with 80% park unused.

>> No.8543332

>>8543227
I just wish scenery wasn't expensive enough to get in the way. Dropping a couple flat rides in a nice building can cost a few thousand in scenery and spacing out with lush gardens isn't super cheap either.

>> No.8543537
File: 2.03 MB, 2880x1800, Screen Shot 2022-01-21 at 19.00.52.png [View same] [iqdb] [saucenao] [google]
8543537

Finally getting to work on the main section of the Wonderworld park. The new MarcelVos video inspired me to give the Powered Mine Ride a go for once. It's a less intense preference park so helpful that it comes in under the crucial 4 intensity.

>> No.8543649

>>8543537
Very pretty

>> No.8543735

Anyone hosting this weekend? Anyone got any ideas for workbenches to build on?

>> No.8543963

>>8524364
lmao, now this is quality content.

>> No.8543971

>>8541128
>Before OpenRCT2
I still use lift hills for boosters, gives a more gentle acceleration than the retard strength boosters.

>> No.8543981

I've been away from the thread for 2-3 years. What's the situation, any from the old guard still posting? Any collabs happening?

>>8543537
Stretches of straight track is fine, but it would look better if you try to make it interesting somehow. Maybe add a viewing point on the path beneath the track or use scenery to make the straight part a bridge.

>> No.8543987
File: 1.44 MB, 4080x2220, 1623621000563.png [View same] [iqdb] [saucenao] [google]
8543987

>>8543981
>Any collabs happening?
I wish. Its been months since the last one.

>> No.8545048

>>8543987
I'd love one now that I'm feeling a lot more confident about my scenery skills.

>> No.8545665
File: 579 KB, 923x604, SCR149.png [View same] [iqdb] [saucenao] [google]
8545665

What are you building this weekend?

>> No.8545805

>>8543981
Some oldfags are around but everyone posts anon these days. Collabs in their original form are more of a rarity these days. Nowadays we have hosted servers on weekends sometimes. Someone will host a large map and we'll fill it in. Shit's comfy.

>> No.8545903

>>8545665
>mini coaster wild mouse
fuckin' cool, anon. Love it.

>> No.8545952

ok so what version are we on these days? Just the latest stable?

>> No.8546010

>>8545903
Thanks m8. I wanted to have banked turns like many modern Wild Mouse coasters have so I had to use some other track for that. Experimented with merging different tracks and it looked like shit, went with this. Really happy with how it looks.

>> No.8546151

alright you fucking fags, here's your server. Latest stable build.
97.69.221.186:11753

>> No.8546213

>>8546151
keeps desyncing for me

>> No.8546219

>>8546213
is it actually desyncing or is it just giving you the notice when you join?
user-hosted servers tend to pop the desync detected notice when you join, just ignore it and remember to reconnect every now and then

>> No.8546227

>>8546219
i get the notice when i join and reconnect. I dont think my chat messages are showing up either.

>> No.8547026
File: 98 KB, 574x303, entrance gardens.png [View same] [iqdb] [saucenao] [google]
8547026

>>8546151
I like how these gardens turned out.

>> No.8547123

>>8547026
Not being in the server but knowing how they can be, my first thought was "what a good swastika fix"

>> No.8547136
File: 25 KB, 400x400, Ehkm5UHWoAQhYwi.jpg [View same] [iqdb] [saucenao] [google]
8547136

>>8547123

>> No.8547490

>>8547026
really like the corners here

>> No.8547676

>>8546151
I’ll join in later

>> No.8547936

>>8546151
>97.69.221.186:11753
Not working

>> No.8547962
File: 2.29 MB, 2880x1800, Screen Shot 2022-01-23 at 00.06.30.png [View same] [iqdb] [saucenao] [google]
8547962

>>8547936
>>8547676
Yeah, it just seems to be down.

Please enjoy this abandoned Arabian Peninsula park area idea in the meantime.

>> No.8548029
File: 2.11 MB, 2880x1800, Screen Shot 2022-01-23 at 00.30.42.png [View same] [iqdb] [saucenao] [google]
8548029

>>8543981
This has evidently been sitting in the back of my mind. I hope I have devised a solution.

>> No.8548753

i get non stop notifications that my visitors can't find the exit of my park. what should i do about this?

>> No.8548764
File: 1.09 MB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
8548764

>>8548753
Click on the notification which should lead you to the peep group window; from there, it should direct you to the peeps thinking "I want to go home" / "I can't find the park exit"; click on the map icon and look for the flashing dots in clusters. The pathfinding isn't the greatest. General rule of thumb: guests will want to travel the shortest distance between paths.

>> No.8548768

>>8548753
have a better layout
post park

>> No.8548775
File: 37 KB, 1097x664, 1629874942277.png [View same] [iqdb] [saucenao] [google]
8548775

>>8548753
double check to make sure there is no guest death spiral. Large parks and double+ paths can have guests going in circles.

>> No.8548779

>>8548775
thanks docs

>> No.8548785

>>8548753
Did you start with a large park like Evergreen Gardens and forgot to place No Entry signs/delete the paths until you're ready to expand?

>> No.8548801
File: 1.12 MB, 1799x1353, Unbenannt - Kopie.jpg [View same] [iqdb] [saucenao] [google]
8548801

>>8548764
>>8548768
>>8548775
>>8548785
i marked the street with yellow that is the only dead end. there is no room to connect the end of the street to anything.
but most visitors say that they cant find the way when they are already out of the park and on the way to the end of the map...

>> No.8548810

>>8548801
>RCT1
Pathfinding in RCT original is worse than 2's (of course). If the yellow line along the left is a dead end, peeps will still try to connect to your little food court section. My advice is to kill your monorail queue and turn that into a public path.

>> No.8548870

>>8548801
Also is your exit from Woodchip (wooden coaster) connected to any main arteries of pathway? Unfortunately you can't expect guests to find their way via your monorail.. Earliest mistake I learned as a kid.

>> No.8548873
File: 318 KB, 800x601, Unbenannt - Kopie.png [View same] [iqdb] [saucenao] [google]
8548873

>>8548810
yes it worked. thanks

>> No.8548874

>>8548873
Gut gemacht broski

>> No.8548881

>>8548870
yes it's connected to the road behing the big wheel

>> No.8548896
File: 583 KB, 230x158, 1540908558981.gif [View same] [iqdb] [saucenao] [google]
8548896

>>8548874

>> No.8549036
File: 149 KB, 472x377, Untitled.jpg [View same] [iqdb] [saucenao] [google]
8549036

Reminder that going underground can help you solve path puzzles.

>> No.8549061

>>8549036
OH MY GOD THOSE GUESTS ARE GOING TO FALL INTO THE VOID

>> No.8549291

>>8547936
It's back up now, had it turned off overnight

>> No.8549320
File: 1.52 MB, 898x676, red arrow.png [View same] [iqdb] [saucenao] [google]
8549320

>>8548801
dead-end paths are a problem. Connect the path hook from the exit of the monorail to the main path. Red arrow shows the path guest logic wants them to take.

>> No.8549647
File: 44 KB, 411x224, traps.jpg [View same] [iqdb] [saucenao] [google]
8549647

I recall a guide that fully explained the pathing mechanics but not the site on which it resided, which surely is defunct and it would need to be exhumed via archive. The short of it is that intersections and entrances (queues and stalls) are decision points and at a decision point a guest will either random walk or choose the direction nearest their destination without regard for whether it will actually lead them there. The fundamental guest trap is two decision points that direct a guest back and forth. That can be a path that curves inward toward the entrance, catching them in the "u-bend," or a straight path that crosses the cardinal line originating from the park entrance.

>> No.8549729

>>8549647
Damn, I'm not surprised to learn the first but the second could also happen to a grid layout if you're not careful with alignment of the grid.

>> No.8550353

>>8549647
Devious. Good analysis.

>> No.8550838
File: 572 KB, 1088x781, terrain coaster.png [View same] [iqdb] [saucenao] [google]
8550838

>> No.8550840

I'll leave the server up overnight this time too.

>> No.8550842 [DELETED] 

https://aliexpress.com/item/1005003727673072.html

Is this transcorder any good?

>> No.8550983

Are staggered gentle-steep-gentle lift hills faster at ascending than regular all-gentle ones? I hardly ever see people posting them, but they're moving the same speed and more upward in direction overall, right? So they should reach the desired height sooner - Is this incorrect?

>> No.8551293

>>8548775
Thanks doc, it does not feel exactly right but I've been starved these last years.

>> No.8551306
File: 1.01 MB, 620x775, Fucking Alton Towers.png [View same] [iqdb] [saucenao] [google]
8551306

>>8550983
They gain height faster. However it looks absolutely horrendous and if you're playing a scenario that is so ridiculously challenging that you need that level of optimization a chain lift based coaster won't cut it anyway.

>> No.8551912
File: 1.18 MB, 1920x1040, overnight park.png [View same] [iqdb] [saucenao] [google]
8551912

server update, got a nice little park going
I'll keep it up until the evening at least

>> No.8552671
File: 1.36 MB, 3239x1536, imposter.png [View same] [iqdb] [saucenao] [google]
8552671

>>8551293
Apologies anon, here, have another dose

>> No.8552710

>>8552671
Hnnnnng---

>> No.8552893

>>8551912
>the splash boats
fucking lol

>> No.8552923

>>8552671
>filename
I need to find him...

>> No.8553000

ok taking the server down for a bit

>> No.8553870

>>8552671
Near the top spin, close to bottom in the center.

>> No.8555260

>>8546151
I'd join, but I'm too lazy to get off the beta branch

>> No.8556703
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8556703

>> No.8557312
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8557312

>> No.8557318

>>8556703
comfy little forest area
>>8557312
I wonder if you can merge mini-golf path onto booster tracks.

>> No.8557356

I don't think I've ever played RCT2 seriously. As a kid I always just played Extreme Heights and Prison Island so I could just built coasters with super high intensity no one would ride but looked cool.

>> No.8557537

>>8557356
I'm pretty sure I didn't play any real scenario completion at the time either. What sucked me into actually playing the game for real in the last year was passing these threads now and then and seeing beautiful parks I didn't know you could do. I think I clicked a marcelvos link and listened some autism and the game kind of clicked for me.

>> No.8557616

>>8557356
I always fucked around with the scenario creation tool and sandboxes. It wasn't until I started downloading user-made scenarios that I tried actually playing objectives.

>> No.8557685

>>8557356
I only appreciated 2 for the scenario editor/no money parks and that "build your own Six Flags park". RCT1 was where it was at for me, and I didn't even have the expansions.

>> No.8557785

>>8557685
I had the expansions and your post is still pretty much my experience. All I ever used them for was adding a few cool objects to my scenarios.

>> No.8559395

>>8557356
Give RCT1's scenarios a runthrough, whether classic or RCT2.

RCT1's scenarios (the ORIGINAL ones) are a good learning curve to start from. Forest Frontiers is piss easy to beat, Dynamite Dunes is also easy for your first typical 3-year time span scenario.

Others aren't so clear, like Evergreen Gardens, where you have to learn to cut off paths and build your park in sections. how you manage that is a learning experience.

>> No.8559782
File: 763 KB, 1920x1018, Rainbow Valley 2022-01-25 19-39-33.png [View same] [iqdb] [saucenao] [google]
8559782

Absolutely aids scenario.

>> No.8559786

>>8559782
and now you never have to do it again

>> No.8559870
File: 1.26 MB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
8559870

Chilling in the Dartz server (look in the master server list) playing the shittyass Wacky Worlds/Time Twister Pussy scenarios. This one is monthly ride tickets.

>> No.8559927

>>8559870
2 of us here

>> No.8560001

>>8559395
Honestly these games don't actually teach you anything, and maybe it's a problem. That's kind of why these anons' experiences were so common for players. Game doesn't tell you benches cure the unrealistically large vomit problem. Game doesn't even tell you to bank turns, build path grids, or the hundred different ride requirements. RCT is opaque, and only starts being fun to play scenario as intended when the player knows what the basic expectations of them even are.

>> No.8560025

Cum back anon he didn't mean it lol

>> No.8560047

>>8560001
read the manual nigga

>> No.8560181
File: 1.17 MB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
8560181

>>8559870
3

>> No.8560241
File: 2.12 MB, 5696x3568, Rocky Rambles 2 2022-01-25 23-01-39.png [View same] [iqdb] [saucenao] [google]
8560241

>>8559870
JOIN UP

>> No.8560453 [DELETED] 

>>8560001
>>8560047
Yup. Well into the early 00s it was still expected that you read the manual. I'm not sure what you meant by "build path grids" but it comments on path design mindfulness multiple times. The various ride requirements are something that you are absolutely meant to discover intuitively and incompletely (so much we only know because of looking at the code).

>> No.8560457
File: 107 KB, 624x457, rtfm.png [View same] [iqdb] [saucenao] [google]
8560457

>>8560001
>>8560047
Yup. Well into the early 00s it was still expected that you read the manual. I'm not sure what you meant by "build path grids" but it comments on path design mindfulness multiple times. The various ride requirements are something that you are absolutely meant to discover intuitively and incompletely - so much we only know because of looking at the code.

>> No.8560469

>>8560001
The game isn't designed for you to know the stat requirements. It expects you to build a fun version of that ride. The hidden stat requirements are it's way of punishing players who didn't build good rides. If you build realistic coasters you almost always satisfy these requirements naturally.

>> No.8561459

are block break segments having animations a feature of OpenRCT2 or have I just been blind for the last 20 years?

>> No.8561505

>>8561459
Anon, I...

>> No.8561717
File: 426 KB, 1278x1128, Gravity Gardens 2022-01-26 18-01-26.png [View same] [iqdb] [saucenao] [google]
8561717

i found this aesthetic looping style for twister coasters and now i do it whenever i can

>> No.8562270

>>8561459
I've put well over 3000 hours in RCT2 and I had no idea. Looking forward to getting home and looking at this.

>> No.8562273

>>8561717
You should be able to build a huge cock if you combine three of those.

>> No.8562278

Never before has a rct2 real life coaster recreation made me want to go ride the real thing so bad.
https://www.youtube.com/watch?v=Mw1Hpz14w9I
The goldeneye soundtrack definitely seals the deal.

>> No.8562812

>>8561717
The LIM coaster also has the elements for this if you want to do it more.

>> No.8562995
File: 210 KB, 1010x637, Extreme Heights 2022-01-26 13-42-55.png [View same] [iqdb] [saucenao] [google]
8562995

>>8561717
Twister coasters have so much versatility

>> No.8564560

>>8523226
These two?
http://cdn.akamai.steamstatic.com/steam/apps/285310/manuals/rollercoaster_tycoon.pdf
http://cdn.akamai.steamstatic.com/steam/apps/285330/manuals/manual.pdf

>> No.8565659

>>8564560
nice

>> No.8565662
File: 605 KB, 1920x1137, Crazy Castle 2022-01-27 19-05-57.png [View same] [iqdb] [saucenao] [google]
8565662

comfy castle

>> No.8565670

>>8562995
twister floorless is my coasterfu

>> No.8565727
File: 734 KB, 1920x1137, Crazy Castle 2022-01-27 19-40-43.png [View same] [iqdb] [saucenao] [google]
8565727

lil terrain hugger

>> No.8565927

>>8565662
i like the little station building for the shuttles

>> No.8565950

>>8565670
I mean it's basically the versatility of the Twister with (part of) the excitement buff of the Giga so it's certainly an easy choice.

>> No.8566714
File: 2.73 MB, 2176x1868, Thunder Rock 2022-01-27 17-24-43.png [View same] [iqdb] [saucenao] [google]
8566714

That's all RCT1 scenarios completed. Thunder Rock was quite fun to build, although the pathing issues for guests and staff caused some minor issues.

>> No.8567098

>>8566714
Will always love that chairlift. Don't know why but I do.

>> No.8568823
File: 308 KB, 2048x1152, 1612545015550.png [View same] [iqdb] [saucenao] [google]
8568823

>>8566714
apparently my thunder rock save is lost for the nth time. here is my shitty thunder rocks instead

>> No.8569436

>>8566714
it's so much fun to mess around with the vertical space.

>> No.8569704

>>8568823
>>8566714
It always puzzles me why this scenario is rated Expert when there's plenty of space to build and the objective (900, Year 4) is pretty generous. It's certainly no Rainbow Valley.

>> No.8569769

>>8569704
Because getting tired guests out of your park is the hardest thing in RCT.

>> No.8571091

>>8568823
I always found this scenario to be simply bizarre.

>> No.8571115

>>8571091
Unlike the ones involving active volcanoes, or the planet Mars?

>> No.8571191
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8571191

>>8571115
>Remember Thunder Rock?
>what if there were TWO rocks

>> No.8571339
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8571339

>>8571191
That's a great idea, shut up nerd.

>> No.8571453

I miss the /vr/ct threads that contained full blown coaster autism

>> No.8571461
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8571461

>>8571453

>> No.8571479

>>8571453
I think real coasters have just kinda left RCT's capabilities behind. Track merging and hacks only get you so far. I should try making a gerstlauer euro-fighter again, though. Maybe a Mack mouse. The one thing I really want to do is a proper GCI Woodie but the piece-by-piece curves are just too restrictive to really do it well.

>> No.8571690

The thing that would blow this game wide open again for infinite autism is forked tracks with connecting switch pieces that change a fork's path when a train passes.

>> No.8571751
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8571751

>>8571479
You really can do most coaster types. Sure, you cannot make perfect representations of real life coasters but the approximations you can make are good enough for most types.

>>8571690
You can more or less do that using banked track.

>> No.8571758

>>8571751
>pic
why not just use the RMC Hybrid track at that point?

>> No.8571779
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8571779

>>8571758
Because I was building this.

>> No.8571937
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8571937

>>8571751
>>8571779
That's a bigass sprawling GCI with steel supports what the fuck is you doing.

I meant the dense ones that spent like a quarter of their ride time in tunnels of their own supports. This one is CCI designed but GCI built so maybe I'm conflating them.

>> No.8571954

>>8571690
That is absolutely doable - just merge the tracks in one direction only. Last time I messed with it was back when 8cars on closed engine was still the thing.

>>8571751
You can get close in a broad sense for broad coasters. The problem is when you start getting into really specific things. That euro-fighter example is nearing a good one - you need to hack in vertical chain lifts and vertical drop coaster pieces to a twister coaster and you're forced to use the twister track instead of triangular/quadrangular trusses or just non-spined tubular steel.

>> No.8572013

>>8571690
http://openrct2plugins.org/plugin/MDEwOlJlcG9zaXRvcnkyNzIyMTMxODU=/AdvancedTrack

>> No.8572024

>>8571937
What GCI or CCI can't you do then?

>>8571954
I mean sure, euro-fighters won't look perfect because of the track merging but you can build them. And I would guess that new track pieces is not that far away now that OpenRCT2 is moving to their new save format.

>> No.8572037

>>8572013
>Please Note: Changes made with AdvancedTrack are saved automatically. The save data is tied to the park name and not the park save file. Make sure to use a unique park name to prevent conflicts. AdvancedTrack save data does not transfer from user to user. This will be improved when the new save file format is released.
What the absolute fuck

>> No.8572042

>>8572024
>What GCI or CCI can't you do then?
I'm not talking about replicating a particular one but just making something that fits the style. It is a bitch and a half to implement a rough vision of a dense woodie that passes through itself because of limitations in arcs available, both in radius and change of height, and pretty stringent alignment requirements once you're passing through a couple times. Fitting that next pass in often requires swinging way the fuck out with, say, a 45 s-bend and and spiral then coming back instead of just a single nice curve. You can hide a lot of this by burying shit with scenery support pieces but I really want it at least decent before I commit to that pass.

>> No.8572058

>>8572042
Could you post an example where you felt you had to take shortcuts? Because I don't recognize that problem at all. Maybe you could increase the scale of your coaster?

>> No.8572105

>>8572058
I don't have any screenshots on hand (this has mostly just been experiments in track editor that get discarded, an attempt to "rough it out") but imagine three parallel lines of staggered hills at 45deg, leaving several small gaps to sneak track through as it crosses this "spine," preferably with curves ratehr than just shooting straight through.

>Maybe you could increase the scale of your coaster?
Anon pls. The whole damn point is that it be dense. I specifically said "dense ones that spent like a quarter of their ride time in tunnels of their own supports" and "fitting that next pass in often requires swinging way the fuck out." Really the only thing left to do is just lift everything up like 20ft to leave a big empty space to use underneath.

You know what, where the fuck do you even get "shortcuts" out of anything I've said? You just don't build the kind of coasters that I do and haven't had to wrangle such limited options.

>> No.8572124

>>8572105
I'm having a hard time imagining what kind of coaster you're actually trying to build. Dense, sure. But I've never had a problem building dense GCIs and you refuse to post examples. Shortcuts was a reference to you talking about hiding unsatisfactory shit in the support structure.

>> No.8572160

>>8572124
I really don't think I can get any more clear than
>imagine three parallel lines of staggered hills at 45deg, leaving several small gaps to sneak track through as it crosses this "spine"
>dense ones that spent like a quarter of their ride time in tunnels of their own supports
except maybe to say that in "burying shit with scenery support pieces" the shit is all the exposed low track between bits of elevated track and so the scenery is just building the tunnel of supports.

Genuinely what are we actually arguing here? I'm saying that having a very limited set of turn pieces to snap together instead of anything approaching a proper spline is horribly limiting, more so when you can't just throw in a bunch of pieces to make an, at best, mildly janky large curve of arbitrary dimensions. That's pretty much it.

>> No.8572179

>>8572160
>just throw in a bunch of pieces to make an, at best, mildly janky large curve of arbitrary dimensions
So things like a random 5ft height change hitch that look fucking dumb, yeah?

>> No.8572194

>>8572160
>Genuinely what are we actually arguing here?
The ability to design perfect GCI coasters of every single kind imaginable in RCT2 I guess. I started with autism as well, funnily enough.

>> No.8572550

Imagine complaining about the capabilities of a 20+ year old coaster game.

>> No.8572635

>>8572550
Imagine caring about your hobby.

Planet Coaster and NoLimits suck as games. Parkitect actually probably handles that complaint well.

>> No.8572805

Is it fair to disable clearance checking ONLY for a piece that you can see with your eyes does not intersect the thing the game thinks it would?

>> No.8572818

>>8571479
RCT was just starting to be outdated when /vr/ct threads began. Wing coasters were just starting to proliferate, RMC hadn't started remixing everything yet, and the only thing we really wanted was true overbanks.

Now look at where the coaster industry is at. Single-rail coasters made a return, RMC hybrids are king of the coasters, and there's all kinds of crazy shit that makes TOGO look sane. Thankfully we have OpenRCT2 to keep innovating.

>> No.8572897

>>8572805
Within the context of serious play or competitions I'd say you shouldn't, but if you're going for pure aesthetics then I think it's fine. I do that kind of thing with trees and scenery as well sometimes.

>> No.8573203

>>8571779
Damn that looks cursed

>> No.8573693

>Two weeks already

>> No.8573715

>>8573693
at least it's better than last time

>> No.8573806

A new thread for when we're ready: >>8573804