Related Games / Theme Parkitect, new RCT-based game

  • Steve%s's Photo
    Mac support?! I may have to give this a whirl.
  • CedarPoint6%s's Photo

    In an effort to try something a little different I made a semi-recreation of Smiler.  It's close in some parts and way off in others (notably the last 2 rolls).  I'm still relatively pleased with the coaster track options in the game, though we really need half loops with the ability to offset horizontally for proper dive loops and immelmen.  Blocks aren't completely fixed yet, but they work for some of this-- enough that I can get the first and 2nd halves to duel.  Should we get some better theming at some point, I may go back and add that to the map.  

     

    smiler1_zpseesjacbp.png

    smiler2_zpsclpogt9r.png

    smiler5_zps2zsa869l.png

    smiler4_zpschjo5qq7.png

    smiler3_zpsfyxlrk6b.png

  • Louis!%s's Photo

    Yup looks good to me

  • G Force%s's Photo

    Just wish there were more textures and better peep models.  Right now the only thing holding this game back is the graphical style, hopefully that will improve as time goes along.

  • In:Cities%s's Photo

    That directly overhead shot is so cool. I'll be sold on this game once more content/scenery/textures become available. 

     

    Great job Brian!

  • Roomie%s's Photo

    Not much to report for the new version beyond the mod support which is pretty cool but still rough and ready as well as the new vertical coasters which are nice.

     

    There still a lot of the same bugbears but this is being made by a 3 man team so everything takes time. 

     

    Also i have a new 4K monitor so It looks pretty cool :)

     

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    New Peep cam mod is great

     

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    New vertical coasters are nice too.

     

    View3.jpg

    Better zoom levels now

     

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    The zoom levels are pretty extreme :)

  • CedarPoint6%s's Photo

    Here are some pictures of that Lightning Racer partial recreation I posted the other day:

    https://parkitectnex...r-thunder-right

     

    I also did a Eurofighter 320+ recreation this afternoon:

    https://parkitectnex...eurofighter-320

  • Cocoa%s's Photo
    Is there/will there be support for diagonal paths?
  • RRP%s's Photo

    Is there/will there be support for diagonal paths?
    RCT style dog leg diagonal with fake path probably. Proper diagonal paths i dont think so,as no support for diagonal shops,ride entrances.
  • Six Frags%s's Photo

    Nice work Roomie & Brian, keep them screens coming :)

    Are those red borders on the buildings new scenery items?

  • Roomie%s's Photo
    Nah they are just hedges but painted red.
  • Roomie%s's Photo

    Something I've noticed about walking around parks is how it changes certain things about how I look at park building. Suddenly sight lines are pretty important. It's going to add a new dimension to planning a park.

     

    Managed to sort out a way to get smooth barrel rolls rather than ones which rotate in several parts

    Here's an example on an El Loco ride i built.

     

    loco2.jpg

     

    Heres the normal type of barrel roll on a Supersonic Odyssey mock up i built. You can see its built of 2 parts because normally one piece can't be rotated more than 180 degrees so you have to use 2 leaving a flat area in the middle.

     

    sonic.jpg

  • Louis!%s's Photo

    I wanna see more of Supersonic Odyssey :p those barrel rolls on the el loco look much better though.

  • RRP%s's Photo

    Did you hack them to go past 180degrees roomie or are you making a roll out of more pieces? Ive only played a little with build3 but found the B&M track looked better then the rolls didnt feature a 180deg section. I make my rolls with 3 transitions.120-240-360 for example.

     

    SoqrBm5.jpg

  • Roomie%s's Photo

    Hey RRP

     

    Yeah its done in the save game file. Modify a longer (4 or 5 tile) straight piece to have a delta rotation of 355 degrees (360 doesn't work right but 355 does) and that one piece rotates a whole roll without any stops. You have to modify the Total rotation to match the exit to the roll but that's easy. (Starting angle + your delta rotation)

     

    Only takes 30 seconds to do so its pretty quick but I'm sure someone could write a mod to do it in game.

     

    Interestingly taking things a step further I found you can modify the angles of tracks by fiddling the cubic bezier values. 

     

    So drops of any value are possible (exuse the tight pull out this was just a test)

    dive.jpg

     

    Or even track at any angle (the orange tracks are the standard 45 and 90 degree tracks) At the moment though this is fairly tough to get back on grid properly but I think I know how to do it fairly easily.

     

    anyangle.jpg

     

    Just figured out what all the values actually mean so hopefully i can bend this to my will a bit more.

  • Cocoa%s's Photo
    Niiice
  • Roomie%s's Photo

    I had a chat with loopy earlier.  Having now sussed out the track system we think it could be possible to import No Limits tracks. There would be a ton of hurdles to figure out but I cant really see why not.

     

    Managed to make an offset half loop with the system anyway. So proper dive loops are now possible. (something I believe they will add in anyway but nice system to learn)

     

    offset.jpg

  • CedarPoint6%s's Photo

    ^ Using Roomie's system you can also make cobra rolls with offsets on the dive loops, so a little more realistic.  This one only leans out 1 tile, but you can easily go more.

     

    cobra%20roll2_zpspwo3juba.png

  • RRP%s's Photo

    Awesome stuff.Seb did say months ago that you should be able to import NL tracks 'theoretically'. Have you worked out if you can change the model for a section yet? so switchable 2-3 rails track.

     

    Found yesterday that you can enable/disable lifts on all sections in game (via memory editor) rather than save game editing (i assume thats what roomie has been doing?). Couldn't find the offset for banking in game though...

    aXIVLMU.jpg

  • Roomie%s's Photo
    I accidently did change it while adding nodes to a track piece (this is all one track piece.) But no idea why or how it did it.
    Attached File  received_10100674189743012.jpeg (90.33KB)
    downloads: 35

    You can also enable lifts on track sections by changing the "special" value to a 1 on any track piece in the save game file

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