Related Games / Theme Parkitect, new RCT-based game
- 25-August 14
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Roomie Offline
Some useful little updates here. Especially the in game Twitch mod.
Devlog Update 78
Hello 2016! Last year was already pretty interesting, but this year should get quite exciting as well
The modding community over at ParkitectNexus keeps growing, which is fantastic! What’s not so great is that many mods need some kind of settings dialog and so far had to implement it themselves and opened it when hitting some hotkey, which started to become chaotic. So on the initiative of the modding community we added a mod settings screen that unifies all of that and also allows to turn off mods without having to uninstall them:
I also made two small mods myself for things that don’t need to be part of the main game - one is atemplate for a color palette changing effect:
The other is Twitch Integration, which allows viewers of a Twitch livestream to spawn their own guest and follow his activities. That should be fun
That one should be out shortly after Pre-Alpha 6 - which is a bit delayed this time due to the holidays as already said in last weeks post, but it should be done soon. We already started working on getting it stable and ready.Full Steam early access is on the way. They were just waiting to get the game up to a set point before they released it on there. Of course everyone who has paid for the game so far will get steam keys for the game too.
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Six Frags Offline
This community integration is great!
I love how these devs keep on listening to what the community needs and integrates it into the game right away! I don't think any other dev team does that..
I also really like the color palette changing effect. It adds some much needed realism to the game. I hope some more realistic looking foliage will also be made as those standard ones look a bit iffy to me, but the jurassic set foliage already looks a bit better.
The steam early access also is great news. That means the game is already on a pretty finished level. I wonder when or if it ever will be fully completed. The best thing for this game would be if the devs keep on updating and fixing the game after its official release..
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bigshootergill Offline
^ I love the smoothness of the game, very nice! The pacing seems incredibly slow, but maybe that's a WIP.
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Roomie Offline
Looks like they are working on a way to include custom flatrides too. These are all built by someone not on the development team.
https://www.reddit.c..._flatrides_mod/
Hello everybody!
So after a lot of testing and trying, I managed to implement the first custom Flat-Ride in Parkitect with great support from the devs! They actualy implemented some code to get this to work. I also started to work on some more models with my brother. This is what we've got so far! Pictures from current rides!
The Top Scan i made was already made by the developers. But i tested mine version and you can it see in game here. What do you think and which flat-ride(s) would you like to see in this mod? Video of a custom Flat-Ride in-game
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muuuh Offline
there`s some new useful custom scenery:
https://parkitectnex...l-buildings-mod
and new path objects:
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RRP Offline
Great stuff roomie and the new scenery mods get a thumbs up aswell
if only colour correction worked in the peep/ride cams
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G Force Offline
This is starting to remind me of RCT3 CSO with all the path curves and stuff. I'd imagine it would start to hurt performance at least a bit with all these new objects? -
RRP Offline
This is starting to remind me of RCT3 CSO with all the path curves and stuff. I'd imagine it would start to hurt performance at least a bit with all these new objects?
Doesn't seem to much. I don't get much performance difference loading with/without custom scenery. Most of performance loss seems to be when zoomed out really far with lots of rides/peeps.
Zoomed in reasonably close is fine,60fps.
I spoke to seb about it recently,he plans to improve performance in the future aswell as awaiting a unity patch in april ish? that will also help.
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RRP Offline
Devlog Update 79 + Pre-Alpha 6
Pre-Alpha 6 is available now! Simply grab it from the download link that you received back when you purchased the game. Use the key resender if you lost your download link.
The full change log is at the end of this post.
We also have a Windows 64bit version available now (we already had a 64bit version for Linux, and Mac is universal).
Note: if you’re using any mods you should update them, as mods from Pre-Alpha 5 aren’t compatible anymore. Most mods should have been updated to make them compatible by now.
Jumbo Estates, by lord-gonchar
Devlog
Gordon has been very busy with Parkitect audio this week!
Here’s what he’s got to say:
Audio stuff! I know you’re as excited about sound as I am and I am VERY. EXCITED. Firstly, we have added over 200 new audio files specifically to deco items, so now we have 30 new decos that whomp and clank into place when built.
But the really exciting news is that after hearing me whine about how hard it is to get authentic carnival instrumentation, reddit user mikeymillsjr reached out and blew our minds. Mikey is a band organ enthusiast, and has got us access to an INCREDIBLE instrument/machine, a legitimate 1924 Wurlitzer 165 owned by fellow enthusiast Glenn Thomas. This thing is the real deal–an absolute work of art–and we couldn’t be happier to have access to such an amazing machine.
https://www.youtube.com/watch?v=EO2lZt3ZhCo
Not only do we now have access to a bunch of real-as-it-gets classic tunes from the early 20th century played from physical paper rolls–roughly half an hour of which will be available in this update–but the machine is equipped to accept MIDI data so we can actually get it to play original compositions as well, and it is all thanks to these two awesome guys. We seriously cannot thank you enough.
Community Update
The modding community made some exciting progress this week as well, specifically H-POPS started working on the first custom flat ride:
https://www.youtube.com/watch?v=d6gjpo9u8sc
More progress has been made since that video, so it looks like there’ll be some cool stuff coming up soon
Pre-Alpha 6 Changelog:
- added Inverted Coaster
- added ride music
- added people <-> water interaction
- added saving color palettes, picking colors from existing objects, repainting existing objects
- added mod settings
- added sounds for: Bobsled Coaster, Vertical Drop Coaster
- added new background music
- added a couple hundred new build sound effects
- added attraction options: wait for half full, wait for full (+ Alpine Coaster can’t run without full cars anymore)
- added new rain
- guests can leave trains now before they reached the front of the station
- improved mechanics behaviour for maintaining/repairing rides with multiple stations
- improved blueprint builder preview performance (a lot)
- some AI improvements; most notably made employees return to their assigned zone if they’re outside of it
- improved track heightmarks: always keep them visible at unconnected track ends
- made sure windows don’t accidentally get lost behind menu bars
- Windows: moved savegames, blueprints and mods to “My Documents/Parkitect” folder; fixes issues on Windows 10
- Linux: should fix windows not rendering properly
- fixed terraforming tool being fiddly when raising/lowering large sections of terrain
- fixed delivery crates getting stacked so high that handymen couldn’t pick them up
- fixed objects not following cursor nicely when snapping to grid corners
- fixed guests being stuck on ride exit if exit isn’t connected to a path
- fixed changing attraction waiting time not working
- fixed bobsled trains derailing when loading the game
- fixed bobsled trains derailing when pausing the game
- fixed excessive bobsled car swing on non-tube tracks
- fixed parts of notification bar text entries/windows sometimes showing through tunnel entrances
- fixed scrolling the deco builder window using mouse wheel sometimes not working properly
- fixed path builder remove button sometimes acting unpredictable, especially when removing stairs
- fixed zone borders/park fences not rendering properly in loaded parks
- fixed file name input fields (for savegames, blueprints) allowing invalid characters
- fixed being able to select/delete underground objects while not in underground mode -
RRP Offline
For those who dont want to wait for kenny to fix his mods
Download this repo: https://github.com/P...hive/master.zip
Overwrite the CustomScenery folder of kenney's mods with the one in this zip
Delete the bin folder in the mod
Start through client.
Mods are installed in Documents/Parkitect/pnmods
Also louis why arent you playing already? -
RRP Offline
New rain is very heavy,appropriate i guess since that what it looks outside my window right now
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muuuh Offline
have you tried to build the inverted coaster with a diagonal lifthill yet? All diagonal pieces are tremendously large it looks so weird.
It`s also really annoying that you can't use that 45 degree track piece as curved first drops which makes it impossible to build coasters like Banshee from Kings World. -
RRP Offline
Havnt tried yet muuuh.Only had a little play with the invert in the dev build,then imported the blueprint into build 6.
You could try building a inverted station,saving,open the save in notepad,change the invert to steel track. Open the save in game,build using steel coaster sections,save again,open the save in notepad again and change it back to inverted track.
As for a 45 degree sloped turning drop. Build the flat turn,then save game edit as above to set the mid section height and exit angle.
Everything is theoretically possible to build in parkitect,if you spend the time adjusting the track piece outside of the game.
P.S gonna try build banshee now
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