Jeff said:
Same way you did in the old game... hold shift and push the mouse up to raise the starting point of the piece you're about to drop.
Jeff, thanks for posting this! I have been trying all week to do this and never could. My shift key while working on walls, never worked for coasters. I only use my right shift key, so I never even thought to try the other one. But after you said shift worked, I tried both shift keys and found that only the left one works on coasters. Strange.
I like the way it holds the ride in place for you ever after you release the shift. Very cool. Too bad the walls don't do that too.
Coasterbuf said:
I like the way it holds the ride in place for you ever after you release the shift. Very cool. Too bad the walls don't do that too.
Hold down ctrl for scenery to stay in the air
panman said:The fact that they still have a plug'n'play coaster editor (this got to me so badly in RCT1 that I never even bought RCT2). C'mon guys, the pre-fab pieces are really frustrating ...you're in a different world now. Anybody have an inside track on when the "Import No-Limits Track" feature becomes available ;)?
I could be wrong, but I suspect that the plug and play as you call it still exist out of necessity. Unlike No Limits, this game is keeping track of a lot of additional stuff besides just a coaster. Peeps, many rides, food stands, new extras like fireworks, triggered effect animations, the rising/setting sun with nighttime lighting, and MP3s all over the place, all come into play. I think if we had a game that had to calculate all the infinite number of angles, sizes and inversions for all the many coasters you might have in a park, it would be too much overhead and the game would come to a crawl. Just a thought.
"I'm data. I'm pissed! :)"
Jeff - Editor - CoasterBuzz.com - My Blog
If I was on the development team I would have designed the system so that it could build reasonably accurate recreations of popular coasters (such as the Cyclone pattern), then based the g's, speed, etc on that. Simply watching a few POVs would allow them to at least get the coastercam to run realistically.
I would imagine that most (if not all) of the development team have no interest in theme parks and roller coasters at all (except Chris sawyer who was a consultant,) and apart from a few field trips to Alton Towers, have never even been to a park before. This is only speculation of course, but I've been a games programmer for over 5 years, and most of our software engineers have no interest in the products they produce, those that do have an interest generally tend to produce better software.
I know it's only a demo, but I am amazed in the amount of bugs, but I wouldn't put the blame down to the programmers as they do have a test department which should have picked up on most of the bugs. *** Edited 10/1/2004 9:58:36 PM UTC by Grant***
Jeff - Editor - CoasterBuzz.com - My Blog
I don't expect the coasters to be perfect replicas, but the technology hasn't advanced since RCT1 back in 1999 (or whenever it was released) which is quite sad. Agreed 99% of people playing the game won't be enthusiasts, but I've shown the coaster cam to non enthusiats and they all said the coasters go way too fast, and considering I was using Chris Sawyer's Six Flags coaster recreations, it's not through my bad design. The max positive g's on Texas Giant were 9.74, which is not only unrealistic but it would probably kill most people.
RCT is a completely different game, I don't know anyone who plays RCT that really cares what G's are pulled on a ride compared to the rest of the game.
It's like saying that the statue in Sim City wouldn't only get 4 pigeons a day. Now if they got a pigeon consultant in, who knew everything about pigeons and how often they frequent statues that the game would be far more realistic and correct.
Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."
I can't imagine being so tied up in the demo that I'm worried about something as insignificant as the G's being off.
The demo gives you an idea of how the game plays.
You'll either buy the game when it comes out or you won't - what's the point in complaining about things that will obviously be running better in the retail version?
Someone's been listening to the moron majority on the official forums for too long...
will look into it more tonight, i think i got lucky with it lol
Having interest in the project has nothing to do with bugs. I can't even imagine what the QA process is for something of this magnitude.
Grant said:
If someone on the team had an interest in theme parks then they would be able to add more input to the game, and we wouldn't be seeing as many bugs as we are.
It has been said time and time again that this demo represent a beta, probably showing the state of the game weeks ago. No one was lazy or uninterested, it was just the place things were at the time. The retail release will likely be in much better shape.
Now why you'd release something from that stage of development, that I would question.
Jeff - Editor - CoasterBuzz.com - My Blog
Hi
I finally built my first coaster on last Friday since I havn't had that much time to play. The transitions are still rough, but the overbanked turns are AWSOME!
kpjb said:
I do like the fact that the queue doesn't attatch to the first piece of pavement that it sees. You can actually build a line next to a midway without having to cheat by removing and adding squares or building and removing fences.
You could do that before. You just had to reclick on the attached piece of queue after you continue building it
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