A few things I have noticed.
There's many other changes I'm sure.
The thing I don't get about this 3D engine is that none of the settings have any significant effect on performance for my hardware other than the water reflection. Even cranking up the anti-aliasing has no effect. I'm a little ticked that it doesn't perform well at 1280x1024. Come on... I can play Doom 3 at that resolution with everything on at 45 fps.
So it appears that the block brake speed is to set the boost off the brake after it's stopped. Stupid. I wouldn't go as far as to say it's a show-stopper, but on a ride like the spinning mouse I built for that video, that makes the ride pretty stupid.
It's hard to say if this demo is based on the final build, because it's very possible that the two code bases were split off from each other at some point.
Jeff - Editor - CoasterBuzz.com - My Blog
For me this Demo seems to be running alot better then the other one did.
Also they've removed lots of settings from the options.txt file so we now have to endure a lengthy startup. Looks like Frontier are as obsessed about controlling us as Chris Sawyer was.
Also you can no longer import tracks from RCT2 - it is only available in the full game, and I've heard the time hack doesn't work anymore - haven't tried it myself because I'm a good boy and don't do naughty things. *** Edited 10/21/2004 8:56:01 AM UTC by Grant***
As for some of the changes... I did notice just a few things. The construction interface w/ the coaster is a little more logical by actually accompaning a description with the element right there instead of a picture (and waiting for the pop up description). The sounds of the hard "thunk" are also in place from the gameplay videos from Gamespot, IGN, & other places. I still wish that pavement would have a sound so you know you spent 10 bucks on a piece there. I haven't tried to manipulate the height of the pavement, so I can't comment if it's any easier.
...all I know is that I still got the game to crash. I was riding that Afterburner, and it was time for the fireworks show... game just completely froze up, and when checking the main Windows screen, says something to the effect of unable to load particle effects. Who knows. It was running fine at the highest resolution until that came up.
...I think when the final game is released, I'm going to be turning weather off if it's an option, as well as day/night cycles because it's hard to work in a night-cycle & the cycles go too fast!
As I said above, you can add "SkipBannerSequence 1" to the file. Just because it isn't there doesn't mean it's not recogznied.
Grant said:
Also they've removed lots of settings from the options.txt file so we now have to endure a lengthy startup.
Jeff - Editor - CoasterBuzz.com - My Blog
DawgByte II said:
I haven't tried to manipulate the height of the pavement, so I can't comment if it's any easier.
That seems to have been fixed. I had some problems with it in the first release, but now the path won't try to go one direction. It behaves nicely.
They also toned down the lift speed and took away the "themed" inverter trains.
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Jeff said:As I said above, you can add "SkipBannerSequence 1" to the file. Just because it isn't there doesn't mean it's not recogznied.
Grant said:
Also they've removed lots of settings from the options.txt file so we now have to endure a lengthy startup.
OR, if you don't want to edit anything you can just hit the space bar to skip each segment quicker.
Also...this new demo had some bugs so in a day or two yet ANOTHER demo will be posted fixing a couple of things having to do with coaster crash assets missing (though there is a way to fix it yourself now on the Atari site). Ah...the never ending cycle of software development. LOL
rentzy17 said:Now that RCT 3 is coming out, I don't think anyone will have any interest in the old game. I am sad.
Now I will go play the RCT 3 demo and become addicted to that as well.
you're hilarious!! i feel the same way too...its only a matter of time...and once the game does come out...forget it.
Lord Gonchar said:
Is it just me or does 1.1 figure the stats a bit more realistically (as far as E-I-N)?
Don't know as I haven't bothered building any new coasters, and you can't import anymore.
I did notice though the the airtime rating has started working, but the number of inversions is still incorrect.
I wonder why they changed the Looping Wasp design!
Something that was really missing in RCT2 for us greedy scenario types. :)
EDIT - it doesn't do both in the demo map, but if you rename the tutorial maps, it does. So maybe it isn't back after all.
*** Edited 10/22/2004 10:53:53 PM UTC by Lord Gonchar***
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