Jump to content

Der Planet Rollercoaster Parkitect Thread!


Recommended Posts

 

Die Achterbahn sieht nice aus, Das Layout gefällt mir. Was hat die so für Werte?

Meine Achterbahn? Die Werte sind auf dem ersten Foto drauf. Danke.

Hab mir gestern dein Let's Play angeschaut. Die Holzachterbahn sieht cool aus vom Layout (Holzachterbahnen sind eh meine Liebsten). Aber kann es sein, dass Audio und Bild um einige hundertstel-sekunden versetzt sind? Wenn das ist, kann ich mich auf nichts anderes mehr konzentrieren ^^

 

@Bullet

Ich finde die Missionen eigentlich bisher ziemlich cool. Man hat halt Ziele welche zu erreichen sind. Diese reichen von Verdiene so und so viel, über baue einen Park mit Szenariobewertung von XY bis baue eine Achterbahn mit 5 sekunden Airtime aber unter 5 Schwindligkeit (weiss gerade nicht, wie das heisst). Da muss man halt eher pragmatisch bauen und weniger auf Schön.

Link zu diesem Kommentar
Auf anderen Seiten teilen

Manche Bahnen und Parks haben sie schon sehr stimmig hinbekommen. Von der Qualität der Bahn bis zum optischen Gesamtbild des Szenarios.

 

Ich habe vorhin die erste Kampagne dieser Märchenwelt gespielt. Diese gruseligen Bäume und mittelalterlichen Objekte machen schon auch Spass ^^ . Möchte aber irgendwann einen eigenen Piratenpark von vorne beginnen. Zuerst dachte ich mir ich gebe mir die Kampagnenmissionen damit ich mit verschiedenen Sachen in Berührung komme. Habt ihr zuerst die Kampagnen gespielt oder direkt den Sandbox-Mode gestartet?

Link zu diesem Kommentar
Auf anderen Seiten teilen

Also ich spiele beides.

Zum einen Bau ich an meinem Sandbox Park - Swiss Valley -

zum anderen spiele ich die Kampagne.

Zwischen durch eröffne ich auch einfach einen neuen park um da sachen zu testen.

Lediglich die Szenarios sprich Herausforderungen die hab ich bisher noch gar nicht angefasst.

 

anbei sonst noch mein Park aus der Beta:

http://steamcommunity.com/sharedfiles/filedetails/?id=812085371

 

waren knapp 15h arbeit :)

bearbeitet von aemjay
Link zu diesem Kommentar
Auf anderen Seiten teilen

Grosses Winter-Update verfügbar:

http://steamcommunity.com/games/493340/announcements/detail/289751783837290365

 

[spoiler=lange Patchnotes sind lang]New Management Features

Ride prestige rating visible for rides and coasters on their information panel

Prestige reflects the overall appeal and value of a ride to guests

 

Reputation status visible for rides and coasters.

As rides get older, their reputation can diminish and affect their prestige rating

 

Ride reputation decay added to medium, hard and harder challenge mode maps, as well as new career mode levels in Festive King Coaster's Crackers

Added guest thoughts for ride reputation decay

Added notifications for ride reputation decay

Date opened field in the ride information panel displays Ride Reputation on scenario or challenge parks that support ride reputation decay

Reputation is in 1 of 5 states: 'new', 'deteriorating', 'old', 'reviving' and 'classic'. The state is determined by the time since the ride was first opened.

Park Management

Staff Lists - Added an "All staff" view

Staff Lists - Added ability to change salary, increase training level, assign roster, view workload and fire

Attraction Lists - Add the ability to change ticket price, and change the ride status (open, close, testing)

Shop/Facility Lists - Add a column which shows whether or not the shop is synced, and add the ability to change the shop status (open, close)

 

Sensibly colour the Open/Test/Close and profit/loss columns, making it easier to see what is happening at a glance.

Add workload indicator to staff information panel

 

New rides/coasters

Rides

Collider – Retro, SciFi ride that has 20 swinging gondolas on what is essentially a horizontal Ferris wheel that rises to an angle of 87 degrees.

Bumpin Derby - Traditional bumper car ride

 

Track Ride

Sleigh Ride - Winter themed track ride

 

Transport Ride

Iron Horse - New Steam Locomotive

 

New scenarios

Add 3 new scenarios to the game under "Festive King Coaster's Crackers"

Festive Funland - Set in our festive-themed park, spruce up your winter wonderland with seasonal scenery and draw in the merry crowds!

Cavenerous Coasters - Set in a dark grotto and with no terrain sculpting and a loan to start you off, bring success to your park

Back from the Brink - This abandoned parked is in a real mess; negative cash, huge loans and a ludicrous layout. Turn it around!

 

New location

Arctic now available in Sandbox and Challenge mode

 

New scenery

New Festive theme

Gingerbread wallset

Icing decorations

140 new scenery pieces

Christmas Trees

Baubles

Candies and Sweets

Snowmen

Gifts and Presents

 

7 x new shops and signs

Gulpee Soda

Pipshot Juice

Pipshot Smoothie

Pipshot Water

Pizza Pen

Cosmic Cow Icecream

Missy Good Dougnuts

 

Camera

Fix for 'Dynamic' Camera losing the coaster track and widgets when banking underground

Ride Camera UI now remembers the settings you last used

Make the camera slightly better on the terrain skirt

Hide guest beards when in Ride Camera

Improved "Kick Flip - Default Camera 2nd Ride Cam" to be more cinematic

Stop you being able to tunnel underneath the terrain

 

Coasters

Added 11 new coaster blueprints

Screamer - The American Arrow

Lycanthrope - Werewolf

The Hunt - Pioneer

Frenzy - Rage

Trail Blazer - Aethon

Impulse - Invincible

Red Steel - Iron Fury

Harbinger - Malice Unchained

Rebel - Mine Train

Whirlwind - Spiral

Twister - Enigma

 

Duck moments no longer add to nausea

Rolling rapids additional cars disappear if the first one falls off the track

Don't explode trains that are stopping at station.

Angle indicator added to the slope and curve track construction widget

Length indicator added to the track construction widget

Improvements to supports by adding dog-legs and sloping supports

Supports not previewing when moving an elevated ride over its prior position

Pioneer car's rear wheels now align to the track

Improvements to the Invincible support set

Fix high-speed coasters creating gaps in their heatmaps

Fix Invincible coaster cable lift holding trains at set speeds even downhill

Coaster train resets if it stalls near or at the station after a reverse launch.

Use a scrolling UV on the chain lift to match the speed of change

Dive Drop Holding Section does not seem to generate very high levels of fear during the pause

Fixed a LOD pop on the Magic Katz wheels

Changed wording for G force labels in testing tab to suggest acceleration instead of force

Wooden Coaster now has a Auto tunnel size slider

'Launched - Hydraulic' coaster - Added ability to tunnel both spline 2 and the reverse launch.

Added stairs to catwalks

Improvements to the Hyper coaster when longer than 30m

Fixed heat map problem with multiple trains. Trains now only start testing when they leave the station. Second and subsequent trains were starting prematurely which added incorrect values in the heat map

Fixed issue where multiple train flying coaster trains default to the down position when loading a park

Fixed Lift hill EFN boosts being applied across a whole coaster/ log flume, not per lift hill.

Flourishes play less often for guests who were only just excited, playing more often when guest gets more excited

Fixed for issue where coaster track supports will appear and go through the station when placing the Entrance and Exit

Lift hills now less nauseating

Added a drop shadow to the heat map labels to make it more visible against a white background

Fix issue where changing number of cars/trains on a coaster causes station and adjoining track to be unhighlighted.

Increased maximum downward slope value for the 'Invincible' coaster cable lift to -80°

Reduced the size of the Magic Katz head so the forward facing ride cam is no longer obscured

Decrease max fear boost for ducks to 2.

Flat ride Insanity art improvements, added a ladder. Better harnesses, and slight textural tweaks.

Increased default station length of 'powered track rides' from 12m to 16m to make placement of exit and entrance gates easier

Rolling River and Choppers Creak have increased max slope decline angle and set a downhill speed value

Choppers Creek (Log flume) mid sections of the drop now have 2-20m range in 1m increments, making it much easier to align the splash section to the floor.

Fixed hybrid coaster supports behaving incorrectly when near vertical and banking.

 

Rides

Fix issue when placing a Hyperspin ride where the queue has no queue time but guests don't get on ride

Fix issue where a new queue tries to go back onto the ride when building the entrance near the control booth

Fix bug where changing a ride's entrance may invalidate entrance's original location

 

Guests

Reduced clipping when guests walk into toilets

Fix seams found where necks connect to body

Adding "lamb chop" facial hair to male guests

Fixed Guest cash spent stats not taking into account refunds

Increasing the number of guests who visit gift shops

Made the different gift items have different popularity - Balloons > Hats > Momentos

Added 2 new hats to the avatar and hat shops - Elf and Reindeer

Fixed issue when changing from open state to testing with guests seated on a flat ride they will remain on the ride while in test mode

 

Staff

Added Festive King Coaster as an available entertainer

Staff placement - Multiple staff members of the same type can be placed at the same time.

Staff info popup shows the tasks counts of the previous month rather than the current month.

 

UI

HUD now shows date-of-month by default and time-of-day on mouseover, rather than vice versa.

Prebuilt coaster blueprints now show the correct cost in the browser

Using F5/F9 to load the quicksave/quickload menu now returns the player straight to gameplay rather than to the parent settings menu.

Don't disable the path cursor on invalid path, just leave the path cursor as is

Coaster trigger panel is now dynamic and can be longer

Fix a bug where the help popup wouldn't update when switching between selecting a transport or tracked ride.

"Ride X has not been tested" notification no longer appears if it's an unfinished coaster.

"Coaster x is incomplete", for when the player isn't editing an incomplete coaster and a certain amount of time has elapsed.

Added a "Delete Path" button to the path system (similar to you holding the DEL key)

Ability for you to Sync Prices in your shops

The left hand UIs (help, notification list, challenges, objectives) and the park management ui will now close the other when one opens

Added a "Recently Used" sub-category to show recently used

Add notification for when player has completed a single objective in a difficulty tier

Adding a tooltip for the UI scaling.

Fix for multi select ceases to function after deleting selected items

Fixed issue where Controls Menu resets to the top when mousing over Edit icon

Fixed coaster objectives not completing if the required value has been rounded up

Bottom browsers now have (rebindable) keyboard shortcuts - 1,2,3,4,5,6,7,8,9, 0 and i (Park Management → Multi Selection)

Added a "Go to Steam Workshop" button in "My Blueprints"

Can now rename stations of Transport Rides

Added some new Statistics to the Park Management → Misc Statistics

Fixed statistics for Queue Time reported incorrect data

 

Localisation and Text

Removed an apostrophe from the Loading Screen tip "You can change the ticket price of a ride on its Finance tab"

German - Fix word-wrapping on Help UI with long words

 

Scenery improvements

Planet Coaster sign 14 now has colour option

The Fairytale Fountain thumbnail now matches the model

Fix texture issue on Classic Brick Pillar 1m tall

Fix texture issue on Modern Wall 1m Slope

Added colour option to Panel Curved Wall 2m and 4m

Clockwork tower scenery object missing geometry/backface cull

Added 2 new flower shrubs with colour options

Fixed icons for Wooden Doors/Windows

Fixed incorrect thumbnail for Rough Brick 4m Station Surround 2

Fixed waterplanes under the environments so its not visible when you dig in the expanded areas

Fixed Vendors feet can be seen coming through the base of the shop

 

Audio

Mix pass on the entire game to achieve that rides / coasters up close are louder but are more quiet further away. This is intended to help with creating audio theme-ing a little away from louder areas.

All in all over 800 bugs, mix tweaks and optimizations have been made to the audio of Planet Coaster since release.

Added audio to new particle effects, new rides, menu's and blueprints.

New music tracks: Planet Epoch, Planets Collide, The Joy in Us All, SleighRide

Audio code has been optimized, is more responsive and runs faster.

Added audio option to play soundtrack only when the game is paused.

Fixed previously broken triggered sound effects.

Increased music streaming buffers to combat music cutting out, this might increase latency.

*.flac files are now supported by the custom-user music. Current list of file-types supported is : .mp3 .ogg .wav .wma .aac .m4a .flac

Custom user music is louder on coasters.

Guests on coasters now respect EIN values and will scream when frightened and laugh when excited. Thanks to forum community for bringing this to our attention!

Guests on coaster individual animations have audio now.

Bespoke Harness sounds for Coasters.

Coasters can be heard much further throughout the park.

Coaster crashes more audible.

Guests on coasters will fatigue over time and scream a little less. More dynamic rides will keep them louder, rides that are constantly at a high speed will tire their vocal chords. This is not a game-play changing feature, just restricted to audio.

More variation between different coaster manufacturers and secondary systems such as brakes and chain lifts.

Intro movie now respects audio settings.

Individual guests on rides can now be heard on the closest ride.

Triggered soundeffects and park speakers need to be pointed for maximum effect as they are loudest from the front. This helps with sound-effects on indoor rides being less audible through walls.

Triggered soundeffects will be louder depending on how loud the game is, in practice this should helps when using them on coasters.

When quitting the game, audio now gracefully fades out instead of being cut.

A little festive surprise in the main menu theme (no worries, we'll change that back before summer ; )

When activating the Steam overlay, the game audio is muffled to help audibility when watching tutorials.

When a steam train goes up or down a hill, the steam-whistle blows. This feature can be used to "script" where a train is audible in the park.

Vendors cash machines now make a sound when accepting an order. Like their voice it subtly changes depending on their mood.

When selecting guests, staff or mascot, they are "contacted" and will communicate back their current mood in an emote.

When rides break down, the unique ride start/stop sound can be heard breaking down also.

Game volume has been raised slightly.

 

Stability

Fix crash when unsubscribing from multiple Workshop items quickly

Fix memory leak in heatmap data cache.

 

Optimisations

Optimisation coaster music system to use less memory

Improvements in the path rendering system on big parks

Cleanup of structure of existing art assets for memory savings

Setup coaster supports to use the streaming system

Improved loding logic on coaster supports

Performance improvement when you're moving a new path piece around lots of existing queue paths

More optimisation to the park management screen to reduce delay when opening it

Optimised memory usage.

Ensured better sharing of common assets.

Improved granularity of large asset packs to separate infrequently used resources.

Revised connectivity of asset packs to reduce memory usage in high asset usage situations.

 

Improved performance.

Reviewed model LOD’s to ensure optimal rendering of low LOD assets.

 

Improved load times for parks and blueprints.

Reviewed connectivity of asset packs to ensure packs better represent the objects that use them.

Speed up loading times by caching database queries

 

Tutorials

New "advanced simulation" tutorial

 

 

 

 

@Ghost Mine :sabber::sabber:

Link zu diesem Kommentar
Auf anderen Seiten teilen

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Gast
Auf dieses Thema antworten...

×   Du hast formatierten Text eingefügt.   Formatierung wiederherstellen

  Only 75 emoji are allowed.

×   Dein Link wurde automatisch eingebettet.   Einbetten rückgängig machen und als Link darstellen

×   Dein vorheriger Inhalt wurde wiederhergestellt.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Neu erstellen...