ertt escribió:ufff,yo en la historia solo he hecho 3 parques.si llego a eso te digo a ver.
MrSergito93 escribió:ertt escribió:ufff,yo en la historia solo he hecho 3 parques.si llego a eso te digo a ver.
Muchas gracias, llevo un buen rato intentadolo y solo consigo un segundo como mucho en el aire y ya estoy frito
MrSergito93 escribió:ertt escribió:ufff,yo en la historia solo he hecho 3 parques.si llego a eso te digo a ver.
Muchas gracias, llevo un buen rato intentadolo y solo consigo un segundo como mucho en el aire y ya estoy frito
Rouk escribió:MrSergito93 escribió:ertt escribió:ufff,yo en la historia solo he hecho 3 parques.si llego a eso te digo a ver.
Muchas gracias, llevo un buen rato intentadolo y solo consigo un segundo como mucho en el aire y ya estoy frito
Mira en el workshop que hay por lo menos un par con el nombre del parque que cumplen los requisitos, aunque sea para echarles un vistazo a como están hechas! Yo lo solucioné así, también me quedé atascado con los puñeteros 5 segundos en el aire, nunca conseguía más de 2!
http://steamcommunity.com/workshop/brow ... tion=items
snake-viper escribió:Bueno pues uno que se une por aqui !!
Estoy jugandolo con un i7 2600 8GB de ram y una gtx 1050ti y bueno, con todo en alto (tal cual lo pone el juego) algun tironcillo da pero bajando las sombras a medio, la cosa va muy fluida.
Os dejo por aqui mi primera creacion, es una entrada para el parque, la que estoy usando en el que estoy construyendo
http://steamcommunity.com/sharedfiles/f ... =871141973
Gran juego
eddye escribió:¿Alguien sabe por qué los empleados de las tiendas siempre se marchan descontentos hagas lo que hagas? Les doy más sueldo, más formación y tienen clientes. No lo entiendo.
Por cierto ya que no contestó nadie lo hago yo. Los saves se guardan en la carpeta userdata de steam y los mods en la carpeta workshop, por si alguien no lo sabe.
eddye escribió:Hola muchachos, acabo de comprar esta maravilla y estoy bajando mods que veo que hay unos 30 mil. ¿Dónde se descargan una vez que te suscribes? Es que no quiero pegarme la paliza de horas descargando para que luego no sepa ni dónde los tengo para poder guardarlos.
La verdad es que para bajar tanto es un engorro porque de verdad ¿merece la pena tanto mod? ¿Cómo se podría resumir en descargar sólo lo mejor?
Por otro lado quería comentar sobre el RCTW que se le ha criticado mucho desde el principio y creo que no es justo del todo, ya que si Planet Coaster no hubiera salido se estaría hablando de otra manera del anterior título.
Yo tengo la versión deluxe de RCTW y si bien es cierto que es inferior gráficamente a Planet Coaster, también veo cierto que es superior y más avanzado que RCT3 y superior a Planet Coaster en temas de gestión y finanzas, por lo que he podido ver hasta ahora.
Veo a RCTW como un digno sucesor a la saga Roller o mejor dicho continuación y a Planet Coaster como un nuevo concepto de creatividad, sobre todo por el tema de Workshop.
Sinceramente veo a RCTW un simulador más completo que para mi no ha perdido ese encanto tan especial que ha tenido siempre la saga y a Planet Coaster como una delicia visual y un prodigio para dar rienda suelta a nuestra imaginación.
Para mi los desarrolladores no lo han hecho mal, lo que pasa es que la experiencia de Frontier les ha hecho dar un paso de gigante en este magnífico Planet Coaster, pero no por ello RCTW debe criticarse como un producto mediocre o insatisfactorio.
Son dos títulos que pueden convivir juntos perfectamente y que a mi personalmente me encantan. El problema es sacar tiempo para ambos, pero eso ya es otro cantar.
Yo, sinceramente, tengo RCTW desde el día 0 y no, lo siento pero no, me parece un escupitajo en la cara de Chris Sawyer y su idea de RCT. No es que todo sea horrible, pero está muy mal pensado, mal hecho, sin escuchar a su público y metiendo la pata una detrás de otra... y ya no es sólo como se han organizado para montar el juego (que ha sido pésima, la gestión por parte de Atari, contratando a nuevos estudios a mitad del proceso, mintiendo con el producto final, retrasandolo mil veces, etc...) si no a nivel de jugabilidad. Tengo que decir que hace tiempo que no lo toco y lo toqué poco (las cosas como son), pero ni durante la beta, ni durante early access ni en la versión "final" construir una montaña rusa ha sido fácil, es horriblemente complejo. Recuerdo que en RCTW me tiraba quizás 2-3h sólo para crear un layout semi-decente de la atracción y al final si tienes que montar un parque enorme y sólo para una atracción te tiras ese tiempo, apaga y vámonos. Y no hablo de decorar y meterle tiempo a extras, no, al recorrido, a las vías en sí, poco más.
En Planet Coaster no las haces en 5 minutos, pero invirtiendo el mismo tiempo puedes crear algo mucho más decente de salida (gracias a que la manera de construir coasters está muy bien hecha, no como en RCTW que, al menos al principio era jodidamente horrible) y además metiendole decoración y efectos especiales con triggers... vamos, a años luz de RCTW. Y esto se aplica en general a todo, RCTW es mucho más tosco en todo, desde paths (que no es que Planet Coaster sea lo mejor en esto), pasando por decoración, etc...
Nvizzio hizo un buen trabajo y tiene sus detalles chulos, pero ni tuvieron el tiempo que requerían, ni se hizo una investigación como requería, ni se escuchó a su propio público que daba pistas de qué hacía falta constantemente en el foro ni y fué lo peor, se trató bien a los que compramos el juego pre-order (mintiendo en fechas y luego mintiendo sobre lo que íbamos a recibir, de un título entero y versión gold a un early access un año después que eso no llegaba casi ni a alpha de la de bugs que tenía).
En resumidas cuentas, puedo pasarme 4h jugando a PC y me da la sensación de haber jugado 1h o menos... se me va volando el tiempo y me voy con ganas de volver y seguir... en RCTW jugaba 4h y salía con un mosqueo del copón por no haber podido acabar una atracción como yo quería u_u y sin muchas ganas de volver.
No se como te irá a ti, pero te aseguro que en cuanto le metas un día a Planet Coaster haciendo un poco de todo y veas que con la misma dedicación a ambos, el resultado final no tiene color te va a costar y mucho tocar el RCTW de nuevo... al menos yo no tengo ningunas ganas de meterme xD Si existiese la segunda mano en Steam lo vendería, ya que se que es un juego muerto en mi caso.
No cambiaría de idea si PC no existiese, te aseguro que antes jugaría a Parkitect que a RollerCoaster Tycoon World,
o incluso a RCT3 de nuevo o a los anteriores, que me cundían mucho más (de hecho es lo que hice, ya que toqué poco RCTW, un poco en la beta, un poco en el early y volví a probar con la versión "gold" y había cambiado y mejorado, pero sin color al lado de PC o Parkitect mismo, como eséncia.
Y ojo, que es cierto también que PC en cuanto a management se queda muy atrás... ahora mismo es el "sandbox" perfecto para hacer locuras creativas, pero a nivel de gestión sí que es cierto que puede mejorar, pero bueno, tienen el core perfecto, es sólo pulir detalles.
Ataliano escribió:eddye escribió:Hola muchachos, acabo de comprar esta maravilla y estoy bajando mods que veo que hay unos 30 mil. ¿Dónde se descargan una vez que te suscribes? Es que no quiero pegarme la paliza de horas descargando para que luego no sepa ni dónde los tengo para poder guardarlos.
La verdad es que para bajar tanto es un engorro porque de verdad ¿merece la pena tanto mod? ¿Cómo se podría resumir en descargar sólo lo mejor?
Por otro lado quería comentar sobre el RCTW que se le ha criticado mucho desde el principio y creo que no es justo del todo, ya que si Planet Coaster no hubiera salido se estaría hablando de otra manera del anterior título.
Yo tengo la versión deluxe de RCTW y si bien es cierto que es inferior gráficamente a Planet Coaster, también veo cierto que es superior y más avanzado que RCT3 y superior a Planet Coaster en temas de gestión y finanzas, por lo que he podido ver hasta ahora.
Veo a RCTW como un digno sucesor a la saga Roller o mejor dicho continuación y a Planet Coaster como un nuevo concepto de creatividad, sobre todo por el tema de Workshop.
Sinceramente veo a RCTW un simulador más completo que para mi no ha perdido ese encanto tan especial que ha tenido siempre la saga y a Planet Coaster como una delicia visual y un prodigio para dar rienda suelta a nuestra imaginación.
Para mi los desarrolladores no lo han hecho mal, lo que pasa es que la experiencia de Frontier les ha hecho dar un paso de gigante en este magnífico Planet Coaster, pero no por ello RCTW debe criticarse como un producto mediocre o insatisfactorio.
Son dos títulos que pueden convivir juntos perfectamente y que a mi personalmente me encantan. El problema es sacar tiempo para ambos, pero eso ya es otro cantar.
Sorry por no contestar a las preguntas antes, pero no tiene mucho movimiento el hilo y a no ser que me mencionen pocas veces lo veo...
Para bajar mods, ten en cuenta que los mods no dejan de ser piezas que construyes con piezas del juego (nada nuevo) ergo, todo lo que verás son construcciones de los demás, cosas que puedes hacer tú en el juego también (dedicando tiempo). Vamos, que los mods no extienden el juego si no lo facilitan en muchos casos. Al menos por ahora hasta que se puedan importar nuevos objetos o cosas.
Sobre RCTW vs PC... (lo pongo en spoiler porque es un tochaco, no por spoilers ni nada xD)Yo, sinceramente, tengo RCTW desde el día 0 y no, lo siento pero no, me parece un escupitajo en la cara de Chris Sawyer y su idea de RCT. No es que todo sea horrible, pero está muy mal pensado, mal hecho, sin escuchar a su público y metiendo la pata una detrás de otra... y ya no es sólo como se han organizado para montar el juego (que ha sido pésima, la gestión por parte de Atari, contratando a nuevos estudios a mitad del proceso, mintiendo con el producto final, retrasandolo mil veces, etc...) si no a nivel de jugabilidad. Tengo que decir que hace tiempo que no lo toco y lo toqué poco (las cosas como son), pero ni durante la beta, ni durante early access ni en la versión "final" construir una montaña rusa ha sido fácil, es horriblemente complejo. Recuerdo que en RCTW me tiraba quizás 2-3h sólo para crear un layout semi-decente de la atracción y al final si tienes que montar un parque enorme y sólo para una atracción te tiras ese tiempo, apaga y vámonos. Y no hablo de decorar y meterle tiempo a extras, no, al recorrido, a las vías en sí, poco más.
En Planet Coaster no las haces en 5 minutos, pero invirtiendo el mismo tiempo puedes crear algo mucho más decente de salida (gracias a que la manera de construir coasters está muy bien hecha, no como en RCTW que, al menos al principio era jodidamente horrible) y además metiendole decoración y efectos especiales con triggers... vamos, a años luz de RCTW. Y esto se aplica en general a todo, RCTW es mucho más tosco en todo, desde paths (que no es que Planet Coaster sea lo mejor en esto), pasando por decoración, etc...
Nvizzio hizo un buen trabajo y tiene sus detalles chulos, pero ni tuvieron el tiempo que requerían, ni se hizo una investigación como requería, ni se escuchó a su propio público que daba pistas de qué hacía falta constantemente en el foro ni y fué lo peor, se trató bien a los que compramos el juego pre-order (mintiendo en fechas y luego mintiendo sobre lo que íbamos a recibir, de un título entero y versión gold a un early access un año después que eso no llegaba casi ni a alpha de la de bugs que tenía).
En resumidas cuentas, puedo pasarme 4h jugando a PC y me da la sensación de haber jugado 1h o menos... se me va volando el tiempo y me voy con ganas de volver y seguir... en RCTW jugaba 4h y salía con un mosqueo del copón por no haber podido acabar una atracción como yo quería u_u y sin muchas ganas de volver.
No se como te irá a ti, pero te aseguro que en cuanto le metas un día a Planet Coaster haciendo un poco de todo y veas que con la misma dedicación a ambos, el resultado final no tiene color te va a costar y mucho tocar el RCTW de nuevo... al menos yo no tengo ningunas ganas de meterme xD Si existiese la segunda mano en Steam lo vendería, ya que se que es un juego muerto en mi caso.
No cambiaría de idea si PC no existiese, te aseguro que antes jugaría a Parkitect que a RollerCoaster Tycoon World,
o incluso a RCT3 de nuevo o a los anteriores, que me cundían mucho más (de hecho es lo que hice, ya que toqué poco RCTW, un poco en la beta, un poco en el early y volví a probar con la versión "gold" y había cambiado y mejorado, pero sin color al lado de PC o Parkitect mismo, como eséncia.
Y ojo, que es cierto también que PC en cuanto a management se queda muy atrás... ahora mismo es el "sandbox" perfecto para hacer locuras creativas, pero a nivel de gestión sí que es cierto que puede mejorar, pero bueno, tienen el core perfecto, es sólo pulir detalles.
Con ganacas del update de Abril...
PD: Sobre los salarios, tal cual dice @Rouk al menos eso hago yo en modo libre que es a lo que más juego.
Celonius escribió:@eddye Es que teniendo ese trabajo de mierda quien no se iria cabreado? Te lo digo yo que curre en un McDonalds.
Ahora en serio, ni idea xD.
Celonius escribió:@eddye Es que teniendo ese trabajo de mierda quien no se iria cabreado? Te lo digo yo que curre en un McDonalds.
Ahora en serio, ni idea xD.
Rouk escribió:¿qué os parece? ¿qué esperaríais de nuevas actualizaciones?
• New Management Features
• Crime and Security management
• Two forms of crime introduced, theft from guest's pockets and vandalism
• Pickpockets - A specific guest type that disrupts the park and its guests by stealing their cash, leading to unhappy guests
• Vandals - Vandalism has a chance to be committed by any adult or teen if their happiness drops to a certain threshold, attacking and breaking a bin or a bench
• Broken bins and benches decrease the scenery rating around them and guests will not use them
• Janitors will not empty broken bins
• Mechanics will repair vandalised bins and benches at no additional cost as part of a new work task
• The length of time for each repair is based on their happiness/training
• Vandalised benches and bins can be replaced in the Park Management interface or via the broken item's Info panel
• Vandalised items can be replaced all at once or individually via the Security Management in the Park Management interface
• New 'Security Guards' staff type added
• Helps deter crime and littering
• Spots, chases, and ejects pickpockets from the park
• Retrieves and returns stolen cash from the pickpockets to their victims if caught before leaving the park
• Security Guard’s energy levels decreases when chasing a miscreants and replenishes when they are not
• Spots and ejects vandals from the park
• Can be told to eject guests the player may suspect are pickpockets or vandals
• Guests will not litter in view of security guards, holding on to the litter for another period of time
• New 'Security Guards' info panel added
• Staff statistics
• Staff happiness
• Happiness
• Energy level
• Task list
• Chase Pickpockets
• Eject Vandals
• Eject Guest Groups
• Work Roster
• New "Security Cameras" scenery objects added
• "Security camera" - pole mounted 360 camera
• "Wall Mounted security camera"
• Cameras reduce the chance of crime happening around them and increases the chances of identifying a criminal that committed a crime near the camera
• New “Security Cam Mode” added - Players can view through the lens of the security camera
• Up and down arrows in the security cam mode interface will cycle through all the security cameras placed in the park
• Pressing "g" on the key board will remove the security camera lens effects and time/date
• Key configurations for security cameras added to the Controls configure tab
• New "Security Management" tab added to Park Management - Includes three new tabs:
• Security Statistics - Park statistics for vandalism and theft
• Camera Statistics - Security Camera statistics and options to locate cameras in the park
• Crime Statistics - Statistics and options to locate and repair vandalised objects in the park
• Added guest thoughts for security and crime
• Added notifications for security and crime
• A new “Security” tab is available in the ‘The Notifications’ panel to isolate crime notifications
• A toggle to enable/ disable Security and Crime management is available in the game settings
Ride Prestige
• Ride Prestige is now a new tab within the ride info panel
• New 'Re-Brand' feature added
• Re-branding a ride with a new name will turn back time and return its age to 'Established'
• Rides will take longer to get to 'Classic' state if re-branded
• Re-branding a ride costs a certain proportion of the ride's cost
• New Ride reputation timeline added to visualise the rides reputation aging process and the effects to its prestige
• New - Normal Prestige values
• Established - Rides start to lose their initial prestige boost
• Aging - Gradual decrease in prestige until old
• Old - Old rides tend to become unpopular, hitting the lowest prestige
• Reviving - Rides gradualy increase in prestige until it becomes a classic
• Classic - Classic rides receive a prestige boost which is maintained
• Tooltips added to the Reputation timeline to reveal time between each age state and the impact it has on the rides prestige
• Closed rides do not age
Go-Karts
• Go-Karts - a brand new addition to track rides
• Each car driver has its own personality - some are aggressive, some are careful
• Drivers can overtake and spin out if they corner too hard
• There are between 12 to 20 uniquely numbered cars
• Each race has a different result
• The track comes with wide and narrow sections, optional railings and a chicane section
• Race winners (and close rivals) will perform a parade lap once they pass the chequered signal lights
Blueprints
• Blueprints can now hold up to 4,000 scenery pieces!
• Flat rides (and their entrance/exit positions) can now be included in blueprints! Have a great ride skin? Now you can include the ride too
• Flat rides can now be part of a multi-selection, and moved around along with your scenery pieces/buildings
• Blueprints can now include up to 5 rides or coasters (a mix of any of the existing blueprint ride types, and the new flat rides too). Got a pirate themed log flume and a Victory? Bundle it all together!
Duelling Coasters
• Chain up to five coasters to launch in sync, facilitating the creation of 'duelling' and 'racing' coasters
• Chain coasters in the operations tab - coasters will launch when each and every coaster that is chained together are in a 'ready' state to launch, as in all of their 'Load Rules' have been satisfied
• Any coaster in 'test mode' will only sync with other chained coasters in 'test mode'
• Any coaster that is 'open' will only sync with other chained coasters that are 'open'
• Closed or broken down coasters will be ignored by other chained coasters
No Collision Toggle
• The function to disable collision for scenery, flat rides and coasters has been added to the gameplay settings. Previously obstructed blueprints can now be placed again
• Toggle options are located in the Game page of the Gameplay Settings:
• Disable scenery collision
• Disable coaster collision
• Disable ride collision
Controller based camera implemented
• Added controller support for the Free Look Camera and First Person Ride Camera - Xbox 360 / Xbox One pads can now be used to control this
• Controls can be customised from the Controls page of the Gameplay Settings.
• Default control camera settings:
• Camera Left - Xbox Pad Left Stick Left/Right
• Camera Right - Xbox Pad Left Stick Left/Right
• Camera Forwards - Xbox Pad Left Up/Down
• Camera Backwards - Xbox Pad Left Up/Down
• Raise Camera Up - Xbox Pad RT
• Lower Camera Up - Xbox Pad LT
• Rotate Left - Xbox Pad Right Stick Left/Right
• Rotate Right - Xbox Pad Right Stick Left/Right
• Look Up - Xbox Pad Right Stick Up/Down
• Look Down - Xbox Pad Right Stick Up/Down
Fanfare News Feed added to keep players up to date with all the latest news, features and events for Planet Coaster
• A toggle to turn the news feed off is provided in the interface options menu
Browser Improvements
• Added Blueprints tab to the Rides section of the browser
• Added Steam and user blueprints to all Blueprints tabs in the browser
• Added a security camera tab to the browser
• Added Ride skin blueprint browser tag to the browser
• Added automatic flat ride blueprint tags
• Added the Ride category to the My Blueprints browser
• General performance improvements to the browser - switching between tabs should be faster than ever despite adding all those new pieces!
• Fixed bugs in the text search
New Rides
• Big Wheel - A fairground classic, this ride has 20 gondolas and seats 120 guests that fits perfectly between the existing Ferris wheels in Planet Coaster
• Elixir Machine - This ride is one of the most nauseating and brutal flat rides in the game. Guest are spun and flipped at high speed in all directions on this modern marvel
• ZoZo - One of the oldest ride designs in Planet Coaster the Zozo is a small, lightweight, vintage ride which has a beautiful bygone era look and feel
New Coasters
• Bakasura - An inverted shuttle coaster built with 2 large towers that have custom heights from which the train is lifted and dropped from at each end of the track giving the guests a unique experience of riding the coaster forwards and backwards along the same track
• The Bakasura features: Two new special cobra rolls, Steep Cobra Roll Left and Steep Cobra Roll Right and an animated station
• Steel Hydra - A swinging, suspended, family coaster that has a unique flow and elegance as it travels round the track
• Trident - A classic shuttle coaster that has customisable 45 degree lift hill with a unique catch-car system that lifts the car backwards from the station. Once the train has completed the run a chain lift that repeats the action at the other end of the track and sends it backwards through the same track
• The Trident features: Two new cobra rolls, Cobra Roll Left and Cobra Roll Right
Ride/Coaster Bug Fixes
• Replaced missing alpha material on the Tiamat catwalks. Chain lift catwalks were previously becoming opaque at a short distance
• Fixed Tiamat cable lift texture being misaligned
• Fixed clipping issue with the mechanic on the Gears Of Fear ride. Mechanic now fixes ride from a different side of the booth
• Fixed the Basilisk ride cam seating order
• Fixed a graphical issue on the Basilisk where white squares appeared around the wheels in the first lod onwards
• Fixed Power 360 cinematic ride camera clipping into guest's heads
• New giga-box-supports added for the Anubis coaster. These new supports will appear on chain lifts and straight sections which are over 110m high
• Fixed safety bars on the Scizzer ride are always being down
• Fixed Pioneer lapbar animations, they will now open and close correctly
• Fixed Guests not filling all the seats on the Tri-Storm flatride
• Fixed Tri-Storm to play the right animation while guests are waiting for lapbar to come down
• Monster coaster car wheel assembly cover raised to stop clipping with track mesh
• Fixed drive tyres and block sections so they animate on all tracks. Some previously animated tyres are now updated to animate on some or all lods
• Removed the incorrect ability to curve and bank the Suspended coaster's chainlift
• Linear Synchronous Motor track pieces no longer auto deselect on downwards slopes
Music picker
• Music picker interface has been improved and now features 3 tabs
• Planet Coaster music tab
• User Music Tab
• Favourites Tab
• Players can tag and add their Favourite music to a UI short list
• New Scenarios
Add 3 new scenarios to the game under "Chief Beef's Meaty Challenge"
• Chief Beef’s Raceway - On the site of a former sea-front racetrack, Chief Beef's Raceway was constructed to take advantage of the site's heritage. However, during construction money complications arose and concessions had to be made, resulting in a track that has been criticised as not being fun to race on. Can you realise the full potential of the location?
• Oak Island - For over a century this antique park has provided thrills to many generations, but it's starting to be overshadowed by towering, twisting, modern thrill machines found in other parks, so the board have decided it's time to put the park back on the map and add some of its own, thrilling, modern rides, whilst preserving the heritage of the park. Are you up to the challenge?
• Downtown - Downtown Park was built in an attempt to bring happiness to this notorious crime hotspot, where security guards demand higher salaries due to higher risks, but the founder couldn't overcome the high levels of crime. Can you succeed where they succumbed and bring joy to the area?
Coaster and Track Ride Blueprints
• Added 9 new blueprints
• Crankstart - Luna Autos - Powered Track Ride
• Whitewater - Rolling River - River Rapids
• Flight of the Dragon - Dragon - Junior Coaster
• Afterburn - Cloud Runner - Wing - Launched Coaster
• Serpentine - Steel Hydra - Suspended Coaster
• Adversary - Rival - Inverted - 4 Seater Coaster
• Labrys - Bakasura - Giant Inverted Boomerang Coaster
• Cortez - Trident - Boomerang Coaster
• Ring Racers - Go Karts - Powered Track Ride
New Scenery
• Over 150 new scenery pieces including:
• Animatronics
• Shop signs
• Fencing
• Racing props
• Security Cameras
• Added 2 new path types with a wood effect - perfect for piers and decking!
• Added 2 new queue types with a wood effect - layers well with the new path types and scenery panels!
UI
• The staff pop-up in the 'duties' checkbox text has been altered to be left aligned to conform with the UI style
• On the home globe screen, the Steam Workshop button hover state has had more contrast added
• Notifications and notification pop-up have had a drop shadow treatment added
• Notifications that arrive in quick succession will now stack for easier review
• Fixed an issue in the browser when the angle snap slider (in the browser property panel) would sometimes get stuck to the mouse after toggling the checkbox next to it
• The structure of Min. and Max. Waiting Time. improved to take up less vertical space
• Fixed click detection in ride cam mode not working on lower half of buttons and the property panel
• Fixed a bug that was causing the mouse drag to have no effect in the top left corner of the screen, after exiting ride cam mode
• Fixed a softlock when returning to game window on a text box with vertical resize cursor
• Fixed incomplete highlighting of the Seat, Car and Train drop down on ride cam
• Fixed Staff Management text being truncated when the GUI is opened in a certain window size
• Updated scenery icons update to match in-game art
• Tooltips should no longer escape a little out of the edge of the screen. This fixes issues with some tooltips not being readable in Japanese
• Fixed issue with 0.7 scale for 4k resolution when starting game for first time
• Fixed sliders for speeds and accelerations getting stuck or reverting to their previous value
• Added consistency for all expandable/collapsible arrows
• Fixed difficulty when selecting exact speed settings, when set to km/h
• Fixed ride check list tickbox being cut off
• Changed rotation of 'closed' arrow to face downwards rather than right
• Added hints to the cheap and expensive marketing campaigns
• Fixed the Coaster Edit Mode not respecting the Pause keybind, if rebound to Spacebar
• Fixed coaster speed always being 14 kph, regardless of what you change it to in the station settings
• Fixed coasters not leaving the station if exit speed is set to 4kph/2mph
• Reduced load times when launching from Steam with a G15 keyboard
Guests
• Child Female Large skinning on the neck loop has been standardised for all head and body pieces. This will prevent gaps from appearing where the neck meets the torso
• Fixed the skinning of the neck loops on the heads for Teen Females to stop gaps from showing where the body and neck connect
• Guests no longer continue to eat tacos after they have been eaten and become trash
• Fixed Guests not vacating a rollercoaster station after the ride is closed, while the group is in transition from platform to seats
Parks
• Adjusted the path near the entrance on Desert Sandbox and Challenge parks making it shorter and easier to edit
Scenery Bug Fixes
• Names for the Basic Energy Drink Sign - Wall Sign 1 and Basic Energy Drink Sign - wall sign neon have been switched so they match the correct objects
• The two smaller Tropical Rocks have regained their true identities and are again known as 'Tropical Rock 6 (Small)' and 'Tropical Rock 7 (Small)'
• Fixed three scenery items that have "SciFi Set" in the description, but when the filter is set to SciFi were not shown.
• Metal walkway - 2m square
• Metal walkway - 4m by 2m
• Metal walkway railing 4m
Audio
• Added more triggered sound effects and ambient speaker audio events, both for new Blueprints and from Forum requests
• Over 35 more triggered sound effects including 6 entirely new effects
• Over 15 new ambient sound effects
• Increased Voice limit on triggered SFX, improved pitch range and balancing of existing triggered SFX
• Pirate Band music, and other themed music now available as a Music selection on rides and speakers
• Expanded Ambient audio triggers in Arctic
• Coaster Audio tweaks including:
• Adjusted attenuations
• Brake mix tweaks, and block sections now have unique audio
• Bug fixes to make additional elements play on all coasters
• Coaster camera position mix updates
• Rework of coaster crash audio including new source and better voice limiting
• Distant guests on rides now balanced slightly louder
• Guest queue audio and close crowd balanced to play slightly quieter, but over an increased area
• Flatride attenuation fixes for start/breakdown audio, and an updated speaker effect on some flatride music
• Shop Music no longer plays while the game is paused
• GUI tweaks on game frontend to play globe movement, and update mascot audio
• Ride operator audio added
• Speakers for user music will now play a default music track. This is to allow users to locate speakers in blueprints, and add music as the blueprint author intended
• New Flatrides, new Coasters, and Go Karts, scenery and security guard/vandal audio added to match in game features
CASTIGADOR escribió:Hoy sale a la venta en game como exclusivo, entiendo que es la caja con el disco o solo la caja con el código de steam.
Al final lo he comprado por web en game por 35€ porque en tiendas aqui en madrid estaba muy dificil de localizar.
New Features
Display Sequencer - a powerful new tool for creating awesome experiences. The Display Sequencer allows you to trigger objects just like coasters and rides do
Find the Display Sequencer in its own area in the Scenery tab
Attach triggerable objects and add delays to fire them off at specific times
Use groups to organise your objects
Attach other sequencers to the sequencer to next and chain multiple displays
Use scheduling to mark key points in your park's opening hours, or important dates in the year
Set a music track on the sequencer to choreograph amazing displays
The UI improvements the display sequencer has transfers to coasters, track rides and rides too
Notification added when funds are not available to trigger fireworks
Fireworks - a new type of triggerable object!
Fireworks boost your guests' happiness
Fireworks cost money each time they are launched
Fireworks do not cost money until you place them. Previewing from the browser costs nothing
Fireworks that are locked in a scenario do not cost money to trigger
Fireworks are only triggerable
Fireworks have many colour options to get the perfect display
Video Billboards - a new type of triggerable object for custom content
Apply images and video to screens of many sizes
Screens support WebM video and JPG, PNG, TIFF and BMP images
Some image formats encounter brightness issues. JPG with an sRGB profile embedded display correctly and we currently recommend this format for your images
Video on billboards can be triggered from any source, like other effects
We are working on having audio coming from video billboards in the near future
Triggers for Rides - displays now work with rides
Each sequence in a ride now counts as a trigger
Use ride sequences to create displays centered around rides, with the same delay mechanism as display sequencers
Display Cameras - a new way to view displays
Display Sequencers have a special mode to create invisible Display Cameras
Use the Free Look camera to set up the best viewpoints
When it's showtime, use the camera option in the display sequencer to cycle throw and view the connected Display Cameras
Display Speakers - extend the range of your Display Sequencer's audio
Attach the new type of speaker to Display Sequencers
Music from sequencers will play back on these speakers
You can attach a speaker to multiple sources too, to keep the audio source consistent
Painted Wooden Coasters - White Woody's are now available!
All wooden coasters now support painted tracks
Custom Biomes - create your dream landscape
A new option is available in the Sandbox and Challenge modes
Select the types of terrain, background ambience and distant terrain to create the perfect environment
Custom Biomes can also be retroactively applied to old parks when you load them - hold the left CTRL button when clicking Resume from the My Parks screen
Custom Biomes can only be retroactively applied to Sandbox Parks and Challenge Parks
Paint Mode for Terrain sculpting - 3 ways to paint while sculpting terrain
Auto-paint - paints the terrain you are sculpting based on its height. This is the original method for sculpting terrain
Use Selected - paints the terrain you are sculpting with the current selection in the Painting tab
Sampled - paints the terrain with the terrain texture under the mouse cursor
Multiple Pass Stations
The new Power Up and Viper One coasters have a new option in the Operations tab to set the number of station passes before braking
This new option allows players to create realistic coasters that pass through the station multiple times, in either direction!
User Sound Effects
Triggered Speakers now support user content. Add your own sound effects the same way you do with Music Speakers!
No Clip Camera toggle - allows your camera to move through terrain
There is now an option to turn off camera collision in the Camera tab of the Game Options menu
New Rides
Iron Claw - The Iron Claw is a classic pendulum ride that’s been very popular in many parks around the globe. This extreme thrill ride holds up to 32 guests at a time and swings them 65 feet in the air while the cabin continuously spins. The sensations experiences are zero to heavy downward g-forces as the guests are flung in all directions and almost completely upside down.
Sky Watcher - The Sky watcher is a large observation tower that elevates your guests to 138m into the air to give the most impressive vista of your parks and the rotating cabin offers amazing panoramic views. The movement is graceful and is suitable for all ages. The structure is and elegant and beautiful combination of glass and steel and enhanced with a beautiful lighting arrangement this will give your park an iconic landmark for your guests to wonder at. This ride seats up to 60 guests at a time making it the highest capacity of any ride currently in game.
Black Out - The Blackout is an extreme inverting swing-ship, and has been inspired by the classic Looping Starship. This ride harkens back to the golden age of when the space race was flourishing. With a capacity to hold up to 50 guests and standing at 22 meters it’s a great major ride for your parks.
New Coasters
Power Up - The Power-up is a compact coaster ideal for squeezing into those tight spaces in your park. The train design is very open to offer maximum thrills and exposure to the elements. A vertical lift that takes the train uphill at 90 degrees and then the car then turns another 90 degrees upside down and is released into a terrifying plummet through a heart line roll down into a vertical drop and back through the station, back up the chain-lift again where it the rolls backwards through the station again a couple of times until it’s caught and lowered backwards into the station. A short but brutal ride guaranteed to scare the wits out of your guests.
Viper One - The Viper One up is a multi launch, twisted impulse, LIM shuttle coaster that consists of two large towering supports that hold up a 66m inline-roll at each end. As the coaster passes through the station the train get hurled up further up the track with each run until it almost reaches the top of each tower and giving the sensation the the train is going to fly off the end of the track.
Gnarler - The Gnarler is a new wooden coaster car to help celebrate the addition of painted wooden supports. The train is adds a more modern wooden coaster train design tom the traditional wooden coasters family. The train chassis are incredibly detailed with stylish and beautifully crafted interior and unique lead car.
De-Gen and Bolt - Something often requested by the Planet Coaster community was to have the sit-down boomerang coaster car (Trident) to appear on the ‘looping coaster track’ (The American Arrow) and visa-versa. We not only did this by creating two new coasters but we also gave them an upgrade with a new lick of paint and some minor cosmetic tweaks and they look beautiful.
New Scenarios
Goldmine Tower - Some poor fella bought this mine from a prospector, and took out some big loans to pay for it. Turns out it was a scam. The varmint had salted the mine! Now he’s trying to turn it into a tourist attraction with fireworks and Old West-style streets, but it’s not doing as well as he hoped and he needs your help.
Miss Elly's Diner - Miss Elly's Diner has some great facilities, including a big wooden coaster for a spot of excitement! But its remote location means it doesn’t see many visitors, and its potential isn’t being realised. Can you build on this location and draw in the crowds?
Starship Hanger - They filmed some pretty famous movies out here in the desert. It kind of looks like Mars, don’t it. The place isn’t much in demand any more – it’s all CGI these days – but the company doesn’t want to let it go. They want you to turn it into a theme park instead!
Coaster and Tracked Ride Blueprints
'Steam' - Luna Autos Powered Tracked Ride blueprint
'Tornado' - The Monster Coaster blueprint
New Scenery
Over 60 new scenery pieces including:
Americana Celebration Scenery
Video Billboards
Fireworks Special Effects
Wild West band pieces
8 Fireworks display blueprints
12 building blueprints from the 'Downtown' scenario, for all your metropolitan needs
2 building blueprints from the 'Oak Island' scenario
18 building blueprints from the 'Chief Beef's Raceway' scenario, for your Rivera parks
User Interface
Career screen has been improved. Parks are now sorted by difficulty and highlighted if they are new
Added time controls to the blueprint thumbnail screen. Capture your creations in their best light!
Added text to the Coaster Utilities buttons, to make them easier to understand
Added a new sort type to the browser, allowing players to find recently added items
Guests
Added new guest and avatar parts
New face, hair, body and legs for Slim Teen Females
New face and hair for Slim Teen Males
2 new Uncle Sam and Liberty hats for avatars. Guests can purchase these new hats from Hats Fantastic shops too!
Ride/Coaster Bug Fixes
Fixed an issue where the chain lift could overlap the track on the Black Falcon coaster
Fixed an issue where the wheels were clipping on the Monster coaster
Fixed an issue where guests would clip through the Pioneer seats
Fixed an issue where guests were clipping through their seats on the Kick-Flip
The speed of the Monster coaster's chainlift is now correctly represented in the UI
Highlighting now changes when on coaster pieces with no money
Track supports can now be disabled for the Chopper's Creek
Fixed an issue where there was no catwalk available for pieces on the Launched Torque coaster
Adjusted the teacups door which clipped through guests
Fixed an issue where the Sprint 500 coaster was not using the correct block sections
Custom colours should no longer reset on the Chopper's Creek and Speed rides
Station supports now properly appear in the blueprint preview image
Fixed an issue where selecting a track piece produced no sound
Adjusted the camera so players cannot push the camera too far out of the playable area
Fixed an issue where the Flying Stingray coaster clipped through the station
Fixed an issue where the cabin positions of the ZoZo ride would reverse
Fixed an issue where incomplete and block section rides would not continue testing after loading
Fixed an issue where the cinematic camera would go through the roof of the Bumpin Derby ride
Updated the Choppers Creek ride to have supports at all heights
Steel Hydra tires now rotate correctly
Fixed an issue where the Steel Hydra chain lift had an incorrect ladder
Fixed an issue where the Sprint 500 wheels were floating
A ride's floor will no longer disappear if the ride is raised with a building piece selected
Boomerang coasters can now correctly have their supports disabled
Supports for Boomerang coasters would not appear in the blueprint preview screen
Go Karts can be properly researched for parks made prior to update 1.2.1
Go Kart chicanes will now correctly highlight
Go Kart track pieces can now correctly have their supports disabled
Fixed an issue where autocomplete would be enabled for certain parts of the Go Kart track
Already placed Go Kart track pieces can now be banked
Fixed an issue where the cinematic camera on the Go Karts went through the floor
Added custom colours for the Malice Unchained coaster car
Removed unintended custom colours from the Iron Fury Hybrid coaster car
Fixed an issue where the Sprint 500 block sections were floating
Go Kart chicanes can now properly have their supports disabled
Fixed an issue with Go Kart chicanes losing their highlighting
Updated the lap bars on the Hyperspin to be animated
Fixed an issue where changing load rules would stop a ride from functioning correctly
Fixed some sequences on the Pathos III ride which would cause music to restart
Scenery Bug Fixes
Moved female guests so they do not float when sitting on benches
Updated the back of ride signs so they do not have flipped textures
Music on a speakers can now be changed if part of a building
Fixed an issue where the collision on the Sci-fi Tower Defense base was incorrect
Previously placed scenery is now affected by the 'Disable Scenery Collision' option if it is on
Using a controller is no longer super responsive while in security and ride cameras
The Clockwork Tower scenery item is no longer free to use
Fixed textures on the some Castle Minaret items
Added custom colour options to the Wall Mounted Security Camera
Fixed an issue where the Square Lamp had dark patches on its sides
Added some cost to the Chicane Right Road Sign
Fixed an issue where the Park Bench 2 and Park Bin 2 did not support custom colours
Added new versions of the Iron Wheel and Iron Wheel Small that now support animation
UI Bug Fixes
Moving scenery will no longer automatically open the Buildings tab of the browser
Added more detail to the labels on Challenge parks, when selecting a park to load
Fixed an issue where the testing heatmap would reset on the Bakasura coaster
Updated the tooltips and cost of some shop blueprints to be accurate to their cost
Work rosters can now be created for objects that are locked
Open and close buttons now properly work on Transport Rides
The Duplicate and Advanced move function now has a keybind
Fixed an issue where the Duplicate and Advanced move function was not aligning new pieces from the browser
Rotation now works on Half Loop Down track pieces, where placed after a Half Loop Up track piece
Triggered Speakers now properly save their pitch values in their info panel
Recent building items now include objects added to buildings
Priority Pass price information is now correctly reflected in the Park Management screen
The camera mode will now remain the same when centering on the victim of a crime
The coasters search field now also accepted the coaster type
Guest Bug Fixes
Fixed an issue where guests would wander between the park entrance and a ride repeatedly
Fixed an issue where guests would clip through park and ride entrances
Updated vendors teeth to stop them clipping through their faces
Fixed an issue where guests would leap to the ground, when on crowded stairs
Park capacity settings are now properly saved
Changing load rules while guests are boarding will no longer cause them to teleport across the park
Audio
Added a new music track - 'The Wonderful Planet of Coaster - Fireworks Mix'
Added placeable ambience for Western level
Coaster tweaks: matched brake attenuations to other coaster elements, reduced distance of Steel coasters, fixed missing start and stop sounds
Crowd updates: re-balanced mascots, indoor crowd, improved conversations and emotes to be more audible, how crowd audio plays over distance
Scenery updates - early reflections updated to give better indoor environment mix
Audio Bugs
Fixed an issue where shop music would continue playing while the game was paused
Fixed Go Kart music to stop it always playing at low intensity
Tweaked crowds which were too loud next to nearly empty paths
Gave the mechanic a pep talk so he does not sigh so often
Fixed an issue where particle effects would cut off
Stopped the Witch Flying item playing its audio once the animation finished
Fixed an issue where guests would repetitively scream on rides
Loren1983 escribió:Al precio que está estos días me ha sido imposible no pillarlo.
Tenía serias dudas de que me tirase (tengo una gráfica 560 ti de hace unos 7 años) pero con las diferentes opciones a niveles de calidad medio o bajo me va perfecto y se me ve genial. Probaré a ver como tira en alto por curiosidad pero se me ve tan bien con la configuración que tengo que ni me ha dado por mirarlo mientras jugaba.
De hecho también me ha sorprendido mucho poder jugarlo decentemente en la Surface Pro 4 que tiene una mierda de gráfica. Creí que el juego estaba muy mal optimizado.
A ver si puedo estas noches darle caña. Del tema de la creación de parques no tengo dudas, pero a ver como va en cuanto a la gestión, que parece más justito...
Ya que nadie me ha contestado en el hilo que abrí pregunto por aquí al ser juegos con la misma temática. Alguien tiene el Parkitect?
EDITO: Se me ha olvidado preguntar una cosa: Como se juega un escenario libre con dinero normal? Sólo he encontrado la posibilidad de crear un parque de cero en el modo sandbox con dinero ilimitado, y yo quiero un parque desde cero con limitacion de $.
Gracias!
saiko93 escribió:¿que tal los elementos de gestion del juego? es lo que más me interesa, ya que si es simplemente construcción, con poca gestión, me cansará rapido, y tengo dudas de si comprarlo o no
Deschamps escribió:A mí una de las cosas que me frenó siempre con Planet Coaster es precisamente esa (dejando al margen el dichoso denuvo).
No lo he probado pero sí he leído muchos comentarios, y me han servido para tener claro que el juego es, como dice @linderoth , un titulón para los más creativos. Muy bonito y bien hecho, pero no creo que sea la opción para los que buscan sobre todo un juego de gestión. Por hacer un símil, le ha pasado como en su día a Patrician IV respecto de Patrician III. Mejoró mucho gráficamente pero la gestión económica se ''simplificó'' en exceso (imagino que para llegar a un público más amplio).
Es un mal extendido desde hace años para los que disfrutábamos de ese género (los business tycoons). En lugar de evolucionar se ha ido simplificando y ha quedado como algo marginal, con títulos con poca profundidad o complejidad.