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Posted: Sat, 30th Oct 2004 17:22 Post subject: |
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Hmm anyone else getting mad laggy gameplay on the second scenario (the desert) when you open one of the rides that is closed? It doesn't mather what graphic settings i use, lowest or highest is all the same. As soon as i open one ride (it doesn't mather which ride) it starts to lag like hell. If i close it again it's back to smoothness.
Scenario 1 ran like a dream all the time even at the end of the scenario with way past 600 guests and much more rides.
Another bug maybe?
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Posted: Sat, 30th Oct 2004 22:02 Post subject: |
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Quote: | The GFX of this game are amazing! Perhaps some of the best gfx of any game to date when maxed out. How awesome is the coaster cam!
Game rocks! |
Goot, It is not. Its good but not THAT good
Also a patch is in the works. Out when the game goes WW retail.
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Posted: Sun, 31st Oct 2004 14:00 Post subject: |
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childofbhaal wrote: | Quote: | The GFX of this game are amazing! Perhaps some of the best gfx of any game to date when maxed out. How awesome is the coaster cam!
Game rocks! |
Goot, It is not. Its good but not THAT good
Also a patch is in the works. Out when the game goes WW retail. |
The sky/clouds/water are all done perfectly imho. The only thing that makes the gfx poor are the ground textures and the characters. But that's a minor thing since you hardly see any ground when the park's developed and making the characters detailed would just be a system hog
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Hitman02
Banned
Posts: 709
Location: USA
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Posted: Sun, 31st Oct 2004 19:35 Post subject: |
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well nice improvmets from 2, it is still boring tho
i dont recoment playing it more taht 2 hours on fast speed. because after a whoile it becomes really boring, there is nothign left to do. but it is fun when u start fresh
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Posted: Sun, 31st Oct 2004 21:07 Post subject: |
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Hitman02 wrote: | well nice improvmets from 2, it is still boring tho
i dont recoment playing it more taht 2 hours on fast speed. because after a whoile it becomes really boring, there is nothign left to do. but it is fun when u start fresh |
Yeah. RCT is one of those games that you actually listen to the advice of taking a break every hour.
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Posted: Sun, 31st Oct 2004 21:33 Post subject: |
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isnt there a way to start a new park from cratch with money limit?
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Sun, 31st Oct 2004 22:57 Post subject: |
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great game.. but the current bugs ruin the game.. u *CANT* play the game right with these bugs...
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Baleur
Posts: 2343
Location: South Sweden
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upstart_69
Posts: 1094
Location: Right behind you!
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Posted: Mon, 1st Nov 2004 05:09 Post subject: |
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anyone else getting CTD's on the goldrush mission? havent really encountered a bug before but this one is getting on my nerves. right before im about to get the 2nd set of goals complete, it crashes. so im pretty much screwed on that level. grrr. that patch better get here soon. awesome game besides its little 'quirks' tho.
Core i7 920 @ 3.8Ghz | 6GB OCZ DDR3 8-8-8-24 @ 1600mhz | eVga x58 Mobo | 2 x eVga GTX 460 SLI | Intel X25-M + 3x Seagate + WD Black = 2.75TB | X-Fi Titanium | PCP&C Silencer 750 | G15 KB | G5 Mouse | G35 Headset | Z-5500 Digital | Samsung T260HD
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Mon, 1st Nov 2004 05:49 Post subject: |
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the whole game is a bug.. half the time the ques are empty for no reason.. the people say they are thirsty.. yet they dont buy drink.. etc etc...
The game is bugged as hell.. and its a shame cause it could have ben soo good.. i suppose it still will b after a few patches...
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Posted: Mon, 1st Nov 2004 07:10 Post subject: |
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i've found that the only shop that's a guaranteed profit maker is a hamburger outlet. Heck, no matter how many i build, each one turns a profit. Whereas if i build a drinks outlet, and the people complain they are thirsty, it still runs at a loss
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Mon, 1st Nov 2004 07:33 Post subject: |
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People buy ALOT of baloons =]
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upstart_69
Posts: 1094
Location: Right behind you!
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Posted: Mon, 1st Nov 2004 09:00 Post subject: |
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yeah and ppl also love the slingshot ride. no matter how many other rides ive built in my park and no matter how cheap, the line for the slingshot ride is huge. i once built three slingshots, all 3 were still selling out. a freefall ride right next to them for half the price had NOBODY riding it. they need to do some serious balancing in the patch too methinks.
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Posted: Mon, 1st Nov 2004 09:19 Post subject: |
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I'm gonna stop playing until some patch show up, can't play with these really annoying bugs...
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Mon, 1st Nov 2004 09:54 Post subject: |
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Darkmeteor wrote: | I'm gonna stop playing until some patch show up, can't play with these really annoying bugs... |
Yep exactly same
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Posted: Tue, 2nd Nov 2004 20:42 Post subject: |
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I didn't download the game.
I buyed the cracked one and when i want to install it, it doesn't accept the xxx serial... i have searched all over the net and found the keygen nfo from reloaded... do you know where i can download it ???
Please private message or e-mail at: vladutz88@yahoo.co.uk
Thanks
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Posted: Tue, 2nd Nov 2004 21:08 Post subject: |
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Oh god, you actually BOUGHT the cracked one?
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mYslead
Posts: 738
Location: Canada
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Posted: Tue, 2nd Nov 2004 21:16 Post subject: |
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how can you buy a "cracked" version lol
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kawada
Posts: 51
Location: Far Far Away
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Posted: Tue, 2nd Nov 2004 23:02 Post subject: |
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Well they are going to release a beta patch today and the official one tomorrow.
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Esel_Gesi
VIP Member
Posts: 3802
Location: Chicago
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Posted: Tue, 2nd Nov 2004 23:04 Post subject: |
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vladutz88 wrote: | I didn't download the game.
I buyed the cracked one and when i want to install it, it doesn't accept the xxx serial... i have searched all over the net and found the keygen nfo from reloaded... do you know where i can download it ???
Please private message or e-mail at: vladutz88@yahoo.co.uk
Thanks |
return it! 
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Posted: Tue, 2nd Nov 2004 23:10 Post subject: |
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I just gave this a run, and i'm finding it really annoying in some places.
First of all, I can't change the entry fee for the park in the career mode. No one visits rides, even though there are no negative thoughts on the ride. You'd have some completely empty queues, and some that are absolutely packed, and for no good reason.
Managing your staff is a right pain in the arse. The staff dialogue box opens in the middle of the screen, and gets in your way when trying to locate workers. Workers stray from their set paths. Rides break down all the time, even though they have a reliability of 10% and have been checked every 10 mins. Track placement isn't very user friendly (although I do like the stairs option). The interface is comprised of a crapload of little buttons, all of which are a pain to click on for every meagre task. When having made a path, you can't de-select the path tool by using a simple method like right-clicking on the land, you have to click the little "x" in the bottom left corner of the screen.
You are given no indication of why people are not visiting the park, only a graph saying that the attendance and popularity are dropping. GAH!
It's overcomplicated, and leaves me feeling just a bit overwhelmed.
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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Posted: Tue, 2nd Nov 2004 23:37 Post subject: |
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Update should b out tommorow
Update #1 Contents:
* A guest list window is present in Update #1 and accessed via a new ‘Guests’ button under the Park Management menu. The window allows you to click on an icon to select either a view of all the individuals in the park or a summarized list. Then you can choose to display either their status or their thoughts, and control whether the information is presented in ascending or descending order. The windpow's summarized thoughts mode lists gameplay-relevant thoughts only. Additionally the look of the Park Management > Attractions menu window has been updated in Update #1.
* Queue path arrangement. In the retail game if there are two or more queues connected to the same grid square, peeps will only go down the first queue they see, so only one of the rides connected to the grid square will get any traffic. In Update #1 this is fixed so if there are two or more queues connected to the same tile, people will make an informed decision as to which ride to queue for, rather than going down the first queue they see.
* Maps. Depending on the layout of your park, peeps may not know your rides are there. By selling maps you can make all those peeps who buy maps aware of all the rides in the park. Otherwise, as in a real park, peeps will only know about the rides in their immediate vicinity. Update #1 contains code that increases the distance over which peeps who don’t have maps will be aware of rides.
* Update #1 contains code to make peeps more likely (N.B. not 100% of the time) to revisit rides that they enjoyed before going on other rides.
* Update #1 changes the behavior of block brakes so that in the case of a clear track ahead the brakes section just slows down the train to the specified speed and lets it continue.
* In the retail game coaster ratings can fluctuate wildly. These problems are fixed in Update #1.
* In Update #1 employees stay in their assigned areas even if they have nothing to do.
* Update #1 adds Powered launch modes to many types of coaster.
* Update #1 contains code which improves flickering lights behaviour when cars stops at stations (for example, chairlift and go-karts), whereby stations now have their own light and when a car enters its own lights are switched off.
* In the retail game the Splash Boats ride continues unaffected when it travels through water, when it would be expected to be slowed down by the water. This was has been fixed in Update #1.
* In Update #1, Tracked rides’ maximum heights have been increased by 50%, Coasters’ maximum heights have been increased by 20% (except Air Powered, Reverse Freefall, and Strata Coaster). In addition, a cheat is present in both the retail game and Update #1, whereby renaming any peep John Wardley removes all height restrictions.In the retail version if you build a coaster with a particular track piece the car flips upside down. This is due to a bug in that track piece, and the offending piece has been fixed and is included in Update #1.
* In the retail game the gentle rides had to have a low price set to get peeps on the rides, making it difficult to make a significant profit. In Update #1 these rides have been made more attractive to peeps so that they are more likely to generate good profits.
* Update #1 contains code which greatly reduces the frequency of shops and stalls breaking down compared to the retail game. Note: Shops and stalls already placed in a level may need to break down once before the new rate takes effect.
* Update #1 removes the too-restrictive limit on the maximum number of cars per train for several coaster cars.
* Update #1 contains code which increases the amount of time before peeps start complaining about queue times.
* In the retail game, water rides have the sound effects for a steel coaster, with no water sounds. This was an oversight that slipped through testing, and has been fixed in Update #1.
* In the retail version the Go Karts sound very loud. This is fixed in Update #1.
* In the retail game the “Most Disappointing” fine can appear frequently. The threshold at which this fine kicks in and the frequency of the fine have been reduced in Update #1.
* In the retail game if you use the Scenery Visibility toggle trees and rides can sometimes start shifting all over the screen. This was a bug due to graphical matrix palettes not being set correctly in some circumstances that unfortunately was missed in testing. Update #1 fixes this problem.
* Update #1 addresses a number of compatibility issues which could cause instability in the retail version, so if after ensuring you have known good device drivers you are still experiencing problems, install Update #1.
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