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Theme Park Builder 3D, made by RCT Community Members- Free!

#81
The building generator discussion almost made it into rct3, however we are making a working one for TPB3D. There is a separate discussion for stretch themed function assignable structures here.

http://www.tpb3d.net/showthread.php?tid=2494

This will make park building a quick snap. No more TORCG2 methods Wink
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#82
Coding remains brisk with slowing for the next two weeks. The FRCS under DoctorJ's helm spawns extra arms and cars effortlessly on the Eli Scrambler. The ride as previously reported is on a green landscape and that is also in coding progress as well. The coding is also being ported to "OpenGL" to bring in other coders. It is expected though not definite that the frcs and AlabamaCajun's coding for tracked rides may be lumped into one though again the coders need to first talk and figure out the coding direction on issues.

New tripple combo ride the Intamin Sky Jump includes a Parachute Jump ride, Sky Cabin and Observation platform, 3 rides in one... Thanks to GermanTaco for this great work.
[Image: Intamin_Parachute_Drop_and_Skycabin_Ride-GermanTaco.jpg]

New rides are still in progress as well with many new offerings to appear next year. The working FRCS will be a bit slower forthcoming according to the lead coder DoctorJ but in return for his working version of the application, there will be a lot of quality in it and it will also be effortless to use unlike the previous builds of coding under The_Cook who is now coding his application known as TPB3D-CAD for mainly modeling parks rather than modeling and playing them. The FRCS in Cook's version is much more sophisticated and will be limited to only a handful of users as to where DocJ's version will be for everyone to learn.

At last count hitting 150 rides, theoretically 2.6 million plus flat ride combinations are possible and every ride past that magnifies the utilities ability to make a new ride. Add in the TRCS and tracked rides multiply on that too. This will mean for park builders, endless rides to entice online players to visit their parks and resorts. Speaking of resorts we are covering those too as they are a sort of amusement park too. This includes ski and beach resorts amongst others. Ski lifts, snow boarders, chalet's, snow busses, boats, water skiing, fishing jetski rentals and para sailing will all be hit on later on, so TPB3D should cover stuff and unlike theirs, our beach resort will be a real beach too, including crashing waves with sound fx, boardwalks, piers, the real deal so it is all coming, slowly for the next few weeks, but hang in there folks.

Other news, Star_Ranger4 returns for more modeling maybe. Gadget makes the exclusive Modeler's club and three other ride and scenery modelers are one item away from this exclusive modelers club which will immortalize them within the global TPB3D community for all time and their works. Yes we are documenting all this history for those who will follow to know where everything came from, our own way of saying thanks to everyone who contributed Wink and gave to this project through their time and great talents to help others.

Peeps discussion within the community, yes the peeps will have cams in fact cams on and off rides, watch through the peeps eyes if you must. Path manager too, as discussed originally, will be added. Anyhow all, Merry Christmas and Happy Hanukkah and whatever else for the holiday season, 2010 is almost here and some of tpb3d too we are looking forward to Biggrin
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#83
The TPB3D community forums will be going down on the second week of January for a updating. Hopefully we will be back. Coding of the base is still progressing via DoctorJ and we may have not only a working frcs, but working TRCS and DRCS systems on a landscape by first quarter 2010. Meanwhile The_Cook has split off with TPB3D-CAD which is a CAD amusement park designing system separate from TPB3D the game variation which is our original intent.

We are pushing past 150 rides. In theory over 3.2 million rides can be constructed from parts in the FRCS and compiled. Throw in the TRCS and tracked rides and the number goes up by almost half to over 6 million compiled ride designs. So we are all very excited about 2010 and what will be forth coming overall. Lots happening here.
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#84
[deleted]
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#85
New pics of the Intamin Skycabin/Sky Jump ride platform. They just keep getting better. Thanks GermanTaco for excellent modeling work. GermanTaco enters the modeling club at the TPB3D community with this ride beating out several other modelers.

[Image: 09.png]

[Image: 08.png]

[Image: 07.png]

TORCG3 eat your heart out, we got two Parachute rides one historical the other a combo modern and we honor every modeler like a gladiator too instead of profiting from them and giving nothing in return like erhmmm, a certain commercial publisher might be doing. To follow GermanTaco's completed projects visit here at the wikimedia for him. http://sebar.com/tpb3dwiki/index.php?title=GermanTaco

Lead Coders for the Game version TPB3D that most everyone will be using, have reconvened with the great DoctorJ and the brilliant AlabamaCajun on the lead. Word is a lot has happened this week the third week of January 2010. New Repository for the game is set, high level coding is going in. The Flatscape for the first game alphas should have both frcs and trcs or as we say Flat and Tracked rides available right off the bat. Additional high level mapping for the coding on the project are in play as well. A.I. by a separate group of coders has also begun on the project. Lakes and rivers probably to be added with water stuff in a few updates to the game.

The releases will not be networking, just standalone for now though the coding hooks for net usage are in place. Darkness by default inside structures will be the norm. Want light, then add a bulb with a dimmer switch or fx scenery that glows for things like Dark Rides. The BG will tie in with the lighting FX too.

Lots happening, getting very crazy so stay tuned, things will start moving very fast from here we suspect.
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#86
Track load and save featured about nailed for TPB3D. Coaster and ground based OTR's such as a dark ride and Monorail will be about nailed as for the load and save features, though while water tracked rides will also work, the water for them to ride in is still a bit away, possibly late May at the time of that revision release and this will change per the words of the coders.

Landscape, though tunneling will remain down the road as we get the game version of TPB3D-TG online for user consumption. Expect a raw FRCS for sure with a number of skeletal flatrides though at this time we are uncertain but textures could be included in the initial games release.

Some basic trees and fauna will be included as well, though the bulk of the long list of differing tree types and fauna and bushes will still be following.

Landscape painter, sorry, but mainly green for now. Both the ground painter and the distant backgrounds options will again be forthcoming once we have the main landscape and the basics going along.

Stay tuned for more news as it happens and beaware that these can all change at anytime in which case we shall update the news.
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#87
Theme Park Builder 3D taking shape rapidly. Initial app just a few weeks away or less.

Coding added to the initial release game includes the following.

Paths - Early Path Manager coding going in. Advanced Path Manager will build off this.

FRCS - Flat Ride Construction Set added to the package with simple interfaces.

Kiosks - Yes simple kiosks will be available at path side and you can list the items and prices. Lists are infinite at this time.

Peeps - It has been mentioned that peeps might or might not yet be available at least possibly for riding the rides.

UI - User Interface should be available, simple easy to use yet powerful to a certain point. This will most definitely be refined over time as the game improves, grows and changes too.

ATM's - This should also be available at the onset and working. Currency initially will be in United States Dollars however new currencies and later a way to make your own currency from your host country should appear and not long after the main release of the game is going.

Mobile Vendor Cart such as a Hot Dog vendor should be available in-game.

This initial release will be a stand alone game for a while much like the older RCT3 game by Atari was. But server side coding is in progress and already beginning.

Building Generator theory is still being debated, but it appears that the implementation may well finally be on its way too, though not for quite a few months ahead.

It has been mentioned but do not expect water rides of any type off the beginning app. I have received word that will be something coming later on. The main thing is that the base game should finally be here very soon and we can get some fun things going.

The list of rides will not be tremendous, but this is what we are officially currently going to try and release initially.

OTR's

Monorail - Large Retro
Monorail ( People Mover with Roof )


Coasters

Steel Twister
Woodie Twister


Flat Rides

Carousel Small
Crazy Bus
Eli Ferris Wheel
Eyerly Loop-O-Plane
Eyerly Octopus
Flying Scooters
Scrambler
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#88
First movie preview of TPB3D working. Remember this is a pre alpha build and lots more is coding and in progress. The track ride is from an early FRCS. All cars now are on and follow the track. Physics and gravity are actually added after this video was posted. Up top you will see a time clock running in-game as well and on the left the menu. Flatscape and basic sky are in place. On the center right the FRCS working and in action. It might seem insignificant, but that is the base hub and arms for a Barnstormer ride. Later it will be textured differently and act different, but we wanted to show here the ride is placed. It starts out slow, speed up on the circuit part of the ride, then slows down. We will be honing the rides and other aspects from here. WE NEVER gave up.

[Image: tpb3dmainmenu.jpg]

Watch TPB3D finally working...it's a major start.
http://www.youtube.com/watch?v=9Cki9NDsvaE
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#89
[deleted]
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#90
Things coming together wickedly fast. New textures promise to up the ante on quality of rides eye candy.

[Image: laundry.jpg]

This one actually spins up every couple of minutes runs for 30 secs then slows to a stop. Baskets are swinging out with a centrifugal calculation in the simple physics we are using. This is going to advance with actual ride parts before long. These are native FRCS skins with the orange pole added in for visual. The baskets are also just a simple default part.

[Image: 06-2.jpg]
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