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Author Topic: TPB3D News Early 2009  (Read 10951 times)
slickdude
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« on: February 10, 2009, 05:03:00 PM »

The FRCS "Flat Ride Construction Set" now for immenent release March 2009. Compiled alpha-1 code being tested then goes to compiled alpha-2 code and finally in late March a very stable FRCS in public alpha industrial strength code. Other coders are expected to rapidly take the first raw release of the FRCS and add many additional features as well as a snazzy interface, so while this first release will be raw in appearance and very basic looking, it should evolve rapidly. The posting by the coder(s) on the FRCS instructions can be found here on how to use it including posted photos as well.

http://www.tpb3d.net/showthread.php?tid=2438&pid=14046#pid14046

We are hitting 90 plus rides now, thanks to many modelers and many of these will be able to be imported into the FRCS as well. Work will shortly begin commencing on the Terrain/Landscaping aspects of TPB3D and should permit for tunneling, water FX too, the Alignment Manager, Path Manager, Background scenery and a number of other factors. Word comes that a landscape to plop rides down on may well be available and working near year's end, followed concurrently by AI coding for that aspect of the game. We are looking at TPB3D rapidly evolving next year in 2010. The game FRCS will also get an almost immediate Linux version off the Win version thanks to Belgabor for that one. Mac versions, we still need to get some Mac people onboard as they have been hard to find so far, but we don't expect it will be too long. Many more rides are in the pipeline including the flagship steamboat the "Samuel Clemens" aka. Mark Twain's real name Wink and we have added many new rides sound FX to the game repository speaking of which, the new repository for the ride models is alive and kickin' as we head towards building the game owned by the world wide community. Besides running across platforms, the game as you know will be internet aware and fully play as a stand alone on your machine or you can setup and host a park on the net for visitors.

Also, the game will be able to add multiple language packs so people who speak different languages will be able to understand it, play the game and visit parks with their many friends and family across the globe at a distance.

Giant singular parks will probably have lag, but the feature known as "Park Piping" could make a Disneyworld sized resort park possible with little or no lag at all. How "Park Piping" works is you have to think of it like this...

Well lag may occur in singular large parks. Hence my original idea for tpb3d called "Park Piping." What exactly is park piping you ask? Essentially it is like a webring of sorts only in this case connecting two or more parks. Simply put, you may have serious lag issues if you built a 30,000 peep disneyland, but with Park Piping and generated guest overflow, mega resorts like Disneyworld and Disneyland are easily possible with little or no lag depending on the video card, memory and other hardware factors. Essentially to build Disneyland, you would make each park section Main Street Adventureland, Frontierland etc. Then park Pipe each section together and select the method of entry or exit as a path. Essentially your parks would appear seemless. You exit one section just like in real life into the next along a foot path, or a skyway or a monorail etc. The Piping allows the park sections to appear as one park and certain connected parks shows the stats as if you were in a single park. But you have actually exited one smaller park into another, seemlessly. Same can be done for a larger Disneyworld sized park. Computer generated guests would be kept as a buffer so that when each smaller park reaches a limit, the computer guests go elsewhere which allows humans to enter. This way your smaller parks always have between say 3,000 to 5,000 guests maximum and the lag is almost non existent, yet your souvenir map shows it as one big happy park with different sections. Unfortunately, TORCG never took this idea I came up with into account and I am petitioning the coders to seriously consider this. Park Piping also let's you connect to other parks hosted elsewhere on the web. You open your souvenir map and can see the distant destinations. Clicking one let's you board a plane and exit with a graphic your park only to arrive at the gates of the other park. A graceful exit of sorts, but entire communities can use Piping and that souvenir map to make a sort of webring of destinations so visitors can get around the globe of 3D parks that people will build. In fact one civic center government city site has inquired about tpb3d, so it may be well larger than any of us have yet conceived. Well, I explained enough that I do not have to post a seperate topic for Park Piping, Lag and Giant resorts and parks...

Much more happening rapidly in TPB3D with everything as this is becoming a reality so stay tuned and if you haven't already popped by the community to visit your friends, remember this is yours! Not mine, not theirs, it belongs to everyone to have and it truly is the future indeed!
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slickdude
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« Reply #1 on: February 19, 2009, 01:19:27 PM »

First peek at interface of alpha FRCS release which starts initial release testing to a select group of testors first.






The FRCS will allow Flat Ride Makers to do things with speed that TORCG (aka. RCT3) had never dreamed of, nor will be able to ever do. That is because the interface above has new and lots of coding behind it from the TPB3D community which continues to grow as we speak. With the raw FRCS nearly finished and testing starting, the second larger test group alpha release will come soon followed by the later large public alpha release which we are now estimating for the public initial consumption in late March, possibly early April give or take a week or two. So there you have a first real face for what it is, and all the under-the-hood coding by coders that will let the game have compiled flatrides of many shapes, movements and designs. The rides will be endless as the community ridemakers ramp up later on and I shall look greatly forward to visiting many online parks and enjoying those rides too.
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« Reply #2 on: March 02, 2009, 12:43:38 AM »

First FRCS preview with a few actual imported ride parts off our Scrambler model version 1. Seeing is believing and this is the first time we are seeing actual model parts in the FRCS. It's a trickle test run now, but the flood with nearly 100 plus rides in the repository, is coming soon. 3D Amusement Parks will never be the same again, nor will any single corporation ever own the 3D Amusement Park and Coaster games again. TPB3D is positioning to blow them all away out of the recent past memory of previous users  Very Happy Best of all, the game belongs to you like everyone else, so what you put into it benefits others and also is what you get out of it.


Parts imported into the FRCS and Ridemaking in progress. Don't worry, many refinements will come, this is the first compiled working raw alpha that is pretty bug free at this time.


The ride comes together nicely and works out well with few issues. Imagine the parts of one hundred existing other rides combined, the thousands of potential immediate out of the box rides you could be making?

Landscaping code already in work as well. Word comes that a working landscape may show up before the holiday season though this will vary on the amount of time that the coders can put into it.

New rides heading to the repository or there already include the following.


Alakazaam/Fly Away


1950 Retro Dodg'em


Chance Radar and Turbo Kit for the FRCS Ridemakers.


Chance Skydiver ride. Might be able to make this interactive in a future updated FRCS.

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« Reply #3 on: March 02, 2009, 12:48:57 AM »

Additional new rides for the game include...

The Chance Skywheel


The Skyride aka. Skyhook, High Ride etc.


Wave Swinger


Robinson Planetary Wheel


Intamin Double Wheel


Intamin Triple Wheel


Mega Disk-O


Many more rides in the pipeline and coming. We are topping  Very Happy 100 rides right now.
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« Reply #4 on: March 02, 2009, 01:11:51 PM »

This is really cool stuff Smile
Can't wait to get my hands on!
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slickdude
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« Reply #5 on: March 02, 2009, 11:04:07 PM »

Ain't it too bad a lot of modelers here are ignoring this and not participating in history. They will come in later and want to make stuff and find that the game has official stuff that already beat them out in the cold. Always sad to see as many modelers here making stuff for the dying platform of TORCG3 aka. RCT3, instead of a community game owned not by a giant corporation, but rather everyone including themselves. We not only need ride modelers, but scenery, theme, modelers, including Peep modelers as well and we accept both the .ASE and the .3DS formats. If you use sketchup, no problems. Belgabor has a plugin that exports to ASE for TPB3D. With over 100 flat rides parts groups you can use the FRCS shortly to make hundreds of thousands of new rides. We are the future, you are the future, come join us and make it continue as a real reality for everyone.

Chance Tumbler ride in progress...rare historical ride. The world has none, but TPB3D will!
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« Reply #6 on: March 05, 2009, 12:57:15 AM »

Very nice.
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« Reply #7 on: March 06, 2009, 11:46:04 AM »

Many new rides group parts headed for the FRCS repository for the game. Some are indeed very rare rides while others remain as recognizable rides to many as well. Here are a few more to whet the appetites.


Frontier named these the "Double Skywheels" in TORCG3, however, they really are better known as the "Velare Space Wheels" and were comprised of modifying two Chance Skywheels in the process. Unfortunately not only are the Frontier models facing opposite which is not protocol to the original ride, but they are based on the older Allen Herschel Skywheel, same as their single ride which is also incorrect. But nobody ever said the  Bonk! TORCG3 devs were that knowledgable to start with or they wouldn't have given the community an SDC Polyp naming it "The Octopus"... Sad

The next ride has been verified in a photo though we are still trying to confirm its name and manufacturer. Won't this be a large wild looking ride in TPB3D when it gets made and working...so for now we have named this "The Triple Skywheel" until we can get the real name of it.

But the ride does exist, as an attached photo was scanned and uploaded to the community forums.

The "Spillman Doublewhirl" is another of those rare rides where almost none may exist today anywhere. This also adds historical value and these are exactly the type of rides that those wanting to build historical parks in TPB3D will be able to do.


Meanwhile on the "OTR" side of things (Other Tracked Rides) we have our continuation of our flagship and correct steamboat dubbed the "Samuel Clemens," named after the real name of someone also known as Mark Twain. Clemens went by the fictional name Mark Twain, but Samuel Clemens was his real name and to make it befitting of him, we have slowly been tweaking the steamboat, as well as the photos will evidence.


This is very important because this type of ride can move about 450 passengers per ride circuit and it can be used as a transport, as well as a scenic ride. To further enhance it, add the upcoming stageshow sequencer as the steamboat ride will be designated as a moving zone. That means you can add restrooms to the steamboat, shops to sell souvenirs as well as a sequenced show, like attacking Indians or Pirates boarding and fleecing passengers at your park...a nice touch indeed. The planned large steamboat will have an interior theater also using the stage band sequencer so you can perform shows on the riverboat. Think of it as an attraction within an attraction, though that is still a way off, before the model is readied and the moving zone option for this ride. The addition of that will depend on the TRCS Ridemaker.

Other rides in the works include The Seattle Wheel, Kiddie Tumble Bug Ride, 5 additional animal/chariot packs for the 4 existing carousels so you can make your Carousel exactly the way you want it, or exactly like the real life ones, regardless of manufacturer. Future rides on the list that are postured for creation as of this writing include the "Scorpion" and its cousin the "Cobra" both poisonous thrill rides indeed. A Tilted Whirler and the Tilted Whirler G5 too...Huss Booster, Chance Aviator and a number of upcoming kiddie rides plus pre 1930 rides as well, so lots happening on the flat and tracked ride ends of the game.

Work in progress to get modeled trees and fauna into the game so we can decorate the landscaping end of things, since Landscaping it has been mentioned, might just well be on the horizon by the end of the year.

More coding continues as the game marches forward and we watch like you to see this unfolding piece by piece and as it does, we'll all have fun together building our parks...accurately this time!
« Last Edit: March 06, 2009, 12:01:48 PM by slickdude » Logged

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slickdude
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« Reply #8 on: March 11, 2009, 12:05:41 PM »

Coders scour TPB3D repository for lucky 5 to use alpha-1 FRCS compile.

Coders have begun visiting the TPB3D item repository where 100 modeled rides sit. They will begin picking and choosing the rides and their parts for the FRCS. Only a few rides will be chosen at first. As mentioned, expect the updated Eli Bridge Scrambler model to be the first shoe-in. Other candidates include the Eyerly Monster, Eyerly Spider, standard or perhaps Grand Carousel (side note here) there is only currently one animal add-on pack for the carousel with 8 figures. The modeler has not provided the other add-on packs. Chance Giant Wheel or Eli 16 Ferris wheel, Skydiver and or the Flying Circus ride all are prime candidates for testing and assembly within the FRCS.

Meanwhile new specialty rides never before created are making their way into the new specialty section of the repository. Check a few new ones out...These are exclusive to TPB3D. Perhaps the ride manufacturers will beat a retreat to our door.

The SkyQuad


The Tri-Diver


Wild times of fun lie ahead for TPB3D p[ark builders and visitors!
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« Reply #9 on: March 16, 2009, 05:09:33 PM »

Looking good so far. May I be scenery modeler as well as the theme modeler?

I have some few question to ask within the modeling stuff
--------------
How many polies per theme and scenery in terms of tricount?
How many objects per month can be acceptable?

As for the freelance stuff
--------------
Am I going to be paid?
Are you going to copyright the model before releasing it to public?

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slickdude
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« Reply #10 on: March 20, 2009, 02:18:35 PM »

Looking good so far. May I be scenery modeler as well as the theme modeler?


I have some few question to ask within the modeling stuff
--------------
How many polies per theme and scenery in terms of tricount?
How many objects per month can be acceptable?

As for the freelance stuff
--------------
Am I going to be paid?
Are you going to copyright the model before releasing it to public?



Anyone can model for the project.

There is no pay, it is free and open source under the GNU license. Models are released to the project by modelers. While the modelers have the right to do what they want with their work, once it goes into the repository for the game it becomes part of the open source much the same way the game coding or recorded sound fx are.

Poly counts vary, but where alphas can be used in place of more hardcore modeling, that is preferable.
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« Reply #11 on: March 31, 2009, 01:36:02 AM »

New rides now in the repository include the completed and heavily themed Rocket Astro Jets and additional Shuttle Cars too for those wanting to make two passenger Shuttle Jets available as well. This ride is intended to be interactive as a Joystick control was also modeled for it. Disneyland fans will fondly love this ride that has been gone from Disneyland for a very long time, but will grace future space parks when the full TPB3D is up and going.



Also new and in the works is the Balloon Race kids ride. It's a gentle themed roundabout ride that should see a fair amount of popularity in many parks.



A few revamped older rides in the repository are the Huss Condor, we wanted to fix issues and make it much more faithful to the original, thanks to the modeler for going back and doing this extra work. Yes that is a Condor atop the ride... Very Happy



The other ride redone is the "Tagada" for fans of that ride. It will be a very faithful reworking to the ride.



The Tannenbaum ride or Christmas Tree ride should be welcomed at many original Santa's Village theme parks. Yes there are real amusement parks in the USA and elsewhere named Santa's Village, and even in snow parks or even a ski resort or too, this ride should fit right in. The ride is now in the repository waiting for your friendly neighborhood FRCS to make it a reality.



This last week we saw two rides variations added to the official repository. Those are the Top Spin...



and also another rival company's ride called the Mondial Splash Over, a sort of double Top Spin type of ride by a rival company.



Other rides in the works include a Huss Super Booster, the Eyerly Loop-O-Plane including a rival company's "Hammer" ride which is similar yet a bit different, the Eyerly Roll-O-Plane, the "Sidewinder" which is a more reliable and newer type of roll-o-plane, Flying Elephants, A possible Giant Slide Kit with may different pieces to assemble a Giant Slide in your park.

On the coding end, a few more tweaks and additional work was decided to add to the FRCS, and though it has been compiled, stable and working well, additional things are happening. The module will also feature many more rides than we originally expected so that should be very sweet. The Save file feature will be enabled as well as the full sequencer in the FRCS and other options being added as well.

Work on the Landscape and the Building Generator has begun as well as progress on models for Trees in the game, while the list for many different types of trees continues to go. Most will be texture variants.

New on and off ride music has been added courtesy of the sound people in TPB3D as well as some custom FX for the rides.

Much more is happening and we have learned the lucky 5 will most likely be the ride modelers who made a lot of the flat rides and perhaps an extra coder and DoctorJ of course is rumored to be honored with the alpha-1 of his brainchild FRCS.
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« Reply #12 on: January 18, 2010, 10:56:29 AM »

These are amazing!  Hail
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« Reply #13 on: January 24, 2010, 02:04:38 AM »

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.







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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« Reply #14 on: February 11, 2010, 05:13:45 PM »

Word possibly of a working flatscape within about two weeks or end of the month though this may vary still into March. The inclusion of rides, what to expect. Rides may or may not have onride camera. No serious tunneling. No Ride sounds yet. No Peeps, but possible paths. Generic sky and distant backdrops. In other words a very basic flatscape to show everyone that the coding is there and keep the faith essentially.

While we are still discussing what rides will be included, discount water and water rides. Not this release, but probably a few down the pike when simple water lakes and rivers become available plus other watering FX. No BG (Building Generator) as that will be one of the latter things coded. Just a flatscape and some rides and trees for the first release. Do rest assured this is a major start but is happening by many people's efforts behind the scenes. Many of your friends are building the future they own, not some crappy corporation publisher. So here is what we are looking at.

Coaster(s)

Steel Twister, (possibly) a Woodie Twister (undecided at this time of posting)

OTR's "Other Tracked Rides"

Mark III Monorail - a Retro Bullet train ride.
People Mover Monorail
Skyway - Von Roll Gondola System

Flat Rides

Carousel - Small
Crazy Bus
Eli Ferris Wheel
Eyerly Loop-O-Plane
Eyerly Octopus
Flying Scooters
Scrambler

Trees will mostly be pine type trees for now. The rides list could change too, so stay tuned. We never gave up, none of us and we have all worked very hard to make this reality happen. Remember that the future belongs to those willing to make it happen, and then enjoy what they have created with their many friends.
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