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33074 Posts in 3495 Topics by 9373 Members - Latest Member: COASTERCRAZY61999 September 09, 2010, 09:15:37 PM
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Author Topic: 2010 TPB3D News  (Read 2464 times)
slickdude
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« on: February 27, 2010, 06:39:35 PM »

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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JoeTomNJ
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« Reply #1 on: February 27, 2010, 10:44:55 PM »

That's great news! Keep us informed of the release date please!
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slickdude
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« Reply #2 on: March 08, 2010, 09:30:00 PM »

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 on you all. The future belongs to those who build it.

http://www.youtube.com/watch?v=9Cki9NDsvaE
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slickdude
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« Reply #3 on: March 09, 2010, 10:27:43 PM »

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.

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slickdude
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« Reply #4 on: March 17, 2010, 08:53:20 PM »

BARNSTORMER!!! For TPB3D.

Lead coder AlabamaCajun previews a first flatride made in the FRCS and working in TPB3D. The FRCS is the original brainchild concept of founder DoctorJ and allows a user to compile a bunch of parts setup options and animation then compile it into a flatride for tpb3d. Once a ride is a compiled file, it can be shared with other park builders.



Currently over 2.6 million possible combinations of rides could be made in the final FRCS, but that number grows as more ride parts groups come online.

Other major coding news, Physics applied in game. Other items added to the new game coding include, paths, booths, AI - Agents, Game Manager, Transport, Lighting, Textures, Tracked rides, both coasters and OTR's "Other Tracked Rides."

14,000 lines of code 21,000 lines of source including comments and copyright data.
220 Files in 17 Folders for source.
80+ files for data including textures, sample scenery and other artwork.

Master Ride Modeler GermanTaco readies The Sartori Techno Jump ride for the repository and the game. Quality on this ride is extremely high.



Vodhin's recreation to exacting detail on the Coney Island version of the original Giant Wonder Wheel ride coming about in great fashion.



Other work continues on sound, graphic arts and Coaster development as the TRCS "Tracked Ride Construction Set" now adds Wooden Roller Coasters to existing Steel Coasters.

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New discussion forum to debate Park and Ride piping.

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Building Generator forum becoming active on the discussions and implementation of instant stretched, assignable, themed structures for the game. Park building never was this easy.
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slickdude
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« Reply #5 on: March 22, 2010, 02:51:38 PM »

TPB3D releases video of first working ride in the game. This ain't TORCG3, NL or VR, it is our coding and it works too. Many more rides to follow. Note the path items, lights are already working including darkness inside structures for dark ride people. Restroom is a flagged item also in this video. More to come, we never gave up and the world owns its own game.

http://www.youtube.com/watch?v=dTcpOVNSC4g
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slickdude
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« Reply #6 on: April 09, 2010, 10:48:44 PM »


Peeps though crude using the game A.I. to follow a path to a queue line for a flatride then decide to board it. Lots happening and the packed first pre-alpha edition is closer than most realize. Best of all...you own it. It belongs to no corporation or business, but rather to the entire world as a free open source game and it is happening folks. We never gave up. The future belongs to those making it happen. Over 150 rides and over 3.6 million ride combinations possible in the FRCS, coming soon on Windows and Linux with MAC OSX to follow shortly in a port.
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slickdude
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« Reply #7 on: May 10, 2010, 06:49:13 PM »

Coder Parkitect adds Islands to the game. Beach scenario also to follow.

While coding has been very slow on TPB3D-CAD, on the game and main version TPB3D-TG "The Game" coding is moving rapidly as well as new ride models coming along too. Coder Parkitect has initiated the new island coding into the game. Here is the new island though water is yet to be coded into the game, I have been told it will be forthcoming too. The photo below is a working compiled game that Parkitect was able to compile from AC's and Doc's and L5's coding and that of the other coders.

http://www.tpb3d.net/attachment.php?aid=632
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slickdude
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« Reply #8 on: July 30, 2010, 04:43:31 PM »

TPB3D has added wooden coasters now along with working water tables too. A working skyway may well be included in the initial release of the game with at least a Von Roll 101 Bail gondola and possibly the other gondola types too.





Meanwhile here is a sneak peak at a 40 foot tall (12.19 meters) tall woodie coaster in the game.



Additional major things working are the User Interface which is beginning to tie many other elements within the game together. A lot of coding has happened and is happening. Oh and expect to see possibly the range of spider rides working too. Octopus, Monster, Spider and Polyp including the Polyp add-on kit too.

One last note of great interest. The old truss for the corkscrew that was missing in the original RCT series will be included for those wanting their steel corkscrew coasters to be exact like in real life.



Long sought after the truss should prove nicely as coders indicated this has been nailed already for the steel coasters.
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slickdude
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« Reply #9 on: August 03, 2010, 06:39:01 PM »

TPB3D forums no longer accepting registration of new users. Forum will shut down in 2 weeks and remain offline anywhere from 1 day to 2 weeks. Major upgrading will be in process. Once the new forum upgrade has been secured, users will be able to register and begin posting again. The official tpb3d live chats and forums such as these will remain hopefully for the community to gather. The link for the live chats is at http://chat.tpb3d.net and usually the general meeting area is in the Park Plaza room. Those chats and the official news twitter will be going 24/7 during the forum upgrade process.

In other major news, coasters now have catwalks and railing. Flat rides will also be forthcoming and we hope to soon show you previews of the rides in the game as they happen.
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slickdude
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« Reply #10 on: August 20, 2010, 03:35:07 PM »

TPB3D going strong as new riodes enter into the game itself. One developing example can be seen here. New Developer forums exclusively TPB3D development as general user support will be encouraged in the new growing community. Anyhow 5 actual flat ride models are now in game and soon we should start to see working videos. Both steel and woody coasters including autocreated catwalks, auto supports are in game, water tables and fractal land that you can shape, so much is happening, user interface...we never gave up!

Here is the Flying Circus that with some tweaking should be good to go.
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slickdude
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« Reply #11 on: August 29, 2010, 07:01:07 PM »

More happening in the game, some ride animations showing some newer flat rides working particularly the Sartori TechnoJump ride. Remember the animations sound fx and working rides will improve. We thought it important because the TechnoJump is working through the FRCS which I have understood is being spruced up daily. Love the new distant backgrounds we added to the game as well.

Here are some vids to watch...NJoy Wink

http://www.youtube.com/watch?v=05h3Z26zS40

http://www.youtube.com/watch?v=gTGbkCYkgdQ
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« Reply #12 on: August 29, 2010, 09:47:34 PM »

It's interesting to look at, but can you give me details about the roller coaster building? I don't expect the flexibility to be good as UR or NoLimits, but I do expect you to get at least close to UR game where you can actually modify the track with more distance of the track pieces.
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