A little clarification: This has been possible for a while now, but for a long time you needed to enable zero clearance to build the crossings. Only much more recently was that changed, and to prevent confusion when someone cannot build it because they don't know they need zero clearance I decided to just say you need the latest version.
Hey, I just checked in my 0.2.2 version (which has a changelog dating back to 2019-03-13) and this feature is fully functional without needing to disable the clearance check!
I was at Six Flags Fiesta Texas last week riding the train that broke down in the middle of a level crossing and indeed, all the guests on the path preferred to just stand there waiting for the train to get fixed instead of walking a little bit more to go around a different path, so that's pretty realistic actually.
One time when I was at my local Ikea, the coffee machine broke down. Instead of going anywhere else for coffee, the people in the ikea just stood there and waited for the coffee machine to be fixed. Was quite funny, was like zombies but instead of brains they wanted coffee.
Option 1: pull lever, killing the single guest Option 2: don't pull lever, killing multiple guests Marcel's Secret Third Option: pull an alternate lever, dropping all guests into water and drowning them
@Erin Caracci I think RCT3 is pretty fun in its own right, but I _did_ grow up with it so that may be my nostalgia talking. I still don't think it's a bad game though.
@@Fighter_Builder The features it adds is quite numerous, like more elements for the coasters, new coaster types, new ride types and with the expansion packs you essentially have 3 different park types. You could build a zoo or a waterpark without any of the normal theme/amusement park stuff. But some of the neat details present in RCT and RCT2 are not pleasant. I do think that if it had the same art style fans would almost universally love it, though. And I do admit that I am a little biased because it was my favourite game from my childhood and I have easily put well over a few thousand hours into it over my lifetime.
I legit think it's really cool that OpenRCT2 has reached at a point where they've fixed the base game's bugs, added quality-of-life features, and done enough that they can now add improvements on top of that solid foundation. Nice.
what is you make the train break down, so guests can't go home? if early scenario completion isn't a cheat to win fast, then this should be allowed too
I’m surprised with Chris being such a huge Train fan, that he never made this a thing in game. However, I will give him a pass, considering the rest of the effort he put in. Like a scenery clock that tells the actual time 😂
02:06 I worked at Disneyland, trust me : this is realistic. Guests are literally too dumb to read a sign or do any kind of efforts whatsoever and they will always complain to you about their own stupidity.
Probably for the best, imagine all your mechanics getting stuck at a crossing for the railroad they need to fix, blocking it forever until you manually intervene
This unuronically might be a good strategy assuming that guests who are stuck won't complain about it being too crowded. You could just freeze a bunch of them in place and then close the paths connecting them to the rest of the park so no more guests get stuck once you've alleviated the congestion a bit.
Imagine using this sort of guest trap on scenarios where you need a certain amount of guests in your park and just have them be stuck at these stops and they won't be able to leave the park. This would also mean you wouldn't need a no entry sign at your park entrance.
It depends on wether the guests are frozen in time while waiting for the train to pass or not. If they only cant move it will have the same effect as a no entry sign but if they are truly frozen in place it would work
I accidentally froze a guest in place one time; I was using cheats to expand Dynamite Dunes, set the wrong tile to be 'owned by park' while a guest was still working his way to the entrance. He froze in place and couldn't be picked up or drowned, and just hovered there if I lowered the land beneath him. So I put a pool of water under him and turned him into an attraction for my park: The amazing Hovering Guy.
“You could use this to make your parks more realistic, or more sinister” Why does Marcel even give us the first option, we all know where this is going
You were the person I watched in my bed during my worst times and during my best times. Now there is another downward spiral and I'm back here. Thank you for passing your life energy onto me.
Looks nice and clean! I like it that the OpenRCT2 devs add features that enhance the game and really think about what to add! I wonder what they will add next?
What I love most about this is how it beautifully demonstrates how many ridiculous coding challenges Chris Sawyer must've dealt with to make all the systems of the game run so well. You'd think that a railroad crossing wouldn't be too hard to implement, but you would be forgetting all of the weird edge-cases! Still though, this is a really cool and fun addition to the game, and I love that this got made a lot!!
i think the "getting stuck waiting in front of a broken down vehicle" bug can be fixed quite easily with a timer where, if it lapses and the vehicle hasn't been cleared out, they just turn back
Nah, we gotta keep the flytrap meta going! It also makes getting the railroad repaired a top priority. I could imagine opening a park like Fiasco Forest wherein the miniature railroad is broken down with a train blocking a path.
This is so cool! I always was disappointed when I couldn't do this back in the day (while being able to in chris sawyers locomotion.) Perhaps one day we will get crossing light models?
I feel you'd need a new Guest AI to make it work, with guests having destinations in mind, and more complete pathfinding that recognises when a transport ride makes a trip faster (or even possible), how do guests use maps right now?. This could be done, OpenTTD has long had new pathfinders and physics models as options.
All guests will use will use transport rides it they are free and the guest happens to walk into the queue entrance. Using that in conjunction with the biased decision making of the peeps at path crossings, it is possible to lead the majority of them to the transport ride. Also by having multiple stations these can have only an entrance or exit, which also increases the possibility to get guests from crowded areas to empty ones. But of course having the peeps do all this on their own would be a great improvement. This is technically possible since the major update a while back (where the format of save files changed and the limits of the engine got rampued up). And I even think this feature is planned, but seeing the compexity of this task this will take a while.
@@jimmypatton4982 Just build entrances only at stations where guests are supposed to get on the train (away from crowded areas, e.g. entrance area of the park) and exits only at stations where guests are supposed to leave the train but not enter it (empty areas of the park, e.g. far away from park entrance).
That's seriously cool, and something I'd have loved to see in the original game! One thing I'd love to see with the Miniature Railway myself is the ability to add different mini replicas of different kinds of locomotives. Diesel Locomotives and unique types of Steam Loco (the LNER Class A4 especially, since that's my favourite) would work very well!
This is very cool, and I love that you already found several ways to trap and/or massacre your guests, even if it does leave them completely unscathed anyway. It's only a matter of time before you figure out the combination of game mechanics you need to create a level crossing that automatically drowns guests in their thousands...
Such a charming addition, I love OpenRCT2. Even if some of these additions have some issues, it is fantastic to see the game still receive updates such as this one!
Im glad someone finally addressed railroad crossings! its all bout the small details that go into making parks more realistic. Im actually really hoping this is something that will get incorporated into the more modern games at some point like RCT World or Planet Coaster, but also have the ability to put crossing gates and all.
This is so cool! I'd love to see more water rides get developed, or even waterslides for a full water park. I'm not sure how difficult that would be though since it would be a track ride but it wouldn't be a complete loop. If I had the know-how I'd already be designing some. Some could end with a deceleration lane, some could end in a large "pool"/body of water, ect, but I know this would be a considerable amount of work to program, design and animate. Thank you for showing the limitations of the train crossings as well.
If a guest is on a ride for too long, they will think "I want to leave ride123". Will they get a thought like that it they're stuck in front of a crossing with a broken train? Maybe this is the perfect guest storage?
such a cool addition! our parks now easier and more realistic. i hope we get a couple more carnival type attractions, like an arcade, open Stand-up Movie Theater and some attraction guests can win a prize at
I wonder if those amazing OpenRCT2 devs could tweak the AI to use these rides to get about the park. Things like the lift ride etc would be useful and functional.
its a little suprising that this was not in the base game considering that RCT2 has a lot in common with Chris Sawyer's Locomotion where railroad crossing are a super common thing
They also exist in Transport Tycoon, where you can use them to destroy road vehicles. But possibly that also showed CS how many edge case issues they potentially have. It's one thing to have those in a community feature, something else in a commercial release. Well. Back then. Nowadays of course it'd just be put out and the level crossing code would somehow crash the game 3 times per hours, but whatever, it'll be patched eventually ...
:) I still remember transport tycoon - building a couple of 3-tile railways in front of NPC bus depots, crashing a bus every few seconds. Blam, newsflash: a horrible crash occurred! Blam, and another. Blam, and one more...
I was hoping someone would make a video on this! I Saw this feature while playing open RCT2 Last year and thought it was one of the best things I ever saw! Thx for this vid man!
I haven't played in years and don't intend to but your videos are cathartic to me - in the way a friend geeks out about something to you cause they're comfortable
Just came back to this and at 2:45 I noticed the Scrambled Eggs called “Plot Twist.” Very clever. Also the handyman at 2:12 has superpowers to not get stuck!
Hi Marcel! I run a channel doing all sorts of train things, and I love your channel & RCT. There are problems, even with a slow miniature railroad... look up "Hermann Park mini train crashes into a stopped car". People are... special. lol!
Had to pause the video and go try it for myself.....this makes the train so much more useful to me! I'd even welcome the addition of "guest so-n-so was run over by Miniature Railway 1" as an added difficulty since I rarely have issues with park rating.
Random RCT series trivia: Vanilla RCT3 actually _sorta_ has this, if you're willing to exploit a glitch. You lower a chunk of ground below the rails, add a path square, and raise the ground back up so that the path ends up under the track. Guests won't acknowledge the train, though.
barring what Open RC2 has changed, I think I've finally figured out what peeps really are! Given that they cant swim and die if they fall in water, and will pay anything to get an umbrella when it starts raining, its clear they HATE water. On top of that, seemingly the only other thing that can kill them is explosions, but even then (if you keep your park open long enough) eventually the guests will come back. To recap, peeps: 1. are deathly afraid of water, and may even die if exposed to too much 2. can seemingly only die to explosions otherwise 3. respawn This leads me to believe that peeps are actually inklings or octolings!
@@MarcelVos i hope someday for a tickbox on transport rides to designate them as, well, transports instead of being essentially gentle rides and for guests to think about if using them would save them time and energy
Can you do a video on when we can expect OpenRCT2 to no longer need the base game installation to work? OpenTTD got that feature a couple of years ago. Does it have to do with copyright?
this is really interesting! but i dont have open rct2...even though i no longer play this game, but i cant stop watching your videos. thankyou chris sawyer the goat.
OpenRCT2 modders, I come to you with one request. That request is to make a mod where guests that are hit by a train die and a message pops up saying, "[Guest Name] got railed!"
"Sometimes I wonder if the guests think they're crazy." Next we'll be hearing about an undiscovered guest thought buried in code to the tune of something like "Eek! A ghost!"
I just played openloco for the first time, and I really really want semaphore signals in rct2 now. It would make it so much easier to do two-way single tracks.
A little clarification: This has been possible for a while now, but for a long time you needed to enable zero clearance to build the crossings. Only much more recently was that changed, and to prevent confusion when someone cannot build it because they don't know they need zero clearance I decided to just say you need the latest version.
Do you know if the openrct devs are working on the current issues you highlighted in this video like the guests standing on the tracks?
CONGRATS ON 100K SUBS MARCEL! Did you ever play Locomotion? Seems that's where they got the inspiration
@@baerra1 They probably weren't aware of it and I don't think it's really going to take high priority either.
Hey, I just checked in my 0.2.2 version (which has a changelog dating back to 2019-03-13) and this feature is fully functional without needing to disable the clearance check!
I’m sorry to say, but building the level crossings in the way you demonstrated has been possible for about 4 years.
I was at Six Flags Fiesta Texas last week riding the train that broke down in the middle of a level crossing and indeed, all the guests on the path preferred to just stand there waiting for the train to get fixed instead of walking a little bit more to go around a different path, so that's pretty realistic actually.
Really? Huh.
sunk cost fallacy, amirite
Well, who has time to walk to a ride when there's a exciting new attraction right in front of you that you might never get to see again?
One time when I was at my local Ikea, the coffee machine broke down. Instead of going anywhere else for coffee, the people in the ikea just stood there and waited for the coffee machine to be fixed. Was quite funny, was like zombies but instead of brains they wanted coffee.
The "Trolley problem" isn't really a problem when the people on the tracks are RCT guests!
Option 1: pull lever, killing the single guest
Option 2: don't pull lever, killing multiple guests
Marcel's Secret Third Option: pull an alternate lever, dropping all guests into water and drowning them
Especially if they paid you nothing and want to go home.
@@Paintplayer1 So *that's* why Yzma and Kronk even had that lever
@@datenegassie A+ reference. Well done. :)
The problem is how do you get it to hit both?
"I wonder if the guests ever think they're going crazy?" Says the person who trapped hundreds of guests in a broken down park for 1500 years
I know he likes the update, but still hates the fact that "we could be murdering more guests but no, this is the video".
A small price to pay for the gift of immortality.
Maybe.
Or why do tired guests drown slower than those who are energetic
That's awesome. OpenRCT2 is basically a sequel to RCT2 at this point. RCT3 from an alternate timeline.
@Erin Caracci Marcel has said positive things about it, but that he doesn't really want to play it
RCT3 is fine, but not as good as the previous games.
@Erin Caracci I think RCT3 is pretty fun in its own right, but I _did_ grow up with it so that may be my nostalgia talking. I still don't think it's a bad game though.
@@Fighter_Builder The features it adds is quite numerous, like more elements for the coasters, new coaster types, new ride types and with the expansion packs you essentially have 3 different park types. You could build a zoo or a waterpark without any of the normal theme/amusement park stuff.
But some of the neat details present in RCT and RCT2 are not pleasant. I do think that if it had the same art style fans would almost universally love it, though.
And I do admit that I am a little biased because it was my favourite game from my childhood and I have easily put well over a few thousand hours into it over my lifetime.
Rct3 is great but it really doesn't feel like it belongs to the same franchise as the first two.
the janitor at 1:08 :
"i make minimum wage, i do not fear death"
I legit think it's really cool that OpenRCT2 has reached at a point where they've fixed the base game's bugs, added quality-of-life features, and done enough that they can now add improvements on top of that solid foundation. Nice.
That double-decker observation ride spinning down the track was hilarious
Gave me the giggles
Marcel is 100% going to use the wait feature to trap and torture guests.
I hope so.
I really want to know, how many you can trap in there.
Oh yeah, that was definitely my first thought when he described them as "fly traps".
what is you make the train break down, so guests can't go home? if early scenario completion isn't a cheat to win fast, then this should be allowed too
I thought the same thing. Question is: do they get unhappy while eternally waiting in front of a broken train?
I'll admit, I'll be disappointed if he doesn't. :)
Each time you show these non standard features of open rct2 i'm more amazed how much work and passion the devs put into it.
RCT modding is very strange, its very little work when compared to modding other games, but you need alot more skills and understanding to do it.
I’m surprised with Chris being such a huge Train fan, that he never made this a thing in game.
However, I will give him a pass, considering the rest of the effort he put in.
Like a scenery clock that tells the actual time 😂
Probably a lot of the technical issues you see here.
There's probably a very good reason that open RCT2 took this long to have those.
02:06
I worked at Disneyland, trust me : this is realistic. Guests are literally too dumb to read a sign or do any kind of efforts whatsoever and they will always complain to you about their own stupidity.
I think people who go to Disney just shut down their brains the moment they arrive in the parking lot
@@roddydykes7053 that's what we say all the time lmao
@@roddydykes7053 That assumes some of them had anything to shut down to begin with.
I feel like I would need to shut my brain off too before I'd be willing to spend $100+ to enter an amusement park.
@@scottthewaterwarrior that's how they get you with the $12 hot dogs
Poor handyman at 1:07 doesn’t follow the rules…
Probably for the best, imagine all your mechanics getting stuck at a crossing for the railroad they need to fix, blocking it forever until you manually intervene
The handyman needs to clean up the mess anyway
He's just powerful like that
Staff members ignore a no entry sign
2:15 I’d love to see someone do this with over 1000 guests. Imagine them all stuck in one spot.
This unuronically might be a good strategy assuming that guests who are stuck won't complain about it being too crowded. You could just freeze a bunch of them in place and then close the paths connecting them to the rest of the park so no more guests get stuck once you've alleviated the congestion a bit.
@@Xtrovid yeah, this would need some testing to see how guests react to waiting there.
Imagine using this sort of guest trap on scenarios where you need a certain amount of guests in your park and just have them be stuck at these stops and they won't be able to leave the park. This would also mean you wouldn't need a no entry sign at your park entrance.
"It's too crowded here."
"I have the strangest feeling someone is watching me."
"Help! I'm drowning!"
"The music is nice here."
Could you use a broken down train trap to prevent guests from leaving the park without making them angry like a no entry sign would?
I really think you could
It depends on wether the guests are frozen in time while waiting for the train to pass or not. If they only cant move it will have the same effect as a no entry sign but if they are truly frozen in place it would work
I accidentally froze a guest in place one time; I was using cheats to expand Dynamite Dunes, set the wrong tile to be 'owned by park' while a guest was still working his way to the entrance. He froze in place and couldn't be picked up or drowned, and just hovered there if I lowered the land beneath him. So I put a pool of water under him and turned him into an attraction for my park: The amazing Hovering Guy.
I did a test and the answer is: Yes. They will want to go home after a while, but they don't actually count as lost guests so your rating is fine.
@@MasterCrash123 that sounds like fun. Might try that myself
“You could use this to make your parks more realistic, or more sinister”
Why does Marcel even give us the first option, we all know where this is going
2:29 Double deck observation tower just flying across a path? Yeah, totally normal day in thr RCT-verse.
I like trains
I don't
CHOO MF CHOO!
*train runs over the comment section*
I like turtles
How did I get here?
The delivery between 1:38 and 2:00 is incredible and I can’t help but laugh every time
I love how you knew to test everything.
You were the person I watched in my bed during my worst times and during my best times. Now there is another downward spiral and I'm back here.
Thank you for passing your life energy onto me.
Looks nice and clean! I like it that the OpenRCT2 devs add features that enhance the game and really think about what to add! I wonder what they will add next?
A fresh cut asparagus stand.
What I love most about this is how it beautifully demonstrates how many ridiculous coding challenges Chris Sawyer must've dealt with to make all the systems of the game run so well. You'd think that a railroad crossing wouldn't be too hard to implement, but you would be forgetting all of the weird edge-cases! Still though, this is a really cool and fun addition to the game, and I love that this got made a lot!!
i think the "getting stuck waiting in front of a broken down vehicle" bug can be fixed quite easily with a timer where, if it lapses and the vehicle hasn't been cleared out, they just turn back
This. Also, a distinction between moving and stopped trains (and guests bailing off the tracks)
Nah, we gotta keep the flytrap meta going! It also makes getting the railroad repaired a top priority. I could imagine opening a park like Fiasco Forest wherein the miniature railroad is broken down with a train blocking a path.
It's amazing that people are still developing new things for this game even after 20 years
Level crossings are freaking amazing! I love that the community has continued to develop this game :)
This is so cool! I always was disappointed when I couldn't do this back in the day (while being able to in chris sawyers locomotion.) Perhaps one day we will get crossing light models?
Now, if we could only figure out a way to make it so guests can use them as actual transportation rides and not have to get off at the next station.
That would be very cool. Realistically though the game mimics how most real train rides operate.
I feel you'd need a new Guest AI to make it work, with guests having destinations in mind, and more complete pathfinding that recognises when a transport ride makes a trip faster (or even possible), how do guests use maps right now?. This could be done, OpenTTD has long had new pathfinders and physics models as options.
All guests will use will use transport rides it they are free and the guest happens to walk into the queue entrance. Using that in conjunction with the biased decision making of the peeps at path crossings, it is possible to lead the majority of them to the transport ride.
Also by having multiple stations these can have only an entrance or exit, which also increases the possibility to get guests from crowded areas to empty ones.
But of course having the peeps do all this on their own would be a great improvement. This is technically possible since the major update a while back (where the format of save files changed and the limits of the engine got rampued up). And I even think this feature is planned, but seeing the compexity of this task this will take a while.
Have 3 train stations side by side. Then turn off collision and run 1 track around park having each train stop break off and go to separate stations?
@@jimmypatton4982 Just build entrances only at stations where guests are supposed to get on the train (away from crowded areas, e.g. entrance area of the park) and exits only at stations where guests are supposed to leave the train but not enter it (empty areas of the park, e.g. far away from park entrance).
That's seriously cool, and something I'd have loved to see in the original game! One thing I'd love to see with the Miniature Railway myself is the ability to add different mini replicas of different kinds of locomotives. Diesel Locomotives and unique types of Steam Loco (the LNER Class A4 especially, since that's my favourite) would work very well!
This is very cool, and I love that you already found several ways to trap and/or massacre your guests, even if it does leave them completely unscathed anyway. It's only a matter of time before you figure out the combination of game mechanics you need to create a level crossing that automatically drowns guests in their thousands...
Such a charming addition, I love OpenRCT2. Even if some of these additions have some issues, it is fantastic to see the game still receive updates such as this one!
This is amazing! It does look more realistic!
Im glad someone finally addressed railroad crossings! its all bout the small details that go into making parks more realistic. Im actually really hoping this is something that will get incorporated into the more modern games at some point like RCT World or Planet Coaster, but also have the ability to put crossing gates and all.
They need to add train crossing gate signs!!!
This is so cool! I'd love to see more water rides get developed, or even waterslides for a full water park. I'm not sure how difficult that would be though since it would be a track ride but it wouldn't be a complete loop. If I had the know-how I'd already be designing some. Some could end with a deceleration lane, some could end in a large "pool"/body of water, ect, but I know this would be a considerable amount of work to program, design and animate. Thank you for showing the limitations of the train crossings as well.
I love this video. It starts as a nice fun little addition and gets more and cursed with the time that goes on
If a guest is on a ride for too long, they will think "I want to leave ride123". Will they get a thought like that it they're stuck in front of a crossing with a broken train? Maybe this is the perfect guest storage?
Assuming it is indeed perfect guest storage, I probably won't use it in challenges as it's an OpenRCT2 only thing.
A double decker observation tower cabin slowly traversing a train track 👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻
Too tired? Too sick? Too bad. Natural selection at work.
This is one of those details that seems so simple and necessary in retrospect, but I never would have thought of it.
such a cool addition! our parks now easier and more realistic. i hope we get a couple more carnival type attractions, like an arcade, open Stand-up Movie Theater and some attraction guests can win a prize at
I wonder if those amazing OpenRCT2 devs could tweak the AI to use these rides to get about the park. Things like the lift ride etc would be useful and functional.
its a little suprising that this was not in the base game considering that RCT2 has a lot in common with Chris Sawyer's Locomotion where railroad crossing are a super common thing
They also exist in Transport Tycoon, where you can use them to destroy road vehicles.
But possibly that also showed CS how many edge case issues they potentially have. It's one thing to have those in a community feature, something else in a commercial release.
Well. Back then.
Nowadays of course it'd just be put out and the level crossing code would somehow crash the game 3 times per hours, but whatever, it'll be patched eventually ...
This is a very nice addition but by far the best added feature of OpenRCT2 is that it enables playing on linux natively.
I really hope this gets updated so that guest who are on the track when a train comes get killed somehow (even if it just has to make them explode).
Yes
:)
I still remember transport tycoon - building a couple of 3-tile railways in front of NPC bus depots, crashing a bus every few seconds.
Blam, newsflash: a horrible crash occurred! Blam, and another. Blam, and one more...
Level crossings are something I always wanted in the RCT series, and I'm surprised they were never added in the original games.
Props to the developers, this game is just getting better and better.
And thats how u improve a game while keeping it real.
I was hoping someone would make a video on this! I Saw this feature while playing open RCT2 Last year and thought it was one of the best things I ever saw! Thx for this vid man!
I haven't played in years and don't intend to but your videos are cathartic to me - in the way a friend geeks out about something to you cause they're comfortable
Does your park rating tank if people are stuck forever waiting for a broken down train?
I discovered this feature by accident a few days ago. It's a great addition to the game. Such a simple idea.
this is so cool, OpenRCT is a blessing
It looks like Handymen just ignore the train and walk through.
Staff privilege.
"Guests will stop and wait for the train"
Handyman 1:
Just came back to this and at 2:45 I noticed the Scrambled Eggs called “Plot Twist.” Very clever.
Also the handyman at 2:12 has superpowers to not get stuck!
the handyman at 1:05 just doesn't fear death
I love the idea of having go-karts as a transport ride
That would be sweet in real life
Do guests complain they're lost/want to go home if they're waiting forever for a train? If not this is a new great way to trap guests for eternity!
Hi Marcel! I run a channel doing all sorts of train things, and I love your channel & RCT.
There are problems, even with a slow miniature railroad... look up "Hermann Park mini train crashes into a stopped car". People are... special. lol!
Had to pause the video and go try it for myself.....this makes the train so much more useful to me! I'd even welcome the addition of "guest so-n-so was run over by Miniature Railway 1" as an added difficulty since I rarely have issues with park rating.
Random RCT series trivia: Vanilla RCT3 actually _sorta_ has this, if you're willing to exploit a glitch. You lower a chunk of ground below the rails, add a path square, and raise the ground back up so that the path ends up under the track. Guests won't acknowledge the train, though.
So great to see train crossings a thing on RCT2 at long last.
barring what Open RC2 has changed, I think I've finally figured out what peeps really are! Given that they cant swim and die if they fall in water, and will pay anything to get an umbrella when it starts raining, its clear they HATE water. On top of that, seemingly the only other thing that can kill them is explosions, but even then (if you keep your park open long enough) eventually the guests will come back.
To recap, peeps:
1. are deathly afraid of water, and may even die if exposed to too much
2. can seemingly only die to explosions otherwise
3. respawn
This leads me to believe that peeps are actually inklings or octolings!
2:11 Looks like staff don't wait for the trains. A bit of an oversight?
I love the guy with the sandwich not caring about the train crossing
does openrct2 have support for guests taking transport rides into account for pathfinding?
Nope, although that might become a thing in the future as it has been talked about before.
@@MarcelVos i hope someday for a tickbox on transport rides to designate them as, well, transports instead of being essentially gentle rides and for guests to think about if using them would save them time and energy
This is really cool, I love seeing old games get improvements like this.
This reminded me of "hunting" the competitor's buses and trucks in good ol Transport Tycoon. Good times.
This is a really cool addition. A little tweak and it will be perfect
Handyman at 1:05: "Nah, I'm good."
This may be a new way to prevent guests from leaving your park. Just have a long train on a short track do a short circuit by the exit.
2:00 is even more realistic
Hats off to the developers. There’s a little park near me with a miniature railway and swan boats so now should be do able in ORCT2.
That's really cool! I wasn't expecting such complex additions.
And great video!!
This was a feature I wanted ever since playing this game as a kid. Now they just need to add crossing signals.
The guests on the tracks as the train plows through are merely ghosts of those that met their untimely fate on one of Cody Watkins' coasters.
petition to make the slow guests actually die when they don't make it in time, leaving you a death message in-game.
Can you do a video on when we can expect OpenRCT2 to no longer need the base game installation to work? OpenTTD got that feature a couple of years ago. Does it have to do with copyright?
A new well-intentioned idea that can unintentionally lead to more psychological torture for the guests? Sign me up.
Wanted this feature since the game came out, amazing!
I think that was my reaction when I made this feature, years back. It bothered me my entire childhood this wasn't possible!
1:06 the janitor was so tired of cleaning up puke that he just walked in front of the train.
1:00 Guests: Better wait for this train so I don't get run over.
Handyman: Nothing gets between me and that puke pile.
This is something I have been looking for in my wildest dreams. I think it should be possible to iron out the issues you mentioned.
God I’ve been waiting for this for 23 years 😝
Hi Marcel, is it possible to maintain the speed of the train/monorailway when climbing hills?
This game is turning into a work of art!
this is really interesting! but i dont have open rct2...even though i no longer play this game, but i cant stop watching your videos. thankyou chris sawyer the goat.
Hot take; I love it and wish little gates would appear and either ascend or descend as guests approach and a train is moving through the tracks.
I wonder if they can create train crossing gates to go up and down when a train is approaching or leaving.
It's amazing how much meaningful videocontent you can make based on a single 20-year-old videogame.
Guests: Waiting for the train
Gigachad Handyman: PHASES THROUGH IT
The train simply turned no clip on. It saves a lot of headaches since you don’t need to pay out compensation for the victims
OpenRCT2 modders, I come to you with one request. That request is to make a mod where guests that are hit by a train die and a message pops up saying, "[Guest Name] got railed!"
I really want to play RCT2, it looks so fun, but when I tried it it was sooo confusing
Really liked this feature in Chris Sawyer's Locomotion and really missed it when switching back to RCT
Guests who stop on the rails while the train is passing over them are called "heroes".
"Sometimes I wonder if the guests think they're crazy."
Next we'll be hearing about an undiscovered guest thought buried in code to the tune of something like "Eek! A ghost!"
I just played openloco for the first time, and I really really want semaphore signals in rct2 now. It would make it so much easier to do two-way single tracks.
1:05 Handyman sees some trashbins that need cleaning, trains be damned.