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		<title><![CDATA[Theme Park Builder 3D - All Forums]]></title>
		<link>http://www.tpb3d.net/</link>
		<description><![CDATA[Theme Park Builder 3D - http://www.tpb3d.net]]></description>
		<pubDate>Tue, 09 Mar 2010 21:08:39 -0600</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Peeps and Cams in the FRCS]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3249</link>
			<pubDate>Wed, 03 Mar 2010 13:02:53 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3249</guid>
			<description><![CDATA[One thing that will be needed are Peeps and Cams, that is a given, for without those, the magic just won't be here.<br />
<br />
Let us first talk how Peeps would go in the making of an FRCS ride. The first thing would be to get the ride assembled in the FRCS, then select from the options menu peeps. Basically you will see the first number as a 1 attached to a ghostly peep. The peep menu shows originally seated standing and lay down, those are the three main peep positions on a flat ride. Select it and in a split 4 way view screen first drag it in the top right screen and position that number above the car seat. Then use the screen below that to adjust the front view where that peep will be seated in the car. In this case an Octopus car has 16 passengers, typically two per tub though three kids are also possible. Next adjust the side view height. Happy with the way that numbered outlined peep looks click the anchor icon and that peep will always as number 1 go to that spot. Notice that peep number 2 is available. Repeat this procedure until you hit peep number 16. When you do that final one a 17th peep will be waiting but ignore them. Mouse over to the save peeps button save the existing 16 peeps that have been anchored and exit.<br />
<br />
Now comes the easier part. Select the cam option from the ride cams menu. Click the checkbox that say peep cam on-ride. You will notice a menu with 16 checkboxes pre checked appears. Leave them checked or select the check boxes only where you want the peep cam onride to appear. The user will later be able to tab through the differing cams onride. Two additional options for cams appear with checkboxes unchecked. The "Top" cam looks directly down on the ride. The "#D Cam" is placeable. "Just click the 3d cam checkbox and you will see a camera in silhouette mode. Drag it up or down in 3d mode anywhere you want to place it within the ride parameter. Click the anchor button and the 3d cam for the ride is now set. Click the save cams button and you are back to the initial menu and buttons.<br />
<br />
Congratulations you have setup the anchored peeps and also cams but we need one last option for the peeps selected. Pull down the simple peeps action menu. Three checkboxes there. No Peeps, Peeps By Number Order and finally Random Peeps. The random peeps can be selected with the peeps by number. The ride in operations will select during different loads the loading orders. For a monster ride or carousel or Huss Jump you probably will want random peeps loading. For an Octopus or standard spider or ferris wheel, they will definitely be required to load in order. Beware though. If you select the "No Peeps" check box the other two boxes are unchecked and grayed out. Peeps will never ride you ride and cams will be disabled. This might be fine for those more wanting to tinker and model rides then for the masses consumptions. Something to seriously consider when making and compiling a flatride for the game.<br />
<br />
Well that's about it folks, weigh in, let's get some dialog going see if this will solve the peep and cam issues compiling in the frcs.]]></description>
			<content:encoded><![CDATA[One thing that will be needed are Peeps and Cams, that is a given, for without those, the magic just won't be here.<br />
<br />
Let us first talk how Peeps would go in the making of an FRCS ride. The first thing would be to get the ride assembled in the FRCS, then select from the options menu peeps. Basically you will see the first number as a 1 attached to a ghostly peep. The peep menu shows originally seated standing and lay down, those are the three main peep positions on a flat ride. Select it and in a split 4 way view screen first drag it in the top right screen and position that number above the car seat. Then use the screen below that to adjust the front view where that peep will be seated in the car. In this case an Octopus car has 16 passengers, typically two per tub though three kids are also possible. Next adjust the side view height. Happy with the way that numbered outlined peep looks click the anchor icon and that peep will always as number 1 go to that spot. Notice that peep number 2 is available. Repeat this procedure until you hit peep number 16. When you do that final one a 17th peep will be waiting but ignore them. Mouse over to the save peeps button save the existing 16 peeps that have been anchored and exit.<br />
<br />
Now comes the easier part. Select the cam option from the ride cams menu. Click the checkbox that say peep cam on-ride. You will notice a menu with 16 checkboxes pre checked appears. Leave them checked or select the check boxes only where you want the peep cam onride to appear. The user will later be able to tab through the differing cams onride. Two additional options for cams appear with checkboxes unchecked. The "Top" cam looks directly down on the ride. The "#D Cam" is placeable. "Just click the 3d cam checkbox and you will see a camera in silhouette mode. Drag it up or down in 3d mode anywhere you want to place it within the ride parameter. Click the anchor button and the 3d cam for the ride is now set. Click the save cams button and you are back to the initial menu and buttons.<br />
<br />
Congratulations you have setup the anchored peeps and also cams but we need one last option for the peeps selected. Pull down the simple peeps action menu. Three checkboxes there. No Peeps, Peeps By Number Order and finally Random Peeps. The random peeps can be selected with the peeps by number. The ride in operations will select during different loads the loading orders. For a monster ride or carousel or Huss Jump you probably will want random peeps loading. For an Octopus or standard spider or ferris wheel, they will definitely be required to load in order. Beware though. If you select the "No Peeps" check box the other two boxes are unchecked and grayed out. Peeps will never ride you ride and cams will be disabled. This might be fine for those more wanting to tinker and model rides then for the masses consumptions. Something to seriously consider when making and compiling a flatride for the game.<br />
<br />
Well that's about it folks, weigh in, let's get some dialog going see if this will solve the peep and cam issues compiling in the frcs.]]></content:encoded>
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		<item>
			<title><![CDATA[What killed The NuPike In Long Beach California?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3243</link>
			<pubDate>Sat, 27 Feb 2010 17:05:34 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3243</guid>
			<description><![CDATA[Can we really watch the past repeating itself and what can we really learn from past events and times that will help us in the future?<br />
<br />
This remains one of those things that you know things will cycle around again. Great time fade to bleak times and bleak times fade to great times. Old people go, new people come then get old and go and new people come. And so this also goes easily for the amusement park industry and 3D theme park games as well. What was isn't and what isn't will be again, the way of the world.<br />
<br />
<br />
<br />
In the last century the 20th century there were an explosion of amusement parks around the globe and the city of Long Beach California was no different. In fact the Los Angeles area at one time had many amusement piers and parks. The NuPike as it was called in Long Beach was one of those typical midways, had a bath house in earlier times and a dance hall too, amongst many thrill and gentle rides. It had been here long before there was a Disneyland or Knott's, often treating riders on a dual roller coaster to a dash of salt water in their faces and the smell of the sea.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Below on the midway, one could enjoy Salt Water Taffy, Cotton Candy, Candied Apples, a Hot Dog and Cola drink. The NuPike also had a Laff-In-The-Dark ride too with art deco style retro finishing on the building. Dark rides like a haunted jungle and a Loofe Carousel also entertained while a Skywheel rotated around, whipping passengers to the sky, and below, kids drove their Auto-Skooter bumper cars in bang-em-up style, if not for a case or two of whiplash. A glass funhouse blew air on your legs as you walked over it and the moving floors proved a challenge, while in the distance, the smaller of the two coasters "The Wild Maus" carted passengers around tight curves and steep drops in a flurry. More distance, the massive dual racing "Cyclone Racer" remained the only true coaster of its type until its demise in 1968. By the mid 1970's the NuPike had begun to shrink. Many rides started to consolidate as they disappeared while a Schwarzkopf Wildcat doubled under the replacement name "Cyclone" which I got my first ride at that time, not bad. But never as good as the old Woodie they had torn down. In 1979 with crime escalating, instead of allowing a tax on the park to fund special police patrols and make the area safe, the Long Beach City Council in their infinite wisdom gave the orders and the NuPike and its grand history were smashed to bits. The rides that could be were sold off and the places became a large vacant lot. Years would pass with furious public debates and efforts to rebuild the original Cyclone Racer and a park there to entertain people in the greater Los Angeles basin, yet in the end, a fashionable strip mall with a dedication placard would proclaim it was the "The Pike" and joined the faceless hordes of other strip malls all over Southern California and actually the globe. On the map, the city of Long Beach with the Spruce Goose giant airplane gone would feature the Queen Mary across the bay, and the city would try and foist events upon the public that in the end would be no match for what the original NuPike fun meant to families, sailors and their dates and others who enjoyed the real rides.<br />
<br />
<br />
<br />
<br />
Much like former :e 3D amusement park games, the future will eventually see sensible people who will demolish a bleak mall when it too dies out and a rebirth of a brand new NuPike will dazzle new generations to come. What new rides will be there is anyone's guess. But just like this rebirth, TPB3D is being born right now and the future will again be a grand experience for many years to come.]]></description>
			<content:encoded><![CDATA[Can we really watch the past repeating itself and what can we really learn from past events and times that will help us in the future?<br />
<br />
This remains one of those things that you know things will cycle around again. Great time fade to bleak times and bleak times fade to great times. Old people go, new people come then get old and go and new people come. And so this also goes easily for the amusement park industry and 3D theme park games as well. What was isn't and what isn't will be again, the way of the world.<br />
<br />
<br />
<br />
In the last century the 20th century there were an explosion of amusement parks around the globe and the city of Long Beach California was no different. In fact the Los Angeles area at one time had many amusement piers and parks. The NuPike as it was called in Long Beach was one of those typical midways, had a bath house in earlier times and a dance hall too, amongst many thrill and gentle rides. It had been here long before there was a Disneyland or Knott's, often treating riders on a dual roller coaster to a dash of salt water in their faces and the smell of the sea.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Below on the midway, one could enjoy Salt Water Taffy, Cotton Candy, Candied Apples, a Hot Dog and Cola drink. The NuPike also had a Laff-In-The-Dark ride too with art deco style retro finishing on the building. Dark rides like a haunted jungle and a Loofe Carousel also entertained while a Skywheel rotated around, whipping passengers to the sky, and below, kids drove their Auto-Skooter bumper cars in bang-em-up style, if not for a case or two of whiplash. A glass funhouse blew air on your legs as you walked over it and the moving floors proved a challenge, while in the distance, the smaller of the two coasters "The Wild Maus" carted passengers around tight curves and steep drops in a flurry. More distance, the massive dual racing "Cyclone Racer" remained the only true coaster of its type until its demise in 1968. By the mid 1970's the NuPike had begun to shrink. Many rides started to consolidate as they disappeared while a Schwarzkopf Wildcat doubled under the replacement name "Cyclone" which I got my first ride at that time, not bad. But never as good as the old Woodie they had torn down. In 1979 with crime escalating, instead of allowing a tax on the park to fund special police patrols and make the area safe, the Long Beach City Council in their infinite wisdom gave the orders and the NuPike and its grand history were smashed to bits. The rides that could be were sold off and the places became a large vacant lot. Years would pass with furious public debates and efforts to rebuild the original Cyclone Racer and a park there to entertain people in the greater Los Angeles basin, yet in the end, a fashionable strip mall with a dedication placard would proclaim it was the "The Pike" and joined the faceless hordes of other strip malls all over Southern California and actually the globe. On the map, the city of Long Beach with the Spruce Goose giant airplane gone would feature the Queen Mary across the bay, and the city would try and foist events upon the public that in the end would be no match for what the original NuPike fun meant to families, sailors and their dates and others who enjoyed the real rides.<br />
<br />
<br />
<br />
<br />
Much like former :e 3D amusement park games, the future will eventually see sensible people who will demolish a bleak mall when it too dies out and a rebirth of a brand new NuPike will dazzle new generations to come. What new rides will be there is anyone's guess. But just like this rebirth, TPB3D is being born right now and the future will again be a grand experience for many years to come.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Needed Venues (Stalls, Booths etc)]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3241</link>
			<pubDate>Sat, 27 Feb 2010 13:12:31 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3241</guid>
			<description><![CDATA[We need to start considering the food court and trinket outlets. I think the comic stalls that resemble burgers, hotdogs and chicken legs detracted from some parks. We can have those too but is would be cool to have some themed buildings that go with the park. Sub voyage fan will make our food stalls more interactive so we can have hamburgers, hotdogs and fries in the same stall. Choose a stall then select a from a set of preset stall menu options or build your own menu. Say I set up an all American stall them I chose All American from the food menus downloaded from our repository. Then I would have a stall the sells all the food and drinks you might expect to see at the baseball park. Then in another section of the park I do Italian themes and set up an Italian stall then select ItalianMenu from choices and the stalls are ready to open. Later I might return and adjust the profit margins to make more money or reduce prices to sell more. I might also setup a hotdog cart/kiosk that is on the path. Setting all the pickle and mustard options was annoying in TORCG. Sure we have condiments on the side and maybe settings on how they are used but the menus need to be much simpler.<br />
<br />
[List]<br />
[*]Stall Places where you have a counter people can approach and buy food, trinkets, season-passes, brochures, umbrellas, swimwear, etc.<br />
[*]Booth An open stall where the peeps can enter without a counter. You might fill this with vending machines, picnic tables, arcade machines or even locale peeps can sell crafts and stuff from.<br />
[*]kiosk or cart Mobile sales cart where the vender might move to the more populated area of the park. Sells, fastfood, balloons and small items generally.<br />
[*]Facilities Restrooms, Family Rooms.<br />
[*]Park Attractions Fine Dining, Diners, Stores, Vessels with Attractions on board such as the river boats, Arcades, Movies, Shows etc.<br />
[*]Park Services Security Center, First Aid Station, Information, Ticket Counter(s), Custodian.<br />
[*]Misc. Services ATMs, PhoneBoxes, WiFi stations, Vending Machines and drinking fountains<br />
<br />
Mainly we need the simple items like stalls, Facilities and Misc Services until we get the main rides, landscaping and paths working.]]></description>
			<content:encoded><![CDATA[We need to start considering the food court and trinket outlets. I think the comic stalls that resemble burgers, hotdogs and chicken legs detracted from some parks. We can have those too but is would be cool to have some themed buildings that go with the park. Sub voyage fan will make our food stalls more interactive so we can have hamburgers, hotdogs and fries in the same stall. Choose a stall then select a from a set of preset stall menu options or build your own menu. Say I set up an all American stall them I chose All American from the food menus downloaded from our repository. Then I would have a stall the sells all the food and drinks you might expect to see at the baseball park. Then in another section of the park I do Italian themes and set up an Italian stall then select ItalianMenu from choices and the stalls are ready to open. Later I might return and adjust the profit margins to make more money or reduce prices to sell more. I might also setup a hotdog cart/kiosk that is on the path. Setting all the pickle and mustard options was annoying in TORCG. Sure we have condiments on the side and maybe settings on how they are used but the menus need to be much simpler.<br />
<br />
[List]<br />
[*]Stall Places where you have a counter people can approach and buy food, trinkets, season-passes, brochures, umbrellas, swimwear, etc.<br />
[*]Booth An open stall where the peeps can enter without a counter. You might fill this with vending machines, picnic tables, arcade machines or even locale peeps can sell crafts and stuff from.<br />
[*]kiosk or cart Mobile sales cart where the vender might move to the more populated area of the park. Sells, fastfood, balloons and small items generally.<br />
[*]Facilities Restrooms, Family Rooms.<br />
[*]Park Attractions Fine Dining, Diners, Stores, Vessels with Attractions on board such as the river boats, Arcades, Movies, Shows etc.<br />
[*]Park Services Security Center, First Aid Station, Information, Ticket Counter(s), Custodian.<br />
[*]Misc. Services ATMs, PhoneBoxes, WiFi stations, Vending Machines and drinking fountains<br />
<br />
Mainly we need the simple items like stalls, Facilities and Misc Services until we get the main rides, landscaping and paths working.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Needed items for on and off paths]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3240</link>
			<pubDate>Sat, 27 Feb 2010 08:44:15 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3240</guid>
			<description><![CDATA[<br />
Benches and seating<br />
Trashcans, Barrels and Recycle bins.<br />
Lamp post and light poles, the latter are tall and cover more area with light.<br />
TelescopesPublic Binoculars (see post 2) for panoramic vistas, markers for point interests.<br />
Signs, Banners, Advertisement and "you are here map boards".<br />
Video monitors (black screen, animation will fill it in), also lit information boards.<br />
<br />
<br />
We have some but we need to get a good set and maybe some themes going. Lights and Lamps will have lighting added later by the coding.]]></description>
			<content:encoded><![CDATA[<br />
Benches and seating<br />
Trashcans, Barrels and Recycle bins.<br />
Lamp post and light poles, the latter are tall and cover more area with light.<br />
TelescopesPublic Binoculars (see post 2) for panoramic vistas, markers for point interests.<br />
Signs, Banners, Advertisement and "you are here map boards".<br />
Video monitors (black screen, animation will fill it in), also lit information boards.<br />
<br />
<br />
We have some but we need to get a good set and maybe some themes going. Lights and Lamps will have lighting added later by the coding.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FRCS Design Tool]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3235</link>
			<pubDate>Thu, 25 Feb 2010 22:08:34 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3235</guid>
			<description><![CDATA[The FRCS is about to head in a new Direction.<br />
Doc showed a demo of a easy to configure ride generator that worked on a tree principal. With the tree you can expand all the ride parts and work on them one at a time. Or in come cases all of them at once.<br />
<br />
I'm proposing fully adopting that principal with the Game and making the whole FRCS quick and easy. The proposal is to us a template system that gives you the ride bones based on ride profiles. These profiles will be scripts that Content Creators (CC's) can write themselves if they learn the system. If you reference the Rides Wiki you will see a list of Ride Classification Types. <br />
Wiki link; http://sebar.com/tpb3dwiki/index.php?tit...ide_Models<br />
<br />
These types are basic bone structures that define the physics and shape of the ride. If you take a carousel, it's a center spinal, lower and upped discs and the reciprocating poles in between. The bone template only defines those basic elements. It is the FRCS's job to expand those elements into a tented roof, rows and columns of poles that we add horses or zoo animals to. We also need to skip a row here and there for the benches if we want those. To build a ride is select a bone structure from the list available. Then open the model for that new ride. Go down the tree and apply the model parts to the bone structure, make adjustments and align the moving parts.<br />
<br />
Next would be to set the sequencer to run the ride. Here we define all the operations and conditions for the ride to operate, people loading and other aspects needed to simulate the whole operation.<br />
<br />
This will require refinement and other tuning and lots of code but in the end it could be the part of TPB3D that makes flat rides more interesting than past games.]]></description>
			<content:encoded><![CDATA[The FRCS is about to head in a new Direction.<br />
Doc showed a demo of a easy to configure ride generator that worked on a tree principal. With the tree you can expand all the ride parts and work on them one at a time. Or in come cases all of them at once.<br />
<br />
I'm proposing fully adopting that principal with the Game and making the whole FRCS quick and easy. The proposal is to us a template system that gives you the ride bones based on ride profiles. These profiles will be scripts that Content Creators (CC's) can write themselves if they learn the system. If you reference the Rides Wiki you will see a list of Ride Classification Types. <br />
Wiki link; http://sebar.com/tpb3dwiki/index.php?tit...ide_Models<br />
<br />
These types are basic bone structures that define the physics and shape of the ride. If you take a carousel, it's a center spinal, lower and upped discs and the reciprocating poles in between. The bone template only defines those basic elements. It is the FRCS's job to expand those elements into a tented roof, rows and columns of poles that we add horses or zoo animals to. We also need to skip a row here and there for the benches if we want those. To build a ride is select a bone structure from the list available. Then open the model for that new ride. Go down the tree and apply the model parts to the bone structure, make adjustments and align the moving parts.<br />
<br />
Next would be to set the sequencer to run the ride. Here we define all the operations and conditions for the ride to operate, people loading and other aspects needed to simulate the whole operation.<br />
<br />
This will require refinement and other tuning and lots of code but in the end it could be the part of TPB3D that makes flat rides more interesting than past games.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wanted GDD  Organizer(s)]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3218</link>
			<pubDate>Thu, 18 Feb 2010 00:16:22 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3218</guid>
			<description><![CDATA[One or two individuals to coordinate with the lead coder(s) on the Game Design Document for tpb3d.<br />
<br />
Cut and Paste updating. Does not involved coding, modeling, sound or graphics of any kind. All text based. PM AlabamaCajun if you are able to participate.]]></description>
			<content:encoded><![CDATA[One or two individuals to coordinate with the lead coder(s) on the Game Design Document for tpb3d.<br />
<br />
Cut and Paste updating. Does not involved coding, modeling, sound or graphics of any kind. All text based. PM AlabamaCajun if you are able to participate.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Disabled Peeps]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3215</link>
			<pubDate>Tue, 16 Feb 2010 22:28:06 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3215</guid>
			<description><![CDATA[what about disabled peeps on wheelchairs or scooters or on crouches.<br />
<br />
are they going to be in the game?]]></description>
			<content:encoded><![CDATA[what about disabled peeps on wheelchairs or scooters or on crouches.<br />
<br />
are they going to be in the game?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[API for external programming]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3209</link>
			<pubDate>Fri, 12 Feb 2010 07:44:29 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3209</guid>
			<description><![CDATA[I was thinking it would be nice to have an API so that .net programmers like myself could be able to easily extract realtime data such as acceleration to be used in their own software. An example of usage might be to make a motion simulator to move accordingly. Another idea would be a method of getting data online so that users with their own websites could post data about their park such as current profit. I'd love to hear your thoughts.]]></description>
			<content:encoded><![CDATA[I was thinking it would be nice to have an API so that .net programmers like myself could be able to easily extract realtime data such as acceleration to be used in their own software. An example of usage might be to make a motion simulator to move accordingly. Another idea would be a method of getting data online so that users with their own websites could post data about their park such as current profit. I'd love to hear your thoughts.]]></content:encoded>
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			<title><![CDATA[Queues / Split Paths / Fast Track]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3207</link>
			<pubDate>Wed, 10 Feb 2010 15:20:27 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3207</guid>
			<description><![CDATA[With regards to queues, i was wondering if there was a way to have a single queue entrance, that splits into two / three / four based on the ride's type such a synchronized stations.<br />
<br />
Not only that however, have some option that controls the length of queues to auto balance the ride for guests. Say split path A has 100 people queing and B has 50, then force guests to B until they even up at which point it becomes random again.<br />
<br />
Say station B/track b/ride b breaks down, close path B until B is fixed. Like an option to have:<br />
<br />
Auto Balance Queue Paths<br />
Auto Manage Queues on breakdowns<br />
<br />
This would help keep queue times equal and moving.. (and also a nice incorporation possibility of fast track if we did this!)<br />
<br />
Becuase by having one path (Path B) only open at specific times and only guests with a voucher for the ride, can go on the ride, down path B, this could act so some kinda way to use a fast track method.<br />
<br />
However i would vouch the open times of a fast track (or path B) would be human time not in sync to game time. So say path B was open once every 1 hour human time for X amount of minutes based on player's choice.<br />
<br />
Something like:<br />
<br />
Set a fast track path: (Drop down box) A/B/C/D<br />
Open every: X minutes - user input<br />
<br />
For fast track on a single ride with path split they would have to merge at ride entrance, where path A is closed until path B is closed from reaching the end of fast track open time.<br />
For: 10 minutes / 20 minutes / 40 minutes.]]></description>
			<content:encoded><![CDATA[With regards to queues, i was wondering if there was a way to have a single queue entrance, that splits into two / three / four based on the ride's type such a synchronized stations.<br />
<br />
Not only that however, have some option that controls the length of queues to auto balance the ride for guests. Say split path A has 100 people queing and B has 50, then force guests to B until they even up at which point it becomes random again.<br />
<br />
Say station B/track b/ride b breaks down, close path B until B is fixed. Like an option to have:<br />
<br />
Auto Balance Queue Paths<br />
Auto Manage Queues on breakdowns<br />
<br />
This would help keep queue times equal and moving.. (and also a nice incorporation possibility of fast track if we did this!)<br />
<br />
Becuase by having one path (Path B) only open at specific times and only guests with a voucher for the ride, can go on the ride, down path B, this could act so some kinda way to use a fast track method.<br />
<br />
However i would vouch the open times of a fast track (or path B) would be human time not in sync to game time. So say path B was open once every 1 hour human time for X amount of minutes based on player's choice.<br />
<br />
Something like:<br />
<br />
Set a fast track path: (Drop down box) A/B/C/D<br />
Open every: X minutes - user input<br />
<br />
For fast track on a single ride with path split they would have to merge at ride entrance, where path A is closed until path B is closed from reaching the end of fast track open time.<br />
For: 10 minutes / 20 minutes / 40 minutes.]]></content:encoded>
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			<title><![CDATA[Let's Talk Auto-Updates]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3205</link>
			<pubDate>Tue, 09 Feb 2010 19:17:36 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3205</guid>
			<description><![CDATA[Got Mozilla products or other opensource stuff like for example Open Office?<br />
<br />
You can get automatic updates. We should have automatic updates in the game. Two ways to update. Download the update zip file package or for Mac users .SIT and then extract and run the updater. Input your original game version currently running and go from there. Update your system online. Online hosted park, that can be auto-updated too. Log in to your Park Admin for your net hosted park and then click check for updates. Get a dialog box updates available. Click the update button. The central server determines your version and then updates your online park. Any users online visiting your park will still be able to access the park at its current level, however when they log back in to it, they will get a notice if their version is not updated to update tpb3d on their computer. Once done, they can then visit the latest greatest park and rides or build their own.<br />
<br />
In their application if they do not download the update, they can just update the game online from the main servers. Since there will be many people, they can select which polled mirror server is available with a lot of user capacity and speed left.<br />
<br />
Firefox and it's plugins have updating, MYBB forums have updating Open Office has it and so should a grand project like this.<br />
<br />
In addition, we should follow Firefox lead and also have those making their own stuff setup a query so that when they update their own scenery stuff, the game will let those people know as well. If we implement that rule early on for outside add-on devs, we negate backtracking the coding and the structure later on. Especially for coders, please weigh in on this?????]]></description>
			<content:encoded><![CDATA[Got Mozilla products or other opensource stuff like for example Open Office?<br />
<br />
You can get automatic updates. We should have automatic updates in the game. Two ways to update. Download the update zip file package or for Mac users .SIT and then extract and run the updater. Input your original game version currently running and go from there. Update your system online. Online hosted park, that can be auto-updated too. Log in to your Park Admin for your net hosted park and then click check for updates. Get a dialog box updates available. Click the update button. The central server determines your version and then updates your online park. Any users online visiting your park will still be able to access the park at its current level, however when they log back in to it, they will get a notice if their version is not updated to update tpb3d on their computer. Once done, they can then visit the latest greatest park and rides or build their own.<br />
<br />
In their application if they do not download the update, they can just update the game online from the main servers. Since there will be many people, they can select which polled mirror server is available with a lot of user capacity and speed left.<br />
<br />
Firefox and it's plugins have updating, MYBB forums have updating Open Office has it and so should a grand project like this.<br />
<br />
In addition, we should follow Firefox lead and also have those making their own stuff setup a query so that when they update their own scenery stuff, the game will let those people know as well. If we implement that rule early on for outside add-on devs, we negate backtracking the coding and the structure later on. Especially for coders, please weigh in on this?????]]></content:encoded>
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		<item>
			<title><![CDATA[Will TPB3D replace the real deal amusement parks?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3202</link>
			<pubDate>Sun, 07 Feb 2010 14:08:38 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3202</guid>
			<description><![CDATA[Well if TORCG3 and its crappy publisher are any indication then no, absolutely not. If the George Lucas soaking game created by Frontier known as Thrillville ( The we are not TORCG3 game ) then no absolutely not. If the German made Virtual Rides which has super high detailed flat rides and some great options but no park itself, then no, absolutely not and finally the other so called games or simulators some precise and some quite not precise, then no absolutely not, and ao is the case with TPB3D.<br />
<br />
In time over the mid to long haul the globe will mainly use TPB3D because it is free, constantly growing and has a great group of unbeatable developers namingly called the whole wide world behind it. Nothing can beat that especially crappy game publishers who stiff their userbase for a quick buck, then let their customers become their developers while not batting an eyelash. There, for those who hate it, we got the official :D early monthly bash in, and boy oh boy does it feel great too :y<br />
<br />
Real amusement parks offer somethings that an online amusement park will never offer, at least not yet and probably not for many years to come. The breeze of real air hitting your face, real people screaming around, the smells, the cold and warmth while on the ride and finally the ups and downs as gravity works its magic, especially after you have just finished a Hotdog, Cola drink and a candied apple. So going to a real park and wanting to ride the real deal will always exist and there will never be an equalized point between the two no matters how hard the global community tries.<br />
<br />
In fact if anything, TPB3D will be an inspiration for real ride makers to actually try out never before imagined combination's, discounting the absurd such as a Jungle Cruise boat filled with passengers, spinning on the arms of an Eyerly Octopus...physically impossible :w But, real rides that have never existed will later on be doable. Real amusement park owners will be able to test out new sections to their parks, tweak and actually use both TPB3D's to see what they would actually look like and be like for their prospective customers, namingly guests. Real parks will also be able to entice new business from the public using the net and hosted parks online, allowing people to see what it is like at their park, even on the other side of the world or perhaps a space station and later a moonbase or two :9<br />
<br />
So the notion that TPB3D will replace the real deal is about as important as Y2K was when all the computers of the world in the year 2000 were going to shut down and the world would see disaster or global warming for that much while most of the world freezes :logflumer: in icy waters from the polar caps runoff. If anything, projects like TPB3D will greatly make people want to go to their local amusement park and seek out their favorites rides. While parks in the recent years have disappeared at an alarming rate they will bring in crowds once again wanting to ride the latest and greatest or an old favorite or two and that makes TPB3D just plum invaluable to any amusement industry participant on the globe.]]></description>
			<content:encoded><![CDATA[Well if TORCG3 and its crappy publisher are any indication then no, absolutely not. If the George Lucas soaking game created by Frontier known as Thrillville ( The we are not TORCG3 game ) then no absolutely not. If the German made Virtual Rides which has super high detailed flat rides and some great options but no park itself, then no, absolutely not and finally the other so called games or simulators some precise and some quite not precise, then no absolutely not, and ao is the case with TPB3D.<br />
<br />
In time over the mid to long haul the globe will mainly use TPB3D because it is free, constantly growing and has a great group of unbeatable developers namingly called the whole wide world behind it. Nothing can beat that especially crappy game publishers who stiff their userbase for a quick buck, then let their customers become their developers while not batting an eyelash. There, for those who hate it, we got the official :D early monthly bash in, and boy oh boy does it feel great too :y<br />
<br />
Real amusement parks offer somethings that an online amusement park will never offer, at least not yet and probably not for many years to come. The breeze of real air hitting your face, real people screaming around, the smells, the cold and warmth while on the ride and finally the ups and downs as gravity works its magic, especially after you have just finished a Hotdog, Cola drink and a candied apple. So going to a real park and wanting to ride the real deal will always exist and there will never be an equalized point between the two no matters how hard the global community tries.<br />
<br />
In fact if anything, TPB3D will be an inspiration for real ride makers to actually try out never before imagined combination's, discounting the absurd such as a Jungle Cruise boat filled with passengers, spinning on the arms of an Eyerly Octopus...physically impossible :w But, real rides that have never existed will later on be doable. Real amusement park owners will be able to test out new sections to their parks, tweak and actually use both TPB3D's to see what they would actually look like and be like for their prospective customers, namingly guests. Real parks will also be able to entice new business from the public using the net and hosted parks online, allowing people to see what it is like at their park, even on the other side of the world or perhaps a space station and later a moonbase or two :9<br />
<br />
So the notion that TPB3D will replace the real deal is about as important as Y2K was when all the computers of the world in the year 2000 were going to shut down and the world would see disaster or global warming for that much while most of the world freezes :logflumer: in icy waters from the polar caps runoff. If anything, projects like TPB3D will greatly make people want to go to their local amusement park and seek out their favorites rides. While parks in the recent years have disappeared at an alarming rate they will bring in crowds once again wanting to ride the latest and greatest or an old favorite or two and that makes TPB3D just plum invaluable to any amusement industry participant on the globe.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Undo! Redo!]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3201</link>
			<pubDate>Sat, 06 Feb 2010 18:47:23 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3201</guid>
			<description><![CDATA[Ok. One major Issue I wanted that TORCG didn't have is a simple redo! or undo! button.<br />
<br />
Ok, lets say you want to put a fence piece. You place it but its in the wrong position. Instead of switching tools or menus, we should have an undo button. But if you want it back, we have a Redo button.]]></description>
			<content:encoded><![CDATA[Ok. One major Issue I wanted that TORCG didn't have is a simple redo! or undo! button.<br />
<br />
Ok, lets say you want to put a fence piece. You place it but its in the wrong position. Instead of switching tools or menus, we should have an undo button. But if you want it back, we have a Redo button.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Okay we are open for business here.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3197</link>
			<pubDate>Fri, 05 Feb 2010 16:28:04 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3197</guid>
			<description><![CDATA[Make sure to read the stickied post that says "before you post." Otherwise your proposal will end up with someone shaking their head. Please do not propose nonsense and make sure to please look at all of the high level themes and sub themes list also posted here up top before making a proposal. There are not many more theme we see as being possible. Good luck.]]></description>
			<content:encoded><![CDATA[Make sure to read the stickied post that says "before you post." Otherwise your proposal will end up with someone shaking their head. Please do not propose nonsense and make sure to please look at all of the high level themes and sub themes list also posted here up top before making a proposal. There are not many more theme we see as being possible. Good luck.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Let's Talk Sequencers and Sequencer Templates]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3184</link>
			<pubDate>Tue, 26 Jan 2010 14:46:44 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3184</guid>
			<description><![CDATA[We all know by now what the FRCS generally does, but one of the most neglected discussions are on sequencing ride movements. This will not apply to all rides, but it will most definitely apply to certain rides for without the sequencer and saved ride movement templates saved by the sequencer in the frcs. All the rides will move the same boring ride. Consider though rides like the Huss Jump Claw ride or the new upcoming ( as of this writing ) TechnoJump by Sartori or the Crazy and Break Dance rides. These are just the start but many park ride operators enjoy spicing things up, Ride arms change patterns and rides not only rotate forward but backwards too. Even many modern carousel operators are doing this from time to time. In TORCG3 the ThunderBobs went forward then backwards. But what if a check box option on the ride allowed the park admins to select the different movements of the ThunderBobs? Check a box for backwards or leave it off. So great.....slickdude, but how do we make this happen?<br />
<br />
The FRCS Sequencer. It doesn't have to be built into the FRCS as originally mentioned in the past. Make a standalone utility that takes the main circuit portion of an frcs compiled ride and then use the sequencer utility to change and alter the movement of the ride cars, arms etc and save the main circuit as say circuit alternate. Or perhaps as Backwards because you made the ride go backwards when this is checked or fowards/backwards. Compile this back to the ride or if the coders set up a hooked folder that ties into a certain flat ride, perhaps a FRCS Sequencer Folder. Drop the compiled file into that folder. When you restart your park whether standalone or online open the ride controls and you will see the attached files to that ride as a name with a check box. Feel free to check the ride movement options on the main circuit of the ride and you are good to go. This sequencer means that differing park owners will have rides that act differently.<br />
<br />
In the saved file you can even specify the breakdown life so that the ride will breakdown or require maintenance in your parks every so often.<br />
<br />
What is different here is that one this proposal says a separate sequencer exists that can compile movement alterations for the main circuit of the selected ride. Two a folder would contain all the saved templates for the ride movement in the frcs for the game version at least. By adding this option separately rather then the standard built-in sequencer in the frcs, or better yet, in addition to the standard sequencer, this little utility would allow no two rides to move the same exactly.<br />
<br />
Well weigh in everyone especially coders and of course potential future frcs ridemakers.]]></description>
			<content:encoded><![CDATA[We all know by now what the FRCS generally does, but one of the most neglected discussions are on sequencing ride movements. This will not apply to all rides, but it will most definitely apply to certain rides for without the sequencer and saved ride movement templates saved by the sequencer in the frcs. All the rides will move the same boring ride. Consider though rides like the Huss Jump Claw ride or the new upcoming ( as of this writing ) TechnoJump by Sartori or the Crazy and Break Dance rides. These are just the start but many park ride operators enjoy spicing things up, Ride arms change patterns and rides not only rotate forward but backwards too. Even many modern carousel operators are doing this from time to time. In TORCG3 the ThunderBobs went forward then backwards. But what if a check box option on the ride allowed the park admins to select the different movements of the ThunderBobs? Check a box for backwards or leave it off. So great.....slickdude, but how do we make this happen?<br />
<br />
The FRCS Sequencer. It doesn't have to be built into the FRCS as originally mentioned in the past. Make a standalone utility that takes the main circuit portion of an frcs compiled ride and then use the sequencer utility to change and alter the movement of the ride cars, arms etc and save the main circuit as say circuit alternate. Or perhaps as Backwards because you made the ride go backwards when this is checked or fowards/backwards. Compile this back to the ride or if the coders set up a hooked folder that ties into a certain flat ride, perhaps a FRCS Sequencer Folder. Drop the compiled file into that folder. When you restart your park whether standalone or online open the ride controls and you will see the attached files to that ride as a name with a check box. Feel free to check the ride movement options on the main circuit of the ride and you are good to go. This sequencer means that differing park owners will have rides that act differently.<br />
<br />
In the saved file you can even specify the breakdown life so that the ride will breakdown or require maintenance in your parks every so often.<br />
<br />
What is different here is that one this proposal says a separate sequencer exists that can compile movement alterations for the main circuit of the selected ride. Two a folder would contain all the saved templates for the ride movement in the frcs for the game version at least. By adding this option separately rather then the standard built-in sequencer in the frcs, or better yet, in addition to the standard sequencer, this little utility would allow no two rides to move the same exactly.<br />
<br />
Well weigh in everyone especially coders and of course potential future frcs ridemakers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to stiff a software publisher 1-2-3]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3173</link>
			<pubDate>Fri, 22 Jan 2010 00:33:05 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3173</guid>
			<description><![CDATA[So you got a CD that still works, forked out big bucks and still you got two expansions that were fairly crappy on the planning ends, and in a double bonus, full of bugs as well. Isn't this lovely? Well as the legitimate owner of the product in question from a crappy publisher who only knows how to bleed their customers, while stiffing them out of future expansions ( a very stupid way of doing business...do I hear clueless in Seattle or should I say Clueless in a French city? Since a French corporate owns them, the crappy publisher, ) who stiffs its customers.<br />
<br />
So here is the main story. The crappy publisher has enjoyed years of using their customers up, like a big doody circling around a latrine in slow motion, hoping to attract more flies. They are using their customer base to make the content they should legitimately be paying for, then they hire some flunky to their forums only to have this E-Hole go and try and penalize those bringing home the bacon to the faceless crappy corporate publisher who profits. Is there something wrong with this picture or is just me?<br />
<br />
First off to those desperately clinging to 2004, the best advice for the long term is DON'T! Let these SOB's go drop dead and revert to a app that has bugs, severe lag and nothing new for at least 3 years. Stop making stuff for them, instead make it for yourselves at tpb3d. There is no need to throw piles of dung for the fly execs. That's right, you are rewarding a bunch of jerkwads that are not deserving of anything except the unemployment lines, including this new forum admin schmuck that tried to shut you all down. I mean, I watched "Dumb and Dumber," but this new forum admin at the crappy publisher is about the dumbest jerkwad I could imagine ever would come around. At least you would expect the crappy publisher to be smart enough to whisper "Hey guys, we are really snookering a world community and living off of them, keep them making free stuff," but the greedy publisher made a mistake and kaboom, low and behold the thin veiled mask of deceptions was exposed.<br />
<br />
THEY CAN SHUT TORCG3 DOWN LEGALLY AT ANY TIME!<br />
<br />
Think they will stop there, then you are mistaken, as to when they are ready to move, they will and they own TORCG3 legally from top to bottom.<br />
<br />
Best way to go TORCG3 community is to own your own code, models and textures and sounds. TPB3D is it and there ain't anything else really poised to go there. Come flood in here and just say no to a bad past. The grass is greener on this side and guess what, you own it too!]]></description>
			<content:encoded><![CDATA[So you got a CD that still works, forked out big bucks and still you got two expansions that were fairly crappy on the planning ends, and in a double bonus, full of bugs as well. Isn't this lovely? Well as the legitimate owner of the product in question from a crappy publisher who only knows how to bleed their customers, while stiffing them out of future expansions ( a very stupid way of doing business...do I hear clueless in Seattle or should I say Clueless in a French city? Since a French corporate owns them, the crappy publisher, ) who stiffs its customers.<br />
<br />
So here is the main story. The crappy publisher has enjoyed years of using their customers up, like a big doody circling around a latrine in slow motion, hoping to attract more flies. They are using their customer base to make the content they should legitimately be paying for, then they hire some flunky to their forums only to have this E-Hole go and try and penalize those bringing home the bacon to the faceless crappy corporate publisher who profits. Is there something wrong with this picture or is just me?<br />
<br />
First off to those desperately clinging to 2004, the best advice for the long term is DON'T! Let these SOB's go drop dead and revert to a app that has bugs, severe lag and nothing new for at least 3 years. Stop making stuff for them, instead make it for yourselves at tpb3d. There is no need to throw piles of dung for the fly execs. That's right, you are rewarding a bunch of jerkwads that are not deserving of anything except the unemployment lines, including this new forum admin schmuck that tried to shut you all down. I mean, I watched "Dumb and Dumber," but this new forum admin at the crappy publisher is about the dumbest jerkwad I could imagine ever would come around. At least you would expect the crappy publisher to be smart enough to whisper "Hey guys, we are really snookering a world community and living off of them, keep them making free stuff," but the greedy publisher made a mistake and kaboom, low and behold the thin veiled mask of deceptions was exposed.<br />
<br />
THEY CAN SHUT TORCG3 DOWN LEGALLY AT ANY TIME!<br />
<br />
Think they will stop there, then you are mistaken, as to when they are ready to move, they will and they own TORCG3 legally from top to bottom.<br />
<br />
Best way to go TORCG3 community is to own your own code, models and textures and sounds. TPB3D is it and there ain't anything else really poised to go there. Come flood in here and just say no to a bad past. The grass is greener on this side and guess what, you own it too!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Best Ride Ever!]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3172</link>
			<pubDate>Thu, 21 Jan 2010 16:59:51 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3172</guid>
			<description><![CDATA[Here:<br />
<br />
<br />
<br />
http://www.youtube.com/watch?v=z7m_brga5jI&feature=fvw<br />
<br />
We should definately have this ride in the game for us rednecks out here in the hills of Vermont]]></description>
			<content:encoded><![CDATA[Here:<br />
<br />
<br />
<br />
http://www.youtube.com/watch?v=z7m_brga5jI&feature=fvw<br />
<br />
We should definately have this ride in the game for us rednecks out here in the hills of Vermont]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TORCG3 Users Under soft assault.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3166</link>
			<pubDate>Mon, 18 Jan 2010 19:30:56 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3166</guid>
			<description><![CDATA[It may have not been the way it was, but it seems that someone posted against custom content in TORCG3 at the TORCG3 Custom Content Forums. In actuality my understanding was that the developer had legal say on game content by contract via publisher and that was from several sources if memory serves me correctly. That means the publisher actually may have a legal obligation to squash custom content because it may infringe a legal agreement with developer if that is the case. I must say that while the sources are reliable and trustworthy especially a former publish very big source, I haven't seen a legal contract. I do know that the original scenery importer established by Jonwil came extremely close to the publisher not only squashing original content, but possibly taking legal actions originally against early content creators. looking at this week's recent events, only reassures me that all of you participating own this and it belongs to you free and clear. Consider the following.<br />
<br />
a.)Custom content is welcomed and the lifeblood for the project.<br />
b.)Custom coding is owned by the community.<br />
c.)No more legal agreements and NDA's to sign.<br />
d.)Beta testing is open and free for all when it occures, no secrets, just jump in and have fun.<br />
f.)Great endless future and expansions.<br />
g.)No time limits forcing quality down.<br />
h.)You own the game, we all do.<br />
<br />
These are very far serious issues as to a giant faceless corporation controlling and owning a community. You are the community and this all belongs to you and everyone else. The more you put in, the more you get out of it. Our motto from the very start has positively been "The Future Is Ours!" and we have stood by that, but let me add something even more important. To those who see nothing great, remember that "The Future Is Owned By Those Who Make It Happen!"<br />
<br />
With TPB3D, what happened in the TORCG3 forums will never happen here, because we require the lifeblood of custom content and we honor those who make high quality stuff too.]]></description>
			<content:encoded><![CDATA[It may have not been the way it was, but it seems that someone posted against custom content in TORCG3 at the TORCG3 Custom Content Forums. In actuality my understanding was that the developer had legal say on game content by contract via publisher and that was from several sources if memory serves me correctly. That means the publisher actually may have a legal obligation to squash custom content because it may infringe a legal agreement with developer if that is the case. I must say that while the sources are reliable and trustworthy especially a former publish very big source, I haven't seen a legal contract. I do know that the original scenery importer established by Jonwil came extremely close to the publisher not only squashing original content, but possibly taking legal actions originally against early content creators. looking at this week's recent events, only reassures me that all of you participating own this and it belongs to you free and clear. Consider the following.<br />
<br />
a.)Custom content is welcomed and the lifeblood for the project.<br />
b.)Custom coding is owned by the community.<br />
c.)No more legal agreements and NDA's to sign.<br />
d.)Beta testing is open and free for all when it occures, no secrets, just jump in and have fun.<br />
f.)Great endless future and expansions.<br />
g.)No time limits forcing quality down.<br />
h.)You own the game, we all do.<br />
<br />
These are very far serious issues as to a giant faceless corporation controlling and owning a community. You are the community and this all belongs to you and everyone else. The more you put in, the more you get out of it. Our motto from the very start has positively been "The Future Is Ours!" and we have stood by that, but let me add something even more important. To those who see nothing great, remember that "The Future Is Owned By Those Who Make It Happen!"<br />
<br />
With TPB3D, what happened in the TORCG3 forums will never happen here, because we require the lifeblood of custom content and we honor those who make high quality stuff too.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Vodhin's Wonder Wheel]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3165</link>
			<pubDate>Mon, 18 Jan 2010 01:26:44 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3165</guid>
			<description><![CDATA[<br />
<br />
A Brand new model for TPB3D is underway and so far I've only get the basic framework for the main wheel in place. More detail needs to be added to the wheel, plus the support, hub cars and platform. What's here so far is the third attempt, after redesigning the texture several times- and probably won't be the last. <br />
<br />
The wheel itself has 8 stationary cars and 16 "rolling" cars that each travel around their own oval shaped tracks from the outter rim to the inner rim. This ride, when ready will need to be a combo flat and track ride, since the traveling cars should move as if affected by gravity.<br />
<br />
<br />
More To Come :D]]></description>
			<content:encoded><![CDATA[<br />
<br />
A Brand new model for TPB3D is underway and so far I've only get the basic framework for the main wheel in place. More detail needs to be added to the wheel, plus the support, hub cars and platform. What's here so far is the third attempt, after redesigning the texture several times- and probably won't be the last. <br />
<br />
The wheel itself has 8 stationary cars and 16 "rolling" cars that each travel around their own oval shaped tracks from the outter rim to the inner rim. This ride, when ready will need to be a combo flat and track ride, since the traveling cars should move as if affected by gravity.<br />
<br />
<br />
More To Come :D]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ticketing]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3162</link>
			<pubDate>Sun, 17 Jan 2010 11:45:14 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3162</guid>
			<description><![CDATA[I want a proper way to include tickets in my game. Tickets aren't just a type of in-park currency used to replace money that has no value in a computer simulation either. There are other managerial(is that even a word?) uses that ticketing can be used for to.<br />
<br />
<br />
Tickets can be used for...:<br />
<br />
<br />
A: Letting people into attractions obviously. If attractions(or midway games for that matter) are set to require tickets, then instead of a box where the player enters a dollar amount, they enter a ticket amount.<br />
<br />
B: Used for Fastpass, Quickpass, Speedpass, Front of the Line etc. type lines where a guest can pay a premium price for a special ticket that lets them use a faster line. This reduces the number of complaints about long lines, and lets the player squeeze every last penny from every guests wallet.:2 If a player wants to recreate something like Disney's Fastpass system, they only need to set the ticket price to zero and limit the number of tickets that are allowed to be sold(as said below).<br />
<br />
C: Letting guests into special areas. Say the player has built something like a walk through, exhibit, or a beautiful park that isn't tagged by the game as an attraction. Simply plop a gate at the entrance to the area and charge tickets! Ticketing can also be limited here so that the area that you've blocked off doesn't become overcrowded. For the player that wants to truly simulate RL scenarios, this feature can be used to have something like a soft opening of an attraction or having a section of the park temporarily quarantined for a show(Disney's World of Color show at DCA will do this when it opens later this year).<br />
<br />
D: To limit the amount of guests in a certain line for a ride, in a designated area, in a ride itself. Unlike normal currency, tickets can be limited by the number sold. To provide a real world sample, since Disney's Fastpass system is a free-to-use service, they have to limit the number of tickets sold so that the Fastpass line will always have less people in it than the normal line. This can be used in TPB3D to improve guest flow(especially in a piped ride environment).<br />
<br />
<br />
Some other properties of a flexible ticketing system;<br />
<br />
<br />
Multi-tiered tickets- one ticket won't work for everything, having different sets of tickets for different uses prevents a guest from using the same ticket he bought to get on a ride being used to get into a Fastpass line<br />
What I call the "too many tickets" effect. If a guest buys tickets and never ends up using them, then too bad for them, the money is already in the player's pocket!<br />
Limited ticketing, being able to sell only a certain number of tickets, can be useful in various circumstances.<br />
<br />
<br />
Of course, in RL, tickets are only used as a convienience factor, and in something like a computer simulation, they're practically useless and just add to game complexity, but I can see a certain romance about being able to let guests buy tickets in the park. Especially in a multiplayer setting when you yourself are buying tickets to use on the rides!:c<br />
<br />
In short, these are just a few suggestions on the use of a flexible ticketing system. They might be useful to create some interesting economical dynamics in gameplay, but I see there real usefullness in the hands of recreationists as they mimic the RL operations of their favorite parks.]]></description>
			<content:encoded><![CDATA[I want a proper way to include tickets in my game. Tickets aren't just a type of in-park currency used to replace money that has no value in a computer simulation either. There are other managerial(is that even a word?) uses that ticketing can be used for to.<br />
<br />
<br />
Tickets can be used for...:<br />
<br />
<br />
A: Letting people into attractions obviously. If attractions(or midway games for that matter) are set to require tickets, then instead of a box where the player enters a dollar amount, they enter a ticket amount.<br />
<br />
B: Used for Fastpass, Quickpass, Speedpass, Front of the Line etc. type lines where a guest can pay a premium price for a special ticket that lets them use a faster line. This reduces the number of complaints about long lines, and lets the player squeeze every last penny from every guests wallet.:2 If a player wants to recreate something like Disney's Fastpass system, they only need to set the ticket price to zero and limit the number of tickets that are allowed to be sold(as said below).<br />
<br />
C: Letting guests into special areas. Say the player has built something like a walk through, exhibit, or a beautiful park that isn't tagged by the game as an attraction. Simply plop a gate at the entrance to the area and charge tickets! Ticketing can also be limited here so that the area that you've blocked off doesn't become overcrowded. For the player that wants to truly simulate RL scenarios, this feature can be used to have something like a soft opening of an attraction or having a section of the park temporarily quarantined for a show(Disney's World of Color show at DCA will do this when it opens later this year).<br />
<br />
D: To limit the amount of guests in a certain line for a ride, in a designated area, in a ride itself. Unlike normal currency, tickets can be limited by the number sold. To provide a real world sample, since Disney's Fastpass system is a free-to-use service, they have to limit the number of tickets sold so that the Fastpass line will always have less people in it than the normal line. This can be used in TPB3D to improve guest flow(especially in a piped ride environment).<br />
<br />
<br />
Some other properties of a flexible ticketing system;<br />
<br />
<br />
Multi-tiered tickets- one ticket won't work for everything, having different sets of tickets for different uses prevents a guest from using the same ticket he bought to get on a ride being used to get into a Fastpass line<br />
What I call the "too many tickets" effect. If a guest buys tickets and never ends up using them, then too bad for them, the money is already in the player's pocket!<br />
Limited ticketing, being able to sell only a certain number of tickets, can be useful in various circumstances.<br />
<br />
<br />
Of course, in RL, tickets are only used as a convienience factor, and in something like a computer simulation, they're practically useless and just add to game complexity, but I can see a certain romance about being able to let guests buy tickets in the park. Especially in a multiplayer setting when you yourself are buying tickets to use on the rides!:c<br />
<br />
In short, these are just a few suggestions on the use of a flexible ticketing system. They might be useful to create some interesting economical dynamics in gameplay, but I see there real usefullness in the hands of recreationists as they mimic the RL operations of their favorite parks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mods.... (not modeling)]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3152</link>
			<pubDate>Mon, 04 Jan 2010 09:48:23 -0600</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3152</guid>
			<description><![CDATA[This is not a feature request, but it was the most relevant forum I could find/post in.  (It's just a question).  How much of the game will be moddable, and secondly, which mods will be in-game, and which will be out of game?  The rides, obviously will be moddable in game (Talking about building a FR/TR), but what if I want to create my own type of ride?  Will this be possible in the first release?  (This will obviously, unless it is using the FRCS, will be out of game).  Other possible moddable parts:<br />
Buildings (Ingame, just listing it to get everything)<br />
Paths (Talking about graphics)<br />
Peeps (Graphics AND AI)<br />
Music (Will there be a file that lists all of the music, or will I have to convert/rename/overwrite the existing?)]]></description>
			<content:encoded><![CDATA[This is not a feature request, but it was the most relevant forum I could find/post in.  (It's just a question).  How much of the game will be moddable, and secondly, which mods will be in-game, and which will be out of game?  The rides, obviously will be moddable in game (Talking about building a FR/TR), but what if I want to create my own type of ride?  Will this be possible in the first release?  (This will obviously, unless it is using the FRCS, will be out of game).  Other possible moddable parts:<br />
Buildings (Ingame, just listing it to get everything)<br />
Paths (Talking about graphics)<br />
Peeps (Graphics AND AI)<br />
Music (Will there be a file that lists all of the music, or will I have to convert/rename/overwrite the existing?)]]></content:encoded>
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