General / Off-Topic Well upon reading the rules...TPB3D there's my new topic.

You asked about games, well there's my future 3D theme park game for myself and others. Why, because it's being made by the community and well, why not. As long as this falls within the rules guidelines as I read them, I shall add news here on TPB3D and discuss it with you guys. Who knows, maybe Frontier will make addons for it in a new game open source market later on. The future is always strange and nobody knows where it goes.

The main reason we decided to make this was because Atari stopped making RCT3, then when Ken Allen tried valiantly and suddenly disappeared, with Coaster Madness, we felt abandoned. Yes there are many loyal RCT3 fans or as we now call it in the tpb3d community appropriately "TORCG3" which is an acronym for "That Other Roller Coaster Game 3." Sounds like a name Darth Vader might conjure up, dark and foreboding, well sort of.

Our aim is not to destroy RCT3 or anyone else, just to m ake a game that we can all enjoy without knowing the future is cut short by a corporate decision. That then means an open source platform that the community can grow, at last count over several thousand and growing. TPB3D has begun to attract serious attention and here are a few following it. Miss Paula Abdul, Possibly Prince Harry of England or Wales no insults meant to our British friends, in the states CBS and FOX news outlets are watching this project grow and several city communities online have expressed future interests in it. Disney Imagineers and Six Flags employees are following this bigtime as are the main and a number of small ride makers of real rides so it is growing.

People have claimed this is my game, it is not. It belongs to everybody and I do mean everybody. I have spoken for it, but that aside thousands have been working to make it happen. While RCT3 will still be around for a while it is over the mid through long haul, a dying platform, for without fresh coding and other resources it cannot continue. When RCT3 came out, PC's were the thing, a 64bit card 256MB memory and a 900 processor give or take. I am sure David Braben or Michael Brookes will correct me on the specs. Today TPB3D will take advantage of many areas of hardware including 512mb cards though we are aiming to run it on lower mb ram cards minimally.

Coding for this game has split to several competing applications but coding for the main application remains brisk. At present we are pushing towards 150 plus rides. The FRCS was originally created in theory by the brilliant DoctorJ the guy who made a working trainer for another game years ago and it is a multiplyer. How it works is you can take ride parts and compile working rides complete with textures procedures and the ride's required A.I. In recent tests our Eli Scrambler spawned another arm and car on the fly without effort. We estimate that with the 145 attractions at that count, the frcs with parts known could assemble over 2.6 million working attractions. Yes you can compile that many as soon as the frcs is available and we are just getting started with rides. Other groups are considering several hundred tree species to start, peeps, what peeps. Paste your face on a peep and you are in the game over the net hosting your park online for world visitors in real time.

Remember lag as an issue, not with local park piping. How this works is that small parks are linked by rides and paths etc. They appear as a mega park like a 45,000 person Disneyland for example or larger by local park piping. Want to have a webring community around the globe then create with your many friend's hosted online parks, distant park piping and there you go. It is all in coding by people, yes people, users who wanted to enjoy the future rather than look back at it in abandonment.

Re are accurate in our rides too. This because we have people called Ride Historians involved so the detailing and accuracy is there as well. An Octopus is an Eyerly Octopus and by the way Eyerly is onboard with us too. Yes you will get all the real rides and you can make your own. No two parks will ever be alike. Because you and you alone own the future and the future belongs to those willing to make it happen. Here are some pics of what has been done already, all real rides and accurate too. Enjoy and have a great holiday season and beyond. 2010 belongs to us all

Coney Island New York 1939 Sky Jump is nailed and grand again. Coming soon to a park near you.
Parachute_Jump_Coney_Island-GermanTaco.jpg


Ever ride this rare 1940 ride the Shepherd Roll-O-Liner, you will soon and you will own it too in your park. Lives again.
Shepherd_Roll-O-Liner-SR4.jpg


Tivoli Orbitor check out Florence and her twin in the car, yes the rides are scaled properly to her and Alex.
Tivoli_Orbitor-djfriktion.jpg


The Flying Circus aka. Magic Arms coming at you soon.
Flying_Circus-Gadget.jpg
 
Thank you, actually it is not me that supports this but a rapidly growing community. I must stress I helped get it going but honestly well over a thousand people are participating in making this happen and so it belongs to everyone. My place in the scheme of things is actually as a historic park builder. My extensive historic flat ride knowledge has also helped to contribute a little to it, but mostly, many other very talented folks deserve all of the credit on it. One of the best rides I have actually loved seeing brought back to life was the very rare Chance Radar and Turbo add-on kit for that ride that Star made for the community. There are only 3 around in the world, known to exist at this point. 2 are working and one is in restoration after having been found in a field rusting into history. Work is actually proceeding excellent on that restoration too so it will be nice to see that back. For many folks around the globe though, they will never get the chance to ride the real thing, so now with help from a community, it could become a ride the world enjoys again online perhaps, but it is still always better than nothing at all.

Chance_Radar-SR4.jpg
 
LCP's in TPB3D

Many usually ask us about all the new acronyms that we use. TPB3D is of course known affectionately as "Theme Park Builder 3D", but what is an LCP?

LCP simply stands for "Life Cycle Pattern." Every attraction no matters what it is has a Life Cycle Pattern. A perfect example of this is the typical (but not all) flat rides. Here is what a typical flat ride must have, though there are other flat rides with varying patterns too.

1.) Loading
2.) Spin Up
3.) Main Circuit
4.) Spin Down
5.) Offloading

You can clearly see what steps the FRCS "Flat Ride Construction Set" Ridemaker will be required to do for example to get an Eli Scrambler running. The compiled ride will require these actions or steps to be added if it wants to emulate the real life ride, otherwise it will not do so. Flat Rides generally differ from Tracked ride LCP's as you will see next.

Generally tracked rides do not require in many cases a 5 cycle life, but rather less.

1.) Loading
2.) Main Circuit
3.) Offloading

There are mixtures of these rides however such as a flat ride called "The Whip." This 1904 rare ride classic is a flatride but essentially has the life cycle of a tracked ride. Vertical tracked rides that have four life cycles to blur the normal rules of a ride's life include the Parachute drop.

1.) Loading
2.) Lift Up
3.) Drop
4.) Offloading

Something similar can be said of the Chance/Morgan Zipper ride. The repeating ride circuit or Main Circuit must act by incorporating two steps of the four, basically numbers two and three if a second go-around were to commence.

For tracked rides the TRCS will allow TRCE Ridemakers to compile all tracked rides, add sounds, options as required. Where the Track Ride Construction Set differs is that the sequencer isn't required as it is in the FRCS, and most tracked rides will mainly be the cars, textures and then a selection of the alpha mask file for the track to be added, though this could change depending on the coders in question.
 
Main coders and devs reconcile on project and decide to make it all happen for real. Sorry David, I know your predictions but this community never gives up. In fact at last count the frcs can assemble potentially over 2.5 million rides now and we are just getting started.

New rides include the Intamin Skyjump/SkyCabin combo observation platform tower. More modelers in and we are at war to give the world an online amusement park game once and for all that they own.

One of our main aspects right now are focusing on nailing down the pre 1920 rides and attractions. Appears Disney and Six Flags employees are following the project now as well as several news media people and a number of high profile people too. The Coney Island rides currently are target to be created for the game base. New coding includes a flatscape, tracked and flat rides on the flatscape as well as hard modeled buildings until we get the "Building Generator" up and running.

The coding includes the Alignment Manager and Path Managers both essential to the game. Advanced screens too, lots happening behind the scenes and we feel 2010 will be a major start sooner rather than later.

Anyhow lots happening, new coaster cars in the works. Where older apps and publishers failed we the community will move forward. Never underestimate the will of the people.

Intamin_Parachute_Drop_and_Skycabin_Ride-GermanTaco.jpg


446px-Rocket_Jets-SurfingOz.jpg
 
We currently are trying hard to get specs on pre 1920's rides, there are many rides from back then. Not my game, it is actually your game and that of everyone else because the public owns it. I am just posting the news as it happens so the community can keep up on it.
 
We are just getting started too!

New pics of the Intamin Skycabin/Sky Jump ride platform. They just keep getting better. Thanks GermanTaco for excellent modeling work. GermanTaco enters the modeling club at the TPB3D community with this ride beating out several other modelers.

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

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

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

Lots happening, getting very crazy so stay tuned, things will start moving very fast from here we suspect...WE GOT DA GAME ON! :eek:
 
TPB3D-TG The new and long overdue TDD "Technical Design Document" version 4 has been posted finally. Generating much interest and new coders onboard too. Hey David B :p we is gonna do it afterall :eek: and make this puppy shine. (Fake N.O. Superbowl accent from the West Coast) For those who do not know. Without a TDD there isn't much organization for making something happen on the coder's end. The TDD is a sort of Coder's Map if you will that organizes the game and lays out many technical aspects and while ours will change and be updated it is a very major and significant step, for without coders and game code, all the models in the world wouldn't make it happen.

In other news. We are getting a number of new rides in the pipeline some long delayed others in transit. One of the newer rides we think will be used a lot will be the Sartori TechnoJump. Seems even Sartori people are watching this with a keen eye routing the community on.

New Graphic Arts people help Modelers with textures and alphas for the rides and scenery, while helping coders with our game screens. Meanwhile other volunteers on the sound group are going out and recording real ride (offride and onride) sounds for the rides in the game.

Let's talk community voted theme pack releases for the initial gold release ( not alphas or betas ) of TPB3D-TG "The Game", as there is also a TPB3D-CAD or CAD application as well.

The first major release candidate in gold for TPB3D-TG will have the following theme pack releases which will contain scenery, rides and other aspects including coding additions to the app.

Asian (India Included)
Horror
MIDWAY (this is the generic ever growing plain vanilla theme for the game)
Safari (African, Australian)
Santa's Village
Sci-Fi (including the following subthemes too. Ancient Sci-Fi, Martian, Retro Sci-Fi, Space)
Water Park (including the following subthemes too. Aquatic Sea Park, Beach, Fisherman's Wharf, Resort -Water based)
Wild West (includes the following subtheme too. Desert (USA) )

The second tier of themes voted into existence for the second gold release candidate to be added to the first tier of released themes for the game will include the following.

Caribbean
Fantasy
Industrial Age (Revolution)
Medieval

Modern (includes the following subthemes too. Club Lounge, City Walk)
Resorts (includes the following subthemes too. Beach Front, Golfing, Ski Resort)
Victorian Era
Winter


The next rounds of voting in of themes by the community will take place this year as more items are released for the game. To see the current most up-to-date list of themes and their status for TPB3D-TG you can view them at this linking.

http://www.tpb3d.net/forumdisplay.php?fid=331

More news as it is happening. A lot going on and yes we are real :D
 
Hi sebar
Glad to see your update news on TPB3D-TG. Please continue to do so! :D Looking at your lovely "rocketship" ride got me wondering if I could design an "Elite" themed ride with ships from the game. Admittedly I have only a very basic understanding of modelling in 3D :eek:
 
Word possibly of a working flatscape within about two weeks or end of the month though this may vary still into March. The inclusion of rides, what to expect. Rides may or may not have onride camera. No serious tunneling. No Ride sounds yet. No Peeps, but possible paths. Generic sky and distant backdrops. In other words a very basic flatscape to show everyone that the coding is there and keep the faith essentially.

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

Coaster(s)

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

OTR's "Other Tracked Rides"

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

Flat Rides

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

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

Flying Scooters (1969)
Flying_Scooters-SR4.jpg


Mark III Monorail System (1964)
800px-Monorail-Retro-With-Bubble.jpg


Von Roll Standard Skyway (1981)
SkyRide-by-Vodhin.jpg


Keefe Ferris Wheel (1978)
Tripple_Skywheel-SR4.jpg
 
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Closing In on a TPG3D

We are nailing coding for an initial, release very shortly of TPB3D and a new world wide era. Many new rides in the pipeline and soon you'll be able to start messing around with a flatscape. We are refining that flatscape and the coding is brisk and on target by a number of coders. Meanwhile the modelers have a lot of stuff in our pipeline. Sound fx are coming and the mighty FRCS "brainchild" of DoctorJ are going to allow you to build millions of never before seen flatrides. As this first flatscape comes online, we will be refining it and adding to it. There is nothing more wickedly powerful than an entire global community taking the future into their own hands.

The Samuel Clemens ( Mark Twain's Real Name ... Kudos to Disneyland, we got it right ) Steam Paddle Boat is being revamped and upgraded. No water in this first release, but it is in serious coding.

New rides in the pipeline, we are perfecting making the rides accurate thanks to the "Ride Historian's Group" within the TPB3D community...those guys rock bigtime in my book.

Chance_Skydiver-SR4.jpg

The original Chance Skydiver.

Cobra-SR4.jpg

The Cobra

Eyerly_Sidewinder-SR4.jpg

Everly Sidewinder special note: Oregon Rides, hence Eyerly Rides knows what we are doing, they are cheering us on!

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Flying Elephants Ride. You can control the up and down of this ride with your keyboard. More to come as we get this thing nailed down.

It is coming shortly and more will begin to get built atop of that. Keep the faith all, the future belongs to those who control it and we clearly control our own future!
 
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Last week of February 2010 News Update

Theme Park Builder 3D taking shape rapidly. Initial app just a few weeks away or less.

Coding added to the initial release game includes the following.

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

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

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

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

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

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

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

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

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

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

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

OTR's

Monorail - Large Retro
Monorail ( People Mover with Roof )


Coasters

Steel Twister
Woodie Twister


Flat Rides

Carousel Small
Crazy Bus
Eli Ferris Wheel
Eyerly Loop-O-Plane
Eyerly Octopus
Flying Scooters
Scrambler
 
Late 2010 Quarter New TPB3D

BARNSTORMER!!! For TPB3D.

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

park20.jpg


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

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

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

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

final02.jpg


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

Vodhin_WonderWheel16.jpg


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

----------

New discussion forum to debate Park and Ride piping.

----------

Building Generator forum becoming active on the discussions and implementation of instant stretched, assignable, themed structures for the game. Park building never was this easy.
 
News update 04-25-2010

Good news, great news and uh bad news. So first lets get on with the latest bad news. The project for a pre-alpha, decided by coders will be pushed back to mid to late summer. Many folks will be greatly disappointed to hear this in the waning days of TORCG3 dissolvations and death swams. The reason for this was that yes, something can be released in little spurts, but it would make more sense to give you guys a major working park. So the decision was made to stay focused on a major game release with lotsa stuff, this way you can have a real park to play even if the initial release is a standalone version with a network version to follow in a bit.

The good news is the community is developing this quite well and it is on a steady keel. The great news is we have the coding guys more than just a few and the team work on this is moving forward with many new coders now interested as well as modelers too. Graphic arts guys make alphas and textures for modelers as well as custom screens for coders, sound fx people are doing good too and musicians abound. It is all together and never been more intense a time to make this a serious reality. A quick check of the sourceforge site by other coders will reveal much coding and it looks to grow rapidly from there.

So though there will be a release delay for a while longer, it should prove to be an amazing time and also a much bigger and more complete package as well. Like you, I am amazed that even one person has put time in this let alone over a thousand or more, so hang in there, and soon a "FREE" no more corporate owned 3D Amusement Park game with more precision and fun will soon be here for Linux, Windows and soon thereafter a port to Mac OSX too. The future is almost here to set the beginning of many years of fun.
 
Work proceeds on a real skyway...latest!

I have since this last posting found out that a 64 bit version will not be immediately available. The 32 bit version will come first. The initial game release will work on Linux and Windows from about win 2000 on up through win 7. A Mac OSX port from the Linux version is expected to follow though, since OSX is layered on the Linux base. So coders have informed me the port should be relatively easy. The initial Pre-Alpha release will be standalone only though my understanding is that Internet network coding is going to be following as well since the foundation is already set for that.

Taking shape, here are a few photos of the upcoming Skyway that we will have either working in the initial release which we are hoping for or the later second release with lots of OTRS too. Thanks to community member and fellow TPB3D'er Vodhin for his remarkable knowledge and skills at delivering TPB3D a very flexible and very cool Skyway system. The kind that TORCG3 should have offered the users, but neglected because of poor research on what a skyway is.

Resized to 88% (was 800 x 499) - Click image to enlarge
Vodhin_Skyway_VonRoll_Terminal1a01.jpg



Resized to 88% (was 800 x 533) - Click image to enlarge


Now for all the cars for the new Skyway, at least on the amusement park end traditionally, we got these covered as well, with ski resort and other gondola and aerial tramways to follow later, including traditional chair ski lifts since a "Ski Resort" theme is an official TPB3D, voted-in theme, in the game.

Skyway_VonRoll_101Bail-Vodhin.jpg

The original Disneyland Bucket Von Roll Bails.

In more recent years, Disney went to the larger newer squared Bail by Von Roll. By the way, Six Flags and actually many amusement parks used these and many still are. The squared gondola started to make an appearance around 1966 give or take a couple of years and depending on where the parks were situated too. Europe was quicker using these then was the United States.
Skyway_VonRoll_102Bail-Vodhin.jpg


Pacific Ocean Park and Astroland at Coney Island amongst other places used the Bubble Gondola bail as seen below. Yes we will have that too for the Skyway rides, and there were several variants as well and we shall have those as well.
Skyway_VonRoll_103Bail-Vodhin.jpg


And if you want custom textured bails, even with side logo'snot an issue at all.. They are just waiting for the game to catch up, but they are nailed already. Flexibility is the key to allowing park builders to put the exact rides they want in their parks.
 
Top view of the station with a 45 degree terminal for in and out operations other than an up and back. This allows multiple destinations from a ride. and support towers variants. Notice the multi textured gondolas, you can have them as you want for your park guests to enjoy. Complete control.

Resized to 88% (was 800 x 533) - Click image to enlarge
Vodhin_Skyway_VonRoll_Terminal1a03.jpg



Vodhin_VR1960Tower01.jpg



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And if you want custom textured bails, even with side logo's check these out.

Vodhin_VonRoll104-01.jpg
 
This is fantastic! I hope you guys come to a great success! Also I don't completely under stand what this is. I read the whole first article and from what I can tell it is pretty much just like a new version Roller Coaster Tycoon where you can build but right now you are in the process of JUST making and designing your own rides with realism added to it and physics and everything to it. The real Sky way Looks awesome! Well I hope this turns out well.
 
Word is that by mid to probably late summer you will be able to build parks as a standalone for right now, however, by next year you should possibly be able to also host built parks for others to visit and ride the rides over the net depending on their connection and your hosts servers ;)

Within a few years from now this should easily have surpassed the entire RCT and any other platforms and be about the only thing the world will want for their amusement parks. Many of us just got tired of deaf ears from Atari when it was a publisher which it essentially is not anymore since they announced they would become a game developer. So with RCT dying, we decided to build the future and it has been a great and fun ride so far. The rides should all be very close and accurate to the real deal. We have actual Ride Historians who research and help the modelers and graphic arts devs to create the real deals and in fact a number of actual ride manufacturers are onboard with us helping where we need info to get it to us so we can get it all right this time.

RCT3 was great for 2004, but in today's terms the code is stale by today's coding from what I have been told and would cost the former publisher too much to update. For RCT3 to do what we are doing would have meant actually a new engine and rewrite and it is for a corporation who relies on profits, just not worth it, sad as that sounds. Then again, you have the whole world on this and wanting it, so who can beat that?

:D The future belongs to those willing to make it happen and that's all of us around the globe!
 
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