The scenery and building systems need to be unified into one, coherent concept. Not two separate chunks with two separate sets of rules.

Yeah, thats how I figured it worked. Obviously the game needs to know "where" something is and if it's "inside" that "aura" to be able to figure out if it's "pretty" or "not". """""""" But tying that to collision models themselves seems a bit clumsy. [haha] I can imagine without intending for there to be a no clip feature they wouldn't have had a second thought about it though. [knockout]

It may well be because they would have to code two different meshes and at the moment tying them to the same one is easier? Or less taxing on the system?
 
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Sorry - I don't have time to reply to everything, I've got patch notes to proof read ;-). But seriously this is a product of how the two systems developed over time. I'm aware that the integration between buildings and scenery could be better, and no doubt going forward we'll look at ways to improve them. It's more a hangover from when we had completely different people working on Scenery (which was basically freeplacement of models in the simplest possible way, back when we were getting the very first versions of the Planet Coaster engine up and running) verses Building (which we always designed to be much more complicated, with things like correct merge pieces being applied, snapping to existing pieces etc.).

So yes, it certainly could be better - we do take your feedback on board, we could all do with a Christmas Break right about now, but after Christmas we'll be regrouping and working out what our next round of "quality of life" features will be, and I'll certainly raise these issues then.

Cheers

Andy
THX AC...you and the crew have a great holiday
 
Apologies, but this isn't going to change any time soon. I've spoken before about why this is, and nothing has changed since then. The biomes will still be locked to specific textures. And we've taken on board your feedback about wanting to be able to pick from a texture palette rather than using our pre-authored Biomes, and while I can't promise anything regarding that just yet (you know how we roll - we only like to commit to something when we're 100% sure we can deliver it), but watch this space!
Not a problem, it's already good to know that this is a possibility you are considering.

And by the way, no need to apologize, because, if you find a way to allow us to chose our "9 textures" (to make our own biome), then I will be able to "make a winter land using snow texture on the ground in a sunny sandbox park", so yes, this is maybe something that is going to change one day. Between "not being able to choose its textures", and "having all the textures available on all the maps", there can be a compromise. [wink]

[...]So yes, it certainly could be better - we do take your feedback on board, we could all do with a Christmas Break right about now, but after Christmas we'll be regrouping and working out what our next round of "quality of life" features will be, and I'll certainly raise these issues then.
Enjoy your well deserved Christmas holidays !
And get back in shape, we have lots of feedbacks on what to make you work ! [big grin]

Also, thanks to interact with us like you do.
It's nice to have answers, or at least know that certain suggestions are taken into consideration. [up]
 
The collision system is used for lots of different things in game, so this isn't an easy option at all. We make many spatial tests during the game, which won't work if things are intersecting, so again this isn't just a checkbox and turning a flag off somewhere. I know this is an often requested feature - rest assured it's been recognised here at Frontier. But it's perhaps not as easy to implement as you might think.

Cheers

Andy

Difficulty should not make it an exception, impossible? Maybe, but this is not impossible. Bad programming and a resistance to improve the quality of the game will make it a false impossibility.

This needs to be address and prioritized... It makes enjoying this game very difficult if you care about aesthetics.... At the very minimum, allow the fixing of terrain that is not within the objects visible model. (Eg the bumper cars terrain hitbox is very far from the edge of the ride).
 
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Sorry - I don't have time to reply to everything, I've got patch notes to proof read ;-). But seriously this is a product of how the two systems developed over time. I'm aware that the integration between buildings and scenery could be better, and no doubt going forward we'll look at ways to improve them. It's more a hangover from when we had completely different people working on Scenery (which was basically freeplacement of models in the simplest possible way, back when we were getting the very first versions of the Planet Coaster engine up and running) verses Building (which we always designed to be much more complicated, with things like correct merge pieces being applied, snapping to existing pieces etc.).

So yes, it certainly could be better - we do take your feedback on board, we could all do with a Christmas Break right about now, but after Christmas we'll be regrouping and working out what our next round of "quality of life" features will be, and I'll certainly raise these issues then.

Cheers

Andy

Thanks for the explanation! Because the design is so obviously terrible that it makes you wonder what you guys were on when deciding to go with the current system. I mean, why would you develop two great tools (snap-to-grid and free placing/turning) and then restrict pieces to be used with only one OR the other.

I'm kind of relieved to hear it was more something that happened than something that was planned out like this from the beginning. I really hope you manage to come up with a real solution. Finetuning is good too (smaller gridsizes for example) but I can only urge you to re-visit the way it's designed work. (Should be fun! [wink])
Even if this means much work, I feel it would be worth the effort. Afterall, what is a building game without a great building tool?
 
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