RCT

234 readers
1 users here now

Migration of the Reddit community /r/RCT. Focused on the classic roller coaster sim games, RCT1, RCT2, RCT3, RCTC and the open-source OpenRCT2.

Rules

Please DO post:

Please do NOT post:

If you are asking for help, please try to be as descriptive as possible!

I haven't figured out an equivalent to the /r/RCT wiki yet, but at some point the plan is to work on porting that too.

founded 1 year ago
MODERATORS
1
2
3
 
 

We’re back with another release. This time, we’re bringing you lots of improvements to the build tools and more fixes to the official scenarios. Our team member Tupaschoal has made an excellent write-up about it, which you can find here.

A list of the changes:

  • Feature: [#15750] Allow using different types of park entrance in one park.
  • Feature: [#20942] Allow removing all park fences from the Cheats window.
  • Feature: [#21675] Guests ignore price limit cheat.
  • Feature: [#22206] Add option to randomise train or vehicle colours.
  • Feature: [#22392] [Plugin] Expose ride vehicle’s spin to the plugin API.
  • Feature: [#22414] Finance graphs can be resized.
  • Feature: [#22569] Footpath placement now respects the construction modifier keys (ctrl/shift).
  • Change: [#21189] Patches to fix scenario bugs are now described in .parkpatch files, instead of inside the code.
  • Change: [#21659] Increase the Hybrid Roller Coaster’s maximum lift speed to 17 km/h (11 mph).
  • Change: [#22466] The Clear Scenery tool now uses a bulldozer cursor instead of a generic crosshair.
  • Change: [#22490] The tool to change land and construction rights has been moved out of the Map window.
  • Change: [#22490] In sandbox mode, changing land or construction rights now acts as buying or selling.
  • Change: [#22491] Scrollbars are now hidden if the scrollable widget is not actually overflowing.
  • Change: [#22541] In editor/sandbox mode, tool widgets now appear on the side of the map window, instead of the bottom.
  • Change: [#22592] Cheats have been redistributed along three new tabs: date, staff, and nature/weather.
  • Fix: [#21123] Transparency options are not respected on startup.
  • Fix: [#21189] Additional missing/misplaced land & construction rights tiles in Schneider Shores and Urban Park.
  • Fix: [#21908] Errors showing up when placing/moving track design previews.
  • Fix: [#22307] Hover tooltips in financial charts are not invalidated properly.
  • Fix: [#22316] Potential crash when switching the drawing engine while the game is running.
  • Fix: [#22395, #22396] Misaligned tick marks in financial and guest count graphs (original bug).
  • Fix: [#22457] Potential crash opening the scenario select window.
  • Fix: [#22520] Virtual floor no longer appears when holding modifier keys during track construction.
  • Fix: [#22582] Lighting effects are not enabled/disabled correctly, making the game appear frozen.
  • Fix: [#22598] Add several .parkpatch files to .sea scenarios with corresponding patches for RCT1 and RCT2 scenarios.
  • Fix: [#22606] Virtual floor is sometimes drawn above the path when placing paths.
  • Fix: [#22625] Fix compilation with orignal ride ratings.
  • Fix: [#22663] Additional missing/misplaced land & construction rights tiles in Mystic Mountain, Build your own Six Flags Holland and Build your own Six Flags over Texas.
  • Fix: [#22671] Game default to hide supports on startup.
  • Fix: [#22671] Unchecking invisible option does not uncheck see-through option on transparency options and vice versa.

https://openrct2.io/blog/2024/09/openrct2-v0.4.14-released

4
5
 
 

We skipped last month's release due to many of the OpenRCT2 team members enjoying summer and being busy, but we're back again!

There was a lot of code changed for plugin support, but my personal favourite is "Feature: [#21893, #22065] On launch, the game now indicates what system is being initialised."

Which one is yours?

Here's what's new:

  • Feature: [#622] Add option to align the top toolbar buttons horizontally centred (off by default).
  • Feature: [#20263] Ability to increase the size of the map in the (0, 0) direction.
  • Feature: [#21714] [Plugin] Costume assignment is now tailored to each staff type.
  • Feature: [#21853] Enlarged UI mode.
  • Feature: [#21893, #22065] On launch, the game now indicates what system is being initialised.
  • Feature: [#21913] [Plugin] Allow precise and safe control of peep animations.
  • Feature: [#22046] [Plugin] Add interface for crashed vehicle particle.
  • Feature: [#22085] [Plugin] The result of actions that create banners now includes the bannerIndex.
  • Feature: [#22087] [Plugin] Expose guests’ favourite rides to the plugin API.
  • Feature: [#22090] [Plugin] Allow writing of paused state in non-networked settings.
  • Feature: [#22140] Add option to automatically close dropdown menus if Enlarged UI is enabled.
  • Feature: [#22150] [Plugin] Expose monthly expenditure history to the plugin API.
  • Feature: [#22210] [Plugin] Peeps can now be made stationary or completely frozen.
  • Feature: [#22210] [Plugin] The direction in which a peep is facing can now be manipulated.
  • Improved: [#19870] Allow using new colours in UI themes.
  • Improved: [#21774] The Alpine Coaster now supports using the alternative colour schemes.
  • Improved: [#21853] Dropdowns now automatically use multiple columns if they are too tall for the screen.
  • Improved: [#21981] Rendering performance of the map window has been improved considerably.
  • Improved: [#21981] The map window now defaults to showing as much of the map as fits the screen.
  • Improved: [#21983] Taking a screenshot now shows a message again, closing when taking another.
  • Improved: [#22026] The options window now stays centred when window scaling is changed.
  • Improved: [#22060] [Plugin] The scroll wheel can now be used to modify spinner widget values in custom/script windows.
  • Improved: [#22065] Joining a network game now indicates progress using coaster trains.
  • Improved: [#22075] [Plugin] Plugins can now use G1 Icons.
  • Improved: [#22084] The game now temporarily pauses while the load/save window is open.
  • Improved: [#22217] See-through items are ignored again in viewport/pointer interaction.
  • Improved: [objects#238] Add preview image for invisible queue.
  • Improved: [objects#329] Add RCT1AA lay-down coaster trains (for import only).
  • Change: [#7248] Small mini-maps are now centred in the map window.
  • Change: [#20240] Heavy snow and blizzards now make guests buy and use umbrellas.
  • Change: [#21043] The new music styles are no longer added to old parks automatically.
  • Change: [#21214] Wacky Worlds and Time Twister’s scenario names now match their park names.
  • Change: [#21991] UI themes JSON now use colour names and a translucency bool, instead of a number (old themes still work).
  • Change: [#22057] Reorder Time Twister’s scenarios and adjust their difficulty classification.
  • Change: [#22173] Patrol path selection is visible over existing patrol paths.
  • Change: [#22196] Make track navigation buttons holdable.
  • Change: [#22227] [Plugin] Ride prices are now constrained for plugins as well.
  • Fix: [#13234] Vehicle weight sometimes wrong after using Remove All Guests cheat.
  • Fix: [#13294] Map corners are cut off in some directions (original bug).
  • Fix: [#14630] Non-ASCII thousands and decimal separators not processed correctly.
  • Fix: [#21496] Some RCT1 scenery is hidden after saving and reloading.
  • Fix: [#21533] Support glitches on Hybrid Coaster.
  • Fix: [#21974] No reason specified when attempting to place benches, lamps, or bins on path with no unconnected edges (original bug).
  • Fix: [#21987] [Plugin] API cannot handle negative removal prices.
  • Fix: [#22008] Uninverted Lay-down roller coaster uses the wrong support type.
  • Fix: [#22012] [Plugin] Images on ImgButton widgets cannot be updated.
  • Fix: [#22121] Some news items in the “Recent Messages” window have the wrong text colour.
  • Fix: [#22152] [Plugin] Negative signed integers are truncated.
  • Fix: [#22161] Using arrow keys in textboxes crashes the game.
  • Fix: [#22174] Cheats are reset when starting a server.
  • Fix: [#22185] Intensity and nausea are incorrectly sorted in the rides list after ratings invalidation.
  • Fix: [#22226] Red traffic light shows incorrect sprite when pressed.
  • Fix: [objects#323] Incorrect wall boundaries on large WW/TT scenery objects.
  • Fix: [objects#331] Incorrect hover car capacity string.
  • Fix: [objects#334] Incorrect school bus capacity string.
  • Fix: [objects#337] Swan Boats use an incorrect third remap colour (original bug).

You can download OpenRCT2 v0.4.12 and view the whole changelog here

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server and our infrastructure
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

https://github.com/sponsors/Gymnasiast

6
 
 

You should know the drill by now. Another month, another release, another reason to play OpenRCT2!

This month, we had opportunity to use AI to improve performance in OpenRCT2 code, if you're interested, you can read the whole article here: https://sourcegraph.com/blog/enhancing-openrct2-performance-a-journey-cody-simd

Here's what's new:

  • Feature: [#11512] Coloured usernames by group on multiplayer servers.
  • Feature: [#21734] Park admittance price can now be set via text input.
  • Feature: [#21957] [Plugin] Expose whether the game is paused to the plugin API.
  • Improved: [#21728] “Fix all rides” cheat now also works if a mechanic is already fixing the ride.
  • Improved: [#21769] Expose “animation is backwards” wall property in Tile Inspector.
  • Improved: [#21855] Add a separator between “Load Game” and “Save Game”, to avoid accidental overwriting.
  • Change: [#21715] [Plugin] Remove access to the internal owner property. Note: ownership is still accessible.
  • Change: [#21855] Cheats menu dropdown no longer requires dragging.
  • Change: [#21866] Hide the FPS Counter when the top toolbar/widgets have been toggled off.
  • Change: [#21950] Construction and removal buttons can now be held down for repeated placement.
  • Fix: [#866] Boat Hire boats get stuck entering track (original bug).
  • Fix: [#10701] No reason specified when placing door over unsuitable track.
  • Fix: [#18723, #21870] Attempting to demolish a flat ride in pause mode allows you to place multiple copies.
  • Fix: [#19559] Custom rides with long descriptions extend into lower widgets.
  • Fix: [#21696] Fullscreen window option not correctly applied on macOS.
  • Fix: [#21749] Crash when loading park bigger than current limits.
  • Fix: [#21787] Map generator heightmap should respect increased height limits.
  • Fix: [#21829] When creating a new scenario, the default name contains formatting codes.
  • Fix: [#21937] Build errors with the ORIGINAL_RATINGS flag.
  • Fix: [objects#324] Cannot build Colosseum inside a turn or helix.
  • Fix: [objects#325] Sloped castle walls are vertically offset by one pixel (original bug).

You can download OpenRCT2 v0.4.11 and view the whole changelog here

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server and our infrastructure
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

https://github.com/sponsors/Gymnasiast

7
 
 

On 2014-04-02, exactly 10 years ago IntelOrca made the first commit to his public code repository named 'OpenRCT2'. Some 25984 commits later contributed by 552 individuals over the course of 10 years we bring to you yet another instalment in this saga: OpenRCT2 v0.4.10 codenamed "You don't reheat cakes".

As the monthly releases mean fewer entries in the changelog, I don't need to cut it anymore. Enjoy all the latest features:

  • Feature: [#18171] Add port of the RCT1 Stand-Up Roller Coaster.
  • Feature: [#21590] [Plugin] Plugins can now read and write banner properties of tile elements.
  • Feature: [#21636] Add shortcut key for sorting tile elements.
  • Feature: [objects#294] Add scenery versions of wooden truss supports.
  • Feature: [objects#295] Flipped version of wooden post.
  • Improved: [#21424] Extra viewports can now rotate independently from the main viewport.
  • Improved: [#21561, #21631] Enable more features in Android build (plugins, networking, multiplayer, audio formats).
  • Improved: [#21599] Currency signs now use non-breaking spaces.
  • Improved: [objects#157] Added sloped images for many walls.
  • Improved: [objects#288] Better map colours and more sensible prices for RCT1 land surfaces.
  • Improved: [objects#292] Vehicle colour cleanups for WW/TT vehicles.
  • Improved: [objects#299] More accurate ratings modifiers for RCT1 vehicles.
  • Improved: [objects#309] Updated names for dodgems and flying saucers vehicles.
  • Improved: [objects#313] buildMenuPriority for dodgems and flying saucers vehicles.
  • Change: [#21529] Classify “Southern Sands”, “Tiny Towers”, “Nevermore Park”, “Pacifica” as expert scenarios.
  • Change: [#21545] Reorder Wacky Worlds scenarios and adjust their difficulty classification.
  • Fix: [#910] Extra viewport does not preserve the location when rotating.
  • Fix: [#18413] Crash when mouse over a hacked train.
  • Fix: [#20338] Cannot select Scenery Picker or Scatter Tool when the scenery recolouring tool is active.
  • Fix: [#21317] Track designer allows proceeding without an object selected.
  • Fix: [#21360] If the object selection is missing certain types, the Object Selection window will switch to an incorrect tab.
  • Fix: [#21419] Cannot place walls underground beneath sloped tiles with clearance checks disabled.
  • Fix: [#21434] Number of guests overflows in objective text.
  • Fix: [#21522] Supports for 3×3 turns and 45 degree turns on the Hybrid Coaster and Wooden Roller Coaster not drawn correctly.
  • Fix: [#21543] Crash with creating a TrackIterator with invalid arguments.
  • Fix: [#21635] Tile inspector hotkey can set wall slope for non-slopeable objects.
  • Fix: [#21641] Crash when creating track iterator from an invalid tile element.
  • Fix: [#21652] Dialog window to confirm overwriting files does not apply the theme colours correctly.
  • Fix: [#21654] No sound effects when using RCT Classic as an asset base.
  • Fix: [#21654] Extraneous reports of an object conflict between rct2.audio.base and rct2.audio.base.rctc.
  • Fix: [#21664] Crash when switching between languages that use TTF.
  • Fix: [#21668] Crash when on null ride in Guest::UpdateRideLeaveExit.
  • Fix: [#21691] Crash when validating rides which can't contain banked track.
  • Fix: [objects#290] “Haunted Mansion” cars have a non-functional third remap colour.
  • Fix: [objects#296] Incorrect wall placement around large Kremlin/drab pieces.
  • Fix: [objects#300] Incorrect Colosseum and volcano corner clearances.
  • Fix: [objects#319] Incorrect diagonal slope images used for RCT1 corkscrew.
  • Fix: [objects#320] Incorrect Mandarin Duck boats capacity.

You can download OpenRCT2 v0.4.10 and view the whole changelog here.

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server and our infrastructure
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

https://github.com/sponsors/Gymnasiast

Happy building and don't reheat the cake!

8
9
 
 

Just another layout, nothing new here.

10
 
 

Yes, I am aware that the second half of the layout is nothing like Ring Racer ... it wasn't meant to be a recreation, because the original layout is pretty boring.

11
28
submitted 1 year ago by x7123m3_256 to c/rct
 
 

Built to check that you can build a strata coaster that is rideable. It turns out, no larger pieces are strictly needed and peeps will ride this without cheats ... which is actually quite silly.

According to my calculations, this thing would pull 36G if the G forces were calculated accurately, but the game says the positive G force is 6G. This is convenient, because it means you can build a strata coaster with existing pieces, but it's also bad, because if those extra large slope pieces were added, they could result in implausibly low G forces. The game's G force calculation is very broken.

12
 
 

It's long overdue but this is finally done. This adds some additional track sprites to the giga coaster - including verticals, inversions, and large sloped turns. Since the vanilla giga coaster trains don't have sprites for these you need the "enable all drawable track pieces" cheat on to use them.

I have also updated my three custom trains that use this track, as the old versions were missing sprites for diagonal banked curves. The updated versions can be found here

13
 
 

Hi everyone, we just released OpenRCT2 v0.4.6 “With my best girl by my side, we'd sing, sing, sing”!

This is a big update content-wise, with new title sequence and new title theme by Allister Brimble himself.

Please enjoy this excerpt from our changelog:

  • Feature: [#20680] New title sequences (https://github.com/OpenRCT2/title-sequences/releases/tag/v0.4.6).
  • Feature: [OpenMusic#41] Official Title Theme by Allister Brimble.
  • Improved: [#20119, #20243] Add new colour presets to several roller coasters (using the new colours).
  • Improved: [#20393, #20410] Add Cyrillic characters Ґґ, Ѕѕ, Єє, Іі, Її, and Јј to the sprite font.
  • Fix: [#6152] Camera and UI are no longer locked at 40 Hz, providing a smoother experience.
  • Fix: [#9534] Screams no longer cut-off on steep diagonal drops.
  • Fix: [#19450] The correct element is now auto-suggested when building a Medium Half Loop backwards.
  • Fix: [#19735] Server unable to advertise to master server after a connection loss.
  • Fix: [#19822] Tile inspector does not deep copy banners.
  • Fix: [#20089] Potential crash when a window is closed from another window.
  • Fix: [#20111] All coaster types can access the new diagonal slope pieces.
  • Fix: [#20155] Fairground organ style 2 shows up as regular music, rather than for the merry-go-round.
  • Fix: [#20342] Large Half Loop (left) now only appears once in the special elements dropdown.
  • Fix: [#20389] Reversed vehicles are now correctly banked on diagonal slopes.
  • Fix: [#20429] Error window tooltip not closing after 8 seconds.
  • Fix: [#20456] Downward large half loops on flying coasters (fly-to-lie) are now correctly named.
  • Fix: [#20496] Ride rating requirements for compact inverted coasters is no longer relaxed.
  • Fix: [#20607] Infinite loop when renaming rides with default names longer than 32 bytes.
  • Fix: [#20642] Track list is sometimes empty due to uninitialized data for the filter string.
  • Fix: [#20659] Phantom rides remain when closing construction window while paused.
  • Fix: [#20672] Maze ghost elements incorrectly displayed.
  • Fix: [#20684] Footpath additions getting removed by Miniature railway ghost elements.
  • Fix: [#20693] Incorrect information shown when hovering over station when another station before it was removed.
  • Fix: [#20739] Build version info on title screen leaving stray pixels when the camera is moved.

You can download OpenRCT2 v0.4.6 and view the whole changelog here.

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

Happy building!

OpenRCT2's new title theme is available on Spotify as well: https://open.spotify.com/track/0fPdQIQaRwawpYLKjXRCXD?si=E7yr5mP7TY6PRLs93LOcYQ

14
 
 

I've been starting to play around with rct2 and am amazed at some of the dense examples I've seen - this game is really deep!

I'm still using the premade rollercoasters (honestly, just getting the pathing right for them is complex enough!!) and am really struggling to get the ramps to connect without massive amounts of stuffing around. I've only just realised with the elevated ones I can have the path coming off them remaining elevated which tends to help with the pathway / track collisions, but I'm not even sure how I did it!

I hate sitting through mindnumbing YouTube videos as typically they're completely uninsightful (rct2 might be a different situation, I suppose, especially being a beginner), I feel like jumping in and learning as I went might've been a mistake...

Are there some tips I'm missing and how the hell am I supposed to see the entrances and plan the paths without buying the coaster and hoping it going to work? (I've rebought the same thing several times when I can't get it working!)

Cheers

15
 
 

This is, obviously, ridiculous, but it was built mostly to check that the shortest possible hydraulic launch would still work. I changed the minimum length from 3 to 2 tiles to simplify the implementation.

There is actually a problem though if you use longer trains than this, if the train hasn't left the station when the catch car disconnects, it thinks it's arriving back in the station and will proceed round the layout at slow speed.

16
 
 

I have now made it so the launch run can start from a block brake instead of the station.

I posted a clip of this ride yesterday, but I didn't post the whole thing because it wasn't fully functional, it relied on an invisible station for the launch to work, and that caused the train to spend a long time waiting on the launch run, since you can't set waiting times for different stations differently. It now operates as intended.

17
 
 

I now have all the anti-rollback brake fins animated properly, although it's just cosmetic and they don't function yet. I have also reduced the length of the launch end piece to two tiles, mostly because it simplifies the implementation a bit and there was no real reason for it be three. The next thing I want to do is make it so the launch doesn't start from the station - this ride had to be hacked with an invisible station and the hack causes a number of problems so I want to get it functioning properly but I think it's going to be difficult.

18
 
 

I have now implemented a functional hydraulic launch piece, although it is far from fully featured. It automatically calculates the right acceleration to use based on the length of the launch but only when the coaster is first tested - currently, changing the speed setting has no effect unless you close and reopen the ride. I also want the anti rollback brake fins to be functional, and the blocks to work properly (currently, the block is cleared as soon as the train leaves the station which is not right, it should only clear when it's over the top hat), none of which is implemented yet.

The length of the catch car braking zone is currently hardcoded and I think that'll have to change, at two tiles it's too short for every other layout in my test park. A fixed 3 tiles isn't too bad an option for most designs at the sizes that are common in game - but for large rides built at realistic scale, and especially the strata I have been testing, longer is needed. Having a braking zone that is shorter than it should be also lowers the overall acceleration and I don't want the launch to look slow, especially when the LSM boosters in game are overpowered.

I might be biased because I want to make a 10x10 and that's impossible unless the catch car braking zone can be as small as 1 tile (because the longest launch that would fit is 3 tiles total). This really shouldn't affect the final decision, since it's not realistic to build one that small ... but I kind of want it to work anyway.

19
 
 

I've made some more progress on my Intamin accelerator coaster. I've changed the track model again - since I now have a track model that matches the vanilla giga coaster, I have modelled a 4 rail track based on that. The new one is less accurate to the real world dimensions but fits the game better.

I have also implemented the ability to switch between 2/3/4 rail track during construction, and I've started implementing a magnetic brake piece, which is fully functional though the sprites need some work. I have created a model/initial sprites for the launch but this is not yet functional (well, it is, but it just works like a booster at the moment)

20
 
 

I'm working on adding the ability to switch between multiple track types, which is common on a lot of Intamin rides. Could potentially be used for the vanilla giga coaster as well.

21
33
submitted 1 year ago by x7123m3_256 to c/rct
 
 

Sorry for the awkward crop - my computer had trouble recording a larger frame.

22
 
 

I've made a little more progress - there are now lift and brake sprites (which could use some more work), and I've implemented the restraint animation for the trains. I think the trains still seem lacking in detail, the shields especially don't look right but I'm not sure what to do about it.

23
5
The Grand Tour '23, Round 2 (www.nedesigns.com)
submitted 1 year ago by [email protected] to c/rct
 
 

What is a Grand Tour?

A Grand Tour originally refers to an extended journey through continental Europe, for educational purposes. These journeys were undertaken by wealthy young men as a rite of passage, who visited many historical and cultural sites along the way, seeking to expand their knowledge and appreciation of the classical arts.

Though there is no more need for the aristocracy to elevate themselves above the common people, the desire and effort to broaden one's horizons remains a noble purpose.


Grand Tour is a relatively new contest format over at NE, the parks are incredible, I strongly encourage everyone to at least give them a look, and if you have or are willing to make an NE account, please vote!

24
 
 

cross-posted from: https://programming.dev/post/442587

starting at 6:51 is when he talks about the Randomizer

25
 
 

What is a Grand Tour?

A Grand Tour originally refers to an extended journey through continental Europe, for educational purposes. These journeys were undertaken by wealthy young men as a rite of passage, who visited many historical and cultural sites along the way, seeking to expand their knowledge and appreciation of the classical arts.

Though there is no more need for the aristocracy to elevate themselves above the common people, the desire and effort to broaden one's horizons remains a noble purpose.


Grand Tour is a relatively new contest format over at NE, the parks are incredible, I strongly encourage everyone to at least give them a look, and if you have or are willing to make an NE account, please vote!

view more: next ›