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#11 EMN

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Posted 20 March 2008 - 04:22 AM

Or, just use the banners where they're actually useful/needed. While it's EASIER to have a sign pointing out every available option in your park, you can accomplish the same thing by making the layout itself more self-explanatory to the peeps. As illogical as they can be. :wacko:

Just my opinion (I've NEVER run out of banners/signs and, I've built some HUGE parks).

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#12 Emergo

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Posted 20 March 2008 - 10:52 PM

Or, just use the banners where they're actually useful/needed. While it's EASIER to have a sign pointing out every available option in your park, you can accomplish the same thing by making the layout itself more self-explanatory to the peeps. As illogical as they can be. :wacko:

Just my opinion (I've NEVER run out of banners/signs and, I've built some HUGE parks).

EMN


^ I think you are completely right as long as it concerns the guests of the RCT-games......they really don't need ANY signs to find their way around- apart from some ride-entrance/exit-signs that come with building working rides -, but just a path-layout as the game requires for them.... (sometimes a bit weird and an annoyance to create for RL-people, that path-layout they "'require'' to not get lost, but o.k..... :ph34r: ).

RCT-peeps cannot read signs anyway, (or anything else, for that matter) so that's not why you would place them....

I think people (including myself) want to place signs to spruce-up their park, make it nicer-looking and giving clues to the (human)viewers, and using them as extra information about an area, or buildings, or whatever...

So (imo) for that it can be nice to know how at least you can use as many as possible signs that the game allows you...

Emergo :D

#13 Steve Franks

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Posted 06 April 2008 - 05:25 AM

Greetings,

There is indeed a sign bug in RCT2. This is what cut me off at the knees with my first attempt at creating a new series of benches last year for my recreations. Several differently themed benches produced off a flat, barren master were made. Upon play testing the finished benches, it was discovered that no signs could be placed despite none ever having been used. I was so put off by this turn of events that it has taken me the better part of a year to return to RCT2 and start my work from scratch.

My solution was to create a "sign farm" in a lonely corner as Emergo suggests. Then set about to create a new bench or scenario. Once the master scenario has been created and saved, load it into the editor one more time, remove all the signs from the sign farm and save again under a slightly different name. Now you have two copies. One master copy, one working copy. If the working copy fails, you have a backup with the sign farm still intact. For example: Chippewa Lake Park Master and Chippewa Lake.

But wait! There's more!!

While play testing a new scenario with the sign farm in place, I discovered just simply scrolling thru a list of coaster recreations in the Ride Menu that those coasters I knew to have signs did not (in the Ride Menu thumbnail view) unless I first removed one from the sign farm. Scrolling down to the next coaster in the menu produced another signless coaster in its thumbnail view unless yet another sign was removed from the farm.

Signs are not only consumed in the game by normal use along paths, or by placing a ride with a sign already as part of its architecture, but just scrolling thru the Ride Menu's list of coasters (with signs as part of their scenery) will also eat away at your sign limit. These are permanent losses.

Unfortunately, reloading a scenario or bench thru the editor will not re-set the sign count flag in the Sim for this Ride Menu bug.

#14 Upperlevel the great

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Posted 06 April 2008 - 06:10 AM

Thats kind of scary in a way :'( :puke: :wacko: :( :unsure: :huh:
I just don't build banners, because they add nothing to parks in my opinion. I may use some "do not enter" banners from time to time, but who doesn't.

#15 Steve Franks

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Posted 09 April 2008 - 07:28 AM

Greetings,

The use of signs is of vital importance with my coaster recreations and prefab recreations of park buildings. My Coney Island Tornado requires at least a dozen signs for the tower and businesses that reside under the coaster's superstructure.

#16 Upperlevel the great

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Posted 09 April 2008 - 01:18 PM

We each have our own style.

#17 Sambo

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Posted 09 April 2008 - 04:00 PM

Indeed, but I understand Steve's need to identify these elements in his RCT2 recreations. The only real way is through the use of the banners.

RCT3 has a better way of accomplishing that using your own images on billboards. Within the limits of RCT2 though, banners are the only viable route for recreations. It isn't a "style" so much as using the only realistic option availble don't you think?

#18 Upperlevel the great

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Posted 09 April 2008 - 09:02 PM

Yes, but I usually just use custom objects and such for that. I think someone should make a banner obj file and not classify it as a sign, that would fix the problem for good.

#19 mushroomer

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Posted 01 November 2008 - 12:38 AM

I was working on a mega park with multiple sections and i used banner signs to divide each section but i only made 4 sections (2 banners each) and it said there was too many banner signs so i just scrapped the idea

#20 MonTu poop-c

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Posted 02 May 2009 - 09:06 PM

If I have already started a large park, and am maybe half way through, should I go ahead and build a sign farm to preserve what few signs I may have left? I'm almost afraid I'll have like... 2 left or something. Would that be worth it, or a waste of time?




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