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Auto-Rotate shop to face path, unless manually turned #1675

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Krutonium opened this issue Jul 25, 2015 · 7 comments
Closed

Auto-Rotate shop to face path, unless manually turned #1675

Krutonium opened this issue Jul 25, 2015 · 7 comments
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feature Add something new to the game. good-first-issue Low hanging fruits good for people new to open source or OpenRCT2.

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@Krutonium
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Basically when you place a shop, orient the shop to face the path, unless the person has hit the rotate button.

@vzybilly
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This would be amazing to have, I do allot of poorly designed shopping centers and I waste so much time there placing shops, a good 20 seconds per shop, 2 of each shop, and around 20 different shops, that's a good 800 seconds of time (something over 10 minutes) used with mostly just rotating. granted in the 5+ hours of game, not much time but still allot to go through at once...

@Ryder17z
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I'd like to see a button to toggle this feature on/off in the build window

On Sat, Jul 25, 2015 at 4:30 PM, vzybilly notifications@github.com wrote:

This would be amazing to have, I do allot of poorly designed shopping
centers and I waste so much time there placing shops, a good 20 seconds per
shop, 2 of each shop, and around 20 different shops, that's a good 800
seconds of time (something over 10 minutes) used with mostly just rotating.
granted in the 5+ hours of game, not much time but still allot to go
through at once...


Reply to this email directly or view it on GitHub
#1675 (comment).

Best regards; Hexile

@vzybilly
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I think a toggle would be more clear as to "why is it rotating?!" kinda thoughts for people that don't know of the feature... and trying to build the shops before the paths... one thought would be a key mod to turn this feature on with the toggle button, like Ctrl+mouse to have it face a path... another way would be to break each tile into 9 (5?) and have the edge pieces of the tile make the ship turn to face that way... possibly with the toggle functionality as well

@IntelOrca IntelOrca added the enhancement An improvement to an existing feature (no alteration). label Aug 5, 2015
@IntelOrca IntelOrca changed the title Request: Auto-Rotate shop to face path, unless manually turned Auto-Rotate shop to face path, unless manually turned Aug 5, 2015
@IntelOrca IntelOrca added feature Add something new to the game. and removed enhancement An improvement to an existing feature (no alteration). labels Oct 24, 2015
@chrismilne300
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Why not make the new shop window like the scenery window, where it shows the sprites and have a rotation button that rotates all the sprites to face a certain direction.

It would remove the need for this window to pop up every time you select a shop

screen shot 05-14-16 at 09 59 am

And would mean that you wouldn't have to keep opening the new shop window every time you wanted to build lots of shops in one go.

456

This way you could also add a snap to path button directly onto the shop window, which the user could toggle as they needed instead of hiding it away in options.

My only issue with this would be we loose the nice little pictures of the shops like these

screen shot 05-14-16 at 10 03 am

@Ryder17z
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I prefer the old previews

@janisozaur janisozaur added the good-first-issue Low hanging fruits good for people new to open source or OpenRCT2. label Oct 2, 2017
@YufeiG
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YufeiG commented Oct 17, 2017

I think tapping CTRL should make it snap to the road. And pressing it again would snap to another road if there is another one (thus if there's roads all around you can make it spin around by repeatedly tapping CTRL).

By the way what is the rotate button? I tried R and T but it didn't rotate the shop. If you know the file for where this is handled that'd be awesome. I'm currently looking for it.

Edit: found shortcut_rotate_construction_object, looks like it's Z

Edit: How about CTRL+Z for snap rotation?

Edit: Ok I'm no longer sure it's Z...Depends if shops are WC_RIDE_CONSTRUCTION...

Fusxfaranto added a commit to Fusxfaranto/OpenRCT2 that referenced this issue Apr 13, 2018
janisozaur added a commit that referenced this issue Jun 10, 2018
- Feature: [#1417] Allow saving track designs for flat rides.
- Feature: [#1675] Auto-rotate shops to face footpaths.
- Feature: [#3473] Add button in ride window's maintainance tab to refurbish the ride.
- Feature: [#6510] Ability to select edges or a row of tiles by holding down Ctrl using the land tool.
- Feature: [#7187] Option for early scenario completion.
- Feature: [#7266] Make headless instances use an interactive terminal with access to the in-game console API.
- Feature: [#7267] Leverage more historical data in Finances window.
- Feature: [#7316] Cheat to allow freezing all staff
- Feature: [#7332] Keyboard shortcuts for view path issues and cutaway view.
- Feature: [#7348] Add large half loops to the Vertical Drop Roller Coaster.
- Feature: [#7459] Allow opening and closing of parks that use no money.
- Feature: [#7579] New horizontal +/- spinner widgets to make adjusting values easier.
- Fix: [#2053] When clearance checks are disabled, a track piece ghost can remove non-ghost track pieces.
- Fix: [#2611] Some objects show (undefined string) instead of a description in Korean.
- Fix: [#3596] Saving parks, landscapes and tracks with a period in the filenames don't get their extension.
- Fix: [#5210] Default system dialog not accessible from saving landscape window.
- Fix: [#6134] Scenarios incorrectly categorised when using Polish version of RCT2.
- Fix: [#6141] CSS50.dat is never loaded.
- Fix: [#6647] Changelog window causes FPS drop.
- Fix: [#6938] Banner do not correctly capitalise non-ASCII characters.
- Fix: [#7176] Mechanics sometimes fall down from rides.
- Fix: [#7303] Visual glitch with virtual floor near map edges.
- Fix: [#7313] Loading an invalid path with openrct2 produces results different than expected.
- Fix: [#7327] Abstract scenery and stations don't get fully See-Through when hiding them (original bug).
- Fix: [#7331] Invention list in scenario editor crashes upon removing previously-enabled ride/stall entries.
- Fix: [#7341] Staff may auto-spawn on guests walking outside of paths.
- Fix: [#7354] Cut-away view does not draw tile elements that have been moved down on the list.
- Fix: [#7358] Peeps and staff entering rides still have the slope speed penalty set.
- Fix: [#7382] Opening the mini-map reverts the size of the land tool to 1x1, regardless of what was selected before.
- Fix: [#7402] Edges of neigbouring footpaths stay connected after removing a path that's underneath a ride entrance.
- Fix: [#7405] Rides can be covered by placing scenery underneath them.
- Fix: [#7418] Staff walk off paths with a connection but no adjacent path.
- Fix: [#7434] Diagonal ride segments cannot be deleted if they are isolated.
- Fix: [#7436] Only the first 32 vehicles of a train can be painted.
- Fix: [#7480] Graphs skip values of 0.
- Fix: [#7505] Game crashes when trying to make path over map edge while having clearance checks disabled.
- Fix: [#7528] In park entrance pricing tab, switching tabs happens on mouse-down instead of mouse-up
- Fix: [#7544] Starting a headless server with no arguments causes the game to freeze.
- Fix: [#7571] Hovering a ride design over scenery or tracks will give tons of money.
- Improved: [#2989] Multiplayer window now changes title when tab changes.
- Improved: [#5339] Change eyedropper icon to actual eyedropper and change cursor to crosshair.
- Improved: [#5832] Resize tile inspector automatically when selecting a tile element.
- Improved: [#6221] The scenario editor's invention list is now resizeable.
- Improved: [#7069] The arbitrary ride type selection dropdown is now sorted orthographically, and has its spinners removed.
- Improved: [#7302] Raising land near the map edge makes the affected area smaller instead of showing an 'off edge map' error.
- Improved: [#7435] Object indexing now supports multi-threading.
- Improved: [#7510] Add horizontal clipping to cut-away view options.
- Improved: [#7531] "Save track design" dropdown now stays open.
- Improved: [#7548] Ctrl-clicking with the tile inspector open now directly selects an element and its tile.
- Improved: [#7555] Allow setting the Twitch API URL, allowing custom API servers.
- Improved: [#7567] Improve the performance of loading parks and the title sequence.
- Improved: [#7577] Allow fine-tuning the virtual floor style.
- Improved: [#7608] The vehicle selection dropdown is now sorted orthographically.
- Improved: [#7613] Resizing the staff window now resizes the name and action columns too.
- Improved: [#7627] Allow scrolling up and down on spinners to change their values.
@janisozaur
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Implemented in #7411

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Labels
feature Add something new to the game. good-first-issue Low hanging fruits good for people new to open source or OpenRCT2.
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