Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Underwater Patrol Area Difficult to Work With #682

Closed
pizza2004 opened this issue Jan 12, 2015 · 3 comments
Closed

Underwater Patrol Area Difficult to Work With #682

pizza2004 opened this issue Jan 12, 2015 · 3 comments
Labels
enhancement An improvement to an existing feature (no alteration).

Comments

@pizza2004
Copy link
Contributor

I know this isn't necessarily a priority, but I've been playing RCT lately and in order to maximize my space I've built out over water with paths and coasters and when trying to set patrol areas for my staff I've run into a couple of issues:

  1. It's impossible to properly distinguish between the patrol area set for your currently selected staff member and the gray version representing what's been set before.

  2. It's very difficult to tell whether you've set the patrol area in a way that encompasses whatever path is up on supports over the water.

My suggestion is that you just show the patrol area on top of the water instead of under it, and make it so when you click on the water it selects the square you clicked on, instead of whatever land is visible through the one you clicked on. I feel like this change could make setting patrol areas for staff much much easier. I honestly don't mind other ways of handling the problem either, I just think it's something that should be addressed.

@IntelOrca IntelOrca added the enhancement An improvement to an existing feature (no alteration). label Jan 12, 2015
@RollingStar
Copy link
Contributor

Would another color of patrol area work better over water? If the water is blue, for example, maybe the patrol area marker could be red when placed over water, to provide better contrast. But then it may create user confusion to have two colors for the same thing.

Note that there are 5 water color options.

@IntelOrca
Copy link
Contributor

@RollingStar I think the issue is from an input point of view. It would be easier to click the surface of the water and have the surface tile be the tile you clicked on for the patrol area where as currently you have to click the land tile the water surface tile is over which is not straight forward particular if the water is deep.

@pizza2004
Copy link
Contributor Author

Implemented by #10830.

janisozaur added a commit that referenced this issue Mar 24, 2020
- Feature: [#3154] Use a random title sequence each time it is shown.
- Feature: [#6553] Android version now runs in full screen.
- Feature: [#7865] Transport rides can now be synchronised.
- Feature: [#9073] Shortcut keys for the Tile Inspector.
- Feature: [#10305] Add two shortcuts for increasing and decreasing the scaling factor.
- Feature: [#10189] Make Track Designs work in multiplayer.
- Feature: [#10357] Added window for scenery scatter tool, allowing for area and density selection.
- Feature: [#10637] Console command to remove all floating objects.
- Change: [#1164] Use available translations for shortcut key bindings.
- Change: [#10997] Speed is automatically reset to normal upon scenario completion.
- Fix: [#2485] Hide Vertical Faces not applied to the edges of water.
- Fix: [#5249] No collision detection when building ride entrance at heights > 85.5m.
- Fix: [#6766] Changelog window doesn't open on some platforms.
- Fix: [#7784] Vehicle tab takes 1st car colour instead of tab_vehicle's colour.
- Fix: [#7854] Cannot build a custom spiral roller coaster design.
- Fix: [#7854] Empty entries in spiral roller coaster designs list.
- Fix: [#8151] Game freezes upon demolishing mazes at odd heights.
- Fix: [#8875] RCT1 competition scenarios are classified incorrectly.
- Fix: [#10176] Mistake in the sprite for the land tool's 6x6 grid.
- Fix: [#10196] Doors unable to be placed at end of track corners.
- Fix: [#10228] Can't import RCT1 Deluxe from Steam.
- Fix: [#10313] Path furniture can be placed on level crossings.
- Fix: [#10325] Crash when banners have no text.
- Fix: [#10376] No ratings generated when a shop and track intersect.
- Fix: [#10420] Money effect causing false positive desync.
- Fix: [#10477] Large Scenery cannot be placed higher using SHIFT.
- Fix: [#10489] Hosts last player action not being synchronized.
- Fix: [#10543] Secondary shop item prices are not imported correctly from RCT1 saves.
- Fix: [#10547] RCT1 parks have too many rides available.
- Fix: [#10587] Update last action coordinates on correct player.
- Fix: [#10631] Game bugs out and crashes if you get too many stations via copying stations with the tile inspector.
- Fix: [#10662] Duck cheat tooltips look odd and do not explain anything.
- Fix: [#10694] The lift hill speed of the flying roller coaster cannot be changed (original bug).
- Fix: [#10705] Apply multithreaded rendering to all viewports.
- Fix: [#10739] Mountain tool overlay for even-numbered selections.
- Fix: [#10752] Mute button state not correctly set at startup.
- Fix: [#10822] Can place too many peep spawns.
- Fix: [#10898] Banner text has an offset in tile inspector window.
- Fix: [#10904] RCT1/LL-scenarios with red water won't open.
- Fix: [#10941] The Clear Scenery tool gives refunds for ghost elements.
- Fix: [#10963] Light effects are drawn off-centre in some rotations.
- Fix: [#10993] Bottom toolbar not refreshing when a guest leaves the park.
- Fix: [#11001] Rides list does not use natural sorting.
- Fix: [objects#54] Stage Coach cars are not considered covered by the game.
- Fix: [objects#56] Handymen cut grass incorrectly.
- Improved: [#682] The staff patrol area is now drawn on the water, instead of on the surface under water.
- Improved: [#10858] Added horizontal grid lines to finance charts.
- Improved: [#10884] Added y-axes and labels to park window charts.
- Improved: [#10970] Introduced optional light effects for vehicles at night.
- Removed: [#6898] LOADMM and LOADRCT1 title sequence commands (use LOADSC instead).
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement An improvement to an existing feature (no alteration).
Projects
None yet
Development

No branches or pull requests

3 participants