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Duncans_pumpkin

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Everything posted by Duncans_pumpkin

  1. You can just edit the config.ini file outside of the game to custom_currency_rate = 100000 or whatever. I'll look into making it retrigger when held though.
  2. There is literally no information to go on here. I wouldn't expect someone to magically know why I'm having an issue I'm not sure why you would. We have designed the game to output quite a bit of debug info and you have provided none of that. There are multiple versions of openrct2 and there is no indication of which one you have.
  3. There won't be a dump if it's an assert crash. Looks to be some sort of corrupt file. Run the game in verbose mode and see if anything useful is displayed in the console window.
  4. The cheats/debugging tools menus have been a mess for a while. We plan to reorganise them at some point as almost all of the debugging tools are really hacks and not for debugging. As for locking scenarios with changes in ordering that sounds like a bug. Testing unfinished coasters really needs to be rewritten as it was done back when the vehicle update code wasn't properly understood.
  5. I have a fix for this if your still needing it. Will be done some time this weekend. Made a very small mistake whilst implementing this function for 0.0.4. PM me if i forget.
  6. @Broxzier there is more than one issue with the track designs in multiplayer. One is that the preview window creates dummy rides and a dummy map to render it and that causes a crash the other is that the .TD6 does not get sent to the server and causes a null derferrence as the track loader isnt a game command. What Jensj12 says is correct as well.
  7. Are you sure they are both running the same versions?
  8. If it's a paint setup bug easiest way to test is load the map on 0.0.4 as we only implemented scenery paint setup recently
  9. The rct1 importer boosters do not work. I can't remember off the top of my head which track element they try to show. I'll have to run quite a few tests when we implement the booster to get the acceleration multiplier correct because at present there is no code for boosters and it would be a real pain to understand rct1 enough to reversed engineer it directly. I could implement that code now without the graphics if you wanted. X123 okay so it's basically a chain lift but not on a hill. It would require a new piece that tells you where it ends and would require a good think about how it integrates with block brakes. You could use the same code as the chain lift for most of it. Don't think it would be too ridiculous to implement. It would be best to leave this until our new file format though.
  10. I'm not sure what that is but I'm sure if you could provide a spec of what its meant to do we could come up with some sort of solution.
  11. We can add boosters now if we wanted. Main issue would be deciding how to draw them. Only the implemented coasters can have new drawing functions. No roller coasters have been implemented yet though (junior RC is partially done)
  12. When a new stable is released we make sure the changelog is correct and increment the version number. When the version number increments the game will display the log on first load. If you are using the develop branch then you are expected to either read the changelog yourself or check the commit logs. This is cause it would be annoying for the devs and players to hide the log every change.
  13. @CharlieP I've made a PR (https://github.com/OpenRCT2/OpenRCT2/pull/3762) that will modify the object selection issue. I'm pretty sure I understand what you want. Possibly I didn't articulate my reply great. Yes can you just change the github issue and add a another reply then I'll remember to switch it to a feature request. In fact I might go add it right now. .:Edit:. its done https://github.com/OpenRCT2/OpenRCT2/pull/3763
  14. @CharlieP ha that was me as well. We will look into adding a console command to do the money at some point. Could you change your github issue to a request for a console command and I'll add it to 0.0.5. Its a small feature that would be easily added. As for the research issue the only thing to really decide is what is the default state when adding a ride does it go into the unresearched column of the researched column.
  15. There used to be a bug that this was designed to hide. That bug though no longer exists so the behaviour could be changed now to prevent this (I know this as I removed this "feature" in a branch when solving a different bug). I personally quite like it as I use it as a quick way of researching every ride.
  16. I'll file an issue for it and look at it some time before 0.0.5. I probably missed something when implementing the block brakes.
  17. Generally that issue is caused when you don't have the correct version of powershell. Update powershell and Invoke-WebRequest will work.
  18. Kkld it's actually much harder to increase the total number of trains than the number of cars. A train is a linked list of cars but a ride has a fixed array of trains. Linked lists can be as long as you like fixed arrays cannot. You can't increase the array size without breaking compatibility with sv6 saves.
  19. I've fixed this in the latest release. It might take a few hours to reach the build servers.
  20. The autosave instant crash the save is completely broken i can't fix it sorry. It looks like the map elements have become corrupt and shifted about. If you can reproduce it on the builds that come out later today can you reply cause there was a fix today that might cause maps to corrupt.
  21. Okay I've fixed the unloading issue expect a new build soon. You will need to restart the rides to be able to fix your save though but it shouldn't happen again.
  22. Just open the object selection window. It's a lot more useful than parkdat.
  23. Like every toggelable option in rct2 you select disable clearance from the drop down box that is found when you click and hold the cheats (golden shovel) button.
  24. I've fixed the desyncs related to rides but it is only in the build that will be released next week. I was able to stay playing for a good 10mins without any desyncs but they do still occur.
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