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Fredfuchs285

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Posts posted by Fredfuchs285

  1. On the download page is says the game is playable on Android. But I'm unable to find any link to a .APK anywhere on this site. Is it still thing or is that text on the download page just a leftover while the android port is discontinued?

    All I can find when I Google is this: https://github.com/OpenRCT2/OpenRCT2/wiki/Android which links to a Reddit post that seems to have links to some APKs but it's from back in 2017.

  2. On 22-5-2017 at 01:31, Keithybub said:

    How can you tell if a key is stolen

     

    You can't. But does it matter? When you buy from G2A you support a company encouraging and profiting from theft. A fact that has been proven over and over again with them having no intentions to do anything about it.

    On 22-5-2017 at 11:45, JarnoVgr said:

    This has been requested before: https://github.com/JarnoVgr/OpenRCT2.org/pull/18

    I'll make work of it.

    Edit: Removed

    Wait, G2A was source of income? According to what you said in the request were you aware of G2A's shady reputation yet there was still agreed to keep using it. Which is something I definitely don't agree with. no matter how much it pays.

    But atleast the link is removed now. So thanks for doing the right thing.

  3. I'm talking about the link to buy RCT2 from G2A at the home page. As many already know G2A is a gray marked key reseller. However, Many keys are obtained from stolen creditcards with G2A doing nothing to prevent this. In fact, they are profiting from this.

    Link dump courtesy of TotalBiscuit:

    http://www.pcgamer.com/tinybuild-clai...
    https://lockesjourney.wordpress.com/2...
    http://www.eurogamer.net/articles/201...
    http://www.polygon.com/2015/2/9/80066...
    http://kotaku.com/g2a-scammer-explain...
    http://imgur.com/gQhoEmH
    http://twinfinite.net/2016/06/dev-goi...
    https://www.youtube.com/watch?v=mBakP...
    https://www.pcgamesn.com/how-to-cance...
    http://imgur.com/gallery/PUwPC
    http://www.eurogamer.net/articles/201...
    https://www.youtube.com/watch?v=zpCnG...
    https://unknownworlds.com/blog/beware...

     

    Can we please not get this project associated with G2A in any way?

    • Like 3
  4. 14 hours ago, X7123M3-256 said:

    That's not my repository, it was set up by someone else. It does provide a toolchain you can use to render sprites though. I'm not sure how it handles x/y offsets - those are difficult because standard image formats don't support them, which is one reason why I wrote my own rendering code (and the other is remap colors, something most rendering tools don't support).

    The problem with my approach is that the quality of the output is not up to par, and if I can't improve it I'll likely have to give up with any attempt to replace the base sprites, or perhaps delegate the rendering to a more sophisticated renderer (but it would need to be something command-driven - maybe POV-Ray?).

    Another issue is consistency - we'll probably need more than one person to work on it, and we want those sprites to have a consistent look, so having everyone using a different toolchain isn't desirable from that perspective either. However, I can see track sections especially being very tedious to do without automation (perhaps it would be better implemented as a Blender plugin, but I have no experience with that).

    I think, if we want to do this, we should first find out who is interested, and then create a single repository for the effort. We should put together a list of what needs replacing (I'd start with the sprites in g1.dat, because that's the bare minimum to run the game), and what models are needed to do that. We should agree on a single toolchain for rendering, and work to make it as straightforward to set up as possible. It would be nice to have a repo full of models, and then a shell script you can run to generate g1.dat. Then as soon as you've made a model, you could see it in game. I might look into getting something like that set up, if I have time and if anyone is actually interested.

    I don't really see why there is a need for replacing the assets. If money to buy RCT2 is really the barrier they can just use the demo (unless this is changed now). Only advantage I could think of is rendering everything at a higher resolution for high DPI displays.

    Anyway, here are some solutions I came up with:

    For tracks an easy solution could be using Bezier Curves and the Curve modifer in Blender. Doing this makes it only required for a small straight piece of the track to be moddeled which then can be extended using the Array modifier and will follow the made Curve automatically (See attachments). All Track pieces of the same type (ex: all sharp turns) can follow the same pre-made curve to save time and make sure you don't get weird turns that don't look like they should. The problem is that AFAIK there is no way to make objects fit a Curve exactly. So unless your model's length can be multiplied to fit the Curve exactly will two pieces never connect properly. Although someone could probably write a plug-in to do this though.

    For consistency someone could make a template (an empty Blender file with everything set up correctly). Assuming the modeler knows what he/she is doing and doesn't make crappy models ofcourse :P.

    RCT Track.png

    TrackRender.png

  5. When starting the game does the log prompt always spit out these errors:
     

    ERROR[src\scenario_list.c:350 <scenario_scores_legacy_load>]: Invalid header in legacy scenario scores file
    [src\ride\ride.c:173 <get_ride_entry>]: invalid index 255 for ride type

    The later one gets spit out rapidly when I let the title screen run for a few seconds.

    Also having problems playing mulitplayer even when using the builds that are linked here that are supposed to be working. OpenRCT2 just stops responding after the log says it received a compressed map file.

    Using the GOG version of RollerCoaster Tycoon 2 Triple Thrill Pack.

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