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YoloSweggLord

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Posts posted by YoloSweggLord

  1. 23 minutes ago, X7123M3-256 said:

    It's not in the config file, it's a compile time switch. You need to define __ENABLE_LIGHTFX__ when you compile the game, and then in the options window make sure you have "Drawing Engine" set to "Software (hardware display)", and the day/night cycle enabled.

    So, why bother merging it into develop if you have to re-compile the game anyway to use it?

  2. 26 minutes ago, X7123M3-256 said:

    It's in develop now, so you don't need to use that old branch anymore. It's a bit temperamental (sometimes path lamps fail to illuminate and I'm not sure why) and it still has the same issues it did before (performance, lights showing through the GUI), which is why it isn't turned on by default, but it more or less works and is still worth having IMO, particularly for viewing finished parks (it's a pain when building, but it turns off if you disable day/night cycle which you can do from the options).

    Where is the option to turn it on? I don't see it in the config file.

  3. Just now, cascadia said:

    There are two ways out of this: make our own similar open source sprites (like what OpenTTD did), or get Simon Foster to release his artwork as open source.

    I don't think we need to contact Chris Sawyer rather than Simon FOster. Gymnast contacted him in the past concerning file for modeling more sprites, and Foster said that he can't release them to Gymnast for some legal reason. Ask Gymnast about it if you want more information as to what he asked.

  4. 5 minutes ago, X7123M3-256 said:

    * Track sprites could also go in object files (and so should terrain). Like coasters, it would make sense to divide the track sprites up into groups, and allow some or all to be provided. I don't think there's any easy way to avoid hardcoding the set of available track pieces, but we should leave plenty of room for more to be added in future.

    That thought actually occurred to me right after I posted my post. I think the problem with that is that, in releasing the track/terrain object files to the public, we would be re-distributing Simon Foster's artwork for free. I think we're stuck with the current G1.DAT format for base-game sprites.

  5. 11 minutes ago, imlegos said:

    New boosters (Already sorta in-game, but lacking specialized sprites)

    I don't see a reason why this isn't possible. The current drawing code points booster track pieces to the brakes drawing code. All we need to do is point it instead is add the sprite to G2.DAT and point the drawing code to that specific sprite which I may be working on creating by editing straight track sprites

    13 minutes ago, imlegos said:

    New ride types (Such as rotating haunted hotel rides/Doombuggies)

    I feel like this should be clarified as "new track types," as it could be confused with custom vehicles and flatrides, which are possible.

    things you should add:

    7. New track pieces

    8. Removing in-game limits, such as: map size, object selection limits, attraction/scenery map limits, number of stations per ride, etc.

    • Like 1
  6. Ring Racer is probably one of the worst coasters out there. It was constructed next to the Nürburgring race course, with its launch parallel to the race course's straightaway. After that it would enter a turnaround element before making its way back to the station in the most boring way possible: a long, straight section of track, an s-bend, and some brakes. Its opening was delayed 4 years due to problems with the pneumatic launch system, and it had an operating lifespan of just 4 days. It is currently SBNO, and it has been announced that it will not open again as it isn't economically viable.

    • Like 1
  7. I don't see any practical application for this, nor is there any space in the .sv6 file structure for a tile to be recognized as a "hell area." If you're purpose for this is to get rid of unwanted/troublesome guests, you can do it much easier by going into the cheat menu and changing the attributes (hunger, nausea, bathroom etc.) of all the guests at once to a minimum or maximum value.

    • Like 1
  8. 54 minutes ago, CoolKnightST said:

    I don't think it's a good idea, than the game will crash faster when you have to much visitors.

    How would this make it crash faster? It's not like you're doubling the amount of sprites for each peep, you're only doubling the amount of sprites that the peep sprite is chosen from. This shouldn't have any effect on game performance.

    • Like 1
  9. 28 minutes ago, Foxy said:

    Can i somehow replace tiles or force a chainlift with the cheat menu? This would enable so much more possibilities.

    Yes, there's an option for 'allow chain lifts on all track pieces" in the 4th tab of the cheats menu. You can also do it through the tile inspector by selecting the track piece from the list and checking the "chain lift" checkbox.

    • Like 2
  10. I've seen this plenty of times before. It's not only with go-kart tracks, but every track type. The merge doesn't have to be 90*, it can be done at 0* or even 180* to get the train to turn completely around. To show you how useful merging is, here's a merge I used on the New ELement Server for Liampie's Great Inverted Boomerang:

    Islands of Exploration 2016-12-30 08-29-22.png

    The first merge I used was merging together Vekoma suspended track and B&M suspended track. Most simple merges only work one way; however, I merged this track specifically so it would work both ways.

    Islands of Exploration 2016-12-30 08-29-38.pngIslands of Exploration 2016-12-30 08-29-54.png

    I also utilized sideways merges in 2 other places, to get the loop to line up over the station and to get the second vertical spike spaced out from the first. The reason that there are 2 merges in each sideways merge is that each merge only works 1 way, so I had to use 1 merge for each direction so it works properly as a boomerang coaster.

     

    • Like 1
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