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  1. The one in program files is for the game data (executable, non-vanilla asset files etc), and the other is for user data (saves, track designs, custom objects etc).
  2. This thread is from 2018. 0.0.7 is a really old version (from 2017). The Mac version requirement was increased when the plugin system is merged - if the current release doesn't work I would see if 0.2.6 does, as that's the last release without it.
  3. This is normal. In Factory Capers you have construction rights for all of the surrounding land.
  4. The object selection lists the vehicle types you have - the hybrid track won't appear there unless you have a train type that uses it (which you won't, because none has been created yet). At the moment, you need to use the arbitrary ride type cheat to use the track. It is listed as "Hybrid Coaster" in the arbitrary ride type menu.
  5. You want RCT2 (and optionally RCT1). Although OpenRCT2 can work with RCT Classic, it is a bit more awkward to set up IIRC and I'm not sure if all of the assets are supported yet.
  6. To make a path invisible to the player, you can either use the tile inspector to hide the footpath, or you can use a custom invisible footpath object. Neither of these has any effect on guest pathfinding. If you want a path that guests can't use, you can either make it so it's not connected to the rest of the path, or use a scenery object that looks like path but isn't. This is default behaviour, if you have a wide path the guests will ignore most of it and the AI treats the path as single wide. If you go to "Show wide paths" in the debug options, it will show you which of your pa
  7. There's a tool called the object editor that most people use, I can't say much about it because I've never used it. With the new JSON object format, this tool isn't strictly necessary - you can create objects with just a text editor and an image editor - but JSON objects cannot yet be exported in save files. I haven't seen much in the way of tutorials on making custom scenery, if you ask on NE I'm sure someone there would know if one exists.
  8. There are no sprites for queues with junctions. I'm sure you could make some, but what would you want them for and how would you expect peeps to behave upon encountering one?
  9. IIRC, this is a known issue that happens when there's been an update but the binary build isn't available yet. You should still be able to play if you invoke OpenRCT2 directly, the launcher should work again when the new build is available.
  10. This is the result of a change made to the clearance boxes of the vertical loops. These prebuilts violate the new clearances, but you should be able to place the tracks with "Disable clearance checks" enabled. @Fred-104has made altered versions of these prebuilts which will work with the new clearances.
  11. In game, I don't think there's a way (although this feature has been requested before), but the quick and dirty way is to open the TD6 file in a text editor. You'll see the scenery object names in there amongst all the garbage.
  12. It definitely should work, as should the demo. Innoextract is for extracting the files from the installer without running - if you have the game working on Windows then you already have the files you need and you just need to copy them over. This sounds like the problem may not be missing files - if you start the game from the terminal does it print any output?
  13. You may want to post this on the OpenRCT2 discord as well, as this forum isn't very active these days.
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