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Everything posted by X7123M3-256

  1. I decided to make another RMC layout. This one turned out pretty similar to the last one I did, but this one isn't a terrain coaster and it does have inversions.
  2. That's a bit of an exaggeration. Only large or very detailed parks will usually hit the limits; you can have up to 128 ride types, 252 small scenery objects, 128 large scenery objects, and 128 walls in use at one time. There is no way to remove this limit until OpenRCT2 has its own save format.
  3. You're asking for the UI system to be completely rewritten, that's a big task. Something similar might happen eventually but I'd assume it's quite a way off.
  4. If you're referring to the sprites I linked above, that project is obsolete. Since OpenRCT2 is now entirely independent of vanilla code, it's now possible to add new track sprites in g2.dat rather than replacing existing sprites, so that's what I do now. I also have a new track renderer that's more flexible and less glitchy.
  5. No. It means the scenery tab supports up to 1024 items. You still can't actually select that many. The limit on the number of selected objects can't be removed until OpenRCT2 has its own save format.
  6. The inverted hairpin coaster doesn't have those pieces. If you were able to build that without a cheat, it's a bug.
  7. This is already possible, and always has been. Custom objects are supported in vanilla. This is already possible using the tile inspector. It can confuse guests though, so use it with care. These limits can't be removed until OpenRCT2 moves to a new save format. There are a few picnic table objects already in existence, though I couldn't find any PA speakers. Custom objects aren't part of OpenRCT2.
  8. This is normal. Ride value degrades with time; people will pay more for a brand new ride than one that's been there for several years. You can use the "renew rides" cheat if you want to override this behaviour.
  9. I'm not sure what difference you expect - the OpenGL renderer does the same thing as the software renderer, the difference is in how it's done. The benefit of turning on OpenGL is improved performance - it should look the same (though there could still be some differences, I know that there used to be many but I haven't kept up with improvements since then). Your second screenshot looks darker because it's taken at night, not because it's rendered with OpenGL. If you're asking how to turn on the day/night cycle, it's in the options menu, in the tab with a tree icon.
  10. What effect were you expecting? Using OpenGL means the rendering takes place on the GPU rather than the CPU. It should improve performance, but you might have to try a very detailed park (like one of the H2H parks) to notice the difference. If you don't see any benefit, there's no need to have it enabled. The OpenGL renderer used to have a lot of issues, but it seems to have improved a great deal since I last tried it, and I no longer have any problem with it. I know that some people are still having difficulty getting it to work. If this is you, you'll need to explain exactly what is going wrong if you want help with it, but personally I'd turn it off if it's causing problems - most parks will work fine with the software renderer.
  11. Does this mean we can use the JSON format for custom objects now? Last I heard it was only for default objects and the images were still loaded from the DAT.
  12. No, RCT2 only supports square maps. What you can do is increase the map size, then use black tiles to hide the parts you don't want. You can copy and paste individual scenery items with the tile inspector, but you cannot copy and paste a selection. A workaround is to build a tracked ride around the scenery you want to copy, and then use "save track design with scenery". You can then place the design where you want the scenery, and delete the ride.
  13. The twister track does have that piece in OpenRCT2 - in fact, the twister coaster has every piece that's available on the vertical drop coaster and vice-versa. The only difference is the default support type (vertical drop track has square supports and twister supports are round). Unless you particularly care about this, or you require compatibility with vanilla, there is never a need to merge twister track with vertical drop track in OpenRCT2 - they have the same pieces and identical sprites.
  14. You haven't said anything except what you think the file extension should be, which isn't really very important. Also, .OBJ is not a good choice because there is already a popular file format for 3D models with that extension, and this could create confusion. I think the assets should be ordinary PNG files placed in an archive together with the JSON, but I don't know what the OpenRCT2 team has planned.
  15. Just set the launch speed so the train rolls back. You can't make the reverse launch actually work (not easily, anyway), but you don't actually need it for the train to make the circuit. The drop alone will take it through the loop and as long as the rear car makes it up to the station (which it will) the whole train gets pulled in. I usually add brake pieces set to the minimum speed and one upward piece at the end of the track, to ensure it doesn't go off the end when loaded. You could make the upward track invisible and add a few invisible cars to the front of the train if you don't like this.
  16. It's a port of RCT2, not RCT1. The only RCT1 feature that was added back in was the booster pieces, as far as I'm aware - it doesn't have the RCT1 assets and the scenarios are remakes made for RCT2, not the original RCT1 scenarios. OpenRCT2 should be able to run using RCTC assets instead of vanilla RCT2. However, as far as I'm aware, it cannot yet load the scenario files. IIRC, RCTC is implemented in C. OpenRCT2 was originally written in C but is now mostly C++. Vanilla RCT2 and RCT1 were written in x86 assembly (MASM). I am not aware of any trainers for RCTC, but it does have the facility to convert savegames to/from the SV6 format, so that they can be edited with OpenRCT2 or vanilla RCT2. RCTC should be able to load hacked save games correctly so long as they work in vanilla (also, OpenRCT2 boosters and RCTC boosters are compatible. Other OpenRCT2-specific features won't work in Classic).
  17. That one should not have any content missing (though I'm not going to go through and verify the presence of every object). I'm pretty sure it contains everything the full game does.
  18. It depends which demo you're using. There's one that's missing content and there's another one that isn't.
  19. The Arrow launched loop can be built in vanilla without any hacks at all - the reverse launch is not actually necessary for the train to make the loop (in game I mean, not IRL).
  20. On Windows it's Documents/OpenRCT2. On Linux it's ~/.config/OpenRCT2. If there is not a subdirectory named object, just create it.
  21. This still is the case. But this only works if the save file includes the scenery objects with it. Make sure you have "export plug-in objects with saved games" checked in the options. If you have a save file which is not exported, the game will show you a list of the objects that are missing but you'll have to locate and download them manually. You have to put them in the OpenRCT2/object folder, not the ObjData folder. This is a recent change.
  22. If the element doesn't exist on the original ride it just appears invisible, which is fine if you were going to hide it anyway - although you'd need another cheat for that. To be honest, allowing some cheats but not others seems a bit arbitrary to me.
  23. Prohibiting merging but allowing ZC is completely pointless, then you could just make the track segment where you would put the merge invisible and ZC track over the top instead. It looks exactly the same but it's not a merge.
  24. They go in your OpenRCT2/object folder, but they'll still work if installed in ObjData.
  25. X7123M3-256

    Drive-In Cinema

    If you aren't using the car ride anywhere else you're still taking an object slot (but it's a ride object not a scenery object). You're also using a ride slot for every car you place, and several more map data slots than a scenery item would take. The only thing you save is a single scenery slot (although technically you could put the car object sprite into a large scenery object that you're already using so it doesn't take any extra slots. This is a bit bothersome though.).
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