Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by X7123M3-256

  1. RCT Classic is already available on Android, as is OpenRCT2. Not sure what you're suggesting here.
  2. X7123M3-256

    Block Brakes

    From reading that thread it looks like it was reverted because it's different to vanilla behaviour and therefore might break existing saves. There is a pending PR that implements similar functionality, but it's been there for more than a year and does not look like it's going to be merged anytime soon.
  3. I had a go at building an RMC Raptor layout: Not really finished yet but I quite like the layout.
  4. The day/night cycle works by modifying the game palette so colors become darker/lighter. This affects everything drawn on the screen, including UI.
  5. No, that's the command you have to run from the terminal to start the Steam GUI with the console enabled. Once you've done that, there should be a tab in Steam called "CONSOLE" and in that you run: download_depot 285330 285331 to download the game (this is quoted straight off the help page, I haven't actually tried this). If you're struggling with this you can try installing OpenRCT2 using the demo version instead of the one from Steam (but this means you won't be able to play vanilla). You can download the Mac version of Wine from here (you probably want the stable build). You can use Wine to run the Windows version of the Steam client, which should allow you to download the game without having to use the console. You will also need Wine if you want to play the vanilla game (and not just OpenRCT2) on Mac.
  6. g2.dat is part of OpenRCT2, it has nothing to do with the original game. If your g2.dat has been corrupted somehow, reinstalling OpenRCT2 should fix it. If it doesn't, something odd is going on.
  7. Are you sure they were erased or do they just not show up when playing OpenRCT2? Also, you could try file recovery software - I have successfully recovered deleted files before.
  8. This is Intamin double spine track, first used on Intimidator 305 and now frequently seen on Intamin's larger rides such as Skyrush, Red Force and Flying Aces. They still use the classic triple-rail track for smaller installations. I would really like to do the triple rail track as well, but it's so hard to match the existing sprites. I honestly don't think my renderer is capable of reproducing existing track with any settings - something is missing and I think it's probably the lighting. I only use one light source but it was pointed out on the Gitter that some sprites are clearly lit from multiple angles. It's such a widely used track style, I may have to give it another go.
  9. I thought I'd post another update on the state of my custom track project: Since the last time posted about this I have added half loops, but the most significant improvement is the use of arc length parametrization for all track piece curves, which eliminates the distortion that was previously visible on many track pieces, particularly diagonals. I also found that the geometry of the diagonal slopes was incorrect; fixing this has made the discontinuities between diagonal pieces much less severe.
  10. You should update your game - the latest version has a "download all" button which will attempt to download the missing objects automatically from the NE database. Any objects not in the database you'll have to locate manually, but this will get the majority of them. Also, make sure "export objects with saved games" is checked so this doesn't happen again.
  11. Yeah, but those are different track styles IRL. The Giga coaster is Intamin track - adding another Intamin track style means creating a duplicate. Also, the game frequently reuses sprites for similar track styles (Junior/Water, Looping/LIM, Mini/Spiral etc), so I don't think adding an entirely new track style for a very similar track like Mack or Gerstlauer is really justified either. Right now, I'm concentrating on my Intamin double-spine track. I also have RMC IBox track in development, but there are so many issues with that that it might never be completed.
  12. Maybe. I actually already tried this, but it doesn't work out of the box. Track sprites are split into the parts that should draw behind the train, and those that should draw in front of it, while scenery sprites are not. If you just make a track piece into a large scenery object by the normal process, you get severe graphical glitches. In theory, you could work around this by fudging the clearance heights to trick the game into drawing the sprites in the correct place. But now that we can create actual track pieces, that seems like more effort than it's worth, and it's likely to cause more sorting issues if you have other scenery pieces (like supports) near the track.
  13. I thought I might have a copy of this file but I'm pretty sure I don't, I only have csg1.dat and csg1i.dat. Hopefully someone who actually has RCT1 is willing to send you the file, but if not, the theme music is on YouTube. I've converted this to the correct file format for use with OpenRCT2 and attached it to this post. This will not be identical to the original file, both because of YouTube's compression and because the uploader says he cleaned it up a little, but maybe it'll do for you. css17.dat
  14. See this similar question on Reddit. Chances are you don't want the custom track, but here's the link if you really do. I noticed today that one important file isn't included to that repository, so if you actually intend to try and install it I'll have to correct that.
  15. It's cooperative - all players work on the same map together.
  16. The process for creating a new track element for an existing track (there are extra steps if you are looking to add an altogether new track style) looks like this: Create the sprites. This is the hard part. Place the sprites in the appropriate subdirectory of resources/g2/track/ (if there isn't a subdirectory for the new track type, create it. It doesn't actually matter where they go, but it's a good idea to keep the sprites organized). Edit /resources/g2/sprites.json and add entries for the new sprites. Run "make g2" to generate a new g2.dat file. Edit src/openrct2/sprites.h and add symbolic constants for the new sprites. You can skip this step, but it will make rebasing very tedious if any new sprites have been added to develop since you started development of your new track elements. Add the code to draw the element. The track drawing code is found in src/openrct2/ride/coaster - most of the time you can just copy the code from a ride that already has that element, and just change the sprites. Also make sure to modify get_track_paint_function_* (at the end of the file) to let OpenRCT2 know about the new track. Finally, you need to alter src/openrct2/ride/TrackData.cpp to add the new track element to the list of supported track elements for that ride (this is stored in RideTypePossibleTrackConfigurations). If you don't want the track element to be available to build without cheats, you can skip this step (if your track piece requires sprites that vanilla trains don't have, and you intend to submit it for inclusion in the official release, the developers will probably not want it to be available without cheats). Really, if you can just create sprites that look good I'd be happy to help you with getting them in the game - as I mentioned above, I had a go at implementing this myself and the only thing I really struggled with is making sprites that go well with the vanilla ones - I already have this working, it just doesn't look very good (for the screenshot above, I replaced all the vanilla track as well, just so that the new ones wouldn't look out of place).
  17. The spiral coaster is a Schwarzkopf Jet Star/Speedracer model. I think what OP is referring to is Schwarzkopf's travelling looping coasters that had a tire drive lift (Dreier Looping, Thriller, etc). You could argue that this should be a separate ride type as there are some differences between the Schwarzkopf loopers that have tire drives and those that have a chain (such as a slightly larger track gauge and a different style of wheel assembly). However, the differences are too small to be noticed in game. I think it would be better to add a tire drive track element to the existing looping coaster (though this may require a new save format).
  18. I understand what you mean now, but I can't really help you. It's quite a specific requirement, I'm not sure anyone has looked into it. What you can do is leave some scenery slots unfilled, and add scenery items later as you need them. This still requires you to know which scenery items are required to build your design, which the game doesn't show you. That might be a nice feature to have.
  19. These are usually called "workbenches". You can find some on NEDesigns. If you don't want custom scenery look for ones that say NCSO. You can also create your own in the scenario editor.
  20. Limits on park size cannot be increased until a new save format is implemented
  21. Yes - you can't have a non square map, but you can hide parts of the map that you don't want. Because they place black scenery objects over it which have the same color as the background. This gives the appearance of having a non square map.
  22. It's not that the game implements a cap on booster speeds - it's that there's a finite number of possible settings (IIRC it's a 5 bit value, so 32 possible settings), and the same booster speed setting will be interpreted as different speeds depending on the ride type. You'll notice that on the ride types that allow faster boosters, the increment between them becomes larger. In principle it would be possible to increase the maximum booster speed on the junior coaster but this would be a non-backward compatible change. A new save format would remove the limit entirely, but it's a long way off. For now, if you want faster boosters than the junior coaster offers, you have to use a different ride type. But you can still use junior coaster track - it's the ride type that matters. Just make the ride a twister coaster and then merge onto junior coaster track. You can then make the station invisible and build junior coaster track over the top with zero clearance, so the whole thing looks like junior coaster track but still behaves as a Twister.
  23. 64 pixels across, 32 pixels high. You could find this by looking at a screenshot of the game in an image editor.
  24. Fork the repository on Github, make your changes and commit them. Then there should be a button on Github that says "compare and pull request".
  25. As far as I'm aware, no one has made an actual custom ride entrance (custom park entrances exist). Support for this was added less than a month ago. Up until recently, the list of ride entrances and exits was hardcoded and the sprites were loaded from g2.dat. Creating a functioning custom entrance would mean modifying the code, so people would instead just make the entrance invisible and then place custom scenery over the top. When the new object format was implemented, it became possible to add new object types, and a PR implementing support for ride entrances and terrain types as custom objects was merged a few weeks ago. I haven't had much of a chance to experiment with this but I'm pretty sure this means it's now possible to make a functioning custom entrance. However, be aware that JSON objects will not export with your savegame, and they will only work in OpenRCT2. You won't find them in the vanilla ObjData folder because entrance objects didn't exist in vanilla. You need to look at the JSON object files instead. Where these are located on your machine may vary, but you can view them all on Github. The sprites can be found in g1.dat - I believe you can use OpenRCT2 to extract these into PNG files if you want to use them as a reference for your custom object. No object editor will have support for custom entrances/exits because they weren't a thing until recently. However, it's not really necessary - the new JSON objects are based on standard file formats and can be edited with standard tools.
  • Create New...