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Posts posted by X7123M3-256

  1. 17 minutes ago, rlauff14 said:

    This link gave me a quick link that downloaded the version. You probably still need the game files, but can get them on the open rct2 demo site. I have a mac and MadMassiah's post let me run the game.

    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.

  2. 42 minutes ago, rino22 said:

    I opened an existing park and accessed the "Object selection" cheat to add the track but didn't see anything under Hybrid or RMC.

    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.

  3. 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.

    3 hours ago, MartenRCT said:

    Like a 3/4 way path with only 1 path visible for my guests (otherwise the guys just get lost all the time).

    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 path tiles are ignored by the AI, but there's no way to directly change which tiles these are (you can only edit the path layout and observe the effect).

  4. 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.

  5. 3 hours ago, jensj12 said:

    First time I've heard of this idea. I like it and I don't see a reason why it can't be done, but I'm pretty sure it will be far from trivial to properly add to the peep behavior (and I've never seen a queue with a junction yet).

    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?

  6. 28 minutes ago, a-can-o-beans said:

    Hello! im having a bit of an issue with the launcher. i play the development branch but for some reason when i started the launcher the play button is greyed out and it isnt checking/downloading the latest update.

    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.

  7. 1 hour ago, cruzy80 said:

    My question is, is there any way to know what specific objects are needed for a given track design?

    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.


    • Awesome 1
  8. 3 hours ago, spoonycoot said:

    I tried unwrapping the exe on my pc with innoextract, but the exe was incompatible hence trying to copy the directory and the files to my Mac which some say should work. 

    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?

  9. 9 hours ago, Paulos47 said:

    I gather this will require a new save format because of hard limits in the game.

    It does, which is why it hasn't been done yet and won't be until the new save format is merged. The limits are already raised on the new save format branch, but I don't know if they are yet raised to the point where you could have everything; I think it is currently 255 objects of each type.  Also, if you want to help with development on this here's the PR.


    9 hours ago, Paulos47 said:

    All other fixes and improvements are less important than this

    In your opinion.

  10. 1 hour ago, thorthesecond said:

    Thank you. How do people know what they are downloading? The names of the objects are coded and ussually vague. 

    You don't, really. If you click on the object, it will show you the in game description, but that's often pretty vague and if there's no image in the database, the only way to see what the object looks like is to download it and view it in game. For this reason, the NE database is almost useless for finding new custom scenery - it is mostly useful if you know the name of the object you need and are just looking for a download link (for example, when you are trying to open a save file that is missing objects*). You can search it, but because most objects have only short descriptions this isn't as useful as it could be.

    If you are looking for something specific, it's better to ask for what you want on the forums. If you just want more custom scenery, I recommend downloading parks from NE rather than objects - most parks there have lots of custom scenery included. The workbench downloads are also a good place to look.

    * Note that in OpenRCT2, if you try to open a save file which is missing objects, there is the option to search the NE database for the missing objects automatically.

  11. 6 hours ago, thorthesecond said:

    Going through all the objects on Nedesign's page, what is the deal with the objects with a red X? Is there an image available elsehwere or is it not available anymore? 

    The red X just means the database lacks a preview image for the object. It doesn't meant the object doesn't have one, and the object is still available to download. The website lacks code to extract preview images from object files so this must be done manually for the object to display a thumbnail; otherwise it just shows the red "X".

    Most of the preview images that are in the database were added by me using a script, but my access has long expired so anything added within the last couple of years has no preview image.

    • Like 1
  12. On 12/09/2020 at 14:34, ExCrafty said:

    Why does the game get concerned when a vehicle on a test run "hasn't returned to the station" when that's because of the distance it has to travel ?

    Because it doesn't take account of the distance it has to travel. You get that message if the train takes longer than a certain amount of time to return to the station, which means that if you have a ride with a very long duration you might get that message even if the train isn't actually stuck.


    On 12/09/2020 at 14:34, ExCrafty said:

    3. Any tips for the annoying "most confusing layout" or "guests are getting lost or stuck". When there is clearly (to me) no reason, straight line pathing, etc. I know the AI doesn't really "read" signs and maps.

    The best option is to keep the path layout very simple - a grid usually works. The AI isn't very smart and figuring out what's causing a particular issue is often difficult - if I get that message I usually try to identify where the guests are getting stuck and where they're trying to get to, and then build a path directly between those two points, which is far from an ideal solution.

    • Like 1
  13. 4 hours ago, joshmarsilio said:

    You should really place your coaster in a park and then save the park and upload the .sv file, otherwise it is almost impossible for any novice rct2 user to view your coaster as a .td6 file.

    No it isn't, you can open a TD6 with vanilla RCT2. It only needs to be an SV6 file if the ride is hacked or uses terrain in a way that would make it impossible to place down.

    • Like 1
  14. 8 hours ago, ninja1470 said:

    I don't quite understand what you mean? I meant for the player to have the option in-game to lock the main camera view onto the train or car that you're watching on the ride's window, like how you can do that in RCT Classic.

    You mean like this?. That is what @jensj12is referring to, but contrary to what he said, you don't technically have to make a title sequence to use it. It's possible to lock the camera in game by opening the title sequence editor via the options menu - although this usage was almost certainly not intended and is a bit awkward, it does work and that is what I used for the linked video.

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  15. If you have "export plug-in objects with saved games" checked in the options, the custom objects will be included in the SV6 file and installed automatically (if the user does not have them already). If this option is not checked, they need to be installed separately. This does save on file size but generally makes it much harder for someone else to open the file especially if there are a lot of custom objects - I recommend always exporting parks you plan to share.


  16. Just now, ExCrafty said:

    You have often used "PR". I have no idea what that means.

    PR is short for "Pull Request". A PR is a request for changes to be merged into the develop build. Usually the PR needs to be reviewed before it is merged, to make sure the code style is consistent and that it doesn't introduce further problems.

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