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X7123M3-256

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Posts posted by X7123M3-256

  1. 37 minutes ago, jensj12 said:

    There are currently two options that don't require any changes to the game:

    • Make custom stall object with a small building. It won't be able to sell multiple types of items, so you'll need a custom stall for every item you want to sell in your park.

    Why make a custom object if you're just going to hide it? Just use one of the preexisting invisible stall objects, or hide a default stall with the tile inspector. If what you want is a more generic looking shop and not an invisible shop, then make a custom object (I haven't seen one of these but I've always wanted one; they were in RCT3. Maybe I should make one sometime).

  2. How many objects do you have selected in total? There's a limit on the number of scenery items you can select, and if it's exceeded you may still be able to select   the scenery groups but not all the items in them. You should get a warning message when you select the scenery group if there are items that could not be selected.

  3. What do you mean by sandbox? If you just want a blank map, you can create one in the scenario editor. You can also set it to have no money or objective (OpenRCT2 adds a "Have Fun" objective that isn't in vanilla).

    OpenRCT2 does have a "sandbox mode", which is accessible from the cheats menu, but it has a specific meaning - in OpenRCT2 "sandbox mode" lets you edit land ownership and park map size during normal gameplay.

    • Like 1
  4. SpaceK made an RMC raptor train so I decided to have a go at building one. I had great difficulty getting the custom supports to line up right, so it doesn't look that great, but I do like the custom train.

     

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  5. All the diagonal paths I've seen are made using scenery to fill in the gaps on a normal path. You can find some scenery objects like that in the Xtreme97 workbench. It is possible to create a path DAT that has diagonal sprites built in, but I haven't actually seen any. The downside of doing it that way is that it's then impossible to build a sharp corner - the idea is that the diagonal sprite would replace the normal corner sprites, such that a zig-zag path appears as a smooth diagonal. It wouldn't affect how the guests behave, they would still walk in a zig zag fashion.

     

    If I ever make a custom path DAT, then I would probably provide a diagonal version of it, because placing diagonal path scenery objects manually is tedious. But I am currently working on my custom RMC track so I'm not going to do that now.

    • Like 1
  6. 5 hours ago, RollerBoaster said:

    Are diagonal paths indeed possible?

    Yes, sort of. You can have a path which has diagonal sprites, but guests still treat it as a normal path (they won't walk along it diagonally). Because it's exactly the same as a normal path except for the sprites, it will not cause issues with the peep AI.

    5 hours ago, RollerBoaster said:

    How do you do them and a thought / other workaround can you also do a jagged normal path and fill it out to look like diagonal path with scenery path triangles. Has anybody made said triangles?

    Yes, that's what most people do. It's far more common than custom paths which have diagonal sprites built in (I've never actually seen the latter, I just know it can be done).

     

     

     

    Yes, that's what most people do.

    • Informative 1
  7. 1 hour ago, RollerBoaster said:

    can you share games/scenarios with these tweaks in, ie if you tweak the mass will it keep that saved?

     

    Yes, you can share saved games that have modified train mass.

    The train mass is saved as part of the train, not the ride, so doing anything that causes the trains to respawn, such as going into construction mode or clicking the close button twice, will reset the mass back to the default. If you want to edit the train mass permanently you would have to change the custom object DAT file.

    • Informative 1
  8. 11 hours ago, Ruedii said:

    Yeah, while it is likely possible on the current save format

    It's definitely possible because it has already been done. I don't know why the devs rejected it, I think it's a nice feature.

    • Like 1
  9. 21 hours ago, Ruedii said:

    Yeah, I just thought that might be an issue because of missing image files.

    I wasn't talking about the images. Unlike lift hills, brakes are considered distinct track pieces, so if you wanted to allow brakes on every track piece you'd have to create a braked version of every track piece. That can't be done until we have a new save format (although if we did have a new save format, we could make it so that brakes are handled the same way as lift hills rather than creating two versions of every single track piece).

    21 hours ago, Ruedii said:

    As of save format, I'd have to check if there are still unused designation codes for track pieces types.

    I already checked, there aren't. We have a few slots for new track types, but none for new elements.

     

    21 hours ago, Ruedii said:

    As of the issue of block breaks always slowing the train to a near stop, we could in theory treat them as regular breaks for this function (having a speed) and set a default identical to what the original RCT series uses if the value it puts there is found.  I'd have to inspect the save file format to see if the appropriate field is free for that tile, but I suspect it is. 

    This is possible and has already been implemented, but the PR was never merged.

    • Informative 1
  10. Is it possible? Sure. But it essentially means having staff that abuse the game mechanics for you. In real life, a park cannot calculate exactly how much guests are willing to pay from the ride stats, and closing and reopening a ride does not magically make guests think it's new.

     

    If you start looking at how the game works internally,  you can take advantage of that knowledge to maximize profit, but I don't think having the option to automate that process is a good idea unless it is to be considered as a cheat.

  11. Validating the SHA-256 checksums shown on a download page doesn't confirm that a download is not malicious - anyone that could tamper with the download page could just change the checksum to match. That's why digital signatures exist.

    That said, this is almost certainly a false positive. It's a common issue. If you got the binary from the official site (openrct2.io) or this site, and the browser didn't warn you about an insecure connection then I wouldn't be concerned.

  12. 7 hours ago, RollerBoaster said:

    One way to not break existing rides with changes to the current build might be to make any improved physics versions their own ride type so that any existing rides aren't changed.

    I think a better option is to make improved physics a setting that players can select in the options window - otherwise there would be two versions of every ride, which would clutter the ride selection menu.

  13. 7 hours ago, RollerBoaster said:

    Does anybody know if ORCT will crash if there are duplicated core game objects in the custom objects ORCT folder? If not you could just copy the whole objects folder over, however by selecting all and copy-pasting and selecting 'no' to copying over any duplicates so as to not delete/change any other files already there.

    It should not crash. If it does, report it as a bug. If you want your OpenRCT2 and vanilla install to have the same set of objects available, I would create a symbolic link so that both games are reading the same folder. If you copy the contents across manually, they can get out of sync again.

     

    7 hours ago, RollerBoaster said:

    The only possible problems are object limits- I wonder if ORCT has ended up with a lower limits cap- and duplication (files being in both vanilla and orct object folders)

    OpenRCT2 does not read the vanilla folder and vanilla doesn't read the OpenRCT2 one, and I don't think there's a limit on how many custom objects you can have installed anyway, so this shouldn't be an issue.

    7 hours ago, RollerBoaster said:

    if anything has a newer version of a file in future- if I didn't know it may only get updated in one folder.

    There is no update mechanism for objects. If you open a park that contains a new version of an object you already have, the updated object will either be installed alongside the original or not at all (depending on whether the checksums match or not). The game has no way to tell which version of an object file is newer, and neither can you, which is a bit annoying.

    • Like 1
  14. 3 hours ago, RollerBoaster said:

    sometimes you need to open parks with embedded custom items in both your vanilla RCT AND ORCT to have the items appear in both vanilla and ORCT's scenario editor

    Not sometimes, always. OpenRCT2 will not read custom objects from your vanilla RCT2 install at all. Custom objects for OpenRCT2 need to be installed in your OpenRCT2/object folder (either manually or by opening a park which contains them). Objects in your vanilla ObjData folder will not be copied there by default - OpenRCT2 does not check for custom objects in that folder (it did in the past, which might be the source of your confusion - it was changed when the JSON objects were introduced).

    If you play both vanilla and OpenRCT2, you need to install custom objects in both places to use them in both games. You should be able to solve this problem by symlinking your OpenRCT2 object folder to your RCT2 ObjData folder, but I have not tried this.

     

     

     

    • Informative 1
  15. MAC addresses are link layer addresses. The server cannot see the MAC address of computers that connect unless it is running on the same LAN, so you would have to rely on the client sending this information (and the client can lie). The MAC address can simply be spoofed to circumvent the ban. IP bans have been discussed before, this has the same issues.

    • Like 1
  16. 9 hours ago, Version1 said:

    What happened to that? I think it was a move in the right direction to make them more viable in game again.

     

    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.

    • Like 1
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