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X7123M3-256

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Posts posted by X7123M3-256

  1. On 06/05/2019 at 22:33, Terrycruz69 said:

    Every time I try and go to the contents page of steam there is no "steam_osx -console

    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).

    12 hours ago, Terrycruz69 said:

    Is there a useful link to Wine? Every time I try and go to the contents page of steam there is no "steam_osx -console

    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.

  2.  

    1 hour ago, SK_Productions said:

    So then I decided to reinstall the original game and replace the g2.dat with a fresh one.

    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.

  3. 2 hours ago, aph377 said:

    I have been playing RCT2 for many years and had many saved games.  When I installed OpenRCT, all of my saved games were erased.  I know there isn't anything I can do about it now. Just wanted to bring it to your attention.

    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.

  4. 2 hours ago, Gymnasiast said:

    One question: is this still Intamin track? I don't recognise the track style, and searching on the internet only seems to return a track style that looks like RCT's Giga Coaster.

    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.

  5. I thought I'd post another update on the state of my custom track project:
    intamintrack.thumb.png.fd4f6d0456b935577c3116158fca20d3.png

    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.

     

    • Like 2
  6. 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.

  7. 7 hours ago, JMBuilder said:

    We do have a few in-game track types that look almost identical with a couple of very minor differences, namely the Junior and Mini coasters. I'd say that the near-identical appearances of Giga and Intamin Launch coaster tracks aren't that big of a deal, and I'd love to have a separate inverting coaster dedicated to the Intamin and Mack designs.

    I honestly think you should be an official developer for the mod. You have a LOT of very good things to add.

    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.

  8. 10 hours ago, lukasyee said:

    Isn't there just a way to basically get the sprites, And make them into scenery objects, So you build a twister coaster as intamin or mack, Change it to giga, have those inversions invisible, and just place scenery objects of the inversions into the place of the inversion and then have a good looking intamin or mack coaster??

    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.

  9. On 16/04/2019 at 17:03, omalginu said:

    I did some stupid things and overwrote my css17 file. Is there some way any of you can send me a copy of the file for the main music of RCT 1, please? :(

    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

  10. 8 hours ago, ChamanCalle said:

    How can I implement this? Do I have to download files and copy/paste somewhere?

    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).

  11. 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).

  12. 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.

  13. 6 hours ago, mattingramdrums said:

    are they just raising the terrain into those shapes leaving the actual park border further below? 

    Yes - you can't have a non square map, but you can hide parts of the map that you don't want.

    6 hours ago, mattingramdrums said:

    and how is it that the land where the park fence is on is invisible/black?

    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.

  14. 3 hours ago, F0ndue said:

    Any chance that booster pieces with high speed caps could be enabled for both coaster types?

     

    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.

  15. 10 hours ago, VirginiaReelDeal said:

    How so i submot pill request?

    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".

  16. 9 hours ago, D1JL said:

    Has anyone made a custom ride entrance/exit?

    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.

    9 hours ago, D1JL said:

    However, I don't even know where to find them in the object files. 

    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.

    9 hours ago, D1JL said:

    The other alternative would an editor for objects and I could try to do it myself.

    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.

    • Useful 1
  17. 17 hours ago, cheyjordan said:

    Again, it wasn't always that I received vehicle types when researching

    Each vehicle type is a separate object file and therefore a seperate research item. I don't think this was different in vanilla, and I don't believe there's an option to unlock all vehicle types automatically whenever one is researched (the scenario might not even have all vehicle types available).

    However, there is a cheat to let you edit the inventions list (and object selection) in game. You can use this to make whatever vehicle types you want available whenever you want them.

  18. 9 hours ago, D1JL said:

    We all know that chains do not go around corners however wheel drives can.

    That's why it's considered a cheat. In most cases, no chain lift is drawn because there's no sprite for it, it just makes the track piece behave as one.

     

    9 hours ago, D1JL said:

    This is just a thought, I am not a developer, maybe it can't be done.

    It's straightforward to replace the chain lift sprites with tire drive sprites (the Junior coaster already has tire drive lifts that work this way). But it only makes sense to do this on coasters which only use tire drive lifts, and there aren't many of those. I don't know if it is possible to add a new flag for tire drive lifts before the new save format (but it probably isn't).

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