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X7123M3-256

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Everything posted by X7123M3-256

  1. Edit lines 46-58 in this file.
  2. You don't need to do any coding to rename an object.
  3. Custom objects should be placed in your OpenRCT2/object folder. If you don't know where that is located, I believe there is now an "open custom object folder" button in game, but I can't remember where that option is (I'm currently running a modified version of the game that doesn't have it; I'll have to check later). As long as you haven't already maxed out your object selection for that park, yes.
  4. I think because you're playing in Dutch, it might not be a word-for-word translation. It looks like "Disable height controls" is the one you want - try it and see if it works.
  5. You can get the code here (or at least, a slightly earlier version of it - this one doesn't have half loops). However, this is the RMC IBox track not the Intamin (the code is the same, I just change the sprites). I could upload a zip file with the Intamin sprites if you really want to try it. I have a program that takes a 3D model of a straight section of track and transforms it to create a model of each track piece, then renders the sprites from that. That code is here. Once the sprites are rendered, some boilerplate code needs to be written to get the game to use them, but that can mostly just be copied and pasted from another ride.
  6. The giga coaster definitely needs inversions. Unfortunately, it's difficult to add them, and not for any technical reason - it's just really hard to make sprites that match the existing ones. I have a custom version of the Intamin track with vertical slopes, half loops and barrel rolls, and it looks OK as long as you only use custom sprites: However, if you keep the original sprites and only use the custom sprites for the new track pieces, then they look awful (this image is an older screenshot so the shading has been adjusted since, but the lack of contrast remains). So, I can easily add a new track style but I can't really extend an existing one. I've thought about submitting a PR for the extended track, but I think creating a new track that looks the same as an existing one is likely to cause confusion, especially if OpenRCT2 eventually gets an open source graphics set that would render the distinction moot. I thought about having the option to toggle between original graphics (without inversions) and a custom set which has them, but I don't know if the devs would merge that.
  7. Select "disable clearance checks" from the cheat menu. This will let you place objects that overlap with other objects. It has a similar effect to 8 cars zero clearance, but it's less likely to cause undesirable side effects because it does not actually modify the clearance values like 8 cars does. Note that doing this can still have unexpected side effects, especially when you are overlaying multiple tracks on top of one another. However, what's depicted in the picture should work. If you are overlaying track for decorative purposes, building th decorative track in the opposite direction will prevent interference.
  8. To the best of my knowledge, there isn't, and it would be completely pointless because anything you could do with a trainer would me much better implemented as a cheat. Not having to use trainers is one of the advantages of OpenRCT2 - if there's a feature that a trainer implements but OpenRCT2 doesn't, you can implement it and submit a PR. There's not much reason to do that with OpenRCT2 since the game has the option to turn off clearance checks (note that OpenRCT2 players often refer to this feature as "zero clearance" but it does not actually modify clearances; it just ignores them). If you actually need to set clearances to zero, I don't think there's currently a way to do that in OpenRCT2.
  9. By default, I believe they go in ~/.config/OpenRCT2/save
  10. If you have "export plug-in objects with saved games" checked in the options, then others can see your park. If you don't, they will only be able to open it if they have the necessary objects already installed (the game will show a list of the objects that are missing). Some older custom tracked rides (like AEs) had a bug that prevented them from exporting in vanilla, but this should be fixed in OpenRCT2. If you use objects from the expansion packs, these will not be exported, but users without the expansion packs can still view the park - the missing objects will appear invisible.
  11. OpenRCT2 doesn't load custom objects from the ObjData file, only vanilla objects. Custom objects should be placed in the OpenRCT2/object directory instead (I think this is created automatically now, but if it does not exist, create it yourself).
  12. If you don't know a priori which objects you need, then start with a basic set and add additional objects as you build. Instead of waiting for the limit to be removed to even start, you can start building now, and if/when you hit the limit, you can put the project on hold until the limit is removed. When the new save format is implemented, it will be possible to convert existing games to the new format.
  13. I'm not sure what you're trying to say. You can already add rides to the object selection - it's in the debug menu. The new save format might add new capabilities for custom objects (right now I really wish we could have quarter-tile large scenery objects), but it's not likely to make creating them any easier. The new object format (which already exists), should make object creation easier because it is based upon standard file formats instead of the custom binary format that RCT2 used. With this new format, it's no longer necessary to use dedicated object creation tools to create objects (though I still prefer to do so).
  14. No new save format is required - we can add a limited number of new ride types to game using the existing SV6 format. I've been working on this for a while - in particular, I am working on RMC and Intamin track. This is a much easier task than adding pieces to existing track types, because I don't have to match the look of the in game sprites as closely to get an acceptable result.
  15. If he was missing the JSON objects the park would fail to load. Invisible objects usually means that the JSON objects are present but not the corresponding vanilla objects (the JSON objects don't contain the actual sprites, they are still loaded from vanilla). This probably means the expansion packs are not installed, because the game will not start at all without vanilla (it requires g1.dat). If it's all objects that are invisible and not just expansion objects, I would check to make sure the ObjData folder hasn't been deleted or moved.
  16. I'm talking about RCT2, but RCT1 doesn't include any B&M rides that are not also in RCT2. RCT2 includes every B&M coaster type that existed at the time of the game's release.
  17. By default, the game includes the following B&M rides: Twister Coaster Hyper Twister Coaster (wide cars) Stand-up Twister Coaster Floorless Coaster Inverted Coaster Flying Coaster Vertical Drop Roller Coaster (note that the game depicts 6 across non-floorless trains, which don't actually exist. The 6 across dive trains are all floorless). That's almost every B&M coaster type, except the wing coaster and the family inverted coaster, which didn't exist when the game was made. Is it set to boat hire mode? That causes this since boat hire rides can have incomplete circuits, and will wander around if they leave the track.
  18. I use Blender for my custom rides - it's open source and does everything needed. But it doesn't particularly matter what software you use - you might want to ask @Spacek what program he prefers as well.
  19. A very late response since I didn't see this post until now, but maybe it will still answer your question. The vertical tracks were never uploaded anywhere. If you really want them, I can upload them (or at least, I can upload something similar - I'm not sure I still have the exact sprites), but please bear in mind that these aren't custom objects - it's a modified version of the game. If you open the park with the regular OpenRCT2, the vertical pieces will be invisible. As with my RMC track, this is experimental and isn't really useful unless you don't share your parks with anyone and don't mind playing an outdated, unsupported fork of the game. I'd really like to see these pieces become part of the game at some point, but I'm just not up to the task of creating sprites that look good, so I've decided to concentrate on creating entirely new track types for now.
  20. The OpenRCT2 development team has not announced any plans to create custom objects themselves (at least not as far as I've heard). However, the wider community has created many custom objects, and has been doing so since long before OpenRCT2 was a thing. The OpenRCT2 developers don't need to do anything to support custom scenery/rides, since this functionality was part of the original game. It is possible to add track pieces that already exist in the game to more track types - for example, OpenRCT2 adds additional inversion pieces to the vertical drop coaster, and steep slopes to junior coaster. I have experimented with adding track pieces to the already added a handful of track pieces - most notable is the LSM launch piece. I have experimented with the addition of new track pieces and entire new track types, but the difficulty is making it look good. So far, with the exception of the LSM booster piece, all the track pieces that have been added used sprites already existing in the game. Some RCT3 rides could easily be made in RCT2, just a matter of somebody doing it. Some cannot due to limitations of the game.
  21. Use the arbitrary ride type cheat to switch the ride to a ride type that does normally have chain lifts (e.g any rollercoaster). Then you can edit the lift speed, and switch the ride type back when you're done.
  22. There aren't that many people who make CTRs - in fact, the only person I can think of who has made a ride recently is @Spacek, so I think he'd be the person to ask. Some of these were on my list of rides to make but the chances of me making another custom ride anytime soon are slim - it just takes too long and I don't have the time. There was someone working on an Infinity coaster but that thread has been dead for many years now. You could always make them yourself, if you wanted.
  23. This is false. The last dive machine built with 10 seat trains was the aforementioned Chinese Sheikra clone in 2009. Everything since has had 6 or 8 across trains. The dive machines with 8 seat floorless trains are Sheikra, Valravn, Draken, and Yukon Striker (under construction, but promotional material shows 8 seat trains). There's also Oblivion and it's Taiwanese clone with non-floorless 8 across trains. The 6 across trains are the most common train type, but taken together there are more installations of larger DMs (8 or 10 across with the wider track) than the smaller ones. But that's beside the point - I'm not saying the 6 across train would not be useful, all I'm saying is that I don't think this train has been made for RCT2, so you probably won't be able to find it anywhere unless you make it. Just because it would be a useful train to have doesn't necessarily mean that it exists somewhere; there are many ride types that could be in the game that nobody has made.
  24. If you can create a 3D model, I can turn it into an object file for you (since I have a program that does that for me). I also have the 3D models I created for the 8 seat version that you could use as a starting point.
  25. Not sure what you have against NE but if this train exists somewhere, they will probably know about it. But I doubt that it does - if you're not willing to compromise with a similar train or create the train you need, you will most likely have to choose a different ride type to build.
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