
X7123M3-256
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Everything posted by X7123M3-256
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Editting chainlift speed on hacked water rides?
X7123M3-256 replied to djwessie's topic in General Discussion
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. -
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.
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6 seat floorless dive coaster?? Where to find it?
X7123M3-256 replied to djwessie's topic in Custom Content
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. -
6 seat floorless dive coaster?? Where to find it?
X7123M3-256 replied to djwessie's topic in Custom Content
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. -
6 seat floorless dive coaster?? Where to find it?
X7123M3-256 replied to djwessie's topic in Custom Content
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. -
6 seat floorless dive coaster?? Where to find it?
X7123M3-256 replied to djwessie's topic in Custom Content
It's not ideal, but to the best of my knowledge nobody has made this train for RCT2. You could try asking on NE as well, but I don't think you're going to find it. You could substitute a similar train in its place - either the 6 across train with a floor, or a floorless train with a different number of seats (both 4 and 8 are available). If you really need a 6-across floorless dive train, you're probably going to have to create it. -
6 seat floorless dive coaster?? Where to find it?
X7123M3-256 replied to djwessie's topic in Custom Content
I don't know if it exists. There's a 6-across floored train (a type that never actually existed) as part of the vanilla game and an 8 across floorless train that I made, but I've never seen a 6 across floorless train in RCT2. -
There's already a cheat to adjust friction (or more accurately, the train mass - the friction in game appears to be constant). An option to set negative train lengths is something that could be added - the current option to set train lengths imposes this restriction but the game does not (I thought when it was implemented that nobody would want to make the train length negative). Hiding supports without a support blocker would require a new save format, unless you're looking for an option that would hide all supports similar to the "invisible ride tracks" option that already exists. EDIT: Apparently it's already possible to hide supports without a support blocker.
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If it's a catwalk made from scenery, it can be found in the scenery construction window with all the other scenery items. If there is a currently selected scenery group that includes it, it will appear in the corresponding tab (this is usually the case if you are using a workbench). Otherwise it appears in the miscellaneous tab (the one with the question mark). If it's a catwalk made from ride track, it would be found in the ride construction window (multi-dimension and wooden coasters are the rides most commonly used for catwalks).
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The game imposes certain minimum requirements on things like maximum drop height - if you don't meet them, your excitement rating is penalized. That means a very small change in the ride's layout can have a big impact on excitement if it means failing to meet one of these requirements. If you don't post screenshots, nobody can tell you exactly what is wrong, but I'd imagine that's what's happening. If you don't have any banking that's probably why. Check your G-forces - if any of them are red, that's too high and your intensity will increase as a result. Again, if you don't post screenshots nobody can say exactly what's wrong.
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@Spacek's Zierer Tower coaster is quite similar to the infinity coaster train, so you could use that as a substitute.
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That's a warning not an error. The game will work when run as admin, the message is just there to warn you it's not a good idea.
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Are you asking where the object file is? It will be in your OpenRCT2/object directory. Otherwise I'm not sure what you want to know.
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Downloading the Latest Release
X7123M3-256 replied to cheyjordan's topic in Problems, Bugs and Feedback
I haven't tested this, but I don't see any reason why it would. As long as you don't delete the OpenRCT2 directory, all game state should be preserved. Also, you can turn off scenario locking if you'd prefer to have everything available. Yes, but they might have to be moved. Recent versions of OpenRCT2 will not load custom objects from the vanilla game's ObjData directory - custom objects must be placed in OpenRCT2/object directory instead. Yes they can, but I'm not sure why you'd want this. I recommend using the OpenRCT2 launcher - it will automatically update your game when a new version is released.-
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Because the game's save files have a fixed number of slots for objects. This limit cannot be increased without changing the save format, which will probably happen eventually but don't expect it anytime soon. You are running OpenRCT2 with administrator privileges. This is not a good idea from a security standpoint.
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I linked to it above but here's the link again. You need to clone that repository and then run "git checkout rmc_track_2". Compilation is the process of turning source code into executable machine code so you can run the game. If you don't know how to do this, refer to the build instructions for Windows or Linux. I recommend ensuring that you are able to build the official version of the game from source before trying to compile mine.