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X7123M3-256

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Everything posted by X7123M3-256

  1. Oops, I forgot to say, you type that command into the console. I should have said that but apparently I didn't proofread my post. The console command works on a per-ride basis - the first argument is the number of the ride to modify (you can use the command "rides list" to see a list of rides and their numbers) . The mass is actually stored as a property of each ride vehicle, so the ride must have vehicles on the track for this command to work. It's technically possible to have multiple trains with different masses on the same ride, though the console command provides no way to do this.
  2. If you can't recreate any real designs, then the friction probably is too high. I don't know what process @Spacek used to decide what the value should be, so maybe he will respond to this thread. You can still override the defaults using cheats, however. You alter the vehicle mass (the game doesn't actually have "friction" as a parameter). More mass means the train loses less momentum due to friction, less mass makes the train slow faster. rides set mass <ride_index> <mass> The mass value ranges from 0 to 65535. Again, I don't know what you mean by this - there is no equivalent of these trains in the original game. But you can set the friction (or more accurately the mass) to whatever you want.
  3. You can obtain my fork of the game from here. Checkout the branch "rmc_track_2", then compile and run the game (if you are currently using a binary release, first make sure you can compile and run the official version from source). In order to use the track you will need to enable "Arbitrary ride types" from the cheats menu as there currently isn't any ride type that uses it. Build an RMC coaster and then using the cheat, change the track type to "Hybrid Coaster". You will have to create the supports using scenery as they're currently not implemented. Note that this branch was last updated in July, so it's a bit behind the latest develop. In particular, this means the network version has likely changed. Also, it goes without saying that those running the official builds will not see the track; it is only present in the version linked above.
  4. There is no original RCT2 version of these trains. These rides (especially the water coaster) typically have short layouts. Mack water coasters usually have only have one or two hills between the lift and the splashdown, and the standard X-Car layout is just a lift, a roll, and a drop. You can override the default friction settings with cheats if you want.
  5. If you were missing any custom scenery that was not included in the file, you would not be able to open the park at all. That path looks like 1920PATH from the Time Twister expansion pack (someone correct me if I'm wrong, I don't use the expansion packs). If you don't have the expansions then objects from them will appear invisible. If you do have the expansions and it's still invisible, your game is probably not set up to find them.
  6. I'm pretty sure it's a Zierer Tivoli rather than a Force. Note the leaf on the front of the train- which is also present on the games sprites (if you look closely). Also see the diagonal cross braces on the track, which are not present on the Force models. The Tivoli is no longer in production, but they would have been more common at the time of the game's release.
  7. Yes. You just need to create an object file using the original sprites (with the new object format, I think it's possible to load the RCT1 sprites directly if your OpenRCT2 install is linked to RCT1 - otherwise, you need to copy them from csg1.dat). However, RCT1 rides had fewer sprites than RCT2 uses. Each RCT1 sprite will have to be used twice in the RCT2 object file, and this does cause some graphical issues.
  8. I've never heard that; are you thinking of Golden Horse? They have a near identical model. Arrow's design looked somewhat similar, but note that the train is two rows of three people instead of one row of four, and the concept art shows a layout that's not at all like a typical wild mouse. Also, this ride was never built, and all the other rides in the game are rides which actually existed. Also, I forgot to mention that the Spinning Wild Mouse is another Reverchon design, not Mack as you had it. Mack do make spinning coasters, but their design is quite different.
  9. This is a good idea, but you've only changed a few of the ride names, and some of the manufacturers given aren't correct. Here are the ones that were missed: The "Corkscrew Coaster" is the Arrow Looping Coaster. The "Multi Dimension Coaster" is the Arrow 4th dimension coaster. The "Inverted Hairpin Coaster" is a Reverchon Gliding Coaster. It isn't an Arrow (I once thought it was - Arrow produced a ride concept that looked superficially similar). The "Suspended Swinging Coaster" is the Arrow/Vekoma Suspended Coaster. The "Hyper-Twister Coaster" is the B&M/Giovanola Mega coaster. The "Twister Coaster" is the B&M Sitting/Stand-Up/Floorless coaster. The "Vertical Drop Coaster" is the B&M Dive Coaster (AKA Dive Machine). The "Inverted Impulse Coaster" is the Intamin Impulse coaster. The "Mine Ride" is a Mack Powered Coaster. The "Mini Coaster" is a Schwarzkopf Wildcat. It isn't a Mack. The "Air Powered Vertical Coaster" is the S&S Thrust Air 2000. The "Spiral Coaster" is the Schwarzkopf Speedracer (or the Schwarzkopf Jet Star - they have the exact same train and track system but the latter is transportable). The "Compact Inverted Coaster" is the Vekoma Suspended Looping Coaster. The "Lay-down Coaster" is the Vekoma Flying Dutchman. Some of the track types are used with several different train types, sometimes from different manufacturers. Unfortunately, since you're renaming the ride types and not the trains there's no way to show the correct name for all available train types (you could go through the JSON objects and rename those as well, but the "ride type" field would still show the wrong thing).
  10. They are object files. RCT Classic uses a different extension.
  11. Here is the save file. You will need this fork if you want the RMC track (The save will open in develop but the track will be invisible). All the sprites I made go in g2.dat - g1.dat is only used for vanilla sprites.
  12. I had this problem. The solution was to run "make install" to download them, and then copy them to the correct directory.
  13. It's in the scenario options window, which is part of the scenario editor but can also be accessed from the debug menu.
  14. That's what you should do. Was the folder you created called "object" (not "objects")? Does the game display any errors on startup? Have you checked to that the object selection window hasn't been set to display only vanilla objects?
  15. I decided to make another RMC layout. This one turned out pretty similar to the last one I did, but this one isn't a terrain coaster and it does have inversions.
  16. That's a bit of an exaggeration. Only large or very detailed parks will usually hit the limits; you can have up to 128 ride types, 252 small scenery objects, 128 large scenery objects, and 128 walls in use at one time. There is no way to remove this limit until OpenRCT2 has its own save format.
  17. You're asking for the UI system to be completely rewritten, that's a big task. Something similar might happen eventually but I'd assume it's quite a way off.
  18. If you're referring to the sprites I linked above, that project is obsolete. Since OpenRCT2 is now entirely independent of vanilla code, it's now possible to add new track sprites in g2.dat rather than replacing existing sprites, so that's what I do now. I also have a new track renderer that's more flexible and less glitchy.
  19. No. It means the scenery tab supports up to 1024 items. You still can't actually select that many. The limit on the number of selected objects can't be removed until OpenRCT2 has its own save format.
  20. The inverted hairpin coaster doesn't have those pieces. If you were able to build that without a cheat, it's a bug.
  21. This is already possible, and always has been. Custom objects are supported in vanilla. This is already possible using the tile inspector. It can confuse guests though, so use it with care. These limits can't be removed until OpenRCT2 moves to a new save format. There are a few picnic table objects already in existence, though I couldn't find any PA speakers. Custom objects aren't part of OpenRCT2.
  22. This is normal. Ride value degrades with time; people will pay more for a brand new ride than one that's been there for several years. You can use the "renew rides" cheat if you want to override this behaviour.
  23. I'm not sure what difference you expect - the OpenGL renderer does the same thing as the software renderer, the difference is in how it's done. The benefit of turning on OpenGL is improved performance - it should look the same (though there could still be some differences, I know that there used to be many but I haven't kept up with improvements since then). Your second screenshot looks darker because it's taken at night, not because it's rendered with OpenGL. If you're asking how to turn on the day/night cycle, it's in the options menu, in the tab with a tree icon.
  24. What effect were you expecting? Using OpenGL means the rendering takes place on the GPU rather than the CPU. It should improve performance, but you might have to try a very detailed park (like one of the H2H parks) to notice the difference. If you don't see any benefit, there's no need to have it enabled. The OpenGL renderer used to have a lot of issues, but it seems to have improved a great deal since I last tried it, and I no longer have any problem with it. I know that some people are still having difficulty getting it to work. If this is you, you'll need to explain exactly what is going wrong if you want help with it, but personally I'd turn it off if it's causing problems - most parks will work fine with the software renderer.
  25. Does this mean we can use the JSON format for custom objects now? Last I heard it was only for default objects and the images were still loaded from the DAT.
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