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X7123M3-256

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Posts posted by X7123M3-256

  1. Advertisment campaigns don't change intensity preference, they just draw more guests to the park. If guests are saying they want to go on something more thrilling, then build more thrill rides and less gentle rides. If they like the coaster, build another one. This is not an issue with the AI, it's how the game is supposed to work.

    If you want to override the intensity preferences, there's a cheat for that. There's also a cheat to make guests ignore intensity ratings entirely.

    • Like 1
  2. 1 minute ago, ReakuTheCrate said:

    I want to go on something more thrilling than

    This means the ride intensity is too low. All guests have an intensity preference range - they won't ride rides above or below it. You can see this for an individual guest in the peep stats. This is individual to each guest, but you'll find that in some scenarios, the average intensity preference is low and you're better off building gentle rides, and in others, the peeps want more extreme rides . You want to build rides that will appeal to the majority of guests.

    • Like 1
  3.  

    8 hours ago, SkeletonMiner said:
    • Default
    • Coaster
    • Boat ride
    • Car ride
    • Go karts
    • Flying saucers/Dodgems
    • Ghost train
    • Transport (Excluding lift)

    These are not examples of vehicle physics. Some of them are ride categories, which affect only the tab of the ride window that the ride shows up in, and nothing else, and the rest are ride types, which you can already override.

    As far as the vehicle physics are concerned, the main distinction is powered versus unpowered, and swinging, spinning, or neither. These cannot be changed unless you create a new object file, but you can override the parameters - the train mass (which determines the frictional losses), the velocity and acceleration (for powered rides only), and the moment of inertia (for spinning rides only). Of these, a cheat currently exists to change the train mass.

  4. OpenRCT2 implements several features from RCT1 that were not present in vanilla RCT2:

    • Non-passthrough powered launch mode is available on the looping coaster
    • Steep slopes are supports on the Junior coaster (though you need to enable the cheat for this AFAIK)
    • Booster pieces are available on a few coasters.
    • The "Have fun" objective is available for scenarios

    There is also support for loading RCT1 savegames and a few of the RCT1 sprites (such as the terrain wall sprites).

  5. 2 hours ago, SpiffyJack said:

    should i gut the inside as needed to complete the outside which really is non productive i agree,

    A lot of people don't place objects where they aren't visible. But with the cutaway view in OpenRCT2, people can actually view the inside, so you might want to keep if you've already built it. If you do remove it, that will free up some space.

    If you've hit the object data limit and don't want to delete stuff, then there are a couple of things I can think of that you could try:

    • Merge groups of quarter-tile scenery objects into one. For example, instead of building a floor from four quarter tile blocks, you could replace them with one full tile block. A similar thing applies for supports, fences. If you have any repeated units built from scenery, making them one object could save on map data. I see, for example, that you have quite a few tiles containing four quarter-tile bushes, so making a full tile object with four bushes might save slots.
    • Delete the terrain on tiles that are entirely covered with scenery (like custom land blocks) or paths. This includes any areas you've hidden with black tiles. Note that this is tedious to reverse, so I'd only do it if when you're otherwise finished with the area. It also won't get you that many slots.
    • Path objects don't take object slots (as far as I know). If you have any scenery objects that could be made path objects (unlikely, to be honest), then you could potentially save space by converting them.
    3 hours ago, SpiffyJack said:

    Is there a formula so how much space is released per certain custom objects vs. having many ncso crammed into the same area?

    Scenery objects contain (or should contain) one map element per tile occupied. So small scenery objects are always one map element, large scenery objects can vary based on the size.

    3 hours ago, SpiffyJack said:

    *** When content is removed from file, is that content actually purged from the file or does the file keep a cache that can ultimately be purged? i've wondered that for a while now.

    No, there is no edit history stored in the file (which is why there is no undo functionality). If you want to keep the original version of the file around, save a seperate backup (which is probably advisable if you plan on deleting stuff).

    • Like 1
  6. You can't. Or at least, I'm not aware of a way to do that - the shift key doesn't work. You can adjust the height of individual track pieces with the tile inspector, but it's quite tedious to raise a whole layout piece by piece. I have in the past used a script that find all track pieces belonging to a given ride and raises them by a set amount.

  7. 3 hours ago, Leudimin said:

    Because I don't have the launcher. BTW, I said that and in less than a hour the network version gets updated, LOL.

    Even without the launcher you can update whenever you choose to - the binaries are rebuilt automatically whenever changes are committed to develop, so they should always be the latest version.

    • Like 1
  8. 36 minutes ago, Leudimin said:

    I haven't updated OpenRCT2 yet as the network version hasn't changed since three weeks ago, so I don't have that cheat yet. I'll be setting back to the "correct" game date when the network version changes.

    Why do you have to wait for a new network version to update?

    • Like 1
  9. 16 minutes ago, L1011Widebody said:

    Hmmmmm... they seem to be more opaque, yes, but still somewhat transparent.

    You're right - I'd honestly never noticed that before. I don't think there's a way to make it completely opaque, but I couldn't be certain.

  10. 29 minutes ago, EternalSummer247 said:

    . It would be cool to have a row tile system when it comes to placing scenery. For example, when building a building, you could select a wall, control how many tiles in a row you want them placed, and then place them all in a single click. Hopefully, that makes sense

    I like the idea, but not the interface. I think click-and-drag would be better, so that if you hold ALT (say) and click and drag, it would show a wall between the two points, and when you release it would be placed. This is harder to implement, I acknowledge, but I think it'd be easier to use.

    24 minutes ago, EternalSummer247 said:

    couldn't we have total control over excitement, intensity and nausea ratings?

    There is already a cheat to set the ratings to whatever you want. The only caveat is, the game recalculates ratings frequently, so if you want your modified ratings to stick around, you need to stop the game from recalculating them. The way you do this is to create and test a ride that never completes the circuit (and thus never gets ratings). This blocks the game from calculating any more ratings, because it only calculates them one at a time. After that, you can set ratings for your other rides manually.

    • Like 1
  11. 7 hours ago, saxman1089 said:

    The only real multidimensional coaster put Arrow out of business, and it still wasn't that great... lol

    There are three real 4th dimension coasters. One built by Arrow, and the other two by S&S who still offer them, IIRC.

     

    They're hard to build in RCT2 because large coasters in general are hard to do well. I prefer to base designs on Arrow's concept layouts (which were much more modest in size) rather than what they actually built.

  12. Instructions are in this post. Essentially, you have to create a copy of RCT2's directory structure, and copy the RCTC assets into it. Also, it seems the sound assets also don't load in OpenRCT2, so you won't have any sound or scenarios. Personally, I would recommend just using vanilla RCT2, but if you already have Classic and don't want to install vanilla as well, you can use the RCTC assets with OpenRCT2.

  13. Just now, TCE said:

    Which doesn't seem like will ever happen unfortunately :(

    Wait, what makes you think that? It's been stated many times by the developers that this is planned for the future.

     

    I'm not actually sure if you need a new save format to increase the number of custom music slots - in fact, I'm pretty sure you don't, since those music files don't go in savegames, and I'm not seeing anything in a quick search of the code that would suggest otherwise. But if you wanted to make it so they did go in savegames, then that would need a new save format.

  14. 39 minutes ago, RaunchyRussell said:

    And are those diagonal brakes i see too?

    No, they're not diagonal brakes. It is diagonal track with lift chain, which looks a bit like brakes but doesn't slow the train. You can make the train slow down with a shoestring, but it's just more effort than it's worth to do that just for brakes, so I left them non-functional.

    40 minutes ago, RaunchyRussell said:

    Where did you manage to get that track type?

    It's rendered from a 3D model using a program I wrote.

  15. 4 hours ago, jharakal93 said:

    Yeah I have no idea what shell means.  Like I said, RCT isn't downloaded on Steam because it won't let me.  I do own the game though.

    A shell is a program that provides a user interface to the OS ... like bash or zsh. It's also often referred to as a command line or terminal. This will be the program that runs when you start a new terminal window.

    I don't use Mac OS, but according to this StackExchange post it can be found at Applications->Utilities->Terminal. This should spawn a window with a shell where you can run the above command.

    • Like 2
  16. 1 hour ago, jharakal93 said:

    How do I run 

    
    /Applications/Steam.app/Contents/MacOS/steam_osx -console

    You type this line into your shell and press enter. Note that this assumes the location of the steam executable - I assume this is where it installs by default (I don't use Mac OS) but if it's located somewhere else you should provide that path instead.

  17. There are instructions on the page I linked. It says you have to invoke Steam with the console enabled (by passing -console as an argument), and then type the following into the Steam console (not your shell):

    download_depot 285330 285331

    This should download the required files.

  18. 19 hours ago, jharakal93 said:

    I have no idea where the game files are.

    Search your filesystem for "g1.dat". This should be contained in a directory called "Data", and the directory that contains that (usually called "RollerCoaster Tycoon 2" is the one you want to select. If g1.dat doesn't exist anywhere, then you need to install the vanilla game first. Instructions on how to obtain the game files on Mac are available here.

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