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X7123M3-256

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Everything posted by X7123M3-256

  1. The project isn't dying but this site seems to be. It's not nearly as active as it used to be. Most discussion is on Discord now.
  2. Release builds are just snapshots of develop - the bug would need to be fixed in develop first in order to make it into the next release. This site is mostly dead and I don't know if any of the devs still check here regularly. If there is not an existing Github issue for this I would recommend creating one.
  3. The problem is not really the number of new sprites that are needed - the problem is the difficulty of creating sprites which match the existing ones. This has been done successfully for a few tracks so far, but it's difficult which means only the most heavily used track types are likely to get this sort of extension anytime soon. It would happen faster if there were more people working on it. The other problem is that even if the track pieces are added that doesn't mean the trains have the right sprites for them. The multidimension coaster trains will glitch badly if put on sloped banked turns. I think that adding new sprites to an existing train is probably almost impossible - or at least, I have no intention of ever attempting that and I don't know of anyone who has tried. So far, most of the new pieces that have been added only work properly with custom trains that have the sprites to support them, and this will probably remain the case until OpenGraphics becomes a thing. The heartline twister coaster trains can handle verticals and half loops, one of the few ride types that could have new pieces added that the existing trains could use. But it's such a niche (and widely disliked) ride type that I don't think it's likely to get this soon, although it's definitely feasible. The brake mode from the alpine coaster wouldn't work at all. With the alpine coaster, riders control the brakes and choose how fast they go - on the alpine coaster you cannot build uphill slopes without a chain lift because if you do, slow guests will get stuck (even a 5ft incline will cause the slowest guests to get stuck). On side friction coasters with a brakeman, they will only actuate the brakes when needed to prevent the train derailing - these coasters can and do still have hills. There has been some discussion about how this could work in game - one option suggested was to let you set a speed limit on each track piece. This would likely be a feature if a scenic railway ride type were added (the side friction coaster in game is based on Leap the Dips, which does not and never did have a brakeman). Assuming you're referring to an elevator lift, this is likely one of the hardest track pieces to try and implement, I really have no idea how it would work. This is a weird suggestion. For one thing, pneumatic boosters aren't really a thing. Sure, some S&S coasters have a pneumatic launch, but they don't work like the booster pieces - the train must stop, engage the catch car, and then launch. Also, I know that a lot of ride types have recieved boosters that shouldn't really have them, but I would point out that the hypercoaster never had any kind of launch, and if you're going to add boosters they should really be LIM/LSM like the others. There's already a search feature in the object selection and I think the scenery window as well now (can't check ATM). I doubt the other windows really need it but it could be added. Has existed for years. Used to be a built in feature but has now been moved to a plugin. Already exists for the ride and staff names. Making it work for signs is maybe feasible, I'm not entirely sure. Snow has actually been implemented already for quite a while. But there is no snowy climate - the "change weather" cheat is the only way to actually make it snow right now - and it has no effect on gameplay. I think this would be a good thing to see implemented properly.
  4. It depends ... are you able to extract the 3D models from this other game? Are you talking about implementing an actual new ride type (requiring changes to the game code) or a custom object. You could port just about any vehicle type to OpenRCT2 as a custom object as long as you are able to get the 3D models in a usable form, the exception would be those with complex animation such as RCT3's robocoaster. However flat rides objects are far more limited and you would very likely need modifications to the OpenRCT2 code to make it work, the same goes for any new track type.
  5. If someone makes it, sure. You could add it if you want. I definitely won't be doing that myself.
  6. The title sequence editor is now a plugin https://openrct2plugins.org/plugin/MDEwOlJlcG9zaXRvcnkzMzI1MDA3OTY=/title-sequence-editor
  7. The way booster speeds are handled is in need of a redesign as it's a holdover from the old save format. Currently, there are 16 possible booster speeds for every ride type, so the higher the limit, the further apart these are spaced. That's why you can adjust the junior coaster boosters in 2mph increments but the giga coaster boosters go in 8mph increments. The increment depends on the ride type, and can only be a power of 2 due to the way it works. This is a mess for a few reasons - changing the ride type also changes the speed of any boosters, ride types with slower boosters cannot be hacked to make them faster., and the speed limits only go in powers of 2 (you can't, for example, have a 75mph speed limit). Since the new save format we have had 8 bits available for storing booster speeds, this could be fixed so boosters work the same way for every ride. It would take 6 bits to allow the giga coaster to have the same increments as the junior coaster with the same max speed. The other two bits *could* be used to increase the limit beyond the giga coaster's current max. But I'm not in favor of this for two reasons. Firstly, the way boosters work, the acceleration actually drops off with speed - so by the time you reach 130mph, you need an absurdly long launch run to get much faster. It is not really practical to use boosters faster than the current limit. I consider this behavior a bug - but it's consistent with how boosters worked in vanilla, and it can't really be changed without breaking stuff. Secondly, I would like to use the extra bits for additional booster options - I'd like to have the option to have boosters boost in both directions, instead of only forward, or alternatively, to act as a brake in reverse. This would provide additional possibilities for shuttle and triple launch coasters that I think would be more useful than an absurdly high limit (bear in mind there's only one coaster in the world that exceeds the giga coaster's current speed limit - and it has a hydraulic launch not LSM).
  8. Chain lifts are not a separate track piece but a flag, so they can be enabled on any track piece. Brakes though are a special track piece, we can add more special track pieces for sloped brakes (which is very easy to do) but allowing brakes on every track piece would mean either adding a brake version of *every* track piece, or changing the way brakes work so they are a flag like chainlifts. When the new save format was under development I wanted boosters and brakes to be made into a flag like the lifts, but with the save format we ended up with, very little space has been left for new flags (I can't remember if there's any space at all), so this isn't easy to do now (most of the space got taken up for a track type field that still can't actually be used). I now think it would be better just to add separate pieces for sloped and diagonal brakes and leave it at that - it would cover most uses, although there are applications for brakes on any track piece.
  9. It's in one of SpaceK's content packs https://www.nedesigns.com/topic/34573/spaceks-custom-rides/ , I can't remember which one, it would help if the download page had a list of what rides each pack has.
  10. No, there is no way to save as .sv6 in recent versions of OpenRCT2. The ability to save as SV6 was dropped because with so many limits expanded, and many new features that only work in .park, it would be complicated to check if a given park is saveable as SV6 and it was deemed not worth the effort to maintain the functionality. If you want to save .sv6 files, you can use an older version of OpenRCT2 - the last release with the SV6 format was 0.3.5.1 https://github.com/OpenRCT2/OpenRCT2/releases/tag/v0.3.5.1. But you won't be able to open .park files in a .sv6 version of OpenRCT2 - there is currently no way to convert an existing .park file to .sv6 unless you add that functionality yourself.
  11. Already exists, was made by SpaceK. Could use an update to support the new pieces though.
  12. No new colors have been added to the actual palette, so palette editing is unaffected, it works exactly the same as it did before and all existing custom palettes will work with the new colors. The new options just map onto the existing palette colors, so you get more shades of the colors that were already in the palette.
  13. It is certainly possible, I don't think it's likely to happen anytime soon though. It's not something I plan to do and there's very few others working on new track sprites at the moment.
  14. You need to download the ZIP version, not the EXE. I mean, you might be able to run the EXE under Wine but using the ZIP will be easier if you are on Mac.
  15. Yes, it'd be a pretty straightforward thing to implement
  16. I don't know what you mean - Chris never made such a distinction, there's no such thing as a "zero G element" in the game or the code. I assume you're talking about special pieces that can give airtime. But there's no special treatment there, the game just adds up the total airtime and calculates the excitement bonus, if applicable, based on that. There's not a difference between a "zero G element" and an airtime hill as far as the game is concerned.
  17. > The "zero-G" ELEMENTS on this 4D Coaster are the In-Line Twists & Outside Ravens; the Looping Coaster possesses no zero-G elements at all, relying solely upon "Air-time Hills"; just FYI, 4D generates almost 3x the Air-time, compared to the Looper. To be crystal clear: both coasters have no zero-G rolls. The game doesn't distinguish between airtime generated by an airtime hill and airtime generated by an inversion. The game doesn't designate certain elements as "zero G", so I'm not sure why you're making this distinction. They don't, but that has nothing to do with the excitement calculation.
  18. Whether a train has sprites for a given element has nothing to do with excitement rating (and the zero G roll sprites don't exist in the original game, so if that was the deciding factor then no vanilla train would get an airtime bonus). Whether or not the excitement bonus for airtime is applied is determined by a flag in the vehicle's JSON file.
  19. I don't see where in the linked post it says that. The zero G roll elements did not exist when that post was written - the new track pieces were only added last year. The hybrid and single rail were the first ride types to get them and are still the only ones that have them available by default. All coaster ride types except the alpine coaster calculate airtime - whether or not an excitement bonus is applied for airtime is actually dependent on the vehicle type. In the vanilla game, the vehicles which don't get an airtime bonus are the ones with over the shoulder restraints, while rides with lap bars do. So the hybrid coaster does and absolutely should get an airtime bonus - it has lapbar restraints and those rides are generally very airtime focused IRL. The single rail is debatable - it has over the shoulder vest type restraints, which are somewhere in between a lap bar and a traditional OTSR. These didn't exist when the original game came out so there's no direct comparison in the vanilla game, and you could perhaps argue that it shouldn't get an airtime bonus, however it currently does.
  20. Go to the cheat window and enable arbitrary ride changes. Then change the dinghy slide into a twister coaster, build the helix, and change it back to dinghy slide. This will make the helix invisible, because the dinghy slide doesn't have sprites for it, but it will still function. You can then use scenery and/or other track types to build something that looks like a bowl. A common choice is to use the bobsled track, which does have helices. Here's an example of a park that uses this technique https://www.nedesigns.com/park/3559/splashdown-water-park/
  21. Custom rides are really just custom vehicles, there is currently no way to make a new ride type as a custom object, let alone entirely new elements like the bowl as a custom ride. There are a few waterslide vehicles for the dinghy slide out there, and you can build something approximating a bowl with hacks (i.e build a helix, make it invisible and decorate it). But a fully custom, functional waterslide ride would have to be added to OpenRCT2 itself.
  22. You can't really build a design that won't work unless you use cheats, because the alpine coaster will automatically place a chain lift on all uphill sections. If you have a very long flat section, you might find that the cars go very slowly and you get traffic jams, but in my tests I never had the vehicles come to a complete stop and fail to complete the circuit. It seems like the game won't allow vehicles to complete stop on flat track, they just get very slow. It does not have a test mode for the same reason the go karts doesn't - the riders control their vehicle and it won't work without them. Moreover, because every rider behaves differently, the test results without riders would not be representative of how the ride functions with peeps on board. The alpine coaster also doesn't calculate G forces, so guests will never find it too intense to ride (this makes sense because they control their own speed and can go as slow or fast as they want). In testing, I found that allowing the alpine coaster vehicles to dispatch without riders caused absolute chaos - the vehicle with no riders would proceed down the course at full speed until it hit the rider in front, whereupon it would stop dead and leave all the other vehicles stuck behind it. And it is not realistic because IRL the brakes default to the on position - if there is no rider to pull the lever, the car doesn't go. There is one situation though in which the alpine coaster cars can be dispatched without a rider, and that is if the station platform doesn't have an entrance. This allows you to build a split station where the guests board at the top of a hill and get off at the bottom, with the cars being returned to the top empty. Rides that don't work without peeps won't appear in the track design editor because you can't have peeps there - it should appear in the object selection when it is accessed via the cheat menu or in the scenario editor. When the alpine coaster was first added I overlooked this and allowed it to be built in the track designer, but it was useless as you couldn't test it, and therefore, couldn't save the design, so it was removed to avoid people building a design and then being unable to save it. I'd quite like for the alpine coaster and other rides that require riders to work to be available in the track designer somehow, but that would be a different project. The alpine coaster not being available in the track designer is consistent with the other similar rides. You can still save designs though - I just created a blank map in the scenario editor for that purpose.
  23. They're not available by default because the vanilla vertical drop coaster trains do not have the necessary sprites for them. However, they can be made available with the "Enable all drawable track pieces" cheat (and this was added a long time before the flying coaster pieces).
  24. The G forces are calculated completely wrong anyway, so the values given by the game are meaningless. The stat calculation could use a total overhaul.
  25. This is because OpenRCT2 currently still uses the old TD6 format for track designs, which cannot handle new elements. You can still save the park with the coaster in it, but if you want to save a track design you need to avoid using the elements which are not supported. Currently, this means the small and large zero G roll, medium half loop, and large corkscrew.
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