
X7123M3-256
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Everything posted by X7123M3-256
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What would be the point? That would involve redoing pretty much all the work that was done on OpenRCT2 to arrive at pretty much the same end result.
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No, that is what is commonly called a dive drop. A zero G stall is similar to a zero G roll, but instead of continuous 360 degree rotation, there are two half rotations, such that the train is not rolling at the apex. The second rotation may then go the opposite direction to the first. A good example is the zero G stall on Zadra Zero G stalls were first introduced by RMC and are very common on their coasters, though a few other manufacturers now also use them.
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That's a zero G roll, not a zero G stall. I was once planning to add zero G stall pieces but it never happened.
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No, no, and no. Guests treat transport rides as any other ride, they will not use them to help get where they're going and I don't believe that gravitate to them when tired. The only difference I know of is that guests who are "leaving the park" will still ride transport rides (a change made in OpenRCT2, to help prevent guests becoming trapped in areas of the park that are only accessible by transport ride). Taller rides can be seen from further away, that's true, I don't think tall rides help guests see other rides, though I'm not 100% sure of that. Underground does count, IIRC a certain percentage of tiles must be covered (maybe 40%?). I am not sure if covered rides are necessarily more popular in the rain than they would otherwise be, but uncovered rides are very unpopular in the rain.
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Yes. Do you have the expansions installed? This object is from the expansions.
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It's not a new track piece, it's a flag - which is why there's a cheat to put chainlift on every track piece, they didn't add hundreds of new track pieces to make that work (and also why there's no cheat to put brakes on every track piece, because those are separate pieces). All you need to implement this are the sprites. If you are looking to add lift sprites to a piece that the ride already has but doesn't normally allow lifts on, you can create these by editing the existing sprite, so there's no need to create 3D models or try and get shading to match like you would have to do for a new track piece - you just need to take the existing sprite and draw a lift on it (exception would be the looping or bobsled coaster, whose lift sprites look completely different from the non lift pieces). I'm pretty sure spiral lift sprites for the wooden coaster might already have been tried by somebody ... I vaguely recall seeing something like that. But I'm pretty sure it was adding lift sprites to the standard unbanked sloped turn pieces (like the junior coaster has) - the actual spiral lift piece, which has a shallower slope, would be a lot harder to make sprites for because that would have to be made from scratch. This is an issue if you're looking to create new sprites for a vanilla ride type that has yet to get any new pieces (or has new pieces that were hand drawn, like the log flume). Ride types that were created for OpenRCT2 or have already had new pieces added by me, are easy to make new sprites for since you can just use the same models. In particular, any newly added track piece can be easily be made available on the giga track now. The LIM coaster is a bit iffy, because have a model but it doesn't match on diagonals, so I think a better one is needed to give the LIM track any new diagonal sprites. No, it's not easy. You have to create new paint code, and getting it to draw correctly without glitching takes a ton of trial and error, I think it's actually usually a lot more work to get a brand new track piece working on one of the OpenRCT2 specific ride types, than to add an existing track piece to a vanilla track, but it does depend on the track piece you are adding (e.g sloped brakes would be a very easy thing to add, like it would probably only take an hour). No, they don't show because the sprites don't exist to show
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BE Electric Fields (my own take on Electric Fields) DOWNLOAD
X7123M3-256 replied to BEplayer's topic in Parks
This error occurs if you already have an older version of the Intamin LSM train installed. Just deleting x7.ride.lsm_launched_coaster.parkobj from your object folder should allow you to open the park (if it's exported) - or else you can get the latest version from here https://x123m3-256.github.io/RCT2/CustomRides/index.html -
Custom Scenery "Object not Found"
X7123M3-256 replied to cherryaire's topic in Problems, Bugs and Feedback
No. A scenery group is just a list of object names, and each of those objects has their own .DAT or .parkobj file. One object can belong to multiple scenery groups, and often scenery groups are not made by the person that made the objects. It's quite common for people to create their own scenery groups to organize their object collection. If you have a scenery group installed, but you don't have the objects it refers to, then you'll get this error when you try to select it. When parks are shared to on sites like NE designs, it's common to remove the unused objects to reduce the file size. So downloading that park will give you the scenery group, but not necessarily all the objects it refers to, only the ones that were used in that park. Downloading a scenery group directly from the NE database would be another way this could happen. -
Giga Coaster Train Behaviour.
X7123M3-256 replied to ExCrafty's topic in Problems, Bugs and Feedback
Of course there is, the vanilla giga coaster trains do not have sprites for vertical pieces, inversions, or diagonal banked slopes, because the giga coaster did not have those pieces in vanilla. So it falls back on the sprites for steep slopes because those are the closest available. The way it's supposed to work is that the new pieces are not meant to be available unless the "enable all drawable track pieces" cheat is on or you are using a train which supports them. But I think there's a bug where some of the new pieces are available without cheats when they shouldn't be. The only new pieces which don't require any new sprites are the medium half loops, which will work with trains that can do regular vertical loops, large corkscrews, which will work with trains that can do regular corkscrews, and the unbanked diagonal sloped turns and diagonal brakes, which work with any train. The other new pieces all require a train that was specifically created with sprites for those elements, such as the hybrid or single rail train or one of my custom trains, in order to work without glitching. -
Custom Scenery "Object not Found"
X7123M3-256 replied to cherryaire's topic in Problems, Bugs and Feedback
That probably means you've installed the scenery group but not the objects it contains. If they're legacy .DAT paths they show up in a different tab. -
Bug: Not able to save custom track design
X7123M3-256 replied to andy55699's topic in Problems, Bugs and Feedback
The following pieces are new and will not be saved in track designs: Diagonal brakes Large corkscrews Medium half loops Zero G rolls (small or large) Diagonal banked sloped track Large 45 degree sloped turns The large half loops on the flying coaster also won't save, but only on the flying coaster - large half loops on all other ride types will work fine. -
Help and tips for a noobie like myself?
X7123M3-256 replied to ShawnRUGAME's topic in General Discussion
I don't understand what you mean. OpenRCT2 requires the base game assets to play - if you are able to play it then you have it set up correctly. It searches common install paths so it will often locate the base game automatically. If you have both RCT2 and RCT Classic installed, I don't think it makes any difference which you are using. -
The program I use is available, but undocumented. Another option is Oli414's Blender plugin. I don't recommend following AE's tutorial or using any of the older tools recommended - the process he uses is needlessly laborious, the tools used very limited in their capabilities (and he doesn't seem to understand the difference between limitations of the tools and limitations of the game), and some of the things he suggests doing will result in lower quality output. But it might be worth reading to get an overview of how rides work in the game.
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Well, yes, you could still make your own version of OpenRCT2 that does not have them if you want. The cheat menu can be disabled in the options window but there is no option to disable the fast forward button I don't really know why you'd want to do so. It's in OpenRCT2/sequence The .parkseq files are ZIP files and you can extract them to get the park files
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Editing Default Ride Entrance and Exit Sprites
X7123M3-256 replied to Jager-Nightingale's topic in General Discussion
You can make custom entrance and exit styles, but I haven't seen many people doing so. There is a command you can run to extract the base game sprites so you can edit them, but I can't quite remember what it is. I would suggest asking on discord because this forum isn't very active these days. -
[09dc6b on develop] Scenarios can't be unlocked
X7123M3-256 replied to Foxbox's topic in Problems, Bugs and Feedback
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. -
[09dc6b on develop] Scenarios can't be unlocked
X7123M3-256 replied to Foxbox's topic in Problems, Bugs and Feedback
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. -
Set of suggestions - Background, Underdeveloped Coasters, and UI tweaks
X7123M3-256 replied to Nat's topic in Ideas
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.- 1 reply
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Question About Rides From Other Simulation Games
X7123M3-256 replied to GMaynard's topic in Custom Content
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. -
If someone makes it, sure. You could add it if you want. I definitely won't be doing that myself.
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Can you still create your own title sequence?
X7123M3-256 replied to Wollie's topic in General Discussion
The title sequence editor is now a plugin https://openrct2plugins.org/plugin/MDEwOlJlcG9zaXRvcnkzMzI1MDA3OTY=/title-sequence-editor -
Unlimited booster speed, or significantly increased maximum
X7123M3-256 replied to vinesco's topic in Ideas
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).- 1 reply
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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.
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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.
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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.