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X7123M3-256

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Posts posted by X7123M3-256

  1. On 11/2/2017 at 23:52, TCE said:

    Yes, exactly what happens. I build something, a put a roof in for example, I click the next view, and it's flying 5ft away from where I put it.

    Yeah, this doesn't sound like a bug - it's just impossible to judge depth in this projection. The scenery object can look like it's in the right place and not be. Sometimes I actually place markers on the ground level to mark out where specific support pieces are located, so that others can be positioned next to them. Frequently rotating the viewport when building tricky scenery is pretty much the only solution.

     

    And if building lots of pieces at the same height, always use CTRL and not shift. Once you constrain your building to a single plane, this problem disappears (as long as you get your first piece in the right place, of course).

    • Like 2
  2. 1 hour ago, TCE said:

     Everytime I put a piece of scenery down, I view to the left and so, and see that same piece floating in the air miles from where I originally put it. 

     

    By "view to the left" do you mean rotating the view? As in, the object appears to be in the right place from one perspective? Since RCT2 is in an orthographic projection, it's impossible to judge depth from a single angle - so it's very easy to misplace scenery when you build from one viewpoint only, and only notice when you rotate the view. I find this happens a lot when building supports.

    • Like 1
  3. I extracted the RCT1 sprites and put them into an RCT2 object file. The process is fairly straightforward, if tedious. The sprites are in the same format, but the RCT1 sprites are in a different order and must be manually reordered to match what RCT2 expects (you could probably automate this process, but it's not really worth it). @Gymnasiast sent me video of the actual RCT1 trains so I could adjust the spacing and friction to match.

    The awkward thing is that RCT2 expects 32 angles of the train, whereas RCT1 only provides 16. I worked around this problem by simply doubling up on the RCT1 sprites, but it does result in some minor visual issues on turns. I am hoping that if a new object format is implemented, it will fix this because I think @Gymnasiast mentioned better support for RCT1 sprites as a possibility.

    I also did the RCT1 ladybird trains but they weren't used on this ride.

    • Like 2
  4. 15 hours ago, Wuis said:

    @Przemek I want to alert you of the fact, that the introduction of the Anaconda coaster requires you to have the expansion pack ( or atleast the one those decorations and train type is in).

    If you don't want to pollute your object folder with those awful objects, but still want to view the park, you can use ParkDat to substitute the expansion object with something else. Since most coasters from the expansion packs are just shitty reskins of existing rides, there's usually a convenient substitute available. I'm not sure how well this works for scenery; it'll probably glitch but it should allow the park to open.

     

    In fact, since expansion objects won't export, it's entirely possible to edit the park without having the object. You'd need to swap the object to open it, but you can then swap it back afterward because the file doesn't have to contain the actual object (I don't think ParkDat will do this though, you'd have to do it manually).

  5. RCTC uses different file extensions and different save formats in many cases, so it's possible that the file is called something else and/or is located in a different directory (I don't have RCTC so I don't know if that's the case here).  As I understand it, OpenRCT2 should be able to load assets from RCTC but not scenarios.

     

    2 hours ago, adt said:

    I was led to believe by the steam site that RCT classic is RCT1 & RCT2... but I am starting to think that it is just RCT1 with some of the maps from RCT2...

    It's the other way around, RCTC is an RCT2 port with some of the maps from RCT1. It doesn't contain RCT1 assets nor any RCT1 features except for the boosters (which are also implemented in OpenRCT2).

    • Like 1
  6. On 10/9/2017 at 18:00, Deurklink said:

    So how do the physics work with 2 half cars? What speed will it have?

    The game considers the cars as one train so it sums up the forces on each car as if they were still connected. If you have half the train on a downward slope and half on an upward slope, the net acceleration is zero. It is of course stupidly unrealistic to use it in that way - normally, you only split off one car so that the effect on the physics is as small as possible, and you use that extra car to speed up and slow down the real one when you need to. It's useful if you want brakes/launches/station platforms on diagonal or sloped track, and you can get a triple launch this way as well (though I think you can do that much more easily with boosters now).

    • Like 1
  7. If you want the trains to actually sync at the top of lift, that's going to be a bit awkward. You can't do this with two seperate tracks, you can only do it if you have one continuous track set up as a Mobius loop. You then need to have one train wait in the block at the top of the lift, with another block just at the rear so that both blocks are occupied by the one train. As soon as the first train moves off the top of the lift, it will clear the previous block and that allows the other train to move. You can get trains to sync at any point in the layout this way - the prebuilt "Great White Wail" has trains synchronized in the loops.

    But, to put a block midway down a lift is awkward - the only piece that counts as a block is the top piece, so you would have a bump in your lift. You could alternatively have a flat section with brakes at the top, which you may get away with on some layouts but otherwise looks awkward.

    What I do is sync the trains with brakes at the bottom of the lift - if the lift hill speeds are set the same (which they have to be if it's only one track), then they will still be synced at the top - but only if they don't have to wait there. If you want them to wait at the top and yet remain synced after, and don't want to put up with an awkwardly shaped lift, I can't think of any solution (other than a shoestring which is massive overkill for something like this).

    • Like 1
  8. 16 hours ago, jensj12 said:

    Is there a way to put rollercoaster cars on a miniature train/tram track, in such a way that the train moves as if it was a tram?

    What @Broxzier said is correct, you can't make an unpowered vehicle powered. But I believe that @Spacek found that the mini helicopter trains contain an invisible powered car. You could add that powered car to your coaster train, and it wouldn't look any different because the additional car is invisible (you might have to make sure the powered car is at the front of the train for this to work - I have not tried it yet so YMMV)

    • Like 2
  9. The pieces have definitely not been removed - I just updated to the latest develop and I can still load this park. You do now need the arbitrary ride type cheat to build with them, whereas you didn't when I built this, but they're still there. I assume this was changed because the default trains don't have appropriate sprites.

  10. AE's Tilted Whirler, and most other flat rides, do not have individual vehicles. The ride is all one sprite. You can have up to three colorable regions per sprite, but no more than that. For rides that do have individual vehicles, you can already paint them seperately.

    Even if support for more remap colors was added (which would require a new file format), you couldn't add enough to support what you suggest, because there's not enough room in the palette. To paint 9 seats with 2 colors each you'd need 18 remap colors. One remap color requires 12 palette slots and there are 256 available (some of which are special and can't be used as remap colors).

    And even then it could only be used with new rides - you can't easily change the paint scheme of an existing object like AE's without remaking the whole thing, since we don't have the original models to render new sprites from (unless you want to go through every frame of animation and change the colors by hand, which is definitely possible but very tedious.).

    The only way around it would be to redesign the ride so that it does consist of seperate vehicles. But right now, flat ride behaviour is all hardcoded. You'd have to either add a new hardcoded ride type or implement a new object format to support it.

    • Like 1
  11. That's strange - I'm able to copy and paste the list just fine. But failing that, you can copy down the names manually. It's tedious if there's a lot of objects missing, but if you have a lot of missing objects then downloading them all is going to be tedious anyway.

    It's a good idea to make sure "export plug in objects with saved games" is selected, so you avoid this problem in future. It causes all custom objects to be included with the savegame, which inflates the filesize but it ensures you'll always be able to load it.
     

    • Like 2
  12. Certain fence objects have these sloped sprites so that they can be built on sloped terrain. The easiest way to place sloped fence pieces not on sloped ground is to use the tile inspector, which allows you to directly adjust the slope of objects that support it.

    The old way of doing it was to raise the ground to the point you wanted to build the fence, place the fence on the sloped ground, and then lower the ground with zero clearance enabled.

    • Like 2
  13. I have no idea how you're charging $300+ for park entry because I've never seen a scenario where the guests spawn with that much.

    On 8/6/2017 at 18:59, IceKnight366 said:

    And I don't know about you, but I don't think I've ever had even one month, even with advertisements, where 50 people entered my park in one month.  A

    The park has a certain capacity, and once it is maxed out, the only way to get guests in is to have existing guests leave or to expand the park. Both strategies are viable, but you don't get as much income as you would in a pay-per-ride park. Pay per entry parks are challenging - the game is not "broken", these scenarios are just harder. Plenty of people have completed them nonetheless. You can use the cheat to switch to pay-per-ride if you want to make them easier.

     

    If you want to make changes that the devs don't want to merge, you're free to make your own fork of the game and implement whatever you want. I have one for experimenting with custom track styles.

    • Like 2
  14. 1 hour ago, SpiffyJack said:

    the simple reason that unless the this type of ride can be recognized as a transport ride and a ride to be used for as such, then the cars will seldom fill with peeps using it for the purpose which it was designed.

    Depends on the scenario and peep intensity preferences. Peeps never use transport rides for transport, but peeps preferring gentle rides will ride them anyway. Also, covered rides are popular in the rain. The steam trains and monorail can carry far more than 16 passengers (the monorail has the highest per-train capacity in the base game),  and those don't run almost empty because of it.

     

    1 hour ago, SpiffyJack said:

    Can the ride be designed with an elevator car, then changed to a standard enclosed tram car and still retain the 16 count? I haven't played with that thought yet, but now i'm curious. 

    I don't know what you're trying to achieve by switching the car to the tram cars - IMO that would look worse than the elevator in this situation. But in answer to the question, if you switch the car type using the in-game cheat, then you also change the capacity. The cheat doesn't let you set them independently. If you modify the vehicle structures directly, you can specify whatever capacity you like (no idea what happens if you set a higher capacity than the train has sprites for, but the trams don't show sprites for peeps anyway so you should be OK).

    • Like 2
  15. This is the sort of thing where I would prefer to use a custom ride, but then I tend to use those quite heavily. I think the elevator car looks a bit big to be a chairlift car. You could try a middle monorail car, but I'm not sure that's much better.

    1 hour ago, Sp0ngeb0b said:

    I haven't found a proper way yet to instantly hide ALL track parts by the click of a button.
     

    Change the track type to crooked house. This will make the entire track invisible.

    • Like 2
  16. Could be it this one? This was the first shoestring coaster I posted (and I've only posted two). It's a bit of an unusual example because I made the splitting and recombining part of the ride, instead of hiding it underground as you would normally do. It's probably the most unrealistic ride I've ever made.

    23 minutes ago, jensj12 said:

    I haven't even thought of shoestring coasters where only one part of the train is used

    If the train is all in one piece it's not a shoestring, just a merge. You split the train, but usually you only have one part of the train visible - you'd hide the other, and use the second track to place track pieces that can't be placed on the main track, like the diagonal station and brake run in the Silberpfiel above.

    • Like 3
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