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X7123M3-256

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Everything posted by X7123M3-256

  1. As far as I'm aware, you can't. OpenRCT2 doesn't save cheats when you exit, so you'll need to enable them each time you start the game.
  2. In the top right corner of the object selection there's a button marked "filter". If you click it, you'll get a dropdown menu - ensure that "Custom" is checked. If it isn't, custom objects won't appear in the object selection window. If the object is showing as selected in the object selection but still doesn't appear in the scenery window, check the inventions list. If you already have a lot of custom items selected and they're all in the miscellaneous tab, it may be that you've hit the limit on how many objects can be displayed in one tab (I'm not sure what that is, but I'm pretty sure there is one).
  3. In OpenRCT2 it does. So there's no need for a track merge here - just change the ride type to twister, build the corkscrew, then change it back. (It'd be nice if we had a "show all track pieces" cheat to avoid the need to do this, but we don't). This is quicker, doesn't consume an extra ride slot, and doesn't interfere with the block system. But, if you want to know how to do a track merge anyway (as it is often necessary), you first build the two tracks you want to join. Then, you select the piece behind the joint, and build forward with the same track piece as the next section of track, so that the two track pieces overlap. I have a video of this process here. You will need to do something a bit different if you want block sections - see here for details.
  4. I don't think this could ever work (it is certainly not possible unless we get a new object format). The developers want to keep the ability to use vanilla assets, so even if we introduced replacement sprites I doubt they would want to add extra view angles, as the vanilla graphics don't have the sprites for them. I'm not sure what this means. It sounds similar to the cut away view?
  5. I decided to muck around with my track renderer a bit: It's a bit of a mess, because I just took the RMC track and swapped the model without adjusting any of the other parameters. I have not yet found out where you can adjust the elevation of the track above the station platform, which would be needed to do this properly. Nonetheless, it's an interesting experiment.
  6. This cannot be done without a new save format. Loading saved tracks is not supported in multiplayer, so there's not much point having a moderation setting for it.
  7. That's not quite how it works - a park is either paid admission or paid rides. If it's paid admission, you can't charge for rides, even if the entrance price is set to "free". If you want to make the park into a pay-per-ride park, type "set pay_for_rides 1" into the console. If you want to charge for both admission and rides, you can use the "Unlock all prices" cheat from park tab of the cheat window. It's not a bug, it's expected behaviour. The status of cheats is not saved in the save file, because the SV6 format has no support for saving cheats because vanilla doesn't have any cheats. The cause of this confusion seems to be that OpenRCT2 enables "unlock all prices" automatically upon loading an SV4 file, so people don't realize the cheat is turned on and/or that it isn't part of the save file. But if you save that park as SV6 and reload it, the game has no way to tell that it was originally an RCT1 park, so you must enable the cheat manually if it isn't already on. If you do not intend to charge an entrance fee, it would be better to switch the park to a pay-per-ride park because then you don't need to have the cheat turned on.
  8. Uh... what's the point of this post? Are you asking how to use it or just telling everyone that it exists?
  9. Good catch, I never noticed that.
  10. I have never had problems with track merging. It is a hack but it's a very reliable one. In any case, there are only two ways a tool like this could work - either to do the track merge for you, or alternatively to make the selected track piece invisible and zero clearance the desired track piece over the top. Any problems caused by these hacks would also be caused by this tool. So would your idea. You can only have one track type per ride; it's impossible to have multiple on a single ride. There are several side effects from a cheat like this that I don't think you've thought through. Let's suppose I paint a track piece with another track type. A new ride would then have to be created and this ride can't be distinguished in any way from one the player placed. If I go to paint another track piece, it doesn't know a ride was already created. There are two options: you could scan the ride list for an existing ride of that track type. This would create a minimum of extra rides, but it has side effects - if that ride is demolished, then the player would inadvertantly demolish all the merged track pieces that they may not realize belonged to that ride. So you would probably have to create a new ride for every track piece you paint, which will fill up your available ride slots very quickly. Also, what happens if you paint a track piece with one track type and then again with another? If you've created a seperate ride for every track piece, you could safely implement this by changing the track type of that ride. But if the park also contains a merge done manually, that's going to have the side effect of changing every other track piece that used that ride. You would end up having to scan the entire map to check that a ride is not used elsewhere first. You cannot use the mouse to select an invisible element. You would have to enable height marks on ride tracks and click on the mark.
  11. Easiest way to get them is to download the Xtreme97 workbench from here, but it includes a bunch of other scenery objects as well. The alternative is to download objects individually from here, but it's a bit of a pain to search. I am aware of another catwalk object besides the one in that workbench, but I've found it to be quite glitchy. Another popular choice is to use 4th dimension or wooden coaster track as a catwalk - for which you don't need any CS. It's technically possible to do this. However, it would consume a lot of scenery slots, and they are already quite scarce to start off with (especially for large scenery). This tends to be a bigger concern for people than cluttering the rides list, so I am doubtful that anyone has made a comprehensive set. What you can do is prefix the names of rides which are not intended to operate with the letter "z", since this causes them to be sorted at the bottom of the ride list below all the actual rides. A quick browse through the NE database reveals that someone has made the train tracks into scenery items. I'm not aware of this having been done for any other tracks - you could but unless you're not using much other custom scenery I wouldn't advise it.
  12. My rides should work fine in OpenRCT2. In fact, they were developed and tested with OpenRCT2 so I'd be more concerned about whether they work with vanilla (they should do, though). There's no reason this can't be done. But this means creating new sprites, and creating sprites that look good and go well with the existing ones is very difficult. I did this for the Intamin track, but the result just looked terrible (see picture). Upon closer inspection of the sprites, the lighting makes no sense and I've given up on any further attempt. Impossible without a new save format. Also, even when we do have a new save format, this requires more than just track sprites - any rides that are to have the new elements would also need additional sprites (unless the new elements are just resized versions of existing ones). In practice, this means that the new elements wouldn't be available on default coasters, at least until we also have a replacement graphics set that can be extended more easily. These already exist.
  13. It's been said many times before when this question has been asked: the original RCT1 path system isn't supported by the SV6 file format. When a new file format is implemented (which probably won't be any time soon), then all the RCT1 features can be added back in (my understanding is that that is planned). But at this point it's not possible. You can already do this. This isn't an OpenRCT2 feature; it was present in vanilla and always has been.
  14. The machine you forward the port to is the one that's running the server (nothing needs to be done on the client side). Check that port forwarding is turned on for port 11753 and that the IP address entered is the correct local IP for the machine that's running the server. You can run "ifconfig" (or "ipconfig" on Windows) to find out your local IP address.
  15. The darker red means the server is offline or unreachable. Check that you have entered the correct IP address for the server, and that the server host has forwarded the correct port to the correct machine (if you are not on the same LAN). If it still doesn't work, check to see if there are any firewall rules that might be blocking it.
  16. Once a cheat is activated it stays activated until you turn it off or close the game, but the status of cheats isn't saved anywhere. Every time you start OpenRCT2, all cheats are turned off. I don't think there's currently a way to set cheats to be on by default.
  17. X7123M3-256

    Cheat ideas.

    Interesting, I never noticed that. It might be possible to implement a cheat to disable that.
  18. You can also skip the wall and just use the tile inspector to disconnect the paths. Also, if you want to have benches arranged in groups of four (like they're sitting around a table), you can disconnect all the path edges and leave the diagonals connected (this can make guests get lost so you might have to reconnect some paths to fix it).
  19. X7123M3-256

    Cheat ideas.

    Which rides can crash on sharp turns? I can't think of any, even those that really ought to like the bobsled. There is a cheat to make guests ignore intensity ratings. I don't think there's a cheat that forces guests to ride everything they come across though.
  20. Those are the game's installation files. If you have already installed the game, you need to find where it was installed to (searching your filesystem for rct2.exe may help). If you have not yet installed the game, you need to do so before you can start OpenRCT2. To do that, you can either run the installer (Autorun.exe), or, if you're not on Windows, you may prefer to use a program like innoextract to obtain the needed files from the archive. You should end up with a directory that contains rct2.exe and several subdirectories. You should point OpenRCT2 at this directory and it will expect to find g1.dat in the "Data" subdirectory. Don't rename random files to g1.dat - this will not help and may break the installer if you try to run it. If you don't see g1.dat you're looking in the wrong place; it does not go by any other name.
  21. Are you trying to import a hypercoaster or a corkscrew coaster? Hypercoasters can't have the corkscrew piece. If you have "select rides by track type" enabled, then the hypercoaster and the corkscrew coaster are grouped together, so you will be able to build the layout with inversions but you will get this error if you try to open it with hypercoaster trains. If that's the case, change the train type to the corkscrew coaster and you will be able to open the ride (assuming it's available in your scenario). IIRC, there isn't a cheat that will allow you to run hypercoaster trains on a ride with inversions (unless you merge it), which is unusual as you can do this with almost all other trains. This behaviour should probably be changed.
  22. This isn't a hard limit, you can deselect those categories and use them for something else if you want to (but I think you'll have to use ParkDat because OpenRCT2 doesn't let you).
  23. Yes it is. It's just that not many people actually play it on mobile because the UI is difficult to use with a touch screen. OP is probably talking about RCTC.
  24. You can create a custom scenery group. However, I believe there's a limit on the number of items in a scenery group (though I'm not convinced that limit could not be removed - I think it's tied to the UI code rather than the save format). Putting every scenery object you use for a park in a single custom group is therefore unlikely to work. You could, however, have several groups - a group for roofs, a group for landscaping, one for supports, etc. If you want to use the same selection of scenery every time you start a new park, I would just create a blank map with that scenery selected and use that as your starting point.
  25. Wait, you rant about people ruining others work and insult the developers, then you log onto a server and trash it? What point were you trying to prove? That you're exactly the type of person you're complaining about? This is already the case. You have a keypair generated for you. The server admin can configure permissions based on your key and your username is tied to that. Once you've been assigned to a group, another user can't log on with your name. If you try to log on with a username that's already in use, you'll be renamed. This will persist even if you're not currently connected to that server (try to log onto the NE server as X7123M3-256 and you'll see what I mean). You can read more about the authentication system here.
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