
X7123M3-256
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Everything posted by X7123M3-256
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There's already quite a bit done on this. Server operators can set permissions for users to do specific things and few now allow people to build without prior approval. This seems to have cut down on the trolling - at least, I've not noticed any on the NE server where I've spent the most time. There isn't anything that can be done to prevent those with malicious intent from connecting to servers entirely, as unfortunately most clients aren't RFC 3514 compliant. Looking at the Github history, the OpenRCT2 devs are committing almost every day. That's a lot more than I've done and I suspect it's probably more than you've done as well, so I don't know on what grounds you accuse them of being "lazy". If you want something implemented, you're free to submit a PR yourself.
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@Tune is right - flipping a sprite in screen space is not equivalent to flipping it vertically, you are reflecting it in a plane parallel to the viewport. There is not enough information in a 2D sprite to mirror it vertically - for example, if you wanted to mirror a cube, the bottom surface would now need to be on top. But the bottom surface isn't in the sprite because it is hidden. The lighting would also be mucked up as @Broxzier pointed out. I would just make two versions of your object. Maybe if we get a new file format, there could be the option for a single object file to include sprites for the mirrored version.
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I'd suggest actually starting on the project before asking for contributors - I don't think people are likely to want to contribute to a project that doesn't look like it's going to go anywhere, especially when you've explained nothing of what you're trying to achieve or why you're doing it.
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There isn't really anything to figure out here. The only mechanism RCT2 has for animating scenery based on the passage of a ride is the doors - so that's how you do it. If the scenery item you're trying to make can't be made as a door, then it can't be done in RCT2. A portal should be something you can make though - assuming you only need a few frames of animation. Like flat rides, there are severe limitations and lots of things aren't possible - it's better to first look at what you have, and then think of things you can do with it. For example, I think you could make TTD style traffic lights for launched coasters that change to green when the train launches. Manta style splash effects are also a possibility. If you really wanted , you could use a shoestring to shift the trigger point (so it animates before or after the train actually passes) and remove the restriction that the scenery be placed directly on the track. With that, I reckon you could potentially make crude but working dive machine splashes, anti-rollbacks or fire effects. This might be getting into the realm of "you can technically do this but nobody is going to bother" however. If you want a train to go through and not glitch, it needs to be a door, regardless of whether it's animated. Door sprites are split into left and right halves precisely because they are intended for trains to pass through. Path banners are also split like this, but I don't think you can remove the scrolling text so a door is your best bet.
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If you do not yet know what you intend to implement, why are you so sure that you want to start a separate project? If you decide to start from scratch you're in for a lot of work. Of course, there are situations in which that's something you'd want to do, but I would expect to have a good idea of what I'm trying to implement before deciding the best way to implement it. Even if you're set on starting an independent project, I'd suggest you could benefit from contributing to OpenRCT2 (or FreeRCT) anyway, because as a beginner programmer you're unlikely to be able to implement a complete game on this scale right away, and working with the existing codebase will help you gain familiarity with how a game like this goes together. Also, remember that OpenRCT2 will be getting a new save format in future and then some of the restrictions we have now will be lifted.
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Are you intending to fork OpenRCT2 or start from scratch? And if the latter, why?
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I googled HEUR.AdvMLB and it had this to say: So it thinks OpenRCT2 is suspicious for some reason but it's not matching against known malicious code. I think it's more than likely a false positive, but I'm not sure how you could conclusively check. If you're using the launcher it's probably downloading a new copy of the game every time it finds the old one missing. Another possibility is that the problem file is one that OpenRCT2 will recreate on startup, but I'd find it very odd if anything other than the executable would trigger a warning like this.
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No, the ride type that matters is the one for the ride whose ratings are being calculated. Track merges don't change that, they just redirect the trains onto track belonging to a different ride. Merges will not affect ratings, but increasing the speed will (though not to an extreme degree unless you make it ridiculously fast). It may be nothing to do with the splash boats. Ratings are queued up and calculated sequentially - if you have a ride somewhere that has not finished calculating the ratings (usually because the trains are stuck and not returning to the station), then no subsequent rides will get ratings until it has done so.
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You can reduce the autosave frequency or turn autosaving off altogether in the options window. Yes, use the object selection from the debug menu. Yes it was - ParkDat does this.
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Yes, this sounds like a bug. Those pieces definitely should not be available on this ride. Ordinarily, you can work around track piece restrictions using arbitrary ride type changes, but that does not seem to work here. I doubt the ride would actually complete a circuit without crashing if you did this. It is probably possible to put the pieces on the ride somehow but I don't think you'll make it work. If you want an elevator lift, use normal vertical track pieces with a chain lift. The rafts will tilt up as they climb them (though not at a vertical angle, because they don't have the sprites for that), but it's the closest you'll get if you want it to function.
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5G is high but still reasonable. It can cause people to pass out (this happens occasionally), but it will not kill people. However, that ride is way too undersupported for it's size. Also, that's a few too many twists on the way down, I'd stick to one.
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This is a feature of vanilla and hence of OpenRCT2. It can be turned on and off via the "Landscape Smoothing" option in the paint tab of the options window.
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There's no need to rebuild the game, just g2.dat. OpenRCT2 can handle conversion to the appropriate palette so you just need to make sure the image is the correct size.
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If your park is compatible with vanilla RCT2, it should be compatible with RCTC. I don't know how launch pieces are handled - they will not work in vanilla RCT2, but RCTC has them and I think OpenRCT2 implements them the same way, so they might work (I can't confirm this though).
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That is the correct folder The directory you should select is "RCT2 Triple Thrill Pack" not "Data".
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Could you please quote the actual error message? Even though in this case I know you mean g1.dat, it isn't very helpful if you don't tell us what the error actually says. This error means the directory you selected was not the right one. The correct directory to select is the one that contains the rct2.exe executable, usually called "RollerCoaster Tycoon 2". Inside that directory there should be a subdirectory called "Data" and inside that should be g1.dat. A common mistake is trying to select the installer executable or the OpenRCT2 folder.
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Yes, it affects the ratings, because the ratings are calculated differently for different ride types, and you are changing the ride type (not just the track type, as it's not possible to set that separately). All that cheat does is set one byte in the ride structure (here's the implementation) If you're changing a tracked ride to a flat ride type, I wouldn't expect sane rating calculations - flat rides are really an awkward hack in RCT2, implemented as a special case of tracked rides with almost entirely hardcoded behaviour. Most flat rides have very little you can customize, so the rating calculation is very simple. As far as I can tell, the only thing that will affect the ratings of a crooked house is the vehicle type and (strangely enough) the air time. This is all in ride_ratings.c if you want the details.
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If the vehicle you're using doesn't already enable those pieces, yes (or check "select rides by track type" which disables all vehicle specific restrictions).
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It changes the ride type. That's literally all it does. Anything that is different for different rides will be changed, but the most prominent thing is the track style and that's what most people use this cheat for. Another use of it is as a workaround for the lack of a "disable track piece restrictions" cheat - for example, if you want to build inversions on the vertical drop coaster, you can change the ride type to twister, build the element, and then switch back to the vertical drop coaster. The reason crooked house makes the track invisible is because it's a flat ride and doesn't have any track sprites. In OpenRCT2, you can build any track piece on any ride but that doesn't mean there's sprites for all of them - any track pieces not included will be made invisible (in vanilla, it was a bit different, most uses of missing track pieces would crash the game and crooked house was an exception). Yes it is. With OpenRCT2 we can see exactly what these hacks do.
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Several people have already mentioned that you have to disable clearance checks to place the table on the path. But to make a table peeps can sit at, you also need to place benches on the path - and the benches don't show if the path is connected to other path. So to place a table in the middle of a larger area of path, you should go into the tile inspector and uncheck the connections on the edges, but not on the diagonals. This way, peeps can still access the tile but the benches will appear. Note that this confuses the hell out of the guests, and you may have to break additional links to prevent them endlessly walking in circles.
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As @imlegos said, you have to enable "Allow arbitrary ride type changes" in the cheat menu for that command to work. It wasn't that way before, and I don't know why it was changed.
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I would start by downloading the Xtreme97 workbench if you want a decent selection of scenery.
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There's over 12000 objects in NE's database, not all of which are used in any park on NE, and I know of some objects that aren't included in that. So yes, there's plenty of CS you're unlikely to get by downloading parks alone, but unfortunately, there really isn't an easy way of finding what you're looking for.
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how do i prove to people openrct2 isnt a virus
X7123M3-256 replied to Ryelow's topic in General Discussion
No, "reproduce itself" does not mean "writes files". Reproduction means it creates a functioning copy of it's own executable code. OpenRCT2 does not do that, or anything of the sort. -
It's in the cheat menu, which is accessible from the toolbar at the top of the screen.