Jump to content

X7123M3-256

Members
  • Posts

    1082
  • Joined

  • Last visited

Posts posted by X7123M3-256

  1. 18 minutes ago, RCT2Tyler said:

    I found RCT2 Triple thrill pack, again? Haha this time it opened up in categories like Data Landscapes ObjData Saved Games Scenarios and tracks.

    That is the correct folder

     

    18 minutes ago, RCT2Tyler said:

    I hit data just like you instructed me,

    The directory you should select is "RCT2 Triple Thrill Pack" not "Data".

    • Like 2
  2. 23 minutes ago, RCT2Tyler said:

    Could not find blah blah blah.Dat at this path

    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.

     

    • Like 1
  3. 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.

    • Like 3
  4. 15 hours ago, imlegos said:

    what putting in different arbitrary ride types actually does

    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).

     

    15 hours ago, imlegos said:

     isn't really known how exactly they function.

    Yes it is. With OpenRCT2 we can see exactly what these hacks do.

    • Like 1
  5. 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.

    • Like 1
  6. 20 minutes ago, SpiffyJack said:

    When I go to the console and list rides type to get the ride ID to convert into a type 47

    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.

  7. 1 hour ago, RCT2Tyler said:

    Is there a few other parks that have any more Custom content that these don't have?

    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.

    • Like 1
  8. 18 hours ago, SpiffyJack said:

    But it does reproduce in the manner of objects and content being placed in the game from all over the place... I'm not saying you can't embed within an object or can you... I know I can in certain architectural and design programs. 

    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.

    • Like 1
  9. A shoestring hack involves splitting off one car from the train and putting it on a seperate track, which is usually hidden underground. You can then use brakes and lifts on the hidden track to control the train on the main track. If you want brakes or a station platforms on diagonal or sloped track, this is the only option way to do it at the moment. However, in order for a shoestring hack to function correctly the two tracks have to be exactly the same length, otherwise the cars get out of sync, which makes this one of the most difficult hacks to make function correctly.

    It's therefore quite common not to do it, and instead have diagonal track that is made to look like brakes with scenery, but doesn't actually slow the train.

    • Like 2
  10. Ultimately it's virtually impossible to conclusively prove a program isn't malicious - you will have to trust someone, at some level. The source code is open for examination, which is good. But did you actually read all of it? (I certainly haven't) And if you did, are you sure you'd spot any malicious code? (it can be quite subtle). Do you know that the binaries available for download were actually built from that source code? And if you built from source, do you trust your compiler to produce a correct implementation? (you probably do).

    • Like 1
  11. 6 hours ago, SensualEthiopianPolice said:

    But they're adjacent

    Yes, but one sees much more traffic. RCT2 guests overwhelmingly prefer to keep going in a straight line - only a small fraction will take a junction when a straight line path is available. So look at what happens to guests approaching from the left - they'll walk straight past the first entrance, but then they have to turn. 50% of them will turn toward the right entrance, the other half keep going on the path.

    It looks like for guests approaching from the left, the opposite would be the case - but due to the way RCT2 handles wide paths, those extra tiles are ignored - from the screenshot it appears that most guests approaching from the right also hit the right entrance first.

    This does not apply for guests that are actively heading for the ride - they will always enter the queue if they walk past it,  but they only make up a small proportion of guests.

    • Like 1
  12. RCT2 sprites are bitmap images. In order to enlarge them they have to be upscaled. This goes for RCT1 as well - LCD screens have a fixed native resolution, if you're running a game in 640x480 mode the graphics driver will upscale the image.

    OpenRCT2 will upscale with nearest neighbour (I think), the monitor scaling is probably something like bilinear or bicubic resampling, which may account for the difference.  @janisozaur experimented with more sophisticated upscaling, which did produce good results but I think it proved too CPU intensive and was not merged.

    • Like 2
  13. Custom objects are placed either in OpenRCT2/objects or in your vanilla ObjData folder. If you still play vanilla at all, I'd recommend the latter so you can use the objects with vanilla, otherwise, putting everything in your OpenRCT2 folder keeps your vanilla install clean.

    2 hours ago, RCT2Tyler said:

    I've searched online, Google New Element and TPR and others

    Unfortunately, there isn't a centralized place for this stuff like OpenTTD has, so it's quite common for newcomers to ask where to find custom objects. RCT2 is a very old game, so many of the sites that originally hosted the objects are down. Because objects export with the park, they can continue to be distributed and used long after the original download is dead.

    If you're looking for something specific, New Element is still the best place to look. I did make some improvements recently to make it slightly less painful to use, but you still have to download objects individually so I would not recommend it for downloading a complete set. Instead, the best advice is to download a bunch of parks (or connect to servers) and see what you get. As a starting point, I'd recommend the Xtreme97 workbench (other workbenches exist).

    Several of the rides you mention sound like rides I've made - you can get those here. Not all of these are in the NE database  (NE doesn't add objects to their database until they are used in a park). I do not know where to find a Gerstlauer spinner or ZacSpin, and the latter is a very hard ride to make. You can ask in the custom scenery exchange at NE, many of those guys have been playing for years and if they don't have a copy of the object you're looking for, they may be able to name a park that has it.

    2 hours ago, RCT2Tyler said:

    Some of these were done with the old 8Cars or SonOfBeast but how do these work in OpenRCT2??

    They don't. However, most of the functionality that those trainers had is provided by OpenRCT2 anyway, so this isn't a major problem. You can open parks hacked with 8Cars in OpenRCT2, so some people still use vanilla to perform these hacks - but this is restrictive, because not all OpenRCT2 features are compatible with vanilla and there's now very little you can do with 8Cars that you can't do with OpenRCT2.

    2 hours ago, RCT2Tyler said:

    What are the most important specs to get it going and going good?

    It's a game from 2002, almost anything will be good enough. The bulk of the CPU time is spent rendering (the game is software rendered), so I expect your CPU would be the biggest factor. I don't think it requires that much RAM - most of the game's data structures have hard caps on their size - though there are several megabytes of sprites to load in. The game can run on a Raspberry Pi - performance won't be great but you could play it.

    • Like 2
  14. 10 minutes ago, Foxy said:

    seems to be not an easy task, to arrange all needed textures on one sprite

    No, you don't put them on one sprite, you put several sprites in one large scenery object. If you can create a large scenery object normally, this isn't any more difficult (unless the object editor doesn't support it - I can't test this, see above comment). Actually placing them in game is awkward because you have to delete unused elements, but this isn't something you'll be placing a lot of.

     

    11 minutes ago, Foxy said:

    The vanilla sign uses letters in 3D, so they must be individual sprites, or am i wrong? If those sprites could be scaled up to 1x2 tiles, it might work, but right now i havn't figured out how to make a normal sign with customized letters. (i have only 2 weeks of experience in objects, so yeah) :D

    Yes, this is possible - 3D signs (but not scrolling signs) do indeed include a sprite for each character.  I'm not sure if it's possible to scale them up, but those objects are already 1x2 tiles so you're in luck there. I don't think I've seen one done with a custom font (it may well be that it hasn't been done, as it'll probably be quite tedious unless you automate it). However, the process should be straightforward - provide one sprite for each character you want to support (leave the others blank).

    • Like 2
  15. 49 minutes ago, imlegos said:

    It seems to be a seperate sprite per tile for some objects, for instance, the GOLIATH sign.

    Yes, it is that way for all objects. All map elements are one tile, any scenery object larger than that must be split up. Even track elements must be subdivided, but those are a bit strange (every sprite has a tile to which it belongs, but the corresponding sprite doesn't always occupy only that tile. They have their own rendering logic so presumably that's how they get away with this, but it's something of a mystery to me. Ride sprites are not part of the grid, so they are generally one sprite no matter how large they are, but a handful of them are still split up for other reasons (e.g most tower rides have a front and back half).

     

    18 minutes ago, imlegos said:

    Though, I guess it is also worth mentioning, the sign tile would have to only be along the length and width axis (Can't remember if X/Z or X/Y), as the tile inspector can't remove a tile vertically.

    Not necessarily. As I said in another thread, I am pretty sure you can stack map elements on top of each other, though I haven't actually tried. The tile inspector acts on map elements, you can't split an existing map element in two, but if you know you want to split it up when you make the object you can arrange for them to be separate pieces. Not that there's any compelling reason to do it this way, I don't think - unless there's a maximum size for a large scenery object? I think a maximum element count is more likely, but I haven't looked at this in depth.

    • Like 1
  16. 1 hour ago, Foxy said:

    dosn't the object gets removed entirely?... That's an awesome idea, if it works :D

    No, you can remove each map element individually.  I am 100% sure this can be done, the only reason I've not done it is that I've never made a park big enough to hit the limit.

    Also, I'm not sure how the object editor handles this - it doesn't have a 3D model so it can't split the object into map elements automatically ... do you input each sprite individually?

  17. 42 minutes ago, Foxy said:

    Another point i have in mind for the signs. Maybe this isnt a bad idea after all.

    The group-park only uses 44 of 128 big scenary files. And most of the big scenary objects are ugly as hell (and not generic at all: e.g: Mine Hut, Martian Building)... The ONLY generic objects are in the small scenary group.

    What about, if everyone could create customized 1x2 signs for thair own attraction?

    If you wanted to save object slots, you could pack all the ride signs into a single large scenery object, and then delete the parts you don't need using the tile inspector.

    • Like 1
×
×
  • Create New...