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X7123M3-256

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Everything posted by X7123M3-256

  1. That's interesting. How does this look on more realistic terrain (fractal noise for example)?
  2. Interesting, how did you approach the problem of choosing the best slope for the tile? I took the approach of minimizing the squared differences between the corner points of the tile and the heightmap. Results were generally good on smooth terrain, but on rougher maps there'd be a few tiles with a poor choice of slope, because my algorithm treats each tile independently.
  3. Actually, I made a slight mistake - although water only has 5 bits of precision, each unit stands for two clearances, so the total range of the water is 62 clearances, or 1/4 that of the land. Max land height is 255 clearances, but land heights should be even so that's 254 clearances, which is 180m or 600ft. The highest the game will let me raise the water is 56 clearances, but in principle the limit should be 62 so a small increase is possible, but you're never going to be able to raise the water nearly as high as you can raise the land. The reason why the land height could be increased is because the game artificially limited it to less than what is actually supported (and still does - the cap was increased, but for some reason not removed. It currently stands at 106.5m or 320ft). Land heights could therefore be increased much further than they are now, but water heights are almost as high as they can possibly be without a new save format.
  4. The code you're looking for is here. Water only has 5 bits of precision, so it does not have the same range as the base height (which is a byte). Therefore, the water height is limited to about 1/8th of the max land height.
  5. It was recently pointed out to me (by @Broxzier) that it is now possible to create disconnected entrances entirely within OpenRCT2. I'm sure most of you were already aware of this (or saw it in the other thread), but it was useful to me, so I thought I'd put together this guide in case anyone else hasn't been paying attention to the new capabilities of the tile inspector. The goal is to move the entrance and exit from their current locations to the purple and yellow tiles: The first step is to select the existing entrance, and copy it: Then select the destination tile, and click on paste: If the station platform is on a different level to the path, then adjust the base height until they line up. When the entrance and station platform are on different levels like this, the level that the guests will walk on is that of the entrance, not the platform. This works out well for this skycoaster, and also for the SCAD tower nearby, whose loading platform is at the bottom of the drop, but guests board at the top because that's where the entrance is placed. Without this behaviour that ride would have needed a shoestring. Then repeat the process for the exit. Now build a queue line in front of the original entrance, and copy the path tiles tothe new location (again, the base height may need adjusting). This is required because paths do not connect properly to the new entrance (I'm not sure exactly why). The tile inspector doesn't let you edit the path's associated ride directly, but you can connect a suitable path to the old entrance and then copy and paste it, so that's what I'll do here. It's not necessary to copy each tile individually - if you have a long run of straight path you can just copy one tile and then paste it multiple times. Do not, however, edit queue tiles connected to the new entrance with the path tool - this will disassociate the queue from the ride. If this happens, delete the affected path and try again. Now you can delete the original entrances: The last step is to make sure the queue is connected. Because it was placed using the tile inspector, it won't connect automatically, so check the final queue tile and the path tile it joins onto, and connect them if they aren't already. This is done by checking the boxes corresponding to the sides on which there should be a connection (again, don't use the path tool to do this). Now open the ride and ensure guests can board. If they don't, check the sign on the queue line - if it is not present or does not display the ride name, something has gone wrong. If the sign is there but guests don't seem to be boarding, the paths may still be disconnected. You can now proceed to make the rest of the ride invisible: This hack took most of the day to set up when I made this park originally, so I think it's great that it can be done with the tile inspector alone now. I'm sure most people will have noticed this already, but maybe this will save someone the effort of doing this the long way round.
  6. Just tested it, it works perfectly. I forgot there was a copy and paste feature now. Only thing I'd add is that you have to copy the queue tiles as well, as they are also associated to the ride and if you build new queue with the path tool it does not register as connected to the entrance. Otherwise, it works exactly as the method given above does but is an awful lot quicker, so the post I made above is obsolete. You don't even need to build a dummy platform with this method.
  7. The approach that was originally suggested to me by otsdarva was: First build your layout. Build the station platform but no entrance or exit Then build a new ride with the station postioned where you want, and merge it onto the layout When the train reaches the station platform of the other ride, it will stop there as normal, but the passengers will be accepted from it's own station. However, because it is not on it's own track, block sections will not work. You may delete the additional track, but do this in the tile inspector, otherwise the entrance/exit buildings are removed as well. You may choose instead to just make it invisible, because if you ever have occasion to close the ride you will need it again. The approach I took: Build the layout. This time, it has to be completed and opened, so you'll have to place entrances adjacent to the station to do that, but you can then delete them Build a new ride with the station positioned where you want. This is only needed to get the entrance/exit buildings on the map and you can delete it as soon as that's done (I was unable to place an entrance/exit on the map without doing this, even using hacks, because the game automatically deletes entrances that are not adjacent to the station platform). Now you need to change the ride IDs so that the entrance/exit buildings you built belong to the actual ride and not the dummy station platform. To do this, I made note of the X/Y coordinates of the target elements in the tile inspector, and wrote a script to make the changes (the best place to put this is in /src/interface/console.c, so you can run it from the in game console). You will also need to update the queue paths with the new ride in a similar way. If done correctly the ride should now function with the moved entrances. If done incorrectly you may get weird bugs - at one point, the SCAD tower could fit 50 people in it's single tile queue (I don't remember if I ever fixed that). If you only want them at a different elevation, maybe - I didn't try that. If you want them on a totally different tile I don't think you can, but I'd like to be proven wrong, as the approach I took is rather fiddly.
  8. It definitely works in RCT2, I just tested it to be sure. I cannot test in RCT1 because I don't have it, but given the way the game works I think it's highly likely it works the same way. The game checks for a complete circuit by iterating forward from the station until it reaches the point it started at. If it does, the circuit is complete. If there is a totally disconnected track section the game will never see it so it doesn't count.
  9. Operating mode is irrelevant and this doesn't affect blocking; as long as the main track is a complete circuit you can have as many extraneous track pieces as you want.
  10. It definitely can work. It was done several times in my park "Gravity Gorge". Both the SCAD tower and skycoaster have entrance huts disconnected from the station and on a different level. It was done on the skycoaster because I wanted guests to wait outside the ride area and then walk to the loading platform when it's their turn to ride. The station platform is elevated (so guests don't hit the ground when swinging) but the entrance is built at ground level at the edge of the ride. Peeps walk from their to the spot directly underneath the train, then board the train. The SCAD tower does a similar thing because the entrance platform is actually at the bottom. This was because I needed the guests to board the ride on a vertical track section, but I really did not want to use a shoestring because they are a pain to make work. Instead I added an invisible leading car, and put it far enough ahead that the visible car is sitting at the top of the tower while the other is at the bottom. This also allowed me to have the guests brake on a vertical section of track - the actual brakes are level, but the invisible car hits them before the visible part of the train is off the drop. Here's a picture of the park with corrupt elements removed so you can see where the entrance/exits sit in relation to the station platforms: This could not be done in the tile inspector alone, and for the same reason OP stated - paths would not connect with the moved entrances (I still don't know why this is). My solution was to edit the path elements to make them connect (this still can't be done in the tile inspector even after the additional functionality was added). There is actually an easier way to get disconnected entrances - introduced to me by otsdarva - that can be done with ZC and corrupt elements alone. However, it will not work in block sectioned mode and ended up mucking with the functionality of the skycoaster, so these were both done the awkward and hacky way.
  11. Scenery groups are seperate objects - if you select an object that doesn't belong to any scenery group you currently have selected, it goes in miscellaneous. If you created these objects yourself you'll have to create your own scenery groups to go with them if you want them to appear in their own tab - Trigger has a useful tool for that.
  12. OpenRCT2 is fully implemented; this goes for every platform (they are all built from the same source). You never needed rct2.exe to play, even before that (IIRC the vanilla code that was previously required was simply linked into the OpenRCT2 executable). However, you still need the assets from the vanilla game, as OpenRCT2 does not include them.
  13. If you have too many objects for one tab, the workaround is to put them in different tabs and not all in miscellaneous. If you have hit the limit on the number of loaded objects (which is 128 for rides and large scenery, and 252 for small scenery), there is no workaround (well, there is for certain kinds of small scenery but it's super awkward to use and I've never seen it done).
  14. There is a limit to how many items can be shown in a scenery tab at once ... if you already have a lot of objects selected then perhaps you've reached the limit (I thought it was a bit more than 70 though).
  15. Your rightmost sprite has a black border - it looks like the image has been anti-aliased prior to conversion to indexed color. The software doing the conversion will not recognize that the black is a special color that shouldn't be changed. Perhaps try using a transparent background before converting to the RCT palette, and then filling in the transparent areas with the correct background color after the conversion. Or you could just erase the problem pixels manually. The other angles look good.
  16. They are included with the game. You have to have the park in order for the game to show it; if it's missing then it just displays an empty map. Title sequences go in the 'title sequences' directory rather than the 'save' directory and I think they're zipped (it's difficult to check because I'm missing the title sequence for some reason).
  17. The light comes from the right of the screen, at a farily shallow angle (somewhere around 30 degrees). The shadow cast by an object on the ground should be longer than the object is tall, and dead horizontal. I suggest taking a close look at this image to get an idea where the light should be coming from: One tile is 3.67 metres to a side. 16 vertical pixels amounts to 1.5m. This is the value given by the height marks in game and roughly matches the scale of the existing sprites. However, the game does not use a consistent scale everywhere. If you find a different scale works better, then you may prefer to use that instead.
  18. Half the reason it looks so bad is because it isn't dithered, so you've got severe banding artifacts. I would also double check the lighting angle - it looks off to me, and ensure you're rendering with an orthographic camera. The easiest way to tell if your camera is correct is to render a cube - horizontal lines should appear on screen with a 2:1 gradient, and all vertical lines should remain vertical. Also, your first image is rendered from the wrong angle, and is a duplicate of the last. RCT2 compression is lossless. If the object editor appears to be doing anything to your image, you're probably feeding it a true color image or one with an incorrect palette (the RCT2 palette is not the same as the one used for GIFs, so make sure you supply the correct one. You can obtain it from the OpenRCT2 source or from a screenshot).
  19. Which Legoland are you talking about? There are many, and between them I think they have a sample of every Junior coaster on the market, all called Dragon. Some Zierer, Mack, Gerstlauer, Vekoma, and even an obscure one called WGH Transportation, whose 6 installations are all in England (and interestingly, they are behind that human powered coaster in Wales).
  20. The Junior coaster cars are Zierer. It's a stock design and there are many layouts with identical trains. They do have one at Lightwater Valley, and that might be why this ride type was included. The game does also include the log trains, but not the snake or locomotive themed ones. Interestingly, the mini suspended swinging coaster appears to be based on the Batflyer that operated at Lightwater valley. This appears to be a one-off and RCDB doesn't list a manufacturer, so it seems a strange choice to include that over a Caripro or Setpoint version. I think Saywer probably did specifically choose rides that were found at Lightwater Valley (maybe he likes that park?)
  21. Yes. The ease of doing so depends on the object you want to create. Small scenery and walls are often drawn by hand, large scenery or animated scenery might be a bit harder. Getting the different view angles consistent with each other may be difficult if your geometry is complex, even if you only need a few images.
  22. The sequence of numbers and letters that appear after the "develop-build" is the commit hash. That tells you exactly what version you're on, and is updated every time anything changes. However, it's not necessary to have exactly the same version as the server to connect, you only need to have the same network version, which is not updated every commit (only those that modify the network code). Your network version is displayed underneath the server list, and the network version of the server can be viewed if you hover over the colored circle.
  23. I like the layout, but I would avoid the wooden track - it just doesn't look right. I find water coaster track looks best, followed by Premier track, Arrow track, and then B&M track. It's really awkward using so many track styles, but the ones with the most pieces are also the ones that look the worst.
  24. I don't know that you can actually save a game in FreeRCT yet; I had a brief browse through the source and couldn't see anything that looked serialization related. Development on that project is very slow; it never really attracted much attention, even before OpenRCT2.
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