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X7123M3-256

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Everything posted by X7123M3-256

  1. Your network version is 0.0.6-30, as shown underneath the server list. The server version is 0.0.6-29. The launcher updates automatically to the latest develop build, so you are ahead of the server. You need to either revert to an older version, or wait for the server to update. Yes because the version number of the latest stable build is always one behind develop. When the next stable build is released it will be 0.0.6 and develop will move to 0.0.7.
  2. FreeRCT is not an RCT2 mod nor reimplementation. Aside from the name, it is about as closely related to RCT2 as Theme Parkitect is (although it does use a 2D engine instead of 3D rendering as in Parkitect).
  3. It seems a little on the high side for those ratings but with some scenery and path interaction I could see guests paying that. You can usually charge around £15 for a brand new ride, and more if it has a particularly high excitement rating.
  4. I think it renews the age but not the crash status - I've certainly had guests complain of unsafe rides after significant modifications.
  5. Are you literally typing "entertainer 4" into the console? The staff ID should be a nonnegative integer. You can see a list of staff and their IDs by typing "staff list" at the console.
  6. Is it because you're looking at the dropdown menu? This command doesn't affect the GUI, it directly changes the target entertainer's costume. If you're not seeing the costume change, then perhaps you're using it on a staff member that isn't an entertainer or entering an out of range number for the costume?
  7. I might have considered entering if it wasn't NCSO, but my idea would have required custom objects.
  8. That scenario pack was made for vanilla RCT2 and doesn't use any custom objects. The object selection is part of the scenario so custom objects do not appear in scenarios automatically (and if they did, which ones? You can't have every object loaded at once). If you want you can download recreated paths, add them to the scenario and then save it again so you'll have them in future. If you're talking about the ability to change path and support types independently, this isn't possible in RCT2 and will have to wait until OpenRCT2 has its own save format.
  9. I built this small Intamin coaster to try out the new launch pieces, but I found them rather ineffective - the train would not clear the hill even at the maximum setting, so they had to be augmented with a fast chain lift. Apparently, this is RCT1 behaviour, but I hope the option to increase acceleration can be added when there's a new save format. Also thanks to @YoloSweggLord for the improved LSM sprites - they look much better than the reused brake sprites previously used for launch pieces, and they don't glitch like scenery does. There's lots of incorrect drawing in some of these screenshots - some of which was inevitable (like the loading gates), and some of it was because of an irritating bug that turns some of the lights off whenever the game is paused, so I was not able to inspect for glitches before taking the screenshot like I normally would.
  10. Change the window scale factor (in the options) to something bigger than one.
  11. Even with a new file format, the existing coaster trains do not have sprites for this.
  12. Booster tracks are implemented now. Right now, there are no sprites for them, but @YoloSweggLord is working on that.
  13. You don't need to port forward in order to play, only to host. Two points need making: firstly, port forwarding is not something the OpenRCT2 dev team have any control over. It has to do with internet architecture, and specifically, the fact that most home networks use network address translation, which assigns every device on your network it's own private IP. The router does not know which machine to direct incoming requests to unless you tell it, and that's what port forwarding does. You do not need to port forward if you are connected over LAN, only if you want to be accessible to players on the wider internet. Why do we use NAT so widely? Because the IPV4 address space is all but exhausted and there simply aren't enough of them to give every device a globally unique IP. It's successor, IPV6, has a lot more addresses, but adoption has been slow (I guess if you're using IPV6 then you don't need to port forward? Someone with better networking knowledge than me please tell me if that's true) That said, there exists a technique called hole punching, which can be used to establish a direct connection without the need to port forward. My understanding is that both servers first make outbound connections to a third server, which then relays details of the connection back to the clients so that they can connect directly to each other through the NAT. I have no idea if it is a viable option for OpenRCT2, but I think there are other games using a method similar to this, so maybe someone who works on the networking code could comment. Secondly, I'm not sure if this would improve security. My understanding is that simply port forwarding is not a security risk, it's having something listening on that port that is - because that server may have exploitable vulnerabilities (and there is no reason to believe OpenRCT2 is any exception). But, if you want to act as a server, you have to allow people to connect somehow, because that's what a server does. There may be other concerns that I'm not aware of, but you should be aware that the only totally secure machine is one not connected to the internet.
  14. Adding "egyptian god" to the query gives more relevant results.
  15. Because the old branch was forked from a really old version and wouldn't merge cleanly with develop. The guy who originally submitted the PR had stopped developement, and it wasn't (and isn't) ready to be turned on by default. Why it's a compile time switch and not a config option I don't know, but presumably @IntelOrca does (maybe it wasn't easily done or they don't want it in the binaries they distribute?). My understanding is that the plan is to eventually fix the issues with it and then remove the ifdef. This is the PR that merged the light effects
  16. It's not in the config file, it's a compile time switch. You need to define __ENABLE_LIGHTFX__ when you compile the game, and then in the options window make sure you have "Drawing Engine" set to "Software (hardware display)", and the day/night cycle enabled. I've found that that sometimes it doesn't seem to work properly and not all the lights come on - I've been trying to trace the cause of that issue because I never had the problem before it was merged.
  17. It's in develop now, so you don't need to use that old branch anymore. It's a bit temperamental (sometimes path lamps fail to illuminate and I'm not sure why) and it still has the same issues it did before (performance, lights showing through the GUI), which is why it isn't turned on by default, but it more or less works and is still worth having IMO, particularly for viewing finished parks (it's a pain when building, but it turns off if you disable day/night cycle which you can do from the options).
  18. This is already implemented, it's just not enabled by default.
  19. You put that as your worst coaster? That's one my favorites. Plenty of sharp drops and airtime, and it's unusual too - not many wooden wild mice left around. Also has a unique layout, and not the standard one that all the others seem to have. I would have to list the (now defunct) Corkscrew at Alton Towers as the worst coaster I've been on. Absolutely awful, a headache from start to end. It was the first looping coaster I ever rode, and I rode it again a few years later to see if it was as bad as I remembered, and it was worse. The SLC I rode was comfortable by comparison. I don't miss it.
  20. Is it a scenario from the base game or one of the expansions? If so, it does have a text object, so make sure that's unloaded first. If not, then maybe upload the scenario here so we can have a look. The text object is the only thing I can think of that would prevent you changing the scenario name, so if it's definitely not loaded, then perhaps it's the result of a bug or corrupted file?
  21. For the tables thing, I think that could be implemented as an additional path object type, like bins and benches.
  22. I'll add a few (mostly related to the object files rather than savegames): Track: * Track sprites could also go in object files (and so should terrain). Like coasters, it would make sense to divide the track sprites up into groups, and allow some or all to be provided. I don't think there's any easy way to avoid hardcoding the set of available track pieces, but we should leave plenty of room for more to be added in future. * Brakes could be added as a flag instead of a seperate track piece, so they can be set on any track piece. Rides: * Flat rides could be a distinct object type from tracked rides and their animation sequence should go in the object file, similar to animated scenery items. The base size could also be adjustable. * All flat ride sprites in g1.dat could be moved into object files (as it is I don't know why they're there) * Swimming pools and water rides. Of all of them this is very ambitious, I think it would be the hardest to support not least because of the number of new sprites required. Would be really cool if it were done though. You've got Exactly. Though it should be pointed out that boosters were added via an awful hack, and are also next to useless because they're so weak (apparently this is for RCT1 compatibility). So better boosters (and additional track pieces in general) is something I'd like to see support for.
  23. In OpenRCT2 (but not in vanilla), scenario text objects appear in the object selection dialog, so you can load/unload them there the same way you load any other object. I don't think most people bother with these in custom scenarios, so it's only really if your scenario is based on a default one that you need to do this.
  24. That response has been given so often now, I think we need a list of all the stuff this new file format is going to have to do.
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