
X7123M3-256
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Everything posted by X7123M3-256
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Already exists, was made by SpaceK. Could use an update to support the new pieces though.
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Question About New Color Names and Hex Values
X7123M3-256 replied to GMaynard's topic in General Discussion
No new colors have been added to the actual palette, so palette editing is unaffected, it works exactly the same as it did before and all existing custom palettes will work with the new colors. The new options just map onto the existing palette colors, so you get more shades of the colors that were already in the palette. -
It is certainly possible, I don't think it's likely to happen anytime soon though. It's not something I plan to do and there's very few others working on new track sprites at the moment.
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Trying to run the RTC 2 demo on Mac
X7123M3-256 replied to HoratioNelson's topic in General Discussion
You need to download the ZIP version, not the EXE. I mean, you might be able to run the EXE under Wine but using the ZIP will be easier if you are on Mac. -
Yes, it'd be a pretty straightforward thing to implement
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Q: do Hybrid/Single-Rail Coasters earn Excitement from Air-Time?
X7123M3-256 replied to RollerCoasterTyphoon's topic in Ideas
I don't know what you mean - Chris never made such a distinction, there's no such thing as a "zero G element" in the game or the code. I assume you're talking about special pieces that can give airtime. But there's no special treatment there, the game just adds up the total airtime and calculates the excitement bonus, if applicable, based on that. There's not a difference between a "zero G element" and an airtime hill as far as the game is concerned. -
Q: do Hybrid/Single-Rail Coasters earn Excitement from Air-Time?
X7123M3-256 replied to RollerCoasterTyphoon's topic in Ideas
> The "zero-G" ELEMENTS on this 4D Coaster are the In-Line Twists & Outside Ravens; the Looping Coaster possesses no zero-G elements at all, relying solely upon "Air-time Hills"; just FYI, 4D generates almost 3x the Air-time, compared to the Looper. To be crystal clear: both coasters have no zero-G rolls. The game doesn't distinguish between airtime generated by an airtime hill and airtime generated by an inversion. The game doesn't designate certain elements as "zero G", so I'm not sure why you're making this distinction. They don't, but that has nothing to do with the excitement calculation. -
Q: do Hybrid/Single-Rail Coasters earn Excitement from Air-Time?
X7123M3-256 replied to RollerCoasterTyphoon's topic in Ideas
Whether a train has sprites for a given element has nothing to do with excitement rating (and the zero G roll sprites don't exist in the original game, so if that was the deciding factor then no vanilla train would get an airtime bonus). Whether or not the excitement bonus for airtime is applied is determined by a flag in the vehicle's JSON file. -
Q: do Hybrid/Single-Rail Coasters earn Excitement from Air-Time?
X7123M3-256 replied to RollerCoasterTyphoon's topic in Ideas
I don't see where in the linked post it says that. The zero G roll elements did not exist when that post was written - the new track pieces were only added last year. The hybrid and single rail were the first ride types to get them and are still the only ones that have them available by default. All coaster ride types except the alpine coaster calculate airtime - whether or not an excitement bonus is applied for airtime is actually dependent on the vehicle type. In the vanilla game, the vehicles which don't get an airtime bonus are the ones with over the shoulder restraints, while rides with lap bars do. So the hybrid coaster does and absolutely should get an airtime bonus - it has lapbar restraints and those rides are generally very airtime focused IRL. The single rail is debatable - it has over the shoulder vest type restraints, which are somewhere in between a lap bar and a traditional OTSR. These didn't exist when the original game came out so there's no direct comparison in the vanilla game, and you could perhaps argue that it shouldn't get an airtime bonus, however it currently does. -
Go to the cheat window and enable arbitrary ride changes. Then change the dinghy slide into a twister coaster, build the helix, and change it back to dinghy slide. This will make the helix invisible, because the dinghy slide doesn't have sprites for it, but it will still function. You can then use scenery and/or other track types to build something that looks like a bowl. A common choice is to use the bobsled track, which does have helices. Here's an example of a park that uses this technique https://www.nedesigns.com/park/3559/splashdown-water-park/
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Custom rides are really just custom vehicles, there is currently no way to make a new ride type as a custom object, let alone entirely new elements like the bowl as a custom ride. There are a few waterslide vehicles for the dinghy slide out there, and you can build something approximating a bowl with hacks (i.e build a helix, make it invisible and decorate it). But a fully custom, functional waterslide ride would have to be added to OpenRCT2 itself.
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You can't really build a design that won't work unless you use cheats, because the alpine coaster will automatically place a chain lift on all uphill sections. If you have a very long flat section, you might find that the cars go very slowly and you get traffic jams, but in my tests I never had the vehicles come to a complete stop and fail to complete the circuit. It seems like the game won't allow vehicles to complete stop on flat track, they just get very slow. It does not have a test mode for the same reason the go karts doesn't - the riders control their vehicle and it won't work without them. Moreover, because every rider behaves differently, the test results without riders would not be representative of how the ride functions with peeps on board. The alpine coaster also doesn't calculate G forces, so guests will never find it too intense to ride (this makes sense because they control their own speed and can go as slow or fast as they want). In testing, I found that allowing the alpine coaster vehicles to dispatch without riders caused absolute chaos - the vehicle with no riders would proceed down the course at full speed until it hit the rider in front, whereupon it would stop dead and leave all the other vehicles stuck behind it. And it is not realistic because IRL the brakes default to the on position - if there is no rider to pull the lever, the car doesn't go. There is one situation though in which the alpine coaster cars can be dispatched without a rider, and that is if the station platform doesn't have an entrance. This allows you to build a split station where the guests board at the top of a hill and get off at the bottom, with the cars being returned to the top empty. Rides that don't work without peeps won't appear in the track design editor because you can't have peeps there - it should appear in the object selection when it is accessed via the cheat menu or in the scenario editor. When the alpine coaster was first added I overlooked this and allowed it to be built in the track designer, but it was useless as you couldn't test it, and therefore, couldn't save the design, so it was removed to avoid people building a design and then being unable to save it. I'd quite like for the alpine coaster and other rides that require riders to work to be available in the track designer somehow, but that would be a different project. The alpine coaster not being available in the track designer is consistent with the other similar rides. You can still save designs though - I just created a blank map in the scenario editor for that purpose.
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They're not available by default because the vanilla vertical drop coaster trains do not have the necessary sprites for them. However, they can be made available with the "Enable all drawable track pieces" cheat (and this was added a long time before the flying coaster pieces).
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Some "errors" to correct in future versions
X7123M3-256 replied to XXX's topic in General Discussion
The G forces are calculated completely wrong anyway, so the values given by the game are meaningless. The stat calculation could use a total overhaul. -
This is because OpenRCT2 currently still uses the old TD6 format for track designs, which cannot handle new elements. You can still save the park with the coaster in it, but if you want to save a track design you need to avoid using the elements which are not supported. Currently, this means the small and large zero G roll, medium half loop, and large corkscrew.
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Do not can save coaster disigns
X7123M3-256 replied to PanoOli's topic in Problems, Bugs and Feedback
That is correct, the TD6 file format cannot accommodate track elements which were not in vanilla so you can't save track designs that use those elements. Specifically, the elements which cannot be saved in track designs are the large corkscrew, medium loop, and both zero G rolls. -
"Classic Wooden Coaster" in 0.4.2 changelog
X7123M3-256 replied to ParamountParks's topic in General Discussion
It's for RCT1 compatibility - the "Classic Wooden Coaster" is the RCT1 wooden coaster. As well as the shallower banking, it also has a slightly different color scheme and different vehicles. It is mostly there so RCT1 parks can be displayed more accurately, but there's also people who prefer the RCT1 version over the RCT2 version, so now you can use both.- 1 reply
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OpenGL Lighting not the same as in video
X7123M3-256 replied to UnknownKid's topic in Guides, Tips and Tricks
Because it's not the same - the OpenGL lighting shown in that video was a prototype that was never made it into the game. There are some lighting effects included in the game which you can enable in the options, but they work quite differently and won't look as nice. I don't know if source code for the prototype lighting was ever made available, but if it is, it'd take quite a lot of work to update it to work with the current version of OpenRCT2, a lot has changed since 2017. Changing the drawing engine to OpenGL doesn't itself change how the game looks, it just means that OpenRCT2 will use OpenGL to accelerate the drawing which will usually improve performance. However, if you want to use the lighting effects you need to have your drawing engine set to "Software (hardware display)" - they don't work in OpenGL mode. -
And I have the same response - you are probably missing some of the objects that belong to the group (I wonder if the error message could be made a bit clearer? Would probably be useful if it told you what object couldn't be selected, or even if it popped up a list of every missing object like it does for park files). The other possible cause of this error is that you have hit the limit on the number of objects that can be selected, but this limit is now so high that this is unlikely. You can check by clicking "advanced" on the object selection, then you can see how many objects of each type you have selected and what the limit is.
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I don't see any image in your post, but if these are custom scenery groups containing custom objects, it's possible that you don't have one or more of the objects that belong to the group installed, and that's why they can't all be selected.
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How do you get the game faster than Turbo?
X7123M3-256 replied to Daconus's topic in Guides, Tips and Tricks
To answer the original question, to get the hyper speed option you need to have debugging tools enabled in the options. -
Yes you have, you used the large zero G roll. Replace the roll with a standard flat to steep piece and you should be able to save it.
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I'm guessing it's SpaceK's test save from the flying coaster track PR, in which case it's no surprise that it crashes, because OP is trying to open it in develop.
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What do you mean? If you are able to play OpenRCT2, you've set it up correctly. If, when you click on "New Game", it complains about missing objects, then you've probably only copied some of the required files across. You can, of course, still play RCTC having installed OpenRCT2.