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X7123M3-256

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Everything posted by X7123M3-256

  1. Download for the microcoasters is here
  2. As far as I'm concerned, the reason we don't need an OpenRCT3 is that there's so much that would need to change that it would be easier to start from scratch than to clone the original. I can't think of anything I wouldn't change about it.
  3. Not possible without changes to the file format. Water colors remap the entire game's palette; you can't have the same set of water colors remap to two different things. You'd have to change it so that each land tile has a byte to specify water type.
  4. Yeah, you can use the scenario editor to create one. Or you could open an existing map and level the terrain (but scenario editor will be faster, as the terrain defaults to flat).
  5. These other layouts I made are even more compact:
  6. These are certainly not the sort of thing I tend to build today - they were all made before OpenRCT2 was a thing. Honestly there's only a few I'm really happy with still. I definitely wouldn't recommend using these rides outside scenarios (or even within - completing scenario by placing prebuilts as fast as you can build them is not much fun). I do agree that the abstract scenery was overused. I don't like to leave rides bare, because then they look awful, but I am poor at actually coming up with a theme for the ride. Now, I'd give it custom supports, a transfer track and perimeter fencing but no real theming as such. CSO isn't a great choice for scenarios though.
  7. RCT1? It's a Schwarzkopf shuttle loop. The Arrow shuttle loop is also a recreation.
  8. I thought I'd upload these track designs I made. They're quite old, actually, but I had not posted them here (I think I've uploaded them somewhere before but not sure exactly where). They are not all intended to be realistic, though some are, and they are primarily intended for use in pay-per-ride scenarios so they are optimized for capacity (except for Tailslide, Insectivore, Alternator, and Woodcutter - these have abysmal capacity). They are all NCSO.
  9. The location you need to provide is the location where you installed vanilla RCT2, not OpenRCT2. The exact location will depend on where you got the game from, but the directory will probably be called "RollerCoaster Tycoon 2", and it should contain the subdirectories "Data" and "ObjData", and the rct2.exe executable. Usually OpenRCT2 will locate your RCT2 installation automatically, but if it's in a non-standard location (as may be the case if you're not on Windows or you changed the default install path), then you will need to provide it manually. If you don't know where it is, try searching your filesystem for "rct2.exe" or "g1.dat". (note, not g2.dat - this is part of OpenRCT2)
  10. The best sources for information on the games file formats are the RCT Technical Information Depot, and of course the OpenRCT2 source itself. I am not aware of a flag that marks a scenario as requiring expansions (though that doesn't mean there definitely isn't one), but I think the park you found almost certainly failed to load because of missing objects and not any flag in the file. Why would someone flag their scenario as requiring expansions if they didn't use any expansion objects? Not to mention, I don't believe there's a tool that does that, so they'd have had to edit the SC6 file manually just to add an unnecessary constraint. It doesn't seem likely, even if it were possible.
  11. No. You can verify this yourself by checking in the scenarios folder. There aren't any mysterious files there. You found the scenario descriptions because you installed the WW/TT objects - and that includes the scenario text objects (these are used to provide translated text, the name in the SC6 is only in English). They aren't included with the base game either, they were part of the download you linked. The objects in that download are not the ported versions - they are the actual WW/TT objects. This can be determined by looking at the first nibble in the file - it is 0x8 for vanilla, 0x1 for Wacky Worlds, 0x2 for Time Twister, and most custom objects set it to zero. The last nibble of the first 32 bit word in the file is 0xC for expansion pack objects. The only effect this has is that those files will not export with saved games. The ported versions (which are not the ones you've linked) have these flags zeroed, to make them export. They are usually also given a different name, so they don't conflict with the default ones. While you could modify the WW/TT scenarios to use these objects, I don't see the need to do so. The only difference is that they export with the park.
  12. You can't. You can't add new track pieces or track styles as a custom object, and there is no booster piece in RCT2. The only thing that could be ported would be the rafts, but they're similar enough to the existing dinghy slide that I'd ask if you really need them. Adding a new (hardcoded) track style to the game might be possible in a somewhat hacky way now, but booster pieces will definitely have to wait until a new save format is implemented. For now you can hack them with a fast chain lift as @imlegos suggested.
  13. This is the issue in question, and as you can see it everything to do with your problem because it's the same bug - assertion failure at line 1280 in localisation.c. There's no point in having two open issues for the same bug, so yours was closed as a duplicate. The original issue remains open, so it's not that this bug will not be fixed, just that the developers already know about it.
  14. The commit hash identifies the commit from which the game was built. It should be displayed in the bottom left corner of the screen when the game starts up, along with the version number and OS. An assertion is a condition that is assumed to always hold at a certain point in the code. It's checked at runtime, and if it is violated then the program immediately terminates. The assertion that was triggered here is just "false" which seems to indicate that this branch was assumed to be unreachable, or possibly that this case isn't implemented. I am not familiar enough with the codebase to know which.
  15. Bugs should be reported on the Github issues page. Include your OS, commit hash, the assertion that failed and any errors that were logged to the terminal. What do you think it would be? It's the line on which the assertion failure occurred - specifically this one. Looks like an unhandled case in some string formatting code.
  16. Yes, in exactly the same way you save a coaster - once the ride has tested there will be a save icon underneath the ride statistics page. You cannot save flat rides though (because that would be pointless - there's nothing to customize, they are all the same).
  17. Open the cheat menu, select "Allow arbitrary ride type changes". Then open the console and type "rides list". Note the number of the ride you want to make invisible. Then type "rides set type 47". This will set the track type to crooked house track, which is invisible. If you want to make the track cross over itself, turn off clearance checks in the cheat menu. Be careful not to accidentally merge the track; using brakes at the crossing points can help prevent this.
  18. Note you can also make track invisible by setting the track type to crooked house, and anything can be made invisible using the tile inspector.
  19. OpenRCT2 should find any custom objects you installed for use with vanilla. However, objects saved by OpenRCT2 go in your OpenRCT2/object folder. If objects are not showing up in your object selection, check that the filter is not set to show only vanilla objects.
  20. Wait, how did you implement changing support type? I thought the current save format didn't allow support type to be set independently of path type. Are you just hardcoding the names of different DAT files, and if so, how does it generalize to custom objects? Or does it automatically generate a new custom object every time the support type is changed?
  21. Note you can have a track and make the track invisible with crooked house, but I also prefer to let them wander randomly. One reason you might not want to do that is if you find the guests aren't using the whole area of the pool or are sticking too close to the station. Then an invisible track gives you more control. You can make the invisible track very long and have it cross over itself repeatedly to disguise the pattern.
  22. For scenery there is the RCT2 object editor, for paths there's Buggy's pathmaker, and for rides there's Buggy's ridemaker (be careful using this for tracked rides, it has a bug that makes them unexportable). There's also my ride generator, which is higher level and has more functionality but is also buggy, incomplete and only handles tracked rides.
  23. The top hat and immelman are merged to LIM launched coaster track, and the final heartline roll is twister track. I hope to replace those pieces with actual track sections at some point, but for now, it's merged.
  24. No command is implemented to show the current friction value. It would be a bit awkward because I took a shortcut with implementing the friction command - friction is actually set per-car, not per ride. So you'd have a different friction value for vehicle to show. You could cut that down by assuming all trains have the same friction value - it is a pretty safe assumption but it isn't necessarily the case. If you only want to reset to default, you can just double close and reopen the ride. If you want to know exactly what the default value was, easiest way is to take a look at the rides .DAT file. The only other command that acts on rides is "rides set type" for changing track and vehicle types. I implemented a command to change the speed and acceleration of powered rides, but it never got merged. If you want to know all the console commands, the best place to look is in console.c, since it's always up to date and there doesn't seem to be much documentation on this.
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