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X7123M3-256

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Everything posted by X7123M3-256

  1. I was more asking, if you've just implemented straight track and you just want to test that before moving on, is there a way? Can you just fill in the others with no-ops for testing? Or do you have to implement every one fully before you can test any of them?
  2. In which case, you would have added nothing until you were ready to ditch vanilla code entirely. Which was the way OpenTTD was done, but it also means there would still be no reason to use OpenRCT2 over vanilla, which would mean less people interested in the project and so less people contributing to it (original version of OpenTTD was all done by one person and not released until it was fully implemented in C). While it'd be cool to have a codebase that's based entirely on the unmodified RCT2 executable for the sake of seeing how things were originally done, I think that implementing features as soon as possible has been crucial to the success of the project.
  3. This has been discussed many times before. No it is not implemented yet, and to my knowledge it isn't planned. If you want to ban an IP, you can just use iptables or another firewall to do it though, so it isn't really a problem.
  4. How do you go about testing each function if you can't switch until you've done them all?
  5. So, it's a case of dealing with each track piece, rather than each coaster? Is the code to draw a given track piece more or less identical for each coaster type that uses it (barring the wooden and bobsled, of course)? Is it a case of replacing the game's draw functions track piece by track piece, or do you need to have them all replaced before you can switch to using the new code? What's the general process for working on this - I'm interested in taking a look at it. There are some relatively simple rides that could benefit from new pieces - the Air Powered Vertical coaster would be so much more useful if only it had gentle slopes.
  6. This can't be added without a new file format. At the moment, we can only add track pieces that already exist elsewhere in the game. Once there is a new file format, I'd really like to see a cable launch implemented as well (in a similar manner to the existing cable lift), though I know that'd likely be harder to implement. The issue with booster pieces on a ride like the Schwarzkopf is that with a cable launch, the train must stop to engage the catch car before the launch. A booster piece that can be placed mid-ride without a preceding block section only makes sense on rides that have LIMs or LSMs.
  7. Yes, that would work.
  8. Go to the cheats menu and select "show vehicles from other track types" and "show all operating modes". Now build the track you want using a ride type which does allow the pieces you want, then change the vehicles to rowing boats, and the operating mode to boat hire. You will probably then want to make the track invisible ("rides set type <ride index> 74") as the coaster tracks won't look good on a boat ride. And as a side note, back up your game before running that command - if you type the ride index incorrectly it may crash (can't remember if this is fixed or not). Trainers are incompatible with OpenRCT2; most of the functionality has been superseded by in-game cheats. I'd say you can probably carry out more hacks with OpenRCT2 than you can in 8Cars now, though some features are still lacking. Track merging, zero clearance, removing most limits (that can be removed), etc are all implemented through cheats and you shouldn't need to use 8Cars for those unless you prefer to do so. If you need to do something with a trainer that isn't yet supported by OpenRCT2, you'll need to open the park in vanilla to do the hack. I can't help you get a working version though, because I couldn't get 8Cars working either.
  9. I'm pretty sure that the default groups don't behave any different from the others - if a scenery object belongs in any loaded scenery group, it will show up under that tab, but if those groups are not loaded, then it will show up in misc. I will try to test it, but the script I had for unloading default scenery groups (the object selection window still doesn't allow it) is on my laptop so I'll probably do it tomorrow.
  10. I have a question: how easy is it to implement track paint for a new coaster now that one has been done? Do they share code, or do you have to start from scratch with each ride? I looked at the assembly before any of the track paint was done, and it looked like a formidable task just to get a single coaster implemented.
  11. The junior coaster no longer uses the water coaster track for drawing, the junior coaster track paint is fully implemented now. Also, the steep-to-flat piece was never available on the water coaster, so that's actually a new sprite (it was taken from RCT1 I believe). Support for inversions on dive coasters was also recently added, but that is still done using the twister coaster track paint (more or less the same way I did it, but it wasn't my PR that was merged). Recurious recently created some diagonal and steep slope track sprites for the log flume track, and I'm hoping those will be added to the game at some point
  12. Although this limit can't be circumvented, you do not need to select a scenery group to select the corresponding object. Objects that are selected without their corresponding scenery group are all placed in a single "miscellaneous" tab, which can take up to 128 objects (IIRC, actual limit may differ but I think it's around there). You can also deselect default scenery groups/objects (like walls, hedges and trees) that you don't use, which frees up room for more objects. However, there is also a limit on the number of scenery objects you can have loaded at once and there really is no way of breaking that one (short of cramming multiple small scenery items into a single large scenery item, which I've been thinking of doing but I haven't seen it tried yet)
  13. In terms of adding existing track pieces to rides that don't currently have them, it's already happening - there are steep pieces on the Junior coaster. I hope there will be more additions like that as the remaining drawing is implemented. But to add any track elements that aren't in the game at all, you need a new file format, and for those that would require sprites not already provided, a new object format as well. I think that is still some way off, and it certainly won't happen until all the vanilla code is fully implemented.
  14. The boat ride allows you to build a track for the boats, it always has done even in vanilla. You don't need any hacks for this, you just build it like any other tracked ride. It only allows single tile turns and straights though, so if you want wider turns then you do have to merge it or put it onto a different track.
  15. The only one on the list that opened before RCT2 was released is Volcano: The Blast Coaster. RCT2's ride selection is getting rather out of date; there's lots of old ride types from defunct manufacturers that aren't commonly seen these days (in fact, I think the majority of default rides fall in this category), while many of the most commonly seen ride types today are missing (Most Intamin rides are missing, there's nothing at all from Gerstlauer). Indeed, I had a look through the "new for 2016" rides on RCDB to see how many are actually in the vanilla game. Of 198 coasters, I found 4 Reverchon Spinning Coasters 2 Zierer Junior Coasters 2 Intamin Mega Coasters (albeit with new track and trains that are not in the game) 1 B&M Flying Coaster 2 Schwarzkopf Looping Coasters (one relocated, and one is a travelling coaster, it moves every year) 1 B&M Mega Coaster (There's also an unknown B&M that may be a mega coaster) 5 Vekoma Boomerangs (whether this is in the game is debatable; the corkscrew train is an Arrow, but even in the default scenarios it's used as a Vekoma, and many older Boomerangs did run Arrow trains) 1 GCI Wooden Coaster 1 B&M Dive Coaster (nothing like the version that's depicted in the game though) 1 B&M Sitdown Looping Coaster (relocated) That's about 10% of the total. The low percentage isn't necessarily meaningful - a lot of the rides are kiddy coasters or Chinese knock-offs, and wouldn't really add much to the game if they were included. For the sake of comparison, I decided to look at 2002, the year the game was released: 2 B&M Inverted Coasters 2 B&M Floorless Coasters 1 Arrow Mine Train (Relocated) 3 Zierer Junior Coasters 1 RCCA Wooden Coaster (runs Intamin trains, so you could argue this shouldn't be included) 4 Reverchon Spinning Coasters 2 B&M Flying Coasters 1 Intamin Mega Coaster 1 Schwarzkopf Looping Coaster (relocated) 2 CCI Wooden Coasters (One does not run PTC trains so probably shouldn't be included) 2 Vekoma SLCs 5 Mack Wild Mouse (that the game's wild mouse is Mack is an assumption based on the fact that Flying Dutchman Gold Mine is a prebuilt - if it was intended to be a generic wild mouse, there would be a few more to include) 1 Vekoma LSM Coaster (as with the Vekoma boomerang, you could argue this shouldn't count) 1 B&M Mega Coaster 2 Schwarzkopf Jets (relocated) 1 Vekoma Giant Inverted Boomerang 1 Intamin Impulse Coaster 1 Arrow 4th dimension coaster (the only Arrow on the list not relocated) That's about 28% of the total for that year. It also represents a much larger percentage of the "major" ride installations (i.e not kiddie coasters or rides by obscure manufacturers). There weren't many "major" rides built in 2002 that aren't represented in the game; notable is Xcelerator and Winjas, as these ride types would go on to become fairly common. This isn't necessarily the best comparison; aside from including a bunch of uninteresting rides, it would be more informative to look at which rides a typical park has rather than which were being built new at the time. By the time the game was released, Arrow, TOGO, and Schwarzkopf were out of business, but at that time there were still quite a few of their rides around, so it still made sense to include them. Conspicuously missing is anything from Gerstlauer or Maurer. Also interesting is that almost all the B&M models are still being built (except the stand-up). The same can be said of the Vekoma Boomerang, but for a very different reason.
  16. That is all it did. But it's the only other RCT2 mod I can think of. I'd be very interested if there was one that got as far as changing the file format.
  17. You can't build rides in the scenario editor. To create a scenario with prebuilt rides, you save the scenario without rides, then add the rides and use "convert save game to scenario to make it into a scenario again. Then you can delete the original scenario.
  18. Could it have been RCTModified? I don't know if that changed the file extension though.
  19. Night time lighting is in a PR, you can find it here. You cannot add stuff like that with an object. The sea turtles are an expansion pack object and the rest are all custom objects created by players of the game.
  20. Where are you getting this information from? Because it sounds to me like you're just looking at the sprites these rides have. If that's the case, then it does not provide evidence these rides were ever going to have these things. RCT2 uses a 16 bit bitfield to specify which sprites are present in a file. A ride file may have thousands of sprites. Therefore, they are divided into groups, each corresponding to one bit in the bitfield. If the ride needs one sprite from a group, it has to have all the sprites in that group. Flat slopes. This includes a 32 frame rotation of the car on level ground. All tracked rides have this even if they don't have turns, because they need this available to display the car on level track. Gentle slopes. This also includes a rotation of the car; any ride with sprites for gentle slopes also has sprites for curved slopes (except the Spinning Wild Mouse, for some strange reason) Steep slopes. Again, this includes a rotation of the car so every ride with steep slopes can do curved steep slopes as well (but not diagonal steep slopes). Vertical slopes. Again, there's a full rotation of the car, and this group also includes sprites for loops, so any ride with verticals has loops. Diagonal slopes. Diagonal slopes have different angles to the non-diagonal pieces, so all diagonal slope pieces are in this group. Banked turns. Includes sprites for banked turns, on level track. Inline twist. Includes sprites for inline twists, but not those already included with the banked turns (as far as I can tell, every ride with inline twist sprite has to also have banked turns in order to not glitch). Sloped banked transitions. Includes sprites for a transition between an unbanked slope and banked level track, and vice-versa. Diagonal banked transitions. Same as previous, but for diagonal track. Sloped banked transitions. Includes sprites for a transition between an unbanked slope piece and a banked one. Sloped banked turns. Includes sprites for banked curved slopes. Banked slope transitions. Includes sprites for a transition between banked level track and banked sloped track. Corkscrews. Sprites for corkscrews. IIRC to properly show a corkscrew, a ride should also have banked sloped turns as these sprites are also used. Restraint animations. Includes an animation of the restraints opening and closing, from four angles. This leaves one sprite group, which is only used on the elevator, and I still haven't figured out what it's for. You can see from this that a lot of coasters have to have more sprites than they use - the Air Powered Vertical Coaster and Reverse Freefall Coaster both have way more sprites than they use, but they do use at least one sprite from each group. It doesn't mean they were originally going to have those track pieces - the extra sprites could have been left blank, I suppose, but so far the only coaster I've seen that does this is the multidimensional coaster. The others all just include the extra sprites. But, on the subject of stuff that didn't make it into the final game, this page might be of interest, though it is RCT1, not RCT2.
  21. 821+1523=2344, so this is how many objects you should have. If it's showing 2100, it's possible that you have duplicates (though I'm not sure how you'd end up with that many duplicates), or perhaps more objects have been installed since you saw that message.
  22. Those rides do not have sprites for those elements. This would require replacing all the default tracked rides with new ones.
  23. Defies the laws of physics Maybe you could build it? Loading might be a problem Is just going to fall over. You probably wouldn't get as far as actually finishing building it. Needs a lot more support work. This is basically a flying elephant ride on steroids. Looks kind of fun. I guess you could build it ... but why? It just looks hideously complicated and it's not clear what it's supposed to accomplish. Also, you're going to have guests suspended upside down while you load each car, and if those arms fail to retract in time the result would be catastrophic. The car surrounds the entire track... so no place for support work. There don't appear to be any supports either, it would just fall down. But I love the idea of an intense vertical launch into a coaster layout - that needs to be a thing. That looks awesome, I want to ride it. Even though I'm not sure how you'd make it work. Would probably be more practical as a double pendulum rather than triple, with only the main joint powered. Incidentally, I had a similar idea for a double pendulum based swing ride a while ago. The double pendulum exhibits chaotic dynamics, so there's the potential for some quite interesting ride cycles. Drive the motors to swing the arm over the top at high speed, then let the chaos commence: You could periodically re engage the motors to stop the main arm at the bottom of it's travel and have the secondary arm swing over the top at high speed. With active feedback you could balance the two arms at the top of the ride, apparently defying gravity, then let them fall again. It would pull like 5Gs, but it should be within the safe range... just. Of all the rides in the video, I think this has the most potential.
  24. I always thought it was dynamite as well. But no, it hasn't been changed. It's always been like this.
  25. It's on the same page I linked above, but here's the direct link
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