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X7123M3-256

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Everything posted by X7123M3-256

  1. A chain lift is really the only easy way to do this - powered launch mode only works if the launch is straight from the station, and changing the operating mode of a track you merge onto has no effect, only the operating mode of ride the trains belong to matters. There is no reason you can't set the lift speed on the flying coaster, but there isn't a cheat to do it - this appears to be an omission. "Unlock operating limits" disables the limit on the speed, but it won't make it adjustable if it wasn't before (I think it probably should). You could try switching the track to lay down coaster, changing the speed and then swapping it back.
  2. Oh, that list is not exhaustive, it's just the ones I can think of. I hadn't even heard of that coaster. There are probably more I've missed.
  3. Oh, that'll be why. I never thought to test it with the vanilla trains because I knew they didn't have the right sprites.
  4. That's strange - it works for me.
  5. You did previously have to do that, but this layout was built without using any cheats except zero clearance. Are you sure you're on the latest version? The new piece was merged four days ago, so if you haven't updated since then you won't have it.
  6. I am considering rendering new versions of the RCT2 junior trains, as the RCT1 ones aren't satisfactory (a quick browse through csg1.dat confirms these are far from the worst RCT1 trains - many are just awful, and having only 16 sprites per rotation looks really awkward). Porting RCT1 trains to RCT2 is not as time consuming as making a completely new train, but the latter would give a better result, though it's still really hard to make it fit in with the rest of the game.
  7. @Broxzier started working on an implementation but I don't think it's complete yet.
  8. Steep slope pieces are available in the latest develop build - nothing special needs to be done to build this, the only cheat used was zero clearance for some of the scenery. Just update to the newest version, and you should find you can use steep slopes with the junior coaster now.
  9. I tried making a small junior coaster using the new steep to flat pieces. I thought it turned out OK, but I had to use the RCT1 trains as the RCT2 version don't have the appropriate sprites to go with the steep track. They do not look good in RCT2 - I will probably use custom junior trains in the future.
  10. Here's the original version without the sound
  11. This is the procedure I use for lowering/raising stuff: Note down the index of the ride whose track to be lowered (use "rides list" in the console). Open /src/rct2/S6Importer.cpp and locate game_load_sv6 Any code inserted at the end of that function will run after scenario load. You can use map_element_iterator_begin and map_element_iterator_next to iterate over all available map elements. Look for track pieces that belong to that ride, and subtract 1 from the base height and clearance height. If the code you've written will crash if the target ride isn't found (not the case for this hack, but for some others), you can skip loading the title sequence by passing the SV6 file directly on the command line. It is often helpful to do this on a seperate branch and commit the changes - if you want to redo the hack later, you don't have to rewrite the code. Sometimes, I put the code in src/interface/console.c and add a new command - it is not necessary for a simple hack like this, but for things like loading a heightmap from an image, it's convenient to be able to rerun the code without reloading the park. If it would be helpful to be able to select the target elements with the mouse, the place to put the code is in the tile inspector.
  12. I love the layout - but you really want to lower that wooden coaster track you used for the catwalk 1 unit, so it doesn't glitch so badly. It's a shame there's no straightforward way to do this in OpenRCT2.
  13. Did you change the operating mode to boat hire? In testing, I found that changing the operating mode will cause this, but track merging alone does not. The splash boats and log flumes have the available number of trains counted differently to many other rides - it is dependent on total track length rather than station length. Switching to boat hire mode makes it require that all trains can fit in the station, as is the case for the boat rides. It seems strange to me that the choice of operating mode affects this, but it seems that it does. I am not sure if this would be considered a bug, but there is a straightforward workaround - don't change the operating mode. The only advantage of boat hire over continuous circuit for this ride is that it makes the merge a bit easier to perform - they otherwise behave identically.
  14. Flat rides are very limited compared to tracked rides - almost everything is hardcoded. The biggest limitations are the small base sizes - most flat rides will not fit in the space, and some of the flat rides included in the game are far smaller than they should be (e.g the top spin and roto-drop). The other severe limitation is that you can't change the animation sequence, and there are very few provided by the game - and where a suitable animation does exist it often doesn't have enough frames for what you want to do. That's not to say there aren't any flat rides that could be done well, but I don't think there's enough of them to justify adding support for flat rides to my program. I would like to see a revamped object format that would treat flat rides and shops as seperate object types and make them more flexible, with the base size and animation sequence in the DAT file rather than hardcoded, but that's a long way off. For now, I build flat rides out of hacked tracked rides with bits and pieces made invisible. It's awkward and the result often doesn't look great, but if you want a ride in the right proportions it's often the only option at the moment.
  15. You're using a 64 bit build. 64 bit code cannot call into the original 32 bit code, so all code from the vanilla game is removed in the 64 bit builds. That is mostly drawing code, so you will find that most coaster tracks are missing. Until all the original code has been reimplemented, you have to stick with 32 bit x86 if you want the full functionality.
  16. Should be on the stats page. Your ride needs to be tested and have all stats before you can save, with or without scenery. The save button is a dropdown, so you have to click and hold to get the "save with scenery" option. Then you select the scenery objects that should be included by clicking on them, and/or by clicking the "select nearby scenery button". There are known issues with saving designs that are very spread out, built high in the air, or have large numbers of scenery items. I suspect this is a limit inherent to the save format, but I do not know for sure. The roller coaster designer is a sandbox for designing rollercoasters. The track design manager just lists your track designs and lets you rename/delete them. I think I've used the latter maybe twice in all the time I've played RCT2. There isn't supposed to be, there wasn't in vanilla either. The rollercoaster designer is really a feature of vanilla that was never removed; now that you can access the object selection window in game it is pretty much redundant. I mostly use the coaster designer as a quick way to test new trains, since it takes fewer clicks to open than a scenario. I rarely use it for designing tracks - I do that in a blank park so I can add scenery.
  17. The B&M wing coaster will give 12% higher excitement than a B&M sitdown with the same stats, but it also has much higher friction. Without this effect the excitement would be about 10.5, which is still very high.
  18. There is no way to allow more stations without a new file format, this is a hardcoded limit.
  19. There is as yet no MOM in OpenRCT2 so you can't do it that way. But the principle is the same - if two tracks overlap on the same tile with at the same direction and elevation, they will merge. In OpenRCT2, you can merge tracks in this way directly with clearance checks disabled - you do not need to build a non-intersecting track and then move it (that will still work, but OpenRCT2 doesn't have a cheat to do it). I made this tutorial on zero clearance and track merging some time ago - you might find it useful. This was made on 0.03 stable, so the interface will look different and some features are missing. It does not cover how to do a merge on a ride with block sections, which is a severe limitation.
  20. Yes, you've pointed it at the wrong directory. You need to select the directory where you installed vanilla RCT2, not OpenRCT2. The correct directory should contain the rct2.exe executable and the subdirectories. "ObjData" and "Data". The g1.dat file should be inside the "Data" folder. Do not select the installer for RCT2 (as some have tried to do) - you need to point it at the actual installation. Search your computer for "rct2.exe" if you are not sure where this is. g2.dat contains extra sprites added by the OpenRCT2 project and isn't present in vanilla. If you see that, you're looking in the wrong place.
  21. I believe the OpenGL renderer was started as a result of the lighting effects - they were too slow when software rendered, so hardware acceleration is needed. But the OpenGL renderer is still slower than the software one for me, at least it was when I last tested it.
  22. Track merging is already supported, has been ever since zero clearance was implemented. You just build the two tracks so they overlap by one piece, and make sure the piece the train is to leave by is first on the tile. This is, I presume, how it worked in 8Cars (at least, it's what most tutorials I've seen on doing it in 8Cars say to do). Again, this is already implemented. The only thing ParkDat does that OpenRCT2 doesn't is automatically removing all unused objects (but you can filter objects by unused which makes it pretty quick to deselect them all). You can still use ParkDat with OpenRCT2 if you want to, but I don't - it's easier done in game.
  23. I no longer have ParkDat to check (OpenRCT2 does basically everything I used it for now), but the scenario text files all have names beginning with STEX. If you see one of those in, deselect it and you should be able to change the scenario name. If it's opened in OpenRCT2, the AI will be OpenRCT2's (which should be more or less the same, but has a few extra features and a few more bugs). There is (AFAIK) no way to tell if a park was saved in vanilla or OpenRCT2 (unless it uses OpenRCT2 only features) - the game doesn't change it's behaviour when loading a park from vanilla. It should be possible to get rid of everything and have just the landscapes, it's just that these parks can be a bit unstable is all, so I wouldn't be too surprised if they crash. I do not usually have problems editing these maps, but doing certain things may cause problems. Double closing all rides first will reset a lot of hacks and remove stray vehicles - that may help. If the game crashes, it's a bug either way - it is supposed to handle hacked maps gracefully, and it's improved a lot since the project started. I was going to give a specific example of something that would crash the game, but all the ones I knew about have since been fixed, so that's something. If you're having problems with a specific park I can have a look at it - I can if necessary run it under a debugger to find out where the crash occurs.
  24. Cable lift is a clever way around it, I didn't think of that one. Only works if the lift is straight out of the station, however - you couldn't do Takabisha this way because the lift is mid-circuit.
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