
X7123M3-256
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Everything posted by X7123M3-256
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This doesn't seem like a clear definition to me. The impulse coaster can make a 90 degree turn on a single tile (as can the twister, hyper twister, and many other "large" coasters), but it cannot make all the standard wild mouse designs. But then, neither can the spinning wild mouse, wooden wild mouse, or inverted hairpin coaster, as they all lack sloped turns. I'm not sure if there is any default coaster other than the wild mouse itself that can build all the same layouts.
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Users on NE use trainers very heavily. Trainers cause this sort of corruption - that's why you're likely to encounter problems with these parks that you won't get with parks elsewhere. These parks are not really intended to be edited - if you try to edit them, it can be very easy to accidentally do something that crashes the game, as many of these hacks are quite delicate. Hacked parks can end up corrupting the games memory or invoking undefined behaviour, and some people don't seem to care. It wasn't that long ago that OpenRCT2 was unable to open those parks at all because of this. I have downloaded the park you linked - I can reproduce both the issues you mention. The first, I am not sure the cause of - resizing the map can be temperamental because it removes map elements from the map, and if something else then tries to reference the missing element, it can cause a crash. I expect it is probably a bug somewhere, but would need to investigate a bit more before reporting it as such. The second issue, however, is not a bug and it has nothing to do with trainers or where the park was downloaded from. You can't change the park or scenario name because the map has a scenario text file loaded, and this overrides those fields with the text in the file. Any park built on a default scenario will have this - if you want to change the name, you have to unload the scenario text file in the object selection (which is possible in OpenRCT2, but wasn't in vanilla), and then you can change the name. Scenario text files are used to provide multilingual support - the scenario editor only lets you enter the name in one language. I have only seen these used on default scenarios, but custom ones can be created.
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Which coaster is hardest for you to build with?
X7123M3-256 replied to SensualEthiopianPolice's topic in General Discussion
Here's all the coasters I can think of that have a mid ride launch - that is, at any point after the first lift, launch, or significant element (I did not count rides with a turn or pre-show between the station and launch). This doesn't include coasters such as White Dragon in the Sky that make multiple passes through the first launch, nor shuttle coasters that run multiple circuits (like Impulse coasters). It's probably not an exhaustive list. Maverick Taron Cheetah Hunt Helix Manta (the Mack one, not the B&M) Volcano: The Blast coaster Full Throttle Verbolten Mission Ferrari (what the hell is this thing, it looks like T Rex track but it's not, and it has 5 launches?) The following coasters have both a lift and launch. This is harder to handle in RCT2 than multiple launches, because you can't use a hacked chain lift. In fact, I don't know if there's any way to do it other than a shoestring. Takabisha Fluch von Novgorod Powder Keg Maverick (depending on whether you count the first hill as a lift or launch) -
Can I play RC1 scenarios with openRC2
X7123M3-256 replied to coasterKid's topic in General Discussion
I believe the OpenRCT2 project does aim to support RCT1 file formats but this is a bit fragile at the moment; not everything is imported properly, some parks don't load at all, and various RCT1 features are still missing. Therefore, if you want to play RCT1 scenarios, it's probably best to download the recreations, available here. These are RCT2 scenarios made to match the originals as closely as possible; there will be some differences. -
You got ultra-extreme on a splash boats? Normally that sort of rating is only seen on large coasters. Then again, I've lately learned that you can get so much bonus for scenery and landscaping almost anything can get an excitement in the high 9s if you really go for it. Nonetheless, as I pointed out above, if you want to make the lift faster use the "allow chain lift on all track sections" cheat. Making it so you could adjust lift speed on the splash boats without that cheat would do nothing, since there is no lift on the splash boats unless you use that cheat.
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The only significant difference between the cracked versions of RCT2 and the official copies is that the disk check is patched out. I doubt this affects the saved files in any way - it could be as little as replacing a 0x74 opcode with 0x90. If you are getting error trappers, it's more likely to be a result of 8Cars or other trainers, as many such tools can corrupt the game's memory. OpenRCT2 does aim to support hacked files, though, so you can probably report it as a bug if you find a park you can't open that works in vanilla. I'm afraid this might be my doing. I've updated my DAT files several times, using the same name each time. The assumption was that if someone had an older version, the newer one wouldn't be installed automatically because the DAT file headers are identical, but I think it does get installed anyway. I've now got about 3 copies of most of my DATs now and I'm not sure where they came from if not from opening parks that were made with an older version. However, since the object code was refactored this should be fixed in OpenRCT2 - I believe it will not install a new object if another object of the same name exists, even if they differ. Another possible source could be WW/TT objects that have been modified to make them exportable - but I think these usually use a different name, and they invariably have a different checksum, so I doubt they would cause a problem.
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Which coaster is hardest for you to build with?
X7123M3-256 replied to SensualEthiopianPolice's topic in General Discussion
What do you mean the game's scenarios would be broken with boosters? The game already has many launched rides, it just does it super unrealistically. The only ride I know of for which the game's launch is satisfactory is the Arrow launched loop - for everything else, a hacked chain lift is necessary. I'm not sure what this has to do with scenarios, or the ability to invent track pieces (which did need to be removed - just about the only situation in which it might apply is the Arrow looper, which could have a large loop invented at a later date). I don't know why the launch piece was omitted from the game, but I doubt there's anything about RCT2 that would have made it difficult - I'm sure if CS had wanted to keep it, he could have done it. Many rides could really do with a launch piece - I hope it is possible to add it one day. -
Which coaster is hardest for you to build with?
X7123M3-256 replied to SensualEthiopianPolice's topic in General Discussion
You complain about the limited track pieces on the Mini Suspended Flying coaster and the Arrow single rail designs, but those are limited in real life. They could do with diagonals, but that's the only real omission. Same for the wooden wild mouse - they should probably have block brakes, but only because surviving examples will have had them retrofitted - they would not have had them when they were built because they hadn't been invented yet. You can make realistic designs with all of these coasters without too much difficulty. The impulse coaster is the same - you are absolutely right that you're limited to a handful of different layouts - but there are exactly 4 different impulse coaster layouts IRL, all minor variations on the same idea, so what would you expect? (It'd be nice if a more general Intamin invert were provided, since the trains are essentially identical - and you could argue that it doesn't need to be a seperate coaster given the similarity, but for an impulse coaster the provided pieces are really all that's needed) The S&S thrust air and TOGO pipline though, I agree those are too limited to be useful. The only thrust air layout you can build is a recreation of the prototype, and without an elevator lift (which would be very hard to implement), the pipeline is useless. Also, I don't know what's going on with the reverse freefall coaster. You say it has a launch piece, but it actually doesn't - that's just a normal flat track piece so far as I can tell. What the reverse freefall coaster does have is a special operating mode that causes the train to accelerate constantly until it hits a slope - but that operating mode only seems to work on reverse freefall track. Even though it isn't a special track piece, there is definitely a special case here. It's interesting, and with some hacking I'm sure this could be used to achieve a launch on a different coaster type - but it's pointless because chain lifts work better and are more flexible for this purpose. I'd love a genuine launch piece though - that would be useful. -
As I said last time this feature was suggested, this is down to an interesting quirk of the splash boats (and log flume) - they don't actually have a lift hill. The game considers these powered rides - what looks like the lift is just the standard uphill slope piece for that track type. You will see this if you use the cheat to put a coaster train on that track - it will not climb the lift, it will just roll back. This also means that if you use a cheat to make a splash boat train of more than 1 car or build a steeper incline, the boats are unable to climb it at all. Therefore, there are two ways to speed up the splash boats - you can either use the "Allow chain lifts on all track pieces" to make the track an actual lift hill, at which point the trains will climb at the speed the lift is set to (though I don't think you can adjust lift speed for rides which don't normally have a lift - this was an oversight when that cheat was implemented and should probably be fixed), or you can edit the speed and acceleration values for the vehicle (there is no cheat to do this, I implemented one but it was not merged). This latter method is difficult to get right, can be unstable and will reset if the ride is closed, so I would prefer the first unless you want the boats to go faster on level track as well.
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It can also be done with @Broxzier's extended tile inspector, but I find switching to a different branch more hassle than it's worth, so I do it the way @Wuis suggested.
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WANTED: Alpine Coaster vehicle for Mini Coaster
X7123M3-256 replied to imlegos's topic in Custom Content
Should just be "Alpine Coaster". If you have "Select rides by track type" enabled then it is on wild mouse track. -
I like the use of the Millenium Flyers as Prior & Church trains - I always forget they existed because few survive today, so I'm always surprised to see those trains used in an older park like this, but they work well - they do look an awful lot like the Prior and Church design. It's interesting to see a layout of this era done - most RCT2 parks I see are modern.
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Rides placed a half height higher than normal
X7123M3-256 replied to YoloSweggLord's topic in Problems, Bugs and Feedback
I experimented with that, and I noticed that while the peeps can traverse the gap, the AI still considers the paths disconnected - so peeps already on the path will walk across it, but no more peeps will take the junction because they think it's a dead end. I didn't experiment long with it, but that seemed to be the conclusion - as soon as a step was introduced, the number of peeps taking the junction would drop to nearly zero and after a few minutes the cut of portion of the park would be deserted. There are still some use cases though - you could put these on a ride exit path without issue, because guests do not have to take a junction to end up on that path. -
Rides placed a half height higher than normal
X7123M3-256 replied to YoloSweggLord's topic in Problems, Bugs and Feedback
Paths can be placed at half height, but two paths must meet at the same height to properly connect. If you use half height paths anywhere, you effectively have to use them everywhere if you want peeps to be able to use them. I prefer to keep the paths normal and just elevate the ride, if needed. I don't do this often; it's a pain in the ass because entrances can't be moved away from the station platform using the existing cheats, so you have to manually tweak the map data to do it. -
WANTED: Alpine Coaster vehicle for Mini Coaster
X7123M3-256 replied to imlegos's topic in Custom Content
Peeps usually can brake on alpine slides the same way they can on alpine coasters. I don't know if the speed is limited in the same way, but I'd guess it probably is. They're very similar rides, though alpine slides are of course not locked to the track and can sometimes derail if the brake is not used. Neither functionality works in the ride above - I just set the friction higher than normal. I thought about animating the brake on turns (which would be purely aesthetic) but it would be more effort than it was worth for such a subtle effect. -
Rides placed a half height higher than normal
X7123M3-256 replied to YoloSweggLord's topic in Problems, Bugs and Feedback
Oh, they can be. The entrance has to be the same height as the path, but the entrance doesn't have to connect with the platform (it doesn't even have to be on an adjacent tile). Still an annoying glitch, but if you for some reason wanted a ride placed at half height, it can be made to work. -
WANTED: Alpine Coaster vehicle for Mini Coaster
X7123M3-256 replied to imlegos's topic in Custom Content
The cars are too small for the track - they were made to fit the peeps rather than the track. Alpine coasters use a different, narrower and sometimes single rail track that doesn't have a close match in RCT2, so I didn't worry too much about getting the track to fit well. -
WANTED: Alpine Coaster vehicle for Mini Coaster
X7123M3-256 replied to imlegos's topic in Custom Content
OK, well, if anyone wants it here's a quick alpine coaster I made this evening. It's really quickly put together and not great quality - it's not a recreation of any real alpine coaster car - that's a project for another day. Because it's an alpine coaster, the height restriction is set to 35 feet, since this is supposed to follow the terrain. Excitement was boosted substantially simply because any realistic alpine coaster layout will be pretty boring by the game's standards. However, I did not bother to disable steep slopes, and even rendered sprites for them, so you can put this on any wild mouse layout if you really want. Sprites for banked turns are also provided, but the wild mouse track is default. You can override it with the cheats in game if you want. ALPCSTS0.DAT -
This looks useful. I didn't realize the 1 tile wide restriction persisted in OpenRCT2, I thought it was only in RCT1. It would explain some of the issues I had in one of my parks. At least it seems there's a fix now.
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Someone on NE sent me a model of a coaster train to make into a ride. I've been told it's not a model of a real train, and so it probably isn't much use, but I thought I might as well post it here also. Somebody may find it useful. All sprites are rendered, including inversions, but the default track type is Intamin (I thought it the best fit for the train...not really wide enough for B&M). GWHZZTRN.DAT
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WANTED: Alpine Coaster vehicle for Mini Coaster
X7123M3-256 replied to imlegos's topic in Custom Content
I was planning to do this last summer but gave up because I couldn't find the information I needed. I could easily make a fictional one though (i.e not modelled off the real ride). -
No, the limit is still 255 rides
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Where to place custom scenarios/tracks/etc.?
X7123M3-256 replied to Wuzzy's topic in Problems, Bugs and Feedback
~/.config/OpenRCT2 is the location on Linux, on Windows it's probably in your Documents folder. -
Where to place custom scenarios/tracks/etc.?
X7123M3-256 replied to Wuzzy's topic in Problems, Bugs and Feedback
Those directories don't exist until you save a scenario or track. Just create them manually and then put the required files in there. -
It can also mean that, but in an amusement park context the term "Scenic Railway" refers to a specific type of early rollercoaster, especially those built by LaMarcus Thompson (who is widely credited with inventing the modern roller coaster). Scenic Railways usually ran on flanged wheels with no upstops (the scenic railway predates John Miller's invention of the upstop wheel in 1919, but scenic railways continued to be built by L.A Thompson and others beyond this date) and featured gentle dips and slopes, often with painted backdrops and tunnels. The train would usually be equipped with a brakeman who would manually control the speed (though many surviving examples have since been converted to modern track-based braking). A good example of a scenic railway is Hochschaubahn. If anyone is interested, I made a version of L.A Thompson's scenic railway for RCT2. I never added it to my webpage because it is really, really glitchy (trains way longer than the game is designed to handle), but it can still be downloaded here. It features an animated brakeman, but it's sadly not visible amongst all the glitching.