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X7123M3-256

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Everything posted by X7123M3-256

  1. ZLOG.DAT is the Junior coaster log trains. Maybe that DAT got deleted somehow?
  2. What is the specific error you get? While an incorrect checksum is a possiblity, I think it's more likely that you are missing one or more of the objects required to load the park. It is possible that the park has a hack that doesn't work in OpenRCT2 (in which case, it's a bug in OpenRCT2 that would need to be fixed), or it could be that the save is actually corrupt.
  3. That exists. Also exists. If you want inversions on it you need to merge tracks, but that's something that can probably be changed once the game is fully implemented (a new file format would not be required and neither would new sprites). Select "Disable support limits" and you can make anything 400ft. I don't know if there's an appropriate Intamin accelerator train to go with it (there's JAGIGLT which appears to be an Intamin train, not sure what kind). Sort of exists, but only on sloped track. Proper launched pieces are still missing, and something I'd like to see as well, especially on the Intamin track. I think this will probably require a new file format to implement.
  4. Somewhere on your system there should be a directory containing the file "rct2.exe" and the subdirectories "Data" and "ObjData". This will be created when you installed RCT2. Exactly where this is located depends on what version of the game you have - on Windows it will usually be somewhere in C:/Program Files - if you are using Wine to install the game on another OS you'll need to find out where Wine places the emulated C drive. On my system (which is Linux), it's at ~/.wine/drive_c. It might be located somewhere else on Mac, I don't have a Mac so I can't check. You need to edit game_path in the config.ini file to point at this directory (not the actual rct2.exe executable file - you want the whole directory).
  5. I am 99% sure that's possible. I'll look into implementing it now. EDIT: Definitely possible, I've just implemented it and I'll submit a PR after I clean up the code (which will probably be tomorrow). All aboard the hypersonic warp train: (this causes the train to go so fast that the speed repeatedly overflows back to zero. Also, it travels so far in one frame that it skips over the station entirely and keeps going. At one point I recorded the speed as negative 7000 mph.)
  6. Why would you want to do that? I can't think of any examples of a ride with a reverse incline and a launch. There's a couple that have three launches in alternating directions though, like the Premier Sky Rocket and that new Intamin in China.
  7. Many Intamin launch coasters use a hydraulic launch with a catch car that attaches to the train. I'm thinking you could have a special piece that, when placed, turns the preceding straight run of track into a launch run. It could function exactly like the cable lift does now, but faster and entirely on level track (the cable lift piece can only be built on a slope).
  8. Question: once everything has been implemented, how hard do you think it would be to implement a launch for the Intamin track that behaves like the cable lift? (i.e with a catch car)
  9. The Twister coaster already has it. It probably could be added to the others without the need of a new file format because it's an element that's already in the game, but I doubt it will happen. Most coasters that have launches have them on level track though, and for that you'd need a new track piece. We'll have to stick with using chain lifts as launches for now.
  10. There is only one spinning coaster with an inversion: Veil of Dark. The Blue fire video above was only a test; it does not run with that train normally and it was never open to the public with the spinning car. It does hint that Mack might try something like that with their spinning coasters in the future though.
  11. Here's the PR for the lighting code. This is probably the most interesting feature being worked on at the moment IMO - all the stuff I thought was impossible is being implemented (I'm sure there must be a 32bpp frame buffer involved somewhere in this).
  12. I was playing around with setting the friction values really low, and made this coaster. It takes all night to complete a single cycle (the animation is obviously sped up). The friction is set as low as it can go before the counter overflows.
  13. I think I've seen this bug reported before. As a workaround, what happens if you enable "Show vehicles from other track types"? Can you select the other trains then? Failing that, the console can change ride vehicles as well, at least until this bug is fixed.
  14. It has a sprite limit, and guests are sprites, so yes. The limit is somewhere around 10000 I believe.
  15. @janisozaur posts XP builds from time to time, here's one from a few days ago OpenRCT2 does not remove the ride or guest limit (or any of the other limits as far as I'm aware). It cannot do this until a new save format has been introduced, which won't be until after all the vanilla code has been implemented.
  16. No, it is not in any of the official builds. It is only available from the link I posted (AFAIK). I don't think there's even a pull request for it yet.
  17. It has been implemented but it's not in the develop build, it's a very new feature that's still being worked on. You can see it here. I've not tried it out myself yet so I don't know what it's like; as it's still experimental there may well be issues with it.
  18. I'm not saying I think it should be a tracked ride, I'm saying that's the only way to do it at the moment. Animation sequences are hardcoded, so unless there's a ride already in the game that moves in a similar way you're SOL (in this case, the problem is that none of the rides have enough animation frames for the greater range of motion involved with this ride). There's also the problem of size: flat rides in RCT2 can't be larger than 4x4, and that's only for the dodgems/flying saucers. That's woefully inadequate for most actual flat rides - even some of the default rides are way undersized (for example, any actual Top Spin has two rows of guests, not one). I suggest a much simpler solution: add "tables" as a new path object. Actually, you wouldn't even need to do that - just change the benches so that the peep sprites are included in the DAT, and then tables would become a special case of that. That's all you'd have to do to get a working restaurant, and it'd be much more flexible since you could place the seats where you wanted instead of just plonking down a prebuilt "restaurant" object.
  19. You can't really do a paradrop ride as a flat in the game as it stands. It would work as a tracked ride, but you'd have to hack the track to make it invisible since it's not actually tracked IRL, and you'd have to build the support structure from scenery. To implement it as an actual flat that doesn't require hacks to use would require a new object format - the flats in game are way too small and limited.
  20. I would much rather see the object format changed to allow custom animation sequences than adding more hardcoded flat rides.
  21. There is a swimming pool ride by AE, as discussed above. That's what you can use to make swimming pools, I'm not aware of an alternative ATM.
  22. Looks like this could be it. It's the same person who posted the screen to Gitter and the last few commits all mention "searchlight". I haven't actually tested it yet to see if this actually is what's shown in the screen.
  23. The half loop and half corkscrew are not available on the 4D track, and will crash the game if used, but you can select them anyway because of a bug. You should be able to build the quarter loop and inline twist without problems. This bug affects several other rides at the moment as well, if you get a crash trying to build a specific piece, check in vanilla to see if that piece is one you should be able to build.
  24. Are you building track pieces that aren't available on the ride? This has been a common cause of crashes recently as there's a bug causing track pieces to be incorrectly shown. If it's crashing as soon as you enter the coaster builder it's not this though. The B&M flyer and 4D coaster have in common that they allow inverted track, so this could be something completely different.
  25. By that argument we could remove the landscape editing tools entirely, because they can all be replaced by custom objects. To do this with CS is certainly possible, but awkward. You can't just make triangular shaped blocks (though that's what I've seen people do), because then when you try to use two of them on one tile you have two objects occupying the same quarter-tile, and therefore you'll get glitches (plus you'd need zero clearance to place them). Therefore you'd need to have one object for every pair of terrain textures (even if you don't care about potential glitches, this is needed anyway if you want the smoothed edge that the game gives). This would use up a lot of redundant object slots, and even if the limit were removed that's less than ideal. That said, this is the sort of feature that almost certainly would require a new format, so I don't expect to see it any time soon.
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