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X7123M3-256

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Everything posted by X7123M3-256

  1. It's not hard to create a reversed version of a train, because you just need to reorder the existing sprites, not render any new ones. In fact, I would probably just write a script to take a DAT and produce one with reversed trains automatically. However, there's so many DATs out there that I'm not just going to make a reversed version of every DAT I find unless someone specifically requests it, or I need it for a park.
  2. Do be aware that the limit of 16 includes zero cars and invisible cars, whereas the count shown in game does not.
  3. RCT2 does not clear the screen after each successive frame, because normally every pixel on screen includes at least one sprite (even outside the map boundaries, the game is actually drawing black tiles), so the whole screen gets overwritten anyway. If something causes sprites not to be drawn where they should, you get strange effects because the image from the previous frame is not cleared, it's simply drawn over the top of.
  4. I'm confused. UDP doesn't guarantee that packets arrive in order - it doesn't even guarantee they will arrive at all.
  5. I like that idea. At the moment my solution is to enable chain lift for the entire ride, then delete and rebuild the parts I don't want to be chain. It's rather tedious.
  6. Passing -- verbose as a command line option causes the game to print out additional debug information which may help to identify the cause of the problem.
  7. I have the same issue. I think this was introduced very recently, since it worked fine earlier today. It looks like the original RCT2 code is not being called - this is what the expermental builds for non-x86 platforms that don't include the original game code look like.
  8. I have also experienced this problem. I submitted an issue for it here. Also, it seems that the park does actually get saved before the game crashes.
  9. Most cheats are a button or a checkbox. This is a bit more involved, since you have to select the track pieces you want to move and the amount to move them by. It could go in the cheat window, but I think it would be easiest to put it in the tile inspector because the tile inspector already shows element heights, it just doesn't have a means to change them. It would be just two buttons.
  10. What is this supposed to mean? Everyone playing OpenRCT2 has this feature available (unless you're playing a really ancient build) so it doesn't give an unfair advantage, unless you mean "over rides that don't use zero clearance", in which case, why not just disallow it entirely? Do you mean to say that zero clearance is allowed only for aesthetic purposes and not for track merging or other hacks? If so, why not say so? And what are the criterion by which the entires are judged? If it's judged partially on it's appearance, then wouldn't making the ride look nicer be an advantage by itself?
  11. I'm not sure how this would work. The day/night cycle is implemented by changing the entire palette for the game, so when it is dark you don't have any bright colors to use for lit areas.
  12. The server you're trying to connect to is not running the same version of the game as you are. The green lights to the right of the server list indicate which servers are compatible with your version of the game. It looks like you're running the latest version and the server you're trying to connect to is using a slightly older one.
  13. I also have this problem, and I've opened an issue for it. It appears that using "Save As" instead of "Save" will work around the problem.
  14. OpenTTD does have this problem. It's not as severe as in OpenRCT2 because you can't edit competitors pieces, and each competitor has seperate cash so you a player who's just joined has less resources, but occasionally someone will delete all the roads and then buy the land tiles so it cannot be rebuilt, or start ramming road vehicles with their trains.
  15. I think, if we are to add a feature that affects the whole track piece, then it doesn't belong in the tile inspector. I think the tile inspector is best kept as a tool to directly edit the tile data. A raise/lower sprite option makes sense here; it's just providing a means to edit the values the tile inspector already gives you, and it wouldn't be limited to just track . If we were to implement a tool to raise/lower a track piece as a whole, I think it ought to be a seperate thing. Perhaps a tool that allows you to select an area, a type of object to operate upon (track, scenery, path etc), and then choose an operation to perform on those objects, like raising/lowering it, making invisible, etc?
  16. When you build a track piece, the game highlights all affected squares. You can just click each one in the tile inspector looking for the relevant elements. Sometimes there's more than one on each tile - all of them have to be moved. The only time it becomes difficult is if you have tracks crossing each other, but you can usually tell from their position in the list which is which. It's the same process you currently go through when making tracks invisible.
  17. Haven't tested it with guests on board yet, but I did not move the entrance and exit, just the track, so you can still build a path up to it. I don't think there would be a problem, but for my purposes I don't need guests to ride this ride, so I didn't test it.
  18. Interesting... but I'm not sure why that means it couldn't be done in the tile inspector. As long as you raise every map element belonging to the track piece by the same amount, you shouldn't get any weird effects like that. I've been using a script that does the same thing (modify every map element), and I haven't encountered any ill effects - you can even open a ride that has been moved this way.
  19. I found out about it when it was announced on the RCT subreddit 2 years ago, but I didn't actually install it until later, because at that point it was mostly inline assembly calling out to the base game, and I couldn't figure out how to build it on Linux.
  20. As I understand it the map elements are all there is - raising every map element belonging to a track piece is equivalent to raising the whole piece - at least, that's what the script I'm using at the moment does, and it seems to work fine - you can even open the raised ride, but construction mode doesn't work.
  21. I agree that this would be a useful feature; I just had to do this for a park I'm working on and ended up having to edit the SV6 with an external script, which is not ideal. I think this would be most easily implemented with a button in the tile inspector that allows elements to be raised/lowered 1 unit. There could also be a console command to do it to an entire ride. I will probably try and implement something like this when I have the time.
  22. I don't know, but I think the answer is probably not. It seems trains have to face the same direction as the track. You could build the whole ride backward, but then things like chain lifts would go in the wrong direction. I think the easiest way to reverse a train is to create a new DAT with the original seats reversed, like Sawyer did for the 6 seater wooden coaster. Once you have such a reversed train, this hack could be used if you wanted to reverse individual cars rather than the whole train.
  23. Sometimes, when you build paths with zero clearance, they don't connect up to things properly. It tends to just build through things instead of connecting to them. For example, if you built a path on the same square as the entrance, the queue might connect up to the path you built instead of the entrance. I find the easiest thing to do is to avoid building paths with clearances disabled - instead, build the path first and then zero-clearance the scenery you need on top of it.
  24. There's a number of objects that don't export correctly due to a bug in the tool used to create them. You can force such objects to be unpacked in OpenRCT2 by selecting "Allow loading with incorrect checksums". If the park was not exported at all, you still need to install the objects manually. Parks that have been saved with OpenRCT2 should have the problem objects fixed so they will unpack correctly, but this doesn't always work at the moment.
  25. Not sure what you mean by this. You can have any vehicle from any of the available objects in your park on any track. As far as I'm aware, you can have different trains with different vehicle types on the same (though this is untested). You can even put some of the vehicles of the same train on one track and some on another (this is known as a shoestring). IIRC the front car is used - so if the front car is side friction, the whole train crashes. If the front car is twister, no crash occurs. There's a couple of other parameters that are specified per-vehicle but only the front car matters (such as sound effects) - I'm not sure why these weren't specified per-ride instead, but that's the way it is. I don't think theres any way to set it up so that only part of a train crashes - even if you split the front car off onto a different track and crash that, the rest of the train just randomly explodes in the middle of it's course.
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