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OpenRCT2

X7123M3-256

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Posts posted by X7123M3-256


  1. 15 hours ago, Garrettcube said:

    very, VERY limited selection at one time.

    That's a bit of an exaggeration. Only large or very detailed parks will usually hit the limits; you can have up to 128 ride types, 252 small scenery objects, 128 large scenery objects, and 128 walls in use at one time. There is no way to remove this limit until OpenRCT2 has its own save format.


  2. 5 hours ago, RobWhlkRT12P said:

    How about storing the objects at someplace online, like Google Drive or GitHub?!  I already have an area on GitHub set up for OpenRCT2.

    If you're referring to the sprites I linked above, that project is obsolete. Since OpenRCT2 is now entirely independent of vanilla code, it's now possible to add new track sprites in g2.dat rather than replacing existing sprites, so that's what I do now. I also have a new track renderer that's more flexible and less glitchy.


  3. 49 minutes ago, NaufalInsanAkmal said:

    2. You can custom rides and stalls in the game

    This is already possible, and always has been. Custom objects are supported in vanilla.

    49 minutes ago, NaufalInsanAkmal said:

    6. One-way footpath

    This is already possible using the tile inspector. It can confuse guests though, so use it with care.

     

    51 minutes ago, NaufalInsanAkmal said:

    3. Unlimited number of guests and staffs (sprites)

    4. Unlimited map size

    These limits can't be removed until OpenRCT2 moves to a new save format.

     

    51 minutes ago, NaufalInsanAkmal said:

    8. New object (Picnic table, PA Speakers) in "Signs and Items for Footpaths" scenery group

    There are a few picnic table objects already in existence, though I couldn't find any PA speakers. Custom objects aren't part of OpenRCT2.


  4. 2 hours ago, looping_louie said:

    I built a log flume that was decently exciting, but then later on guests kept demanding lower prices, despite them initially accepting it.

    This is normal. Ride value degrades with time; people will pay more for a brand new ride than one that's been there for several years. You can use the "renew rides" cheat if you want to override this behaviour.


  5. 12 hours ago, chase180924609 said:

    it stays untouched when i put opengl on, is this what its suppose to look like? bc this is what i was expecting...

    I'm not sure what difference you expect - the OpenGL renderer does the same thing as the software renderer, the difference is in how it's done.  The benefit of turning on OpenGL is improved performance - it should look the same (though there could still be some differences, I know that there used to be many but I haven't kept up with improvements since then).

    Your second screenshot looks darker because it's taken at night, not because it's rendered with OpenGL. If you're asking how to turn on the day/night cycle, it's in the options menu, in the tab with a tree icon.


  6. 2 hours ago, chase180924609 said:

    whenever i click openGL it doesnt have any effect???? is there a way for me to fix it? 

    What effect were you expecting? Using OpenGL means the rendering takes place on the GPU rather than the CPU. It should improve performance, but you might have to try a very detailed park (like one of the H2H parks) to notice the difference. If you don't see any benefit, there's no need to have it enabled.

    The OpenGL renderer used to have a lot of issues, but it seems to have improved a great deal since I last tried it, and I no longer have any problem with it. I know that some people are still having difficulty getting it to work. If this is you, you'll need to explain exactly what is going wrong if you want help with it, but personally I'd turn it off if it's causing problems - most parks will work fine with the software renderer.


  7. 3 hours ago, Gymnasiast said:

    That is not only what we planned, but also what we already use - checkout rct2.rckc.zip , which combines the JSON together with a PNG file for an extra preview.

    Does this mean we can use the JSON format for custom objects now? Last I heard it was only for default objects and the images were still loaded from the DAT.


  8. 38 minutes ago, Dlang said:

    Is it possible to increase a map in one direction

    No, RCT2 only supports square maps. What you can do is increase the map size, then use black tiles to hide the parts you don't want.

     

    40 minutes ago, Dlang said:

    or to copy/paste scenery ?

    You can copy and paste individual scenery items with the tile inspector, but you cannot copy and paste a selection. A workaround is to build a tracked ride around the scenery you want to copy, and then use "save track design with scenery". You can then place the design where you want the scenery, and delete the ride.


  9. 4 hours ago, TheMathsGod said:

    Actually, you do need to merge them if you want to use the vertical drop coaster's drop brake piece, which the twister coaster doesn't have.

    The twister track does have that piece in OpenRCT2 - in fact, the twister coaster has every piece that's available on the vertical drop coaster and vice-versa. The only difference is the default support type (vertical drop track has square supports and twister supports are round). Unless you particularly care about this, or you require compatibility with vanilla, there is never a need to merge twister track with vertical drop track in OpenRCT2 - they have the same pieces and identical sprites.


  10. 11 hours ago, RobWhlkRT12P said:

    Hello!

    Let's clear this issue up:

    The .OBJ format holds the actual visual object for an attraction (be it:  a flat ride, tracked ride, arcade/midway game, game course, food stall, drink stall, souvenir stall, first aid station, or restroom), while its associated .JSON format file details the setup and operations data for that given .OBJ file.  Both the .OBJs and their associated .JSONs will be featured in OopenRCT2 new saved game format.

    You haven't said anything except what you think the file extension should be, which isn't really very important. Also, .OBJ is not a good choice because there is already a popular file format for 3D models with that extension, and this could create confusion.

    I think the assets should be ordinary PNG files placed in an archive together with the JSON, but I don't know what the OpenRCT2 team has planned.


  11. 8 hours ago, NightHawk said:

    Tutorial pls. The train has to stop on a flat track after the loop and then start reversing. Have fun pulling that off in vanilla rct2 ! >_>

    Just set the launch speed so the train rolls back. You can't make the reverse launch actually work (not easily, anyway), but you don't actually need it for the train to make the circuit. The drop alone will take it through the loop and as long as the rear car makes it up to the station (which it will) the whole train gets pulled in. I usually add brake pieces set to the minimum speed and one upward piece at the end of the track, to ensure it doesn't go off the end when loaded. You could make the upward track invisible and add a few invisible cars to the front of the train if you don't like this.


  12. 15 hours ago, Marcus101RR said:

    It is a complete remaster and combination of RCT 1 and 2 put together.

    It's a port of RCT2, not RCT1. The only RCT1 feature that was added back in was the booster pieces, as far as I'm aware - it doesn't have the RCT1 assets and the scenarios are remakes made for RCT2, not the original RCT1 scenarios.

     

    15 hours ago, Marcus101RR said:

    However, would there be a possiblity that RCTC would be taken into this project or is it impossible.

    OpenRCT2 should be able to run using RCTC assets instead of vanilla RCT2. However, as far as I'm aware, it cannot yet load the scenario files.

     

    15 hours ago, Marcus101RR said:

    Right now I don't even know what it is coded in

    IIRC, RCTC is implemented in C. OpenRCT2 was originally written in C but is now mostly C++. Vanilla RCT2 and RCT1 were written in x86 assembly (MASM).

     

    15 hours ago, Marcus101RR said:

    Has anyone found any valid trainers, are there any external projects for it?

    I am not aware of any trainers for RCTC, but it does have the facility to convert savegames to/from the SV6 format, so that they can be edited with OpenRCT2 or vanilla RCT2. RCTC should be able to load hacked save games correctly so long as they work in vanilla (also, OpenRCT2 boosters and RCTC boosters are compatible. Other OpenRCT2-specific features won't work in Classic).


  13. The Arrow launched loop can be built in vanilla without any hacks at all - the reverse launch is not actually necessary for the train to make the loop (in game I mean, not IRL).


  14. 57 minutes ago, WispyGreens said:

    I want to get the scenery that i used in these parks, and it used to be that if you opened a park you automatically got the scenery that it uses.

    This still is the case. But this only works if the save file includes the scenery objects with it. Make sure you have "export plug-in objects with saved games" checked in the options.

    If you have a save file which is not exported, the game will show you a list of the objects that are missing but you'll have to locate and download them manually.

    59 minutes ago, WispyGreens said:

    If i download scenery items and put them in the scenery folder it doesn't show up in the game either :(

    You have to put them in the OpenRCT2/object folder, not the ObjData folder. This is a recent change.


  15. 8 hours ago, Ling said:

    Not if you wanted an element that didn't exist on the original ride.

    If the element doesn't exist on the original ride it just appears invisible,  which is fine if you were going to hide it anyway - although you'd need another cheat for that. To be honest, allowing some cheats but not others seems a bit arbitrary to me.


  16. 1 hour ago, Ling said:

    No zero clearance? If the intent is to rule out merging, I would forbid that explicitly but ZC is probably the single most useful (and widely used) tool in creative RCT.

    Prohibiting merging but allowing ZC is completely pointless, then you could just make the track segment where you would put the merge invisible and ZC track over the top instead. It looks exactly the same but it's not a merge.


  17. 9 hours ago, S-Man42 said:

    Ok, thx. :) No I don't want to add some scenery. I am waiting for the cool new file format which allows more scenery objects ;)

    If you aren't using the car ride anywhere else you're still taking an object slot (but it's a ride object not a scenery object). You're also using a ride slot for every car you place, and several more map data slots than a scenery item would take. The only thing you save is a single scenery slot (although technically you could put the car object sprite into a large scenery object that you're already using so it doesn't take any extra slots. This is a bit bothersome though.).

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