
X7123M3-256
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Everything posted by X7123M3-256
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No it isn't, you can open a TD6 with vanilla RCT2. It only needs to be an SV6 file if the ride is hacked or uses terrain in a way that would make it impossible to place down.
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Lock camera view for "locate train/car" feature (RCT Classic origin?)
X7123M3-256 replied to ninja1470's topic in Ideas
You mean like this?. That is what @jensj12is referring to, but contrary to what he said, you don't technically have to make a title sequence to use it. It's possible to lock the camera in game by opening the title sequence editor via the options menu - although this usage was almost certainly not intended and is a bit awkward, it does work and that is what I used for the linked video. -
If you have "export plug-in objects with saved games" checked in the options, the custom objects will be included in the SV6 file and installed automatically (if the user does not have them already). If this option is not checked, they need to be installed separately. This does save on file size but generally makes it much harder for someone else to open the file especially if there are a lot of custom objects - I recommend always exporting parks you plan to share.
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PR is short for "Pull Request". A PR is a request for changes to be merged into the develop build. Usually the PR needs to be reviewed before it is merged, to make sure the code style is consistent and that it doesn't introduce further problems.
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Looks like this is a known issue and a fix is pending. It appears that the bug was introduced by this PR. The develop version has the very latest code, so sometimes stuff breaks but usually things like this a fixed quickly. You can either wait for the fix to be merged or switch to the release build for the time being.
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It seems it's part of UCES, I have attached the file. The rest of UCES can be downloaded from here. kdgenflg.DAT
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This isn't a syntactically valid sentence and I can't figure out what you're trying to say. I don't know what object that is but it definitely isn't one of mine.
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Umm ... what exactly are you asking?
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It's the largest value representable in a 16 bit unsigned integer, so it crops up a lot anywhere that binary is used.
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I think this is a good idea as queuing guests do not litter or vomit, so the only way queue paths can get dirty is if a guest queues for the ride, then decides not to ride it (which can happen due to a change in the ride value or entry cost), and then litters on their way out. It is therefore not necessary for queue lines to be patrolled frequently.
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Unable to start OpenRCT2 in Debian 10.2 Buster
X7123M3-256 replied to jerry_at_trick's topic in Problems, Bugs and Feedback
The directory you should set as the RCT2 path is the one which contains rct2.exe - if you provided the path to the executable itself, that might be why it doesn't work. If it can't autodetect the location of your RCT2 install, it should prompt you for the location on first start. If this doesn't happen for some reason, look in ~/.config/OpenRCT2/config.ini and set the game_path manually there. -
Yes. As of now the limit still appears to be 255 on the new save format branch, but it looks like plans are to increase that to 65535. You can follow progress on the new save format here.
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Note that in the debug tools there is a feature that shows you what parts of your paths are being ignored by the AI.
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Can't adjust ground on some specific tiles
X7123M3-256 replied to Ryno917's topic in Problems, Bugs and Feedback
That sounds like a bug, I would submit an issue on the Github page especially if you are able to reproduce it. Also note that corrupted tiles often can be fixed using the tile inspector, so you may not have to restart the scenario. -
If you're looking for the panda scenery object, search for "rct2.dlc.bigpanda.json" (it's small scenery). If you're looking for the panda junior coaster trains, it's "rct2.dlc.zpanda.json". Make sure that "OpenRCT2 official" is checked in the "filter" menu otherwise these won't show. I am not sure of the original DAT file names but if you are using OpenRCT2 these will be JSON objects, and the original DAT isn't used or required to be present as far as I am aware.
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If you're using OpenRCT2, you can change a scenario from pay-per-ride to pay-per-entry or vice versa. You can also set it to allow you to charge for both (I think this option is default for RCT1 scenarios, which allowed charging for both in the original).
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There is, go to the object selection and add what you want.
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Looks pretty good, seems like the texture doesn't quite tile properly though. Are they recolorable, and if so how do they look in other colors?
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No, not with the SV6 file format. Chain lifts work differently from block sections. The chain lift isn't a track piece per se but a flag that can toggled on or off for a particular track section, while the brakes and block brakes are separate track pieces (which is why they appear in the special track piece menu and can't be toggled on and off like chain). So in order to allow for sloped brakes, you'd either need to add new track pieces, or change the brakes to work like the lifts, either one of which would require the new save format. In my view, since sloped and diagonal brakes are by far the most commonly needed, I think it would make more sense to add a few new track pieces than add support for brakes on every track piece, but either way this can't be done yet.
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There are but not any of the ones you show. Those can all appear on ride sprites. There are a few special colors used for things like brakes, peeps, and water, but there are few of them and there aren't enough shades for it to work as a general remap color. What might be useful is to expose the primary remap colors (which currently never actually appear in game), though I don't know technically how hard this would be. That doesn't work, you need to have shading. Currently, the palette contains 12 shades of each (paintable) color, and that corresponds to 3 color options in game. So already, when you select darker or lighter shades the range of shades becomes compressed.
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No, it's already been reported. If you have additional information that might be useful, just add a comment to the existing issue.
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Yeah, the plugin is a good place to start. I started working with those parameters but I found they didn't work well enough for what I wanted, so I ended up with a different lighting setup. There's a few people experimenting with what works best at the moment.
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The hitbox is the box used for collision testing. Making it larger means the game may register collisions where it didn't before - in any case, this is clearly a bug. Note that you can report bugs here.
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There has been work on a new park file format, to replace the existing SV6 format. You can follow progress on this here.
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Bear in mind that you don't have to use the Blender plugin - you can render sprites however you wish. The advantage of the Blender plugin is that it is preconfigured to produce sprites that should fit the game fairly well, but note that this match isn't perfect and a lot of people (including me) are using different settings.