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X7123M3-256

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Posts posted by X7123M3-256

  1. 3 hours ago, dnlmnt85 said:

    Hello I can not  see the object selection in scenario, any more. 

    Anyone know why?

    https://prnt.sc/u3hkdd

    The object selection is in the cheat menu, not the debug menu (It might have been in debug at one point - several items that used to be in debug were moved to the cheat menu a while ago because they aren't really debugging tools) . You don't seem to have the cheat menu enabled (it looks like the land icon but in a different color), so you will need to go to the options and enable it.

  2. 19 minutes ago, Parkitect said:

    -What sites can I find good stuff on?

    New Element is the main one. There's also Amazing Earl's site and my site but those are mostly rides (AE does have a few scenery objects though).

    25 minutes ago, Parkitect said:

    are there packs that contain many objects in one single file, by any chance?

    Sort of. There isn't really any site I know of that has scenery object organized into packs for download (although there really should be; everything is incredibly disorganized at the moment). However, you can download so called "workbench" maps that come with a selection of custom scenery preselected. You can find a number of those on NE. Downloading parks that use custom scenery heavily is another way to get objects easily.

    20 minutes ago, Parkitect said:

    Of course, I'm assuming most user created content for the original game works with OpenRCT2

    Anything made for vanilla RCT2 will work in OpenRCT2.

     

    • Like 1
  3. This sounds like a file permissions issue. The original tracks are saved in a different place than those created by OpenRCT2, and that location might be one that your normal user account doesn't have write access to. If this is the case, you could either change the permissions or move the TD6 file to the OpenRCT2/object folder instead. Running OpenRCT2 with superuser privileges is not recommended, but would probably also work.

  4. 39 minutes ago, ExCrafty said:

    Sorry if this is a stupid question, but in this context, what's meant by "hacked" tracks ?

    Basically, tracks built using cheats. The go karts don't have larger radius turn pieces (and still don't) but the recent change made it so that if you use cheats to put the go karts on a larger radius turn, they will behave correctly instead of going around the turn single-file like they did before. Deurklink made a video about the update that explains in more detail what was changed. He also has a video on how to make a hacked go-kart track (this video was made before the change and shows the old behaviour).

    • Like 1
  5. 18 hours ago, JMBuilder said:

    The more progress I see on these, the more I think they should be an integral part of OpenRCT2

    That's the end goal. I already have a PR open for my RMC track, although it's currently on hold as the sprites need improvement. The additional pieces for the LIM track shown above are also very close to finished. I haven't been working on this project for the last few weeks, but I'll probably come back to it soon.

    19 hours ago, JMBuilder said:

    Will the Intamin steel coaster have access to vertical chain lifts like Fahrenheit?

    Yes, although it doesn't have them at the moment. The Intamin track is proving particularly difficult to get looking right, so I don't expect that one to be finished soon.

  6. 56 minutes ago, TinaMarie said:

    What do you mean when you say

    Only by switching to a new save format, which is planned.

    The SV6 file format only allows for a certain number of scenery objects, so for as long as parks are saved as SV6 files, these limits cannot be increased even if the game code would support it. The developers are working on a new file format that would allow for higher limits, but it has been a long time in development - see this PR.

    • Like 1
  7. The game uses 8 bit indexed color, not RGB. You can use a custom palette (i.e change the set of available colors), but you can't have more than 256 colors on screen. In order to implement an RGB color picker you'd need to change all the drawing code to work with RGB images. I have no idea what that would take but it wouldn't be an easy task.

  8. 6 minutes ago, InstantMix said:

    This is all looking lovely dude - especially that Intamin track! Can you go into any more detail about the modelling and rendering processes you are doing to come out with those sprites?

    All my 3D modelling is done in Blender. I make use of a plugin called fSpy to line up the Blender camera with photographs and then trace over the top of it. I also use schematics and drawings where I can find them. The process of modelling a train was always a very slow process, which is why I haven't done one in a while. For track sprites, only the straight track piece need actually be modelled, I have code that generates the rest of the track pieces automatically.

    The rendering has always been handled with my own rendering code, which completely automates the process of turning 3D models into RCT sprites. That code has changed a lot over the years, and in fact has changed greatly since the last time I posted anything in this thread.  The sprites shown in this thread are all rendered using a single light source, and the train sprites did not use antialiasing either. Since then I have rewritten the renderer with support for multiple light sources (which I've carefully tweaked to match the existing sprites very closesly), ambient occlusion, and improved anti aliasing support, as well as a few other improvements to get my sprites looking much more like the originals. So far, I have only used this new code for track sprites. Here are some more recent screenshots (note that the train sprites have not been updated, only the track):

    rmcnearlyfinal.thumb.png.6bd27397a3e8196c514e8293c600c4db.pngintaminlayout.thumb.png.3f4a88aee4ca750bbbb15e7fa96435e4.pngpinfari.png.51bd4ff894500391ccf56958ef400903.pnglimlayout2.thumb.png.b2a57acbca8d7b419db8a101c74e8980.png

  9. These are most likely rides from the expansion packs. If you don't have the expansions installed, these rides will still appear but be invisible. You can either download the expansion objects, or set the object selection not to show them via the "filter" menu on the top right.

  10. Just now, mkruer said:

    In the original thread it looks like the UI was the issue in that it somehow tied to the view and is not be its own element. Is this whats happening.

    Yeah, the UI can't be scaled independently but you can scale the whole window if the icons appear too small. It's the "window scale factor" in the options, you can also assign keyboard shortcuts to scale up and down if you want to use it like a zoom.

  11. 30 minutes ago, Mi-Nigle said:

    How strange the spiral lift isn't counted as a block.

    These rides had an unusual lift design IRL - there's actually a motor mounted on the train connected to a drive tire, and the lift has a power rail which supplies power to the motor to drive the trains up the lift. The trains are then unpowered for the rest of the circuit. I am wondering if this design prevented the lift from being used as a block for some reason.

    • Like 1
  12. 7 hours ago, Mi-Nigle said:

    Is this a bug? Or am I doing something silly? I've tried spacing out the block brakes, reducing the number of cars per train and adding an extra piece if lift hill after the spiral one. Nothing works.

    It appears that the spiral lift piece is not counted as a block. The downward sloping lift piece won't be either - only an upward sloping slope-to-level lift piece counts as a block IIRC.

    • Like 1
  13. 34 minutes ago, Ruedii said:

    Then the issue is to simply create a way to make an "overlay" package that can switch out the options of how things operate.

    Yeah, I'm not sure how easy that is though. In terms of how much drawing code might have to change, and whether or not the current save format could support it (you'd need a free flag in the vehicle struct to indicate a reversed vehicle). I really haven't looked into it so it may not actually be that difficult, but creating a separate object is a method that works right now,  if a bit redundant.

  14. 35 minutes ago, AtomicTiberium said:

    Can someone share a compiled build? Tried following the instructions https://github.com/OpenRCT2/OpenRCT2/wiki/Building-OpenRCT2-on-Windows here but its giving me errors.  

    If you're on Linux, why are you following the Windows build instructions? Try this.

    Also note that the CI compiles binary builds of every PR, but these automated builds are currently failing. This means it may be that the code just doesn't compile, in which case you might have to either fix the problem or try an earlier commit. As I said, that branch is still very much a work in progress.

    If you want I can have a go at building it later.

  15. The sprites definitely already exist for any car to run backwards (think about it - if a car runs backwards through a circuit it will use the same sprites as if it went forward just in the reverse order). It would be pretty simple to create a reversed version of a train in the form of a .DAT or .json file, as some of the default trains (heartline twister, wooden 6 seater) already have.

    I am not sure how difficult it would be to create an option that allows any car to be reversed.

  16. 9 hours ago, d107 said:

    Since as you earlier said, "The original RCT2 was never available for Linux" ... well, within Linux, RCT2 can only be run in Wine, right?

    So what are these tarballs for? We should be downloading it for Windows, whether natively or in Wine?

    If you want to play the original RCT2, then yes, you can only do it through Wine.

    OpenRCT2 however runs natively on Linux. Those tarballs are binary builds of OpenRCT2 for Linux - "i686" and "x86-64" refer to 32 and 64 bit x86 processors respectively (I am not sure what "AppImage" means). If you're on a different processor architecture, you will have to compile from source, which you can find here . I believe it has been made to run on the Raspberry Pi, which has an ARM CPU.

    Also, some Linux distros may have OpenRCT2 available in their package repositories.

  17. That's very odd. This usually happens with objects from the expansions when the user doesn't have those expansions. I can't think why that would be happening with custom content. If you're on develop, try switching to release (or switching to develop if you're on release) to see if the issue still persists.

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