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X7123M3-256

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Posts posted by X7123M3-256

  1. On 04/02/2024 at 21:58, JoshuaJacobs said:

    So no, no update on the Park, but i have done about 50 Objects for OpenGrapics.

    If you're making objects for OpenGraphics you could probably make sprites for vertical boosters yourself. I was experimenting with those a while ago, although I can't show what it looked like because I've lost all the footage. But, I still have the code somewhere. It's a pretty simple thing to add.

    • Informative 1
  2. 1 hour ago, RollerCoasterTyphoon said:

    All Arrow and TOGO corkscrew/looping coasters use banked sloped turns: not in RCT.

    I don't know why these coasters weren't given banked sloped turns in the original game - my guess is just to save time making sprites - but this is a very common complaint that OpenRCT2 will probably eventually fix. We have added new track sprites to the looping coaster, LIM launched coaster, giga coaster and log flume, and someone is working on new sprites for the B&M. Some prototype banked curves for the Arrow track were already created as well, and they look pretty good already:

    image.png?ex=66011d18&is=65eea818&hm=2c8
     

     

    1 hour ago, RollerCoasterTyphoon said:

    One of his dispositions that I will not dispute is that coasters capable of deploying "zero-G" elements do not earn Air-Time, because that would be too-readily-exploitable: the means of that computer game disposition resides in yes/no lap-bar

    Like I said, unless Sawyer himself comes out and says this, there isn't any evidence that points towards this being the case. All the rides in game that have lap bars have lap bars in real life. There is only one ride that has a different type of restraint system in game, and that is the air powered vertical coaster. It has OTSRs, because it was modelled on the prototype which had them. I would point out that it does not get an airtime bonus - despite the fact that it probably ought to  - which again suggests to me that it comes down to the restraints and nothing else.

    And again, not giving the RMC the airtime bonus would be silly. Even the RMC train did have OTSRs, I would have seriously considered breaking from the established pattern and giving it the airtime bonus anyway because such an airtime focused ride not getting any excitement from airtime wouldn't make sense, once more, there is really nothing like this ride in the base game. Removing the airtime bonus doesn't just mean less excitement from airtime, it means none - in fact, airtime is effectively penalized. You would be penalizing the player for building the ride the way it's meant to be built.
     

    1 hour ago, RollerCoasterTyphoon said:

    Above, I linked a Reddit post that demonstrates the abuse.

    Yes, I understand the exploit you found. I do not think this is a good reason to remove the airtime bonus at all. This game is riddled with exploits - the original game had a similar exploit with the heartline twister that could give over 600 excitement. You've got people beating scenarios without building any rides at all or even using only one tile of land. This exploit doesn't break the game because the game is already broken - in fact I doubt your exploit layout would be more profitable in a scenario than a standard microcoaster design because it has low capacity for its size.

    Removing the airtime bonus from the hybrid would penalize the player for using the ride the way it's meant to be used and therefore reduce the incentive to do so even further. It wouldn't affect most exploit designs, just that one specific one. Moreover, there are other ways this issue could be addressed. For example, it would be possible to make the game distinguish between hangtime and airtime and not count the former towards the airtime stat. That change might be controversial as it could affect the stats of existing rides, but designs that aren't intentionally exploiting this would probably be minimally affected.
     

    1 hour ago, RollerCoasterTyphoon said:

    Yes, you are the biggest asshole on the planet.


    Yes, I'm a bigger asshole than Kim Jong Un and Putin, because I didn't make the hybrid coaster in exactly the way you wanted it. Maybe you would be happier if I didn't make it at all. You know, you don't have to use it, you don't have to include it in your scenarios, and it would take literally 5 minutes for you to download the train and make your own version without the airtime bonus - and if you really wanted it changed upstream then you have the same ability to submit a PR that I do, but you're not interested in any of that, you're just here to be a dick.

    It's clear you don't think you're going to convince me of anything since you're just posting insults in lieu of actually responding to anything I said and it's clear to me that I'm not going to convince you of anything either, and I'm not sure you're even reading my posts, so I don't see any point in replying to this thread anymore.

    • Like 1
  3. 15 hours ago, RollerCoasterTyphoon said:

    There exists a retard who tried to bury this: Mom's basement, troll, now.

    Typhoon.

    Replying to your post isn't "trying to bury it", FFS, just how thick are you? I'm trying to tell you where you can actually put this request to the devs but you don't care because you're only interested in being a prick. This forum is basically dead and I don't know if there's anyone on the dev team that still checks it. I am not a troll, but I am beginning to think you are.

    • Like 2
  4. 9 hours ago, RollerCoasterTyphoon said:

    That's asinine: they shouldn't have lap-bars, you cunt.

    What shouldn't? The hybrid coaster trains? They do have lap bars:

    aadvgba

     

    10 hours ago, RollerCoasterTyphoon said:

     Twister v. Hyper Twister


    I've already explained that that doesn't contradict my hypothesis because the hyper twister coaster has lap bars and the twister doesn't. The hyper twister coaster doesn't contradict your theory that it has to do with whether the ride can do inversions, but there are two other rides that do. There are no rides in the game that get lapbars but do not get an airtime bonus, there are no rides in the game that have OTSRs but do have an airtime bonus. And, as I explained, the fact that the airtime bonus is tied to the vehicle and not the ride type, I think also points towards it having to do with the restraint system.

    You clearly aren't even reading what I said and don't have anything else constructive to add, you either lack reading comprehension or you're just here to troll.

    10 hours ago, RollerCoasterTyphoon said:

    stop being the world's biggest asshole.

    You're the one being an asshole. You're the one whose posts consist mostly of insults.

    11 hours ago, RollerCoasterTyphoon said:

    I did warn you

    LMAO what are you going to do to me?
     

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  5. On 26/01/2024 at 21:08, RollerCoasterTyphoon said:

    One thing a lot of people sometimes overlook, when desiring to modify computer code, is the possibility of change in one system contaminating proper function in another, at its worst potentially causing cascade failures in numerous areas.

    This is true, but you're asking for a very specific, simple change ... it's not like it's less likely to cause problems if someone else makes the same change, and any PR you submit would be subject to review by the dev team anyway. I think it's unlikely that anyone on the dev team will see a comment here as I don't think any of them check this forum anymore - submitting a PR if you know how to do that at least guarantees they will look at it. Otherwise maybe post here https://github.com/OpenRCT2/OpenRCT2/discussions/

    One possible consequence would be that if you extend the timeout, lost guests take longer to give up and might become unhappy as a result. But, having the timeout be tied to the park size doesn't seem like a bad idea because it's also a problem if you have a park so large that guests are likely to timeout even when they aren't actually lost - and it's a fairly simple thing to test if this change helps or not if you've got a park that's having problems.

     

    • Like 1
  6. This place used to be a lot more active but I think most of the people who used to be here have moved to Discord. There's an official OpenRCT2 discord but it's mostly focused on development - maybe try Deurklink or RC&F. This video lists some other sites:

    • Like 1
  7. 3 hours ago, RollerCoasterTyphoon said:

    Plural v. Singular, f**ktwat. The 1st sentence of your post, before you even completed it, is something I'm tearing apart. I can't believe you're such a pillock excepting, only, that you actually f**king prove it. BTW, I'm not done with you; hahaha, wait for it ...

     

    What do you mean "plural vs singular". Do you think I should have said "one of the established premises"? I'm not interested in a pointless grammatical debate. You're not "tearing me apart", you're just insulting me for no reason, which is not winning the argument. If you don't communicate clearly it's not everyone else's fault if you're misunderstood. Your posts repeatedly use the term "zero G element" - which you made up - and you're mad because I thought you were talking about "elements that can produce zero G". The word you were looking for is "inversion".

    I created all the code and sprites for the hybrid coaster; I know exactly how it works and I was the one who decided to give it the airtime bonus in the first place so I do know what I'm talking about here.
     

    Just now, RollerCoasterTyphoon said:

    The established premises of the game include the disposition that roller coasters capable of deploying "zero-G" elements do not have lap-bar restraints and do not earn the Air-time bonus. A year ago I pointed to Twister v. Hyper-Twister: the evidence and, hence, my argument remains absolutely indisputable.


    No, your argument is not indisputable, in fact, I don't think there's any evidence to support it. Yes, the hyper twister coaster gets an airtime bonus and the twister coaster doesn't, but also, the hyper twister coaster has lap bars and the twister coaster doesn't, and hyper twister coaster layouts IRL consist almost entirely of airtime hills while twister coaster layouts rarely have any. That's not evidence that the reason it gets the airtime bonus is because it doesn't have inversions.

    My belief is that the airtime bonus is applied to rides which have lapbars. Evidence against this would be, for example, if there was a ride which has lapbars but does not get the airtime bonus, a ride that has OTSRs but still gets the airtime bonus, or perhaps a ride with the airtime bonus that has inversions IRL but is missing those pieces in game. That might suggest that Sawyer deliberately avoided creating rides that have both. But there are no such examples, and in fact, there are two examples in the vanilla game of rides that get the airtime bonus but also get inversions - and those are the looping coaster, and the wooden coaster. The looping coaster, in particular, isn't particularly airtime focused IRL. It would have made sense not to give that an airtime bonus. I believe the reason the looping coaster gets an airtime bonus and the corkscrew coaster doesn't is because the looping coaster has lap bars.

    Another point is that the airtime bonus is a property of the vehicle, not the ride type - it's possible (though there are no examples in the base game) to have a ride with different train types available, one of which gets the airtime bonus and one not. This suggests that this bonus was meant to reflect characteristics of the train (such as the restraint system used) rather than those of the ride type (like the track pieces it has available). Specifically, I think this is meant to reflect the fact that airtime tends to be more fun with lap bars than more restrictive restraints, and rides with airtime focused layouts pretty much never have OTSRs for that reason.

    Remember that at the time the game came out, it was very unusual for coasters with lap bars to have inversions - so, almost all the coasters in game which have lapbars also don't have inversions, and rides which did have inversions rarely had much in the way of airtime. It would have made sense at that time, to give the airtime bonus only to rides without inversions - it would make sense for the looping coaster not to get an airtime bonus, it would have made sense for the wooden coaster not to have a loop piece - but that's not what was done.

    In recent years, however, it's become a lot more common for looping coasters to have lapbars and for rides to feature a mix of airtime and inversions, and the RMC is a prime example. RMC layouts feature a lot of airtime - but usually do feature inversions as well (not always though). Nothing like this existed at the time the game came out. So even if it was true that the vanilla game never gave an airtime bonus to rides that were capable of inversions, I think there would still be a very strong case that the hybrid coaster should get an airtime bonus. Not having the airtime bonus means the ride gets no excitement from airtime - in fact, it actively penalizes having airtime on the ride because you still get nausea - which would be completely wrong for the hybrid. Building a hybrid that has no inversions is more realistic than one which has no airtime - it's more like a souped up wooden coaster than a wooden version of the twister coaster.

    • Like 1
  8. On 07/03/2024 at 16:50, RollerCoasterTyphoon said:

    IMHO, the established premises of the game should be remembered and respected; Chris Sawyer's creation should not be denatured.

    The established premise of the game is that trains that have lap bars get an airtime bonus, and RMC hybrid layouts tend to be very airtime focused so of course this ride gets an airtime bonus. That it can be exploited is not surprising, but nor is it really an issue, because everything else is just as exploitable - the way the game calculates stats (and most other things besides) is very naive and it can't really tell the difference between good and bad designs as long as a few basic requirements are met. Just take a look at this corkscrew design that Marcel Vos shared recently:

    spacer.png

    Trying to "fix" this exploit by removing the airtime bonus would hurt normal gameplay because the ride is intended to be airtime focused, that would penalize players for building the ride the way it's meant to be built. Implementing an entirely new stat calculation that doesn't suck would be a separate project entirely (and if such a thing was added it would almost certainly have to be optional, because it would be a major deviation from vanilla behaviour).

    I'm not being deliberately obtuse, your previous comments made little sense and not once did you make clear what the hell you were talking about. I see now that by "zero G pieces" you actually just meant inversion pieces ... why didn't you just say that ... you could have just posted a screenshot of the exploit you were referring to. Also, you don't have to use the hybrid coaster if you don't like the way I implemented it, and you don't have to build exploit designs if you don't like them. I don't like them either.

    • Like 1
  9.  

    1 hour ago, ExCrafty said:

    So if I understand it right, from looking at videos, a zero-g stall is simply a half inline twist or barrel roll that stays inverted and then goes down like say the second half of a loop, or just a drop

    No, that is what is commonly called a dive drop. A zero G stall is similar to a zero G roll, but instead of continuous 360 degree rotation, there are two half rotations, such that the train is not rolling at the apex. The second rotation may then go the opposite direction to the first. A good example is the zero G stall on Zadra 68400640_2228389517273821_4909018095999254528_n.thumb.jpg.a4440634edf77749b60d3869bd2d0ae9.jpg

    Zero G stalls were first introduced by RMC and are very common on their coasters, though a few other manufacturers now also use them.

     

    • Like 4
  10. 8 minutes ago, AM7655 said:

    Does this mean that a tired guests prefers using transport rides over walking? At what degree? What is the range of such action? Do they follow some kind of path markers in the simulation? Let's say the guest is far away from a train station, does this mean he'll gravitate towards it when tiered?

    No, no, and no. Guests treat transport rides as any other ride, they will not use them to help get where they're going and I don't believe that gravitate to them when tired. The only difference I know of is that guests who are "leaving the park" will still ride transport rides (a change made in OpenRCT2, to help prevent guests becoming trapped in areas of the park that are only accessible by transport ride).
     

    10 minutes ago, AM7655 said:

    - Okay I need to know more about this. So me building ferris wheel is letting visitors see other attractions? Can someone please help picture this within simulation? What do they see? Is it like a range of sorts? Are the attractions then marked with %, marked in green, red and yellow and logged within each guest?

    Taller rides can be seen from further away, that's true, I don't think tall rides help guests see other rides, though I'm not 100% sure of that.

    20 minutes ago, AM7655 said:

    Does that apply to anything underground; does scenery objects help; what about station platform, covered and uncovered?

    Underground does count, IIRC a certain percentage of tiles must be covered (maybe 40%?). I am not sure if covered rides are necessarily more popular in the rain than they would otherwise be, but uncovered rides are very unpopular in the rain.

    • Like 1
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  11. 6 hours ago, evrip said:

    Update: I can see in rct2tt.ride.mktstal2.json the following code. I searched my PC and there is no MKTSTAL2.DAT. Could this be the issue?

     

    Yes. Do you have the expansions installed? This object is from the expansions.

    • Like 1
  12. 5 hours ago, jensj12 said:

    A chainlift isn't just added to a track piece, it's a whole new track piece with its own artwork

    It's not a new track piece, it's a flag - which is why there's a cheat to put chainlift on every track piece, they didn't add hundreds of new track pieces to make that work (and also why there's no cheat to put brakes on every track piece, because those are separate pieces).

    All you need to implement this are the sprites. If you are looking to add lift sprites to a piece that the ride already has but doesn't normally allow lifts on, you can create these by editing the existing sprite, so there's no need to create 3D models or try and get shading to match like you would have to do for a new track piece - you just need to take the existing sprite and draw a lift on it (exception would be the looping or bobsled coaster, whose lift sprites look completely different from the non lift pieces).

    I'm pretty sure spiral lift sprites for the wooden coaster might already have been tried by somebody ... I vaguely recall seeing something like that. But I'm pretty sure it was adding lift sprites to the standard unbanked sloped turn pieces (like the junior coaster has) - the actual spiral lift piece, which has a shallower slope, would be a lot harder to make sprites for because that would have to be made from scratch.

     

    5 hours ago, jensj12 said:

    it has to match the existing artwork as well, which I think is the biggest issue

    This is an issue if you're looking to create new sprites for a vanilla ride type that has yet to get any new pieces (or has new pieces that were hand drawn, like the log flume).

    Ride types that were created for OpenRCT2 or have already had new pieces added by me, are easy to make new sprites for since you can just use the same models. In particular, any newly added track piece can be easily be made available on the giga track now. The LIM coaster is a bit iffy, because have a model but it doesn't match on diagonals, so I think a better one is needed to give the LIM track any new diagonal sprites.

    5 hours ago, jensj12 said:

    Getting currently non-existing pieces to work (such as beyond vertical drops) is the 'easy' part.

    No, it's not easy. You have to create new paint code, and getting it to draw correctly without glitching takes a ton of trial and error, I think it's actually usually a lot more work to get a brand new track piece working on one of the OpenRCT2 specific ride types, than to add an existing track piece to a vanilla track, but it does depend on the track piece you are adding (e.g sloped brakes would be a  very easy thing to add, like it would probably only take an hour).
     

    6 hours ago, ExCrafty said:

    As for visual aesthetics, a lot of things don't show as they'd probably over tax the game engine

    No, they don't show because the sprites don't exist to show

    • Like 1
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  13. 4 hours ago, Dubaifreak said:

     I wish i could see this in action, but i only got an error.

    This error occurs if you already have an older version of the Intamin LSM train installed. Just deleting x7.ride.lsm_launched_coaster.parkobj from your object folder should allow you to open the park (if it's exported) - or else you can get the latest version from here https://x123m3-256.github.io/RCT2/CustomRides/index.html

    • Like 2
  14. 13 hours ago, cherryaire said:

    So a group doesn't contain the items? That doesn't make much sense to me.

    No.  A scenery group is just a list of object names, and each of those objects has their own .DAT or .parkobj file. One object can belong to multiple scenery groups, and often scenery groups are not made by the person that made the objects. It's quite common for people to create their own scenery groups to organize their object collection. If you have a scenery group installed, but you don't have the objects it refers to, then you'll get this error when you try to select it.

    When parks are shared to on sites like NE designs, it's common to remove the unused objects to reduce the file size. So downloading that park will give you the scenery group, but not necessarily all the objects it refers to, only the ones that were used in that park. Downloading a scenery group directly from the NE database would be another way this could happen.

     

    • Informative 1
  15. 10 hours ago, ExCrafty said:

    however, there looks to be a small problem with how the multi-car trains handle the vertical track pieces.

    Of course there is, the vanilla giga coaster trains do not have sprites for vertical pieces, inversions, or diagonal banked slopes, because the giga coaster did not have those pieces in vanilla. So it falls back on the sprites for steep slopes because those are the closest available.

    The way it's supposed to work is that the new pieces are not meant to be available unless the "enable all drawable track pieces" cheat is on or you are using a train which supports them. But I think there's a bug where some of the new pieces are available without cheats when they shouldn't be.

    The only new pieces which don't require any new sprites are the medium half loops, which will work with trains that can do regular vertical loops, large corkscrews, which will work with trains that can do regular corkscrews,  and the unbanked diagonal sloped turns and diagonal brakes, which work with any train.

    The other new pieces all require a train that was specifically created with sprites for those elements, such as the hybrid or single rail train or one of my custom trains, in order to work without glitching.

    • Like 1
  16. 8 hours ago, cherryaire said:

    "Following object not found: (and here is blank) Not all objects could be selected!“

    That probably means you've installed the scenery group but not the objects it contains.

     

    8 hours ago, cherryaire said:

    As well as several of the paths I've downloaded not showing up at all.

    If they're legacy .DAT paths they show up in a different tab.

  17. 1 hour ago, Ruyven said:

     Is there a guide line what is not working on which coaster, yet? Did not find it in search.

    The following pieces are new and will not be saved in track designs:

    • Diagonal brakes
    • Large corkscrews
    • Medium half loops
    • Zero G rolls (small or large)
    • Diagonal banked sloped track
    • Large 45 degree sloped turns

    The large half loops on the flying coaster also won't save, but only on the flying coaster - large half loops on all other ride types will work fine.
     

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  18. 15 hours ago, ShawnRUGAME said:

    Also since I couldnt figure out how to get it to work with classic I am just playing OpenRCT2 by itsself

    I don't understand what you mean. OpenRCT2 requires the base game assets to play - if you are able to play it then you have it set up correctly. It searches common install paths so it will often locate the base game automatically. If you have both RCT2 and RCT Classic installed, I don't think it makes any difference which you are using.

    • Like 1
  19. 2 hours ago, Dubaifreak said:

    I'm not sure this is the right topic, but i have a question: is there a good application to make good cars for rollercoasters? It's because i might want to make my own rollercoaster cars & stuff.

    The program I use is available, but undocumented. Another option is Oli414's Blender plugin. I don't recommend following AE's tutorial or using any of the older tools recommended - the process he uses is needlessly laborious, the tools used very limited in their capabilities (and he doesn't seem to understand the difference between limitations of the tools and limitations of the game), and some of the things he suggests doing will result in lower quality output. But it might be worth reading to get an overview of how rides work in the game.

    • Useful 1
  20. 13 minutes ago, ogrctfanfromengland said:

    Is it now possible to install a version without them?

    Well, yes, you could still make your own version of OpenRCT2 that does not have them if you want.

    The cheat menu can be disabled in the options window but there is no option to disable the fast forward button I don't really know why you'd want to do so.
     

    19 minutes ago, ogrctfanfromengland said:

    Also I used to be able to play title screen custom parks but I forgot where it is in the menus

    It's in OpenRCT2/sequence The .parkseq files are ZIP files and you can extract them to get the park files

     

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