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janisozaur

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Everything posted by janisozaur

  1. @YoloSweggLord you're more than welcome to contribute code for it. We're pretty busy with other things and have plenty of suggestions over on github now.
  2. You list all this useless information like your power supply, monitor brand and dog's name, but fail to say the most crucial bit: which build is it?
  3. https://github.com/OpenRCT2/OpenRCT2/issues/3190
  4. We have a plan to implement a priv/pubkey based system, where game host can tie permissions to the pubkey. It solves the problem of impersonation and persisting permissions in one go. The plan is initially to use it as a self-hosted auth system, but it was designed to allow for integration with auth server, a trusted third-party just like this website, in the future. There is no implementation yet and no timeline available, but we are working on it; we have limited workforce.
  5. I doubt increasing verbosity would help out in this case, it's primarily useful when you initially load the game. That said, it wouldn't hurt and might just shed some light. The best you could do is provide us with a core dump, but somehow I don't really see it happening…
  6. This will probably be another long one, as we have quite a goal to reach this time – ridding of vanilla binary. You may have seen it already, but we are also working on enabling other architectures (ARMv7, x86-64), improving multiplayer experience and much more. It may not get called 0.0.X by the time we reach next release.
  7. When we say we can only provide x86 binaries it means we can only provide them because of technical limitations. Source can be compiled for any little-endian, 32 bit arch, but there will be pieces missing. When we can, we will provide other builds. Please do some research before you post.
  8. We do. https://www.reddit.com/r/rct/comments/3sb0ct/openrct2_submit_title_sequence_parks_for_003/ https://www.reddit.com/r/openrct2/comments/4etz7o/working_on_a_new_title_sequence/ 1360x768 is a very low and quite odd resolution.
  9. There's some confusion in here. Let me clear all that up. No, we do not use UDP, we use TCP only. See https://github.com/OpenRCT2/OpenRCT2/blob/develop/src/network/network.cpp#L660 The packets are simply game commands, a function that alters game's logic state. See https://github.com/OpenRCT2/OpenRCT2/blob/develop/src/game.c#L439 The only way you could do a server in Java* is by implementing full logic of the game (i.e. full and exact recreation of 0.0.4 bar the actual UI stuff) as this is what we sync right now over the wire, along with the tick, across all connected parties. See https://github.com/OpenRCT2/OpenRCT2/blob/develop/src/network/network.cpp#L1824-L1891 *which is insane and ill-conceived idea. Certainly possible and doable, but I would bet almost any money you won't pull through.
  10. While helpful, it's not what we want. Launch the game with --verbose option. By the looks of what you had provided, it seems there is a corrupt object. If you figure out which one, please send it to us.
  11. https://github.com/OpenRCT2/OpenRCT2/issues?q=is%3Aopen+is%3Aissue+milestone%3A"v0.0.5+-+fourth+stable"
  12. Use --verbose option and post your log here.
  13. I'm pretty much always on the lookout for interesting open source projects I could contribute to, especially game engine recreation. I either contribute to or follow quite a few already, just a personal interest and a way to improve my skills. I think I may have stumbled across OpenRCT2 when browsing github's projects or some other place and don't really know when I started contributing code.
  14. We only give support to those who can read and understand information.
  15. I assume you mean multiplayer. When multiplayer was introduced, we did not expect all the problems it now faces, in particular from people who simply destroy other's maps. We will be working soon on a more robust authentication solution. We aim to primarily fix two things: possibility of spoofing other players persistent permissions, where you should get permissions assigned to you automatically on every connection to a particular server.
  16. https://github.com/OpenRCT2/OpenRCT2/wiki/Installation-on-Linux#steam
  17. This is the next stable version of OpenRCT2: v0.0.4. For this release we have successfully implemented all code for peep ai and rides/vehicles. There have been numerous improvements to the game as well please check the changelog below. There is only one area now left to complete before we can have a standalone release, the drawing setup code. It may take a while to complete that and there may be another release before that is finished. Thanks for playing and thanks again to all contributors, testers and players of OpenRCT2. Download: https://github.com/OpenRCT2/OpenRCT2/releases/tag/v0.0.4 ChangeLog: https://github.com/OpenRCT2/OpenRCT2/blob/master/distribution/changelog.txt GitHub: https://github.com/OpenRCT2/OpenRCT2
  18. While we will reach a point where we can produce 64 bit builds, it is quite possible their performance could be worse than that of 32 bit builds. There's still plenty of space for improvement for us still in 32 bit land and it's very likely we will first raise the limits and only later on support 64 bit code.
  19. It also has nothing to do with game being built for 64 bit or not.
  20. We also support an option to move all of your data elsewhere from default location. ./openrct2 --help (…snip…) --user-data-path=<str> path to the user data directory (containing config.ini) --openrct-data-path=<str> path to the OpenRCT2 data directory (containing languages) (…snip…)
  21. @SensualEthiopianPolice I know what you mean. I've been meaning to have something like that for quite some time now, though, the problem is we have limited colour space available – we still use the indexed palette, which limits us to 8bpp. It could perhaps be possible, but wouldn't look pretty, I imagine, at this time.
  22. It's not yet know which combinations cause crashes, furthermore, if you see the issue I linked, there may be cases when rides work properly. I don't know yet how deterministic that is, we can only have suspicions for now. The cheat is marked as highly experimental for a reason. We will continue working on it for 0.0.5.
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