hpg
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Would it be possible to add a 'rotation' or 'angle' variable to set the map's rotation via the console? I'm trying to make a time-lapse by taking screenshots of sequential save files and this would make it much easier to automate since all of the screenshots need to be at the same angle.
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I guess there is something of a workaround for this that's at least faster than the tile inspector. Turn on height marks on paths and hover over the numbers as if you're placing a bench on the path. If a ghost bench appears as you hover, that part of the path is disconnected. So if you hover over a section of path and a bench appears somewhere that's supposed to be connected, you've found a missing connection.
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Really liking how this project has been progressing. I wish I could comment from experience as I've never been able to visit Knoebels yet, but I'm definitely feeling the family park atmosphere. I know from NE that you were concerned about the large building for the pool but seeing it in context here I think it actually works rather well. I have mixed feelings about that gear on top though--I'm guessing that's intended as HVAC of some sort but I think there might be a better way to handle that one detail. Also personally not a fan of the red car object in the bottom-left of that same screen though. Stands out too much from the rest of the game graphics to me. One detail I'm curious if you're following is the park's actual ride pricing. Being one of the few remaining pay-for-rides parks in the world that would be a cool touch. (I'm considering this for my Riverview recreation but–being set in the 60s–the 10¢-40¢ ride tickets make it a little harder to turn a profit.) I think Knoebels' prices would be just about perfectly in line with the game finances though.
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https://openrct2.org/forums/topic/2616-virus-detected-in-launcher-update/ False positive. No worries.
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Sounds like that means it's unlikely to happen any time soon. This gives me a slightly different idea though. It wouldn't be quite as cool, but what if it automatically rendered a high quality view like this when you pause the game while zoomed out? That'd still be a pretty sweet feature.
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When zooming out in-game the sprites don't get scaled very nicely (same as the original game). I'm guessing this is because the whole game is currently limited to its 256-color palette, but if it's ever capable of rendering the entire full-resolution map and then scaling it with more color depth and a bilinear or bicubic algorithm the zoomed out views would look so much better. For example, here are two screenshots of the same overview of G Force's Westwinds. Top is the in-game view, bottom is a giant screenshot scaled to the same size in Photoshop. Now, there are some obvious performance implications here. This could easily be just a pipe dream on my part, but I've seen high enough frame rates with the OpenGL renderer to think that it could be possible on a fast enough machine. Anyone else know enough about the drawing engines to comment on the feasibility of this? Cheers, -hpg
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RCT Classic for Mobile is now on Steam??
hpg replied to breezerHOG's topic in Problems, Bugs and Feedback
Well never mind then :-p. I guess I hadn’t realized that since I’m on a Mac. I’ve currently got ORCT2 pointing to a Wine install for the original data. -
RCT Classic for Mobile is now on Steam??
hpg replied to breezerHOG's topic in Problems, Bugs and Feedback
The great news about this is that it should bring a few more people to the game. Assuming the quoted comments above pan out Steam will be a way more accessible way to get the data files needed to run OpenRCT2. My biggest fear here is the potential for incompatibility between RCTC and ORCT2's save files. Since RCTC removes all corrupt elements from the map, invisible huts and other invisible items all reappear on iOS. I've also noticed that crooked house mode for invisible track seems to crash RCTC in some instances but not in others and I have not yet been able to sort out when and why. I have to assume the same will be true in Steam, which makes deciding whether to keep a park RCTC-compatible that much more difficult. Kind of makes me wonder about the practicality of distributing an ORCT2 launcher along with save files. If Steam stores the RCTC data in a predictable location it might be possible to create a new launcher that automatically finds the RCTC data in Steam and then auto-loads the park that's contained in the same folder. Alternatively, it could be time to say goodbye to the .SV6 format. That would ensure that people view ORCT2 parks properly and without huts reappearing or the game instantly crashing. Of course the obvious drawback would be a loss of compatibility with the official games, but we're sort of in that situation already if you use invisible huts and some crooked house hacks. At the very least it'd probably be a good idea to start including a ReadMe.txt that links to the ORCT2 website zip'd up along with any save files. -
Peeps Can't Find Park Exit after Moving it in Sandbox Mode
hpg replied to saxman1089's topic in Problems, Bugs and Feedback
I moved the entrance in sandbox mode, but I think I did wind up removing the previous entrance with the tile inspector as I couldn't find another way to remove the old entrance. Unfortunately I am on a Mac, and I actually just deleted my Windows partition last night because I needed the space for a video project while my desktop is out of commission. I don't suppose there's any way to do this from the console in ORCT2 is there? I might just have to go ahead and reinstall Windows tonight after I can offload that footage. Thanks for the detailed walkthrough. That is indeed very much appreciated. -
Peeps Can't Find Park Exit after Moving it in Sandbox Mode
hpg replied to saxman1089's topic in Problems, Bugs and Feedback
I think I’ve actually got the same problem with the park entrance location after moving it a while back. If I tap the park entrance icon in the toolbar the park mgmt window shows the empty tile where the entrance used to be, but if I tap on the new entrance the window shows the updated location. Would you be able to walk us through how to do this? -
When you're using invisible footpaths or full-tile footpaths, you have to manually inspect all footpath connections with the tile inspector whenever something goes awry. It could be really handy if there was special view to highlight path connections somehow so that we could easily see if something was amiss with our paths.
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Care to share how you did it? I was going to suggest trying to build the tracks above each other and then changing the base height to put them on the same level but I wasn't sure that would work. I remember a similar trick back in the day to get single-wide peepable paths layered on top of wide paths in LL though.
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Peeps Can't Find Park Exit after Moving it in Sandbox Mode
hpg replied to saxman1089's topic in Problems, Bugs and Feedback
Any problem with using the off-white scenery tile with an invisible path on top? I suppose an actual path could be a bit more convenient if it's available, but the invisible path should work as well. Just have to turn on height marks on paths in order to place lamps/bins/etc on top or to delete a piece of path without using the clear scenery tool or tile inspector. -
Would serve as a sort of landscape eraser by sampling the current height and painting a swath of flat land. edit: Whoops.. found this topic right after I posted this. In this case, I second the request. Welcome to merge these topics or delete this one. The area copy/paste scenery would also be immensely useful. Especially if it could include ride track and corrupt elements.
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