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RollerBoaster

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  1. Does anybody know if ORCT will crash if there are duplicated core game objects in the custom objects ORCT folder? If not you could just copy the whole objects folder over, however by selecting all and copy-pasting and selecting 'no' to copying over any duplicates so as to not delete/change any other files already there. The only possible problems are object limits- I wonder if ORCT has ended up with a lower limits cap- and duplication (files being in both vanilla and orct object folders), which is also a problem if anything has a newer version of a file in future- if I didn't know it may only get updated in one folder. Any of the devs got any thoughts on this and the below? : I tried one method of porting over some missing path- I think (not 100% sure) the problem files are pathrctfan#dp / pathrctfan#snd / pthrctfan#st (all dat files) but can't confirm this for sure- one of the missing ones is labelled 'rctfan1556 stone path'- basically these are files near the end of the list in vanilla rct's path selection window in the scenario editor- of the last four items in vanilla I get 'rct fan 1556s desert path' in ORCT but not the three after it- rct fan 1556's sand and stone paths and one just labeled as 'rozy path'. I tried making a park with these paths, copying the files I think belong to them to ORCT's objects folder and after saving the park in vanilla with 'export plug in objects with saved games' then opened it in ORCT- I got the 'rozy' path in the save opened up in orct even though it doesn't appear in the orct scenario editor but the second two rct fan paths were missing (vanilla had them but not orct), in ORCT it just duplicated the desert path which appeared three times in the save file from vanilla as opened up by ORCT (vanilla has the three different paths ok in the saved game and none missing in the editor) so there may be a problem both with the number of path choices in the scenario editor with orct- some may be dropping off the end of the list (vanilla still finds them) and orct may not be happy with the filenames of the missing rct fan paths- if I've worked out which ones they are correctly maybe it's the # ???. Re items at the bottom of the list this seems to affect scenery groups too- in vanilla there's one of the last scenery groups with 40 items, in ORCT it was saying it had only one, now it's getting a too many items error, unfortunately I've not been able to get any more info on it to check if the scenery items are there just not in the scenery group or missing. Update: the problem scenery group in this case is 'mkx magic scenery 1'- 40 items in vanilla, in orct it's only adding 3 and giving an overlimit error message even with only selecting this group, so orct doesn't like it- file is mkxmgc1.dat, I've noticed however that other groups can give the too many objects error message even when they theoretically shouldn't (slightly different to vanilla) and also that orct doesn't give the object count underneath the scenery group name like vanilla does. Just tried in vanilla and it behaves the same in vanilla- same error message and only 3 items- wonder if the 40 items count in vanilla is as they're special effects I think- could they be 3 items that use 40 slots? Or just buggy in some way? The other possibility is the set began with 40 items but got used in a park where they only needed three of them so they deselected the rest with the 'advanced' tab Vanilla and orct actually only have 3 items in that tab not the 40 that vanilla claims the group has in the editor. Could just be that vanilla's object counts are wrong and nothing's actually missing or that the object group wasn't set up correctly. On the upside I have found another fix for missing items that means MOST of the missing ones are now in my ORCT, as an update to my below solution- load up every park you had saved in your vanilla game with custom items- from both the start new game (saved scenarios in the parks menus) AND saved games- remembering to check different save locations (vanilla and orct), scenarios and saved games (you only need to open the most recent version then close it) - some of my missing files were in a saved game in my vanilla save folder. ORCT couldn't find the items so wouldn't load it so I opened it up in vanilla, resaved it with 'export plug in objects with saved games'- it's possible this wasn't selected previously as it was a savegame from a downloaded scenario- then ORCT found and added all the missing items linked to that park. I've loaded all my parks in ORCT now , so any other missing objects are only identifiable if I did the long job of working out what the custom ones are and what's not in orct.
  2. It can be a false positive as has been stated or down to a compromised hosting website (corrupted file), there's probably some clever way to avoid the latter but I'm not expert enough to know. Some things I've had on older computers reported as false positives on newer ones have been fine when I've transferred them without the installer- which is of course not an option for ORCT- antivirus software is sometimes too cautious but you want it to block anything that is a risk. You can submit false positives to AV companies for them to look into, but I imagine this isn't a quick process! Update: as of 24 11 19 Norton AV is happy, nothing about Wacatac came up Windows sometimes just warns you something wants to install- it's just checking you trust the source of a file, if it asks about making changes to your PC or an unknown file without any virus/malware alert it's just checking it's something you've chosen to install and that you want to proceed. The other cause of virus warnings could of course be a problem with something else on the pc or just out of date AV data if something's been checked as OK which an AV update would register, sometimes it pays to wait a bit as new files may not have been added to AV safe lists yet.
  3. Do they appear in the small scenery list if you click 'advanced'?, you can select the object group then which objects from it you want in the small/large scenery tabs, this can allow you to trim down overlarge scenery groups to just what you need for the scenario you're designing. You can toggle selected/unselected/both to see if for any reason they're there but not selected. It's possible if the too many items is an erroneous report it didn't actually select the items. There does seem to be a thing where it says you've picked too many items when picking scenery groups even when this shouldn't be the case- you can sometimes just ignore it and follow the guides of maximum small/large scenery items. It's worth noting your selections and saving a test scenario to see if they're there in-game (remember they won't be if you need to 'invent' the scenery group through research) The numbers may not be totally accurate though- you may max out earlier than some of the max item numbers suggest- I wonder if animated/large scenery etc may use up more slots but it still lets you pick other objects there's then not space for, items do sometimes fail to appear in-game which is why it's worth checking. Having too many items not in a selected scenery group can also cause them to be unavailable in-game- I think the ? tab for items not in a selected scenery group has its own limit. The last thing to check may be if you need to have the scenery group object and the individual scenery objects- there are some odd quirks with scenery groups, have had some problems with them myself in ORCT.
  4. As I've played both vanilla RCT2 and ORCT2 (and still do) which both use the same vanilla object files I've discovered a major problem with custom scenery etc missing in the scenario editor/designer. It's particularly problematic for paths and scenery groups. I've partly resolved it in two ways: 1. sometimes you need to open parks with embedded custom items in both your vanilla RCT AND ORCT to have the items appear in both vanilla and ORCT's scenario editor, in both cases it's wise to close the game and reopen it between loading different parks so it can update the objects list. 2. if you identify what items are missing sometimes you can fix it by duplicating the file to the relevant ORCT custom objects folder, this will of course only fix the ones you discover are missing. If the custom set has an installer (such as with UCES) you can't just copy the dats to the ORCT folders to be sure as it is set up to put them in the vanilla folders and you won't easily know which files they were i.e. what was added. I also wonder if it's a problem waiting to happen duplicating the files in this way if you copy any to the ORCT folders. However this does not fully resolve the issue- I still have missing scenery objects that the vanilla scenario editor finds but that ORCT fails to find, it also dawns on me there's the risk of the reverse (items missing in vanilla) if you put them in the ORCT folder only. The problem is down to ORCT splitting the custom content- it has its own custom content folders, whether it finds any in your vanilla folders is very hit and miss. Usually it doesn't unless you've opened a park with them embedded in ORCT. To reconcile this I'd have to make a list of every object file in both vanilla and ORCT, establish which were custom and then which ORCT was missing which would take forever so I'm not even going to begin to try this. I think ORCT needs a fix where it checks for new/ custom objects in the vanilla files AS WELL AS it's own custom object files so that it captures all of them and reconciles any issues that are causing files to get missed- it found some objects but not others so it's somehow not checking what's in the vanilla game objects folders completely and accurately. Is there a way it can be tweaked to better reference both the vanilla ones and ORCT ones? Similarly to opening a park with embedded objects it may just need to copy the missing custom objects to the ORCT custom objects folder, or have some way of also referencing those that are in the vanilla folders so both appear in the scenario editor. It just needs to know what the vanilla RCT2 and expansion files are then it will know what's been added and can track this as it needs to.
  5. This has a useful list of all the attractions (and some from the newer games which custom content creators may wish to make or simulate as ride scenery for ORCT) as well as the scenery. It's also useful for considering if you wish to get the expansions for your rct1 [* may not need see below] and 2 to use them in ORCT - Note: RCT Classic is good and I enjoy it as yet another way to play (I'm a bit of an old skool RCT addict!) but I'm not sure if it works for ORCT, plus it lacks Blackpool and Alton Towers, but it has a few improvements so I'm still glad I got it- I play all four versions (RCT 1 and 2 vanilla, RCT Classic and ORCT), you may need vanilla versions for ORCT- it probably tells you somewhere in the info for ORCT. I do use quite a bit of expansion content when making scenarios as it avoids having the same old rides and scenery in every park and adds a few decent scenery options (it's not all good ) so it is worth having the expansion packs so you can run any custom parks players have made that use them ( Wacky Worlds and Time Twister ) - [*] not sure if you need the RCT 1 expansions if anybody uses items from those or if they all appeared in 2 anyway. I think they did, a couple with bugs from 1 fixed. Don't think there's anything that is only in RCT1. So in theory the three RCT2 vanilla games - core plus two expansions - should cover you for every eventuality. If creators have saved their games correctly any other custom content used should save and load with the game file they've made. In-game scenery sizes are sometimes a bit mismatched but I never feel this is too much of an issue for ride theming- it's sometimes a little annoying for landscape design (where you want it to look real)- maybe somebody clever could formulate some sort of scaling guide for CS design so things people design don't have this issue (I can't design CS but it may help those that can and do!), could also be a useful consideration for the new code project. Rides/attractions/services https://rct.fandom.com/wiki/The_Complete_Rides_List Scenery (group links to list of items in group) https://rct.fandom.com/wiki/The_Complete_Scenery_List News : I'm working on two parks I hope to share later this year as scenarios- Scorpion Island (using Spiffy Jack's scorpion terrain which is awesome) and a wintery one.
  6. It's worth getting the add on packs if you can as they do open up plenty of new options- yes some of the items in them are a bit kitsch/rubbishy but plenty look really good and there are some quite stunning looking rides too such as the Chinese ship and spider ride, for scenario designing it's well worth it and they're mega cheap now- plenty of ways to get them (steam but get the original games, cheap bargain cds being two options)
  7. I'm wondering if there's an actual logic to placing block brakes- a bit like train signalling, but this pacing and spacing's where number of trains and station wait plays a role is definitely part of it. Like I say you can increase the number of block sections by choosing to add block brakes extra to the default sections, but as I mentioned this can cause rides to crash. It may also be a case of being much better at coaster design than I am- so you can better time the flow of trains by how you set up your track. Somebody out there's probably sussed it...
  8. On this note, I've been wanting to do a wooden coaster 'Shiver Me Timbers' with an integrated dive coaster 'Walk The Plank' where the two coasters actually make a pirate ship for ages- any thoughts on how you might combine scenery, trackitecture and the actual rides to make the ship and also incorporate the stations. I was thinking part of the wooden coaster could be the waves (airtime hills!) For my level of skill it's mega ambitious but I just think it could be a great themed ride. Especially if you use the pirate ship scenery and a Pirate Ship ride nearby in a piratey section (there's actually some decent scenery in that group). If anyone wants to have a go and get there first feel free to see what you can make.
  9. Another late reply but you can sometimes use minimum wait times for a similar effect- just hold the train for longer to space them out, obviously number of trains may also be a factor in how this works.
  10. In the days before build while paused I did wonder if the game having a closed season would be interesting- the park's closed so you get some time for new rides, repairing any vandalism etc, so it could have some gameplay value. Especially as pay-per-entry parks can have the annoyance of not cycling in enough new guests, sometimes a scenario-design game-breaker as even closing a park it empties so so slowly. Could thus combine with improving this aspect of pay-per-entry scenarios.
  11. or (for cheat menu) ctrl / alt / c keys together, goal: have fun Useful for designing scenarios with rides in too.
  12. Isn't this already the case? Think the options and cheat options already allow this? You can run a park for many years. Cheats allow you to change objectives from easy to harder options etc. A lot of the cheats are more gameplay options than cheats so you can use them to play how you prefer.
  13. There are some quite big path collection scenery packs out there- however you can only use them through making them available in scenario editing so it has to be a new scenario design park, Ardy's packs even include the original RCT1 path which is quite visually pleasing.
  14. Another late reply but any tips for sensible realistic block brake setups- they're safer but can be much less realistic than continuous circuit setups (which are of course more crash-prone), potentially due to bad design i.e. how/where you block section rides (which the game does if you've not used any block brakes)? I often find problems with block sectioned rides where trains wait for ages and stop around the track- not too realistic as you expect a full circuit and not waiting around, but then I try putting in block brakes and either make it worse or get a crash (which suggests block brakes may not always work or perhaps where you put them if you add any manually can confuse things). There may be a logical way to do them as (I think) block sectioning rides without block brakes it defaults to things like lift hills as sections, so the fact you can put specific block brakes suggests it may be a smart design thing. Any thoughts/tips as some of my rides are behaving rather boringly (too much waiting/stopping) due to their block sections which is very possibly my fault if there's a knack to it. Like I say continuous circuit may look better- no stop-wait-start-stop-wait-start... - but is there then too much risk of crashes?
  15. It's also linked to the effectiveness of your grid- guests seeking a route will get lost if a junction they need is too far away. Never did solve what was the optimal pathing- it can get problematic with a 'finished' park whatever you do due to all the ride entrances/exits (Including shops and services), times you had to use stairs to rides, park size etc etc. Again not tested it but I've found forcing guests past an info kiosk or two at problem areas and the park entrance may help due to maps (not sure if a guest with a map can not get lost so easily). Another tip avoid transport dead ends where the transport is the only way back and - including in combo with this- where you can make ride exit paths part of the circuit of paths in the park, if you can't use no entry signs on them (sparingly or you may run out of signs re limits). The more exits where you can avoid having path only going to the exit the better, this seems to help.
  16. Are the limits at 2:32 for all track types (coaster types)? Useful video - still spend a lot of time ironing out problems with rides going too fast (hence being too extreme) or too slow (hence stalling) through certain elements. If anyone has any other tips for pacing coasters and getting them right first time please share! The biggest problems can be terrain / space impacts and getting them back to the station (actually getting the track to join in a way that works if you've given yourself any such problems with the speed)- sometimes gets tricky to make everything work On one or two coaster types where as you say it seems to let you dip a bit into the red for the forces without giving you red ride stats I've experimented and sometimes you don't seem too able to avoid this- maybe Chris made a couple of rides a bit more flexible due to it being harder to keep the stats down, perhaps due to the game code (I've noticed sometimes that changes don't always impact the stats at all, so there could be the odd case where the flexibility was put in due to some limits of the code) or maybe it's the time they are in the red, when I've got away with it watching the stats it's only been very briefly, so maybe it was designed to not be too fussy so you don't spend hours solving something relatively minor gameplay wise. Alternatively it may allow a small range beyond the limit as the tests are randomized for the variations you get for guest weight with open rides (I think, as you get slightly different results sometimes testing the same ride), so it may allow for this as a kind of margin of error. The intensity for number of inversions logic is a bit flawed- I guess you probably couldn't recreate a many-inversion coaster like The Smiler as it would be too intense (The Smiler has 14 inversions) - or is there a way you can do this (without the intensity cheats), maybe with a coaster type with a low base intensity? If not maybe something for the open RCT devs to consider- how to make the game more realistic in this sense, although assessing if it's a comfortably paced run of inversions might be tricky.
  17. Late reply but so much more legible than vanilla (raspberry, why?)- maybe something similar should be the default?
  18. Neat, I like these what I call 'momentum coasters' that gradually build up to the full circuit - NieSch's 'The Dragon' being another really good example. A similar thing is the infinite coasters which due to game quirks and never losing speed never stop once they get going, but of course these aren't viable ride concepts in the same way.
  19. How do you people do so much with this game? Keep being amazed by the new rides people make! Chris Sawyer remains a legend for starting the lift hill rolling. I'm still enjoying this game in 2019 and have played it more than newer park games since they came out, so clearly RCT2 got some things very right. Does it load/unload ok with the small station and is it a saveable ride or something you can only build in-park?
  20. That scorpion's seriously cool. Are you ok with people turning your maps into actual 'with rides' scenarios and sharing them- obviously with crediting the land map to your good self. And I love coasters too much too- some of my parks end up a maze/mesh of track like a few of yours. Without the drinks! But if you've ever done Blackpool you know closely woven rides are a lot of fun, coaster track's like trees and nature to adrenaline fans! I'd have no objections to this much coaster track in any park! Update: have started turning your Scorpion Bay map into a playable scenario, with some scenery easter eggs and scorpions!, hope you still check the forums and will be ok with me sharing it- let me know Update to update: rereads op, answers usage question, thank you (I'd got distracted by all the great designs!) so yay I can share it. Watch this scorpion, it's released soon...
  21. All based off vanilla game rather than Open RCT but likely to be similar/the same: One thing to bear in mind is scenery limits- after a certain number of items are selected by any means (individually with advanced selection or because they are in selected groups) you can't pick any more- also there's an original game bug/problem common to several of these types of object-based selections in games of the time- sometimes even items you could select don't appear to use in-game (even once you've researched all scenery groups- which is another tip- if you want to use them from the start make sure the scenery group is already invented!), I think this is because they somehow drop out of the selection windows if there's too many 'things'- I'm sure the editor allows you to pick more objects than actually make it to the game. It's very worth noting that some scenery groups are huge and you won't have need to use everything in them a lot of the time, so another scenery picking tip: It's a bit trial and error- sometimes you won't have an item if it's scenery group is missing, or you'll deselect items if you deselect a scenery group. I think you can go through the item-by-item list (yes this does take ages!) with advanced set to on and tweak the items that the selected groups do/don't give you- in other words pick a scenery group to be active but then remove some of its items in the full list. Also there's a misc section for picked items not in the selected scenery groups, this may be where some scenery picks go missing so to minimize 'missing' picks if you're using a lot of a particular scenery group it's worth having that group selected (thus using the max number of scenery group picks for the ones most used) so it doesn't have to put those items in the misc tab as it will put them in that scenery tab. I keep thinking one day I'll make a list of what's in each group vs the full list but I've not got round to it yet! Which is counterproductive laziness/procrastination as it would save so much hassle and repeated work. Likewise was going to test the missing items problem to see if there was a rule to avoid it, also not done yet.... It's time consuming (you'll need a long checklist for starters) but it's worth testing/checking all your selected scenery items from the scenario design are in the game before playing it. If not you may need to tweak your selections, removing a few or refining your groups to optimize your desired choices. Backup first! Another tip- you can place scenery in the designer even if it's not available to players until later in the game due to scenery group research settings- this is useful, it also means you can set up the possibility of players 'improving' an area/ ride's theming by using one or two items in the design stages (in-game if you want a scenario with rides) then leaving the player to research theming to be able to add the others. What I've not tested is if you can place scenery in the designer then remove it from the available scenery altogether, you'd have to experiment, it could be useful if you can as you'd free up some in-game slots unless it still uses them re the missing scenery problems. One thing I'd really like to see in the eventual ground-up rebuild of the software is this missing scenery items selections bug being fixed and hopefully removing the issue altogether by having all scenery always available (it's a real pain spending hours- and it can be many hours- choosing the scenery you need, checking it and of course that head hitting moment of ah, I haven't got X bit of scenery I should have included/need and now I can't change what's available. It's also a bit of a brain fryer trying to work out exactly what you will need for a particular park project before you build it as it can be such a huge number of parts.) This is an understandable limitation of the original game but hopefully a full code rebuild could fix it, hopefully someone will figure out how! Plus having some global scenery that isn't so, shall we say, predictable (ooh a boomerang for Australia....), something a bit more creative! Finally, maybe the OpenRCT devs could come up with something that improves scenery management even before any ground-up rebuild, although it would have to not break any existing design setups. If anyone else has any scenery selecting experience/tips/issues etc to share please do!
  22. Some incomplete rides also make great scenery- you can leave them incomplete in a sort of intentionally unfinished build way or/and by deleting bits in build mode- can make for some great ride-bits-as-scenery, such as broken/abandoned coasters, sidings etc for transport rides (or storage track for coasters although Open RCT's cheats probably have better options for this). Even made one park with some riderless sfx-only coasters that would crash (with a setup where this wouldn't harm the aims of the scenario much) as a concept of an action movie style experience where riders would experience props, pyrotechnics and special effects that would make their experience all the more scary, a bit like the movie rides with explosions and stuff. Plenty of other uses, really suits things like abandoned park/ apocalypse or disaster/ similar theming. Playing around you can sometimes even 'trap' ride vehicles before you delete bits. Have had much creative fun with this. It's also another way to do trackitecture. Coaster track etc can be used merely as scenery (bridges/archways/sculptures/ ride signage theming etc)
  23. LuckeyT (and devs): If you've tried the simple routes as you say it does sound like a bug- perhaps it's remembering the earlier version. Sometimes deleting the entrance and path and relaying them can help with entrance issues in the designer- as well as checking the entrance(s) are happy with where your park borders are. As for the entry point arrows if you click on a new location for them it auto erases the older one(s)- but a penny's just dropped now I mention this - maybe- you say 'and exit' positions, this may be the problem if you're using one arrow in the wrong direction for an exit route- the two are both entry origin points for where guests will enter the park from (I think you can have one to four entrances maximum and get two of these guest spawn point arrows regardless, you place these where you want guests to spawn and approach the park entrance- you don't need to place any exit route arrows (at least not in vanilla RCT). Again these must be on unowned land- not path that is in your park. If you can try various entry pathing in vanilla RCT it might be worth testing the same situation for comparison- this seems unique to Open RCT - in vanilla you could have quite complex entry path setups and multiple entrances on different sides of the park (or a cluster of entrances close together for design purposes) and they did work, or at least I never designed one complex enough that it failed - might be worth testing what does / does not work in both versions for if anything can/should be improved in Open RCT. The Open RCT alert may be if there's a bug check alert for paths that may not work (if so in vanilla they may of course just have failed). Remember you place the arrows for where guests join the path- placing these wisely may overcome such an issue (I think I tended to place mine so as to keep the entry route for guests fairly simple even if the path looked less so). It's possible I had no issues because of forcing the guests towards the entrance whichever turning choice they made (and possibly avoiding needless entry path branching). One tip though if you want something that may be too complex is fake it- make the functional entry path simple but use tricks like walls you later delete to have more unconnected path or path blocked off with fencing/walls just for visual effect or/and tricks like land surface (false path/plaza) / scenery so it looks more complex (in the designer you can place scenery outside the park) I think Coastermaker's problem is slightly different- more to do with the fact the entrance has to be on unowned land (I'm not sure from memory of the exact borders but I think it's that the back of the entrance is as far out as your park border can be- you can still own land to the sides of the entrance but not the entrance and entry path bit. It's worth not having the entrance too close to a map edge for this reason.
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