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Everything posted by jensj12
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If that rule was to be added, I'd say it's better to make the terrain invisible as well. I've added a note in the first post.
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Can you post the map (a savegame of what you made of it), so we can identify what's going wrong?
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Cant add trains or cars beyond minimum
jensj12 replied to jlopez49's topic in Problems, Bugs and Feedback
Please file an issue on GitHub. As it was introduced in a very recent build, it will mostly likely be fixed within a few hours. -
Dinghy crashing, potential problem?
jensj12 replied to etownbreaker's topic in Problems, Bugs and Feedback
The dinghy slide crashes if it goes over a hill (either up to flat or flat to down) with too much speed. Since the dinghies are heavier with peeps on them, they lose less speed and thus may crash even though it didn't while testing. That said, covered pieces should prevent crashes. -
Raising item issue + naming inconsistency?
jensj12 replied to etownbreaker's topic in Problems, Bugs and Feedback
It's not a bug, it's a feature! The purple blocks (called virtual floor) can be disabled in the options. They're there to help you place items at the correct height. Can you reliably reproduce the issue with the twister trains/vertical drop coaster? If so, consider opening an issue on github. I haven't heard of that issue before. -
Has the location for custom rides changed?
jensj12 replied to Batchman's topic in General Discussion
Custom objects from places other than the object folder the game made for you in documents/openrct2/ are no longer loaded. If the game didn't make that folder for you, you can do it yourself, but I'm not sure what the exact name of that folder should be. -
Game Taking Four minutes to load
jensj12 replied to joshmarsilio's topic in Problems, Bugs and Feedback
This is due the new object format, every time the game loads five minutes, the objects are generated. There is an improvement pending that will most likely speed it up by at least one minute. There is not much you can do to improve it (other than improving hardware). -
Sadly, no. Since I need a clear distinction between what's allowed and what not, no cheats at all, just plain vanilla RCT2.
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The coaster itself should be clean of any hacks/cheats. I allowed scenery and terrain modifications to allow tiding up the landscape. The contest should still be about the coaster, not the scenery that comes with it. The goal should be to make trains interact with each other and I do not want to discourage people that don't know much about how to use scenery/cheats. Then why the two cheats that are related to the coaster? When building a möbius coaster without block sections, the game only allows half the number of trains of what seems logical. The other options that this cheat gives are not too intrusive. That more or less also applies to the ride mode operation cheat. There's nothing in it that gives a huge advantage to the one that knows how to use it. Since there's no huge advantage anyways, I'll just remove the explicitly allowed list it to keep the rules as small as possible. Use block sections if you need more trains. Sandbox mode is explicitly allowed as an example of what counts as 'would have been possible anyways', and is now marked as such.
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That should be cleared up now If there's any cheat or hack you'd like to see added to the whitelist, just ask.
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All variations of a möbius coaster are allowed, and the rules are modified to reflect that.
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The next CCC is here! The theme is this CCC is... Competitive Coaster Contest! The goal: Build a competitive coaster in the provided park. Basic rules: The coaster and all scenery must be built on the provided 40x40 park (changing object selection is allowed). The coaster type and all scenery must be available in vanilla RCT2 (NCSO, no WW/TT). The park and all rides/shops must be opened and running smoothly. You may only build one coaster in the park, no other rides (only shops). (disclaimer:) Rules are subject to change. Contest specific rules: The coaster must be a dueling möbius coaster, that is, the coaster must have two stations that are synchronized with each other. Variations such as more than two tracks are allowed, and so is only using block brakes instead of a second/third/fourth station. Just remember that it has to be a single coaster. Trains should interact with each other as much as possible. Using scenery and changing the landscape is allowed. Do not expect people to use view/transparency options, so keep your ride visible for as long as possible. No cheats/hacks/debugging tools. If you do want to use them, make sure I can't prove you used them (for example, enabling sandbox mode and building slanted fences is allowed). Judging: After the contest you can vote by giving reputation with the 'winner' emoji. Participating: Download the provided scenario (or make your own 40x40 scenario) and build your coaster on it. Once you're done post the save file and at least one and up to four screenshots/video's in this topic. It's advisable to make one with scenery and terrain invisible. Remember that you'll want people to vote for your coaster, so make sure it looks good. I will post a link to all youtube-video's on the voting page. You may not submit another coaster within 3 days of your last submission. Everyone can submit up to two coasters and you may cancel submissions to submit a new/updated coaster. Timeline: The contest will be open for submissions until June 30th, 2018. Previous CCC's: Compact Coaster Contest Christmas Coaster Contest Complex Coaster Contest Combined Coaster Challenge If anything about the rules is unclear, just reply and we'll get it sorted out. Spread the word and may the best coaster win! CCC5 template.sc6 ---------------------------------------------------------- FAQ: Q: What is a möbius coaster? A: Consider two dueling coasters. Normally, the train leaving station 1 will return to station 1. In a möbius coaster, it will return to station 2. The train leaving from station 2 will return to station 1. Q: Can you give me an example? A: There are some RCT1 scenarios that have dueling coasters, I think the wooden one (Double Trouble) is a möbius coaster. You can also look at other submissions here. Q: Can I put two mirrored coasters next to each other and synchronize them? A: No, it needs to be one coaster. Even if did mix them before the station, it would still be a bad idea, as trains will barely interact with each other. Make them hunt after each other, go through loops, etc.
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These rides are custom content and devs are not responsible for them having wrong stats or wrong images. There is however a new object format that may allow custom stats in the future (in fact, that may be a good suggestion). It is possible to edit the stats of a ride in-game, but these are gone once the game recalculates them. There is a way to prevent that, using a ride hacked ride that makes the rating calculation hang forever.
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Thanks for responding, next CCC will be up soon. I will try to keep the rules as clear as possible, especially when it comes down to judging.
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I have never played RCT Classic that far, but if it's the same as Mega park from the original RCT1, just point OpenRCT2 to your RCT1 directory (you must have RCT1 installed for this) and unlock all scenarios.
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I still hope to join this park someday. Please add me to the invisible missed turn list so I can jump in as soon as I can. There's still a 'seventh' somewhere in the first post.
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Add an issue to the issue tracker. When doing so, please make sure it hasn't been suggested before and enough people would want it to justify an option. I'm pretty sure I haven't seen this suggestion before.
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How to make covered / sheltered roller coasters
jensj12 replied to jimmychau's topic in General Discussion
As expected, peeps will enter this 'covered' ride without knowing that they will leave soaked (they will anyways). -
How to make covered / sheltered roller coasters
jensj12 replied to jimmychau's topic in General Discussion
The cover_found flag? That's just a local variable, doing exactly what is says. Anyways, I think this piece of code could use some attention and deserves a GH issue. I will make one in a few days if nobody else has done it by then. Has anyone tried covering a ride by putting scenery below it? -
How to make covered / sheltered roller coasters
jensj12 replied to jimmychau's topic in General Discussion
Correct me if I'm wrong: the surface element is the ground (not the coaster), and it starts looping from there. If it finds a large piece of scenery before looping over the track element, it will select that as cover anyways, even though it's below the track. -
How to make covered / sheltered roller coasters
jensj12 replied to jimmychau's topic in General Discussion
The two lines of code you quoted determine whether the track is underground or not. Now I'm looking at it, does it check whether a scenery element is above the track? I can't find it in the code posted 3 replies above me. -
The non-cheat function has been suggested before and implemented (by me : https://github.com/OpenRCT2/OpenRCT2/pull/3473). I have plans to rebase somewhere in the future, but it may take some time.
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Block brakes on merged coasters: possible solution?
jensj12 replied to YoloSweggLord's topic in Ideas
The main track also needs to be a complete circuit. If you need to merge the dive coaster into a steel twister, it's easier to use the arbitrary ride change cheat. Since I see Dutch on the screenshot, I'll continue in Dutch. Om blokremmen te laten werken moet de hoofdachtbaan ook een compleet circuit zijn. De extra stukken (ongebruikte) baan kan je onzichtbaar maken door er in de tile inspector een corrupt element onder te plaatsen. Deze kan je openen als je debugging tools aan hebt staan (waar je ook cheats aan hebt gezet). Op splitsingen volgt de trein (op een aantal uitzonderingen na) het eerst gebouwde baanelement. Controleer op de volgende manier of je het goed hebt gedaan: klik op het station en ga steeds (met de knop volgende) naar het volgende baanelement tot je weer bij het station bent. Je zou nu de hele route af moeten leggen die de trein ook af gaat leggen. Doe dan nog een keer hetzelfde achteruit, je hoort dan in omgekeerde volgorden langs de (deels onzichtbaar gemaakte) hoofdbaan langs alle blokremmen te gaan. Ga je over andere achtbanen of stopt het op een duur, dan is er iets fout gegaan. Een makkelijkere manier is om een de cheat 'allow arbitrary ride type changes' te gebruiken (werkt alleen goed voor de combi verticale val + twister achtbaan). Elke keer dat je een baanelement van het andere type nodig hebt, wissel je van baantype. Nadat je de cheat hebt aangezet, kan dat in het scherm van de achtbaan zelf. Omdat je dan maar één achtbaan gebruikt, werken blokremmen vanzelf. -
Switch Coaster Types: Booster sometimes not working
jensj12 replied to S-Man42's topic in Problems, Bugs and Feedback
The booster strength has been boosted for some coasters to reduce the number of boosters needed for accelerating large trains to high speeds. As you can see in the graph, the gigs booster is stronger than the LIM one. I think the speed simply overshoots the target value. The same thing can happen to brakes (try a 6km/h brake on single-car vertical drop coaster, some will almost come to a complete stop). -
I haven't heard of this bug before, so please report it on the github issue tracker (if you don't want to, we can do it for you).