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Everything posted by jensj12
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I most likely won't be able to do anything, so feel free to move me to the missed turn list as soon as it's my turn.
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Never disable clearance checks while building paths, it causes those ghost paths and it breaks existing paths. The park is indeed vanilla-only, though it should probably be included in the rules @Broxzier
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The list of unnessesary fixes: Opened Shoot-the-chutes (why is there a name in the name?) Added removed path piece in hardwood house (how did someone manage to remove only that piece?) Fixed dodgems not being fixed (the entrance banner looks different for different angles) Added bins and benches (place those when building paths!) Issues still present: Shoot-the-chutes goes through a wall, killing all peeps riding it The fun stuff: Built Sandhopper, a racing steeplechase coaster (if at any time the black horses aren't racing against each other, the ride needs manual tweaking by temporarily turning the sync option off when a single horse is waiting) Started a monorail somewhere in the park, without station or anything special, but at the correct height Added some staff There's a temporary grey path to fix a pathing issue, it looks horrible and is meant to be replaced Savegame: The OpenRCT Group Park 4.12.sv6 Claimed: - Queue: @_SpacE__, YoloSweggLord, WobblyRails, TCE, Etricsanon, Philmon11, BlazingEmpireHD, Wuis, Broxzier, SensualEthiopianPolice, imlegos, jensj12 Missed: Cascadia, Centric, Dan, ImABoss edit: this seems to be comment #9999 on this forum, one more for a milestone!
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I won't be able to claim it when it's my turn. Claimed: - Queue: _SpacE__, YoloSweggLord, WobblyRails, TCE, Etricsanon, Philmon11, BlazingEmpireHD, Wuis, Broxzier, SensualEthiopianPolice, imlegos Missed: Cascadia, Centric, Dan, ImABoss, jensj12
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Can't advertise servers
jensj12 replied to SensualEthiopianPolice's topic in Problems, Bugs and Feedback
I've seen someone bring it up in the chat, so the developers might be aware of the problem. It's most likely the master server that updates very slowly instead of near-instant. -
For a coaster to work properly with 'continuous circuit with block sections' there need to be 3 'loops': The train must make it trough the entire track, passing the block brakes in the correct order Iterating forward from the station must get you back to the station (for continuous circuit to work, use other modes otherwise) Iterating backwards from the station must get you back to the station while passing all block brakes in reverse order (without block brakes it still needs to get back to the station) Simply connecting both ends (which I did with invisible track) would create an infinite backwards loop (which should no longer cause the game to hang in a few hours/days). For the coaster to work I also had to build some invisible track from the spike at the back to the chainlift (which is just 5 pieces). The saved track design has the two spikes connected but lacks the two other connecting tracks.
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I found the issue of the switchback coaster and fixed it, so here's the result: (In case you were wondering, block brakes are indeed working properly )
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I like tips & tricks and their results, but only if they're new to me and/or the result is amazing.
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Build the station of a ride that allows changing the lift hill speed and set the correct lift hill speed. Use the cheats (allow arbitrary ride type changes) to change the ride type to a flying coaster and you'll have a flying coaster with a fast lift hill (hopefully).
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It works just fine for the normal train without 'sort by track type'. Just had to start a new scenario.
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Found the issue: it only affects new games, so not my standard test park.
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I tried updating with the launcher and with git, both (which should be the same build from today) didn't give me the option to build steep tracks.
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I can't yet use the steep pieces with the arbitrary ride type change cheat. With the cheat converting a vertical to a junior with steep pieces is pretty easy.
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[Idea & Bug] Coaster ideas and running mode bugs
jensj12 replied to djwessie's topic in Problems, Bugs and Feedback
If you have debugging tools enabled you can find two cogs on the top toolbar next to the cheats (golden shovel). In that dropdown menu you can find 'object selection'. It might be disabled in multiplayer. -
Crash after closing object selection in scenario
jensj12 replied to Celestial's topic in Problems, Bugs and Feedback
That message box + dump used to provide all information the devs needed, but now 64-bit builds are released it doesn't anymore. Are you using the 32 (x86) or 64 bit build? (you can find this in the lower left corner of the main menu) Does it matter how many objects you select? In case it's the 64 bit build, does it also crash if you use the 32 bit build? (I recommend using the 32 bit build anyways) I can't reproduce this (yet) -
The size limitations are quite strict for coasters. Building a (big) coaster without keeping the size limits in mind will pretty much always result in a violation of rule 1 (note that the area counting will be done with one or a few rectangles, not cell by cell). @BlazingEmpireHD you haven't reached the 48 hour limit yet, so you could go back and delete some stuff yourself. Reduce the area used by 30-40% (more if the area not on the screenshot is very large) and destroy some flat rides and you'll be fine. About the rules itself: rule 3 sets limits on the number of rides built, but can we build all three options in one turn or must we pick one of them? My vote goes to 'max 1 big coaster per 2 turns, max 1 tracked ride per turn (big coaster counts towards this too) and max 3 rides per turn (so max 2 flat rides when a coaster is built)'. (@Broxzier)
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Even if it does, there's a cheat for winning the scenario. AFAIK there's nothing that prevents you from winning if cheats or other tools are used. The RCT2 error trappers have been removed from the game.
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Update your game. This bug has already been fixed: #4132
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You may need to open some ports first (and I have no idea how to do that). If you're on the same network, you can connect using the IP address as well (add server, then enter the IP-address of the host. To find your IP, open 'cmd' on your computer and type 'ipconfig'. You need the first IPv4 address shown).
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[Idea & Bug] Coaster ideas and running mode bugs
jensj12 replied to djwessie's topic in Problems, Bugs and Feedback
First watch 0:20-0:25, then 2:20-2:30. That's all (could be done with multiple tracks from the same rollercoaster as well). -
[Idea & Bug] Coaster ideas and running mode bugs
jensj12 replied to djwessie's topic in Problems, Bugs and Feedback
In the options, enable the cheats and debug tools toolbar buttons and a golden shovel and some cogs will appear in-game. Click and hold that shovel and select 'disable clearance checks' and you can merge tracks (much easier than 8cars!). First build the track you want the train to continue on, than the track the train will come from. Click and hold the cogs and select 'object selection'. There you can change the available objects in-game (much easier than parkdat!). -
Welcome @yabestmate! Point it to RCT2, not OpenRCT2 (and search the forums, you're not the first person who asked this question).
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Please don't mention everyone if you're only claiming it (even better, remove formatting when copy-pasting it and manualy make the text bold). Everyone got a notification without any good reason to get one.
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Can we have more than a 128 ride selection?
jensj12 replied to Warrenbro's topic in Problems, Bugs and Feedback
Please don't scare away new people @janisozaur. If many people keep asking it, we are missing something on our forum that tells people what not to ask for. That said, common sense might make it possible that newcomers search for stuff first by themselves, but not everyone knows all common sense rules. @Warrenbro Welcome!