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About joshmarsilio

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    Tycoon to-be

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  1. do you have an idea of how long this is going to take?
  2. I am not able to figure this out... I went to: and saw : artifacts\openrct2-installer-release-win32-5d5c64a.exe File 5 MB OpenRCT2-installer artifacts\ Zip archive 6 MB OpenRCT2-portable artifacts\ Zip archive 13 MB OpenRCT2 debug symbols -Which one do i download? -I downloaded all three, and extracted "OpenRCT2-0.1.1-linux-i686.tar.gz" to Docuements/OpenRCT2, and i am still getting the same error.. did you actually mean"OpenRCT2/bin/" or ".exe" ???? Anyway this doesn't seem to be working. I reported my issue at github so maybe i'll wait to see if future updates don't have this error. The developers at github are supposed to be addressing the problem, but they have not fixed it yet. Oh and also, at github, they suggested i upgrade to "linux" but i don't trust that linux will be familiar to me and prefer not to install it.
  3. Windows x86 Installer OpenRCT2-0.1.1-windows-win32.exe c35cd9604… 5.18 MB The above file is no longer available. Anything earlier than this would probably work for me. .... so, how do i download a version older than 5 days, preferably older than 8 weeks???
  4. i dont remember which version i was running that worked but it was from anywhere between 4 and 16 weeks ago.
  5. how do i download an openrct2 version older than 5 days? The only thing i see older than 5 days is at "download 0.1.1 release" but the page is saying that "this file is no longer available". -by the way i think i need a version from atleast 2 months ago.
  6. I had been without internet access for weeks before today and the openrct2 version i was using during that time worked well enough... and i could play(though it did freeze once in a while before loading). But now, today after my launcher has installed the latest "develop" version... i cannot open openrct2 at all, i get this message: openrct2.exe - Entry Point Not Found (x) The procedure entry point K32GetModuleFileNameExW could not be located in the dynamic link library KERNEL32.dll after pressing the "play" button from the launcher. I am completely unable to open the game, any help???
  7. How can I get the openrct2 installer on x86 or (LAUNCHER)

    okay i uninstalled avg anyway... thanks.

    My computer began to detect a "win32:malware-gen" virus after installing "avg free anti-virus". I was told at that the"win32:malware-gen" virus is harmless and nothing to worry about. I have since uninstalled avg and the game now opens. I suspect that the win32:malware-gen may be something like a "decoy" to actually prevent other virus's, but no one at github has told me exactly what it is. Anyway i don't seem to have any virus or problem with my computer now, so it probably is harmless, but i am still wondering what exactly is "win32:malware-gen", does anybody know?... well, thanks anyway...
  10. Am i the only one who has detected a virus in the launcher update, cause i'm pretty sure it's there...
  11. How to connect 2 ride types together?

    Merging multiple track types: When building a coaster made of multiple track types, first select a coaster type that most of the coaster will be made of. This will be the "mother" coaster, the coaster that you make your station, trains and most of the track pieces with. Build the first part of the coaster, or as much of it as you want, including the station. Now stop, or simply erase sections to create a void where you want the new type of track pieces to be (loops twists hills whatever). [To create "voids" in a coaster's track: First; "close the coaster for service" (red flag it), then right click your mouse on any part of the track you want to alter, this will open the construction window. Now use the left arrow, right arrow, and the bulldozer icons to delete the highlighted section(s).] Now select a new type of coaster from the rides menu that you want the "void" or "section" of track to be made of, and have it's "construction window" open. Now select the track piece or pieces you wish to use and start building at the spot where the last track piece ended. Physically merge the new-track-section to the previous track type by building the new-track pieces at the same angle, height, and position that the automatic track builder would for the next "mother" piece. If you've done this correctly, you should see the track piece ends "melt" together. When you finish building the section made of the secondary type of coaster, leave that "secondary coaster" 'closed for service', and close it's "building and options window". (you only need it's track pieces... the ride itself will always remain closed and will be a "dead ride" only serving as part of the mother coaster's track) [in most cases]. Now connect the "mother" coaster to the end of the "new-coaster-track-section" and continue the coaster all the way back to the station. (this would usually be done with the "mother" coaster but can be done with the new coaster as long as the tracks are merged and the coaster becomes a complete circuit). Be sure all of the track pieces are merged or the coaster won't function. Always remember; you can build forwards and backwards ! -Sometimes... to get a roller coaster made with multiple track types to work, you have to try setting the "mother" coaster, to a different operating mode... If you're getting a message; "coaster is not a 'complete circuit' ", and you're sure that all the track pieces are merged together, then try selecting a different operating mode. Sometimes only one, or another mode will work, especially when you're building a coaster with multiple track types. ;For example select: (powered launch without passing station, instead of powered launch passing station, or continuous circuit mode instead of continuous circuit block section mode etc...) Also try using only one train instead of two, or less trains instead of more if your coaster is not working. One thing i am not sure of: You may have to have certain cheats enabled in order to make a coaster of multiple track types, but i am not sure of this, and i am not sure which ones. Try enabling some cheats in the golden shovel, this may help. By the way, I have never built a coaster made of more than 2 track types, but i do think it's possible.
  12. Does anyone know... do spawn points have to be pointing away from the park entrance in order for the peeps to exit the park? Or do the peeps automatically exit through the gate even if the spawn point arrow is only pointing into the park? I have observed that peeps do not exit out of the park unless there is a spawn arrow pointing out, but i may be wrong.....
  13. Possibly unique tool suggestions for view layers

    There would be no way to display more than 4 angles of view during game play, unless every ride, track piece, and object ever created were re-drawn by hand from those new angles. And still, the game itself would have to be remade to display more than 4 angles of view. -It sounds like maybe you need to learn how to use the "cut away view". Select the cut-away view in the "eye"/view icon, then slide the slider left and right to see under, through, and inside things while you build. Also, use the tile inspector's x/y axis to move to new squares left,right, up, or down precisely and one by one by clicking the up or down arrows next to the x or y axis's. These techniques may help you get around blocked views etc...