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X7123M3-256

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  1. X7123M3-256

    Scenario Editor Terrain Help

    Yes - you can't have a non square map, but you can hide parts of the map that you don't want. Because they place black scenery objects over it which have the same color as the background. This gives the appearance of having a non square map.
  2. X7123M3-256

    Booster pieces & track type changes

    It's not that the game implements a cap on booster speeds - it's that there's a finite number of possible settings (IIRC it's a 5 bit value, so 32 possible settings), and the same booster speed setting will be interpreted as different speeds depending on the ride type. You'll notice that on the ride types that allow faster boosters, the increment between them becomes larger. In principle it would be possible to increase the maximum booster speed on the junior coaster but this would be a non-backward compatible change. A new save format would remove the limit entirely, but it's a long way off. For now, if you want faster boosters than the junior coaster offers, you have to use a different ride type. But you can still use junior coaster track - it's the ride type that matters. Just make the ride a twister coaster and then merge onto junior coaster track. You can then make the station invisible and build junior coaster track over the top with zero clearance, so the whole thing looks like junior coaster track but still behaves as a Twister.
  3. X7123M3-256

    Tile Dimensions

    64 pixels across, 32 pixels high. You could find this by looking at a screenshot of the game in an image editor.
  4. X7123M3-256

    Rename Fat Bhudda

    Fork the repository on Github, make your changes and commit them. Then there should be a button on Github that says "compare and pull request".
  5. X7123M3-256

    Custom Ride Entrance/Exit

    As far as I'm aware, no one has made an actual custom ride entrance (custom park entrances exist). Support for this was added less than a month ago. Up until recently, the list of ride entrances and exits was hardcoded and the sprites were loaded from g2.dat. Creating a functioning custom entrance would mean modifying the code, so people would instead just make the entrance invisible and then place custom scenery over the top. When the new object format was implemented, it became possible to add new object types, and a PR implementing support for ride entrances and terrain types as custom objects was merged a few weeks ago. I haven't had much of a chance to experiment with this but I'm pretty sure this means it's now possible to make a functioning custom entrance. However, be aware that JSON objects will not export with your savegame, and they will only work in OpenRCT2. You won't find them in the vanilla ObjData folder because entrance objects didn't exist in vanilla. You need to look at the JSON object files instead. Where these are located on your machine may vary, but you can view them all on Github. The sprites can be found in g1.dat - I believe you can use OpenRCT2 to extract these into PNG files if you want to use them as a reference for your custom object. No object editor will have support for custom entrances/exits because they weren't a thing until recently. However, it's not really necessary - the new JSON objects are based on standard file formats and can be edited with standard tools.
  6. Each vehicle type is a separate object file and therefore a seperate research item. I don't think this was different in vanilla, and I don't believe there's an option to unlock all vehicle types automatically whenever one is researched (the scenario might not even have all vehicle types available). However, there is a cheat to let you edit the inventions list (and object selection) in game. You can use this to make whatever vehicle types you want available whenever you want them.
  7. X7123M3-256

    A Littie More Real

    That's why it's considered a cheat. In most cases, no chain lift is drawn because there's no sprite for it, it just makes the track piece behave as one. It's straightforward to replace the chain lift sprites with tire drive sprites (the Junior coaster already has tire drive lifts that work this way). But it only makes sense to do this on coasters which only use tire drive lifts, and there aren't many of those. I don't know if it is possible to add a new flag for tire drive lifts before the new save format (but it probably isn't).
  8. X7123M3-256

    Rename Fat Bhudda

    Edit lines 46-58 in this file.
  9. X7123M3-256

    Rename Fat Bhudda

    You don't need to do any coding to rename an object.
  10. X7123M3-256

    Custom Objects with macOS

    Custom objects should be placed in your OpenRCT2/object folder. If you don't know where that is located, I believe there is now an "open custom object folder" button in game, but I can't remember where that option is (I'm currently running a modified version of the game that doesn't have it; I'll have to check later). As long as you haven't already maxed out your object selection for that park, yes.
  11. X7123M3-256

    Trainer for RCT2Open

    I think because you're playing in Dutch, it might not be a word-for-word translation. It looks like "Disable height controls" is the one you want - try it and see if it works.
  12. X7123M3-256

    Giga Coaster Inversions

    You can get the code here (or at least, a slightly earlier version of it - this one doesn't have half loops). However, this is the RMC IBox track not the Intamin (the code is the same, I just change the sprites). I could upload a zip file with the Intamin sprites if you really want to try it. I have a program that takes a 3D model of a straight section of track and transforms it to create a model of each track piece, then renders the sprites from that. That code is here. Once the sprites are rendered, some boilerplate code needs to be written to get the game to use them, but that can mostly just be copied and pasted from another ride.
  13. X7123M3-256

    Giga Coaster Inversions

    The giga coaster definitely needs inversions. Unfortunately, it's difficult to add them, and not for any technical reason - it's just really hard to make sprites that match the existing ones. I have a custom version of the Intamin track with vertical slopes, half loops and barrel rolls, and it looks OK as long as you only use custom sprites: However, if you keep the original sprites and only use the custom sprites for the new track pieces, then they look awful (this image is an older screenshot so the shading has been adjusted since, but the lack of contrast remains). So, I can easily add a new track style but I can't really extend an existing one. I've thought about submitting a PR for the extended track, but I think creating a new track that looks the same as an existing one is likely to cause confusion, especially if OpenRCT2 eventually gets an open source graphics set that would render the distinction moot. I thought about having the option to toggle between original graphics (without inversions) and a custom set which has them, but I don't know if the devs would merge that.
  14. X7123M3-256

    Trainer for RCT2Open

    Select "disable clearance checks" from the cheat menu. This will let you place objects that overlap with other objects. It has a similar effect to 8 cars zero clearance, but it's less likely to cause undesirable side effects because it does not actually modify the clearance values like 8 cars does. Note that doing this can still have unexpected side effects, especially when you are overlaying multiple tracks on top of one another. However, what's depicted in the picture should work. If you are overlaying track for decorative purposes, building th decorative track in the opposite direction will prevent interference.
  15. X7123M3-256

    Trainer for RCT2Open

    To the best of my knowledge, there isn't, and it would be completely pointless because anything you could do with a trainer would me much better implemented as a cheat. Not having to use trainers is one of the advantages of OpenRCT2 - if there's a feature that a trainer implements but OpenRCT2 doesn't, you can implement it and submit a PR. There's not much reason to do that with OpenRCT2 since the game has the option to turn off clearance checks (note that OpenRCT2 players often refer to this feature as "zero clearance" but it does not actually modify clearances; it just ignores them). If you actually need to set clearances to zero, I don't think there's currently a way to do that in OpenRCT2.
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