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X7123M3-256

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Everything posted by X7123M3-256

  1. It's not ideal, but to the best of my knowledge nobody has made this train for RCT2. You could try asking on NE as well, but I don't think you're going to find it. You could substitute a similar train in its place - either the 6 across train with a floor, or a floorless train with a different number of seats (both 4 and 8 are available). If you really need a 6-across floorless dive train, you're probably going to have to create it.
  2. I don't know if it exists. There's a 6-across floored train (a type that never actually existed) as part of the vanilla game and an 8 across floorless train that I made, but I've never seen a 6 across floorless train in RCT2.
  3. There's already a cheat to adjust friction (or more accurately, the train mass - the friction in game appears to be constant). An option to set negative train lengths is something that could be added - the current option to set train lengths imposes this restriction but the game does not (I thought when it was implemented that nobody would want to make the train length negative). Hiding supports without a support blocker would require a new save format, unless you're looking for an option that would hide all supports similar to the "invisible ride tracks" option that already exists. EDIT: Apparently it's already possible to hide supports without a support blocker.
  4. If it's a catwalk made from scenery, it can be found in the scenery construction window with all the other scenery items. If there is a currently selected scenery group that includes it, it will appear in the corresponding tab (this is usually the case if you are using a workbench). Otherwise it appears in the miscellaneous tab (the one with the question mark). If it's a catwalk made from ride track, it would be found in the ride construction window (multi-dimension and wooden coasters are the rides most commonly used for catwalks).
  5. The game imposes certain minimum requirements on things like maximum drop height - if you don't meet them, your excitement rating is penalized. That means a very small change in the ride's layout can have a big impact on excitement if it means failing to meet one of these requirements. If you don't post screenshots, nobody can tell you exactly what is wrong, but I'd imagine that's what's happening. If you don't have any banking that's probably why. Check your G-forces - if any of them are red, that's too high and your intensity will increase as a result. Again, if you don't post screenshots nobody can say exactly what's wrong.
  6. @Spacek's Zierer Tower coaster is quite similar to the infinity coaster train, so you could use that as a substitute.
  7. That's a warning not an error. The game will work when run as admin, the message is just there to warn you it's not a good idea.
  8. Are you asking where the object file is? It will be in your OpenRCT2/object directory. Otherwise I'm not sure what you want to know.
  9. I haven't tested this, but I don't see any reason why it would. As long as you don't delete the OpenRCT2 directory, all game state should be preserved. Also, you can turn off scenario locking if you'd prefer to have everything available. Yes, but they might have to be moved. Recent versions of OpenRCT2 will not load custom objects from the vanilla game's ObjData directory - custom objects must be placed in OpenRCT2/object directory instead. Yes they can, but I'm not sure why you'd want this. I recommend using the OpenRCT2 launcher - it will automatically update your game when a new version is released.
  10. Because the game's save files have a fixed number of slots for objects. This limit cannot be increased without changing the save format, which will probably happen eventually but don't expect it anytime soon. You are running OpenRCT2 with administrator privileges. This is not a good idea from a security standpoint.
  11. I linked to it above but here's the link again. You need to clone that repository and then run "git checkout rmc_track_2". Compilation is the process of turning source code into executable machine code so you can run the game. If you don't know how to do this, refer to the build instructions for Windows or Linux. I recommend ensuring that you are able to build the official version of the game from source before trying to compile mine.
  12. Oops, I forgot to say, you type that command into the console. I should have said that but apparently I didn't proofread my post. The console command works on a per-ride basis - the first argument is the number of the ride to modify (you can use the command "rides list" to see a list of rides and their numbers) . The mass is actually stored as a property of each ride vehicle, so the ride must have vehicles on the track for this command to work. It's technically possible to have multiple trains with different masses on the same ride, though the console command provides no way to do this.
  13. If you can't recreate any real designs, then the friction probably is too high. I don't know what process @Spacek used to decide what the value should be, so maybe he will respond to this thread. You can still override the defaults using cheats, however. You alter the vehicle mass (the game doesn't actually have "friction" as a parameter). More mass means the train loses less momentum due to friction, less mass makes the train slow faster. rides set mass <ride_index> <mass> The mass value ranges from 0 to 65535. Again, I don't know what you mean by this - there is no equivalent of these trains in the original game. But you can set the friction (or more accurately the mass) to whatever you want.
  14. You can obtain my fork of the game from here. Checkout the branch "rmc_track_2", then compile and run the game (if you are currently using a binary release, first make sure you can compile and run the official version from source). In order to use the track you will need to enable "Arbitrary ride types" from the cheats menu as there currently isn't any ride type that uses it. Build an RMC coaster and then using the cheat, change the track type to "Hybrid Coaster". You will have to create the supports using scenery as they're currently not implemented. Note that this branch was last updated in July, so it's a bit behind the latest develop. In particular, this means the network version has likely changed. Also, it goes without saying that those running the official builds will not see the track; it is only present in the version linked above.
  15. There is no original RCT2 version of these trains. These rides (especially the water coaster) typically have short layouts. Mack water coasters usually have only have one or two hills between the lift and the splashdown, and the standard X-Car layout is just a lift, a roll, and a drop. You can override the default friction settings with cheats if you want.
  16. X7123M3-256

    Group Park 8

    If you were missing any custom scenery that was not included in the file, you would not be able to open the park at all. That path looks like 1920PATH from the Time Twister expansion pack (someone correct me if I'm wrong, I don't use the expansion packs). If you don't have the expansions then objects from them will appear invisible. If you do have the expansions and it's still invisible, your game is probably not set up to find them.
  17. I'm pretty sure it's a Zierer Tivoli rather than a Force. Note the leaf on the front of the train- which is also present on the games sprites (if you look closely). Also see the diagonal cross braces on the track, which are not present on the Force models. The Tivoli is no longer in production, but they would have been more common at the time of the game's release.
  18. Yes. You just need to create an object file using the original sprites (with the new object format, I think it's possible to load the RCT1 sprites directly if your OpenRCT2 install is linked to RCT1 - otherwise, you need to copy them from csg1.dat). However, RCT1 rides had fewer sprites than RCT2 uses. Each RCT1 sprite will have to be used twice in the RCT2 object file, and this does cause some graphical issues.
  19. I've never heard that; are you thinking of Golden Horse? They have a near identical model. Arrow's design looked somewhat similar, but note that the train is two rows of three people instead of one row of four, and the concept art shows a layout that's not at all like a typical wild mouse. Also, this ride was never built, and all the other rides in the game are rides which actually existed. Also, I forgot to mention that the Spinning Wild Mouse is another Reverchon design, not Mack as you had it. Mack do make spinning coasters, but their design is quite different.
  20. This is a good idea, but you've only changed a few of the ride names, and some of the manufacturers given aren't correct. Here are the ones that were missed: The "Corkscrew Coaster" is the Arrow Looping Coaster. The "Multi Dimension Coaster" is the Arrow 4th dimension coaster. The "Inverted Hairpin Coaster" is a Reverchon Gliding Coaster. It isn't an Arrow (I once thought it was - Arrow produced a ride concept that looked superficially similar). The "Suspended Swinging Coaster" is the Arrow/Vekoma Suspended Coaster. The "Hyper-Twister Coaster" is the B&M/Giovanola Mega coaster. The "Twister Coaster" is the B&M Sitting/Stand-Up/Floorless coaster. The "Vertical Drop Coaster" is the B&M Dive Coaster (AKA Dive Machine). The "Inverted Impulse Coaster" is the Intamin Impulse coaster. The "Mine Ride" is a Mack Powered Coaster. The "Mini Coaster" is a Schwarzkopf Wildcat. It isn't a Mack. The "Air Powered Vertical Coaster" is the S&S Thrust Air 2000. The "Spiral Coaster" is the Schwarzkopf Speedracer (or the Schwarzkopf Jet Star - they have the exact same train and track system but the latter is transportable). The "Compact Inverted Coaster" is the Vekoma Suspended Looping Coaster. The "Lay-down Coaster" is the Vekoma Flying Dutchman. Some of the track types are used with several different train types, sometimes from different manufacturers. Unfortunately, since you're renaming the ride types and not the trains there's no way to show the correct name for all available train types (you could go through the JSON objects and rename those as well, but the "ride type" field would still show the wrong thing).
  21. They are object files. RCT Classic uses a different extension.
  22. Here is the save file. You will need this fork if you want the RMC track (The save will open in develop but the track will be invisible). All the sprites I made go in g2.dat - g1.dat is only used for vanilla sprites.
  23. I had this problem. The solution was to run "make install" to download them, and then copy them to the correct directory.
  24. It's in the scenario options window, which is part of the scenario editor but can also be accessed from the debug menu.
  25. That's what you should do. Was the folder you created called "object" (not "objects")? Does the game display any errors on startup? Have you checked to that the object selection window hasn't been set to display only vanilla objects?
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