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Everything posted by X7123M3-256

  1. I'm getting a merge conflict, which I think is because I have local changes (I was messing with the track code again). I've tried running git reset --hard and then pulling the latest version, but it still doesn't work. Is there a way to reset everything back to the current version of the code?
  2. Not surprised 16 is the hard limit after actually looking at the code - I'm not sure why it worked before but now it just hangs the game and I have to kill it. There's no real use for trains this long anyway, so it's not a serious issue.
  3. I set the minimum and maximum train length field to 30. That's all there is to it. An interesting thing is that the game doesn't validate train lengths on load, so you can tweak the DAT, build a ride with absurdly long trains, then restore the original DAT and still load your park - as long as you don't close and reopen the ride, you keep your long trains. Same for friction values - I've thought about implementing it as a cheat to cut out the need to change DAT files entirely. I retested the 30 car trains and they crash now, so something's changed, but possibly not in this part of the code. The 15 car versions still work, so I'm not sure what the new limit is but given that it's getting packed into a 4 bit value at one point I assume it's just coincidence that 30 cars worked before. I'll have to investigate a bit more to see what the root cause of the crash is.
  4. The game takes into account 3 things when determining how long the trains can be, in this order: The max train length set in the file The total friction of all the cars on the track The length of the station The minimum train length The relevant code is here. The key point is that the minimum train length is the last thing calculated, so if the minimum train length is set to 30 then the trains have to be at least that long, even though the game won't allow a station long enough to accomodate them. Strangely, looking through that code again I see that the min and max train lengths are packed into a single 8 bit value with 4 bits each, so I'm not quite sure why a value of 30 worked - has that changed since I did this?
  5. It works fine for me in OpenRCT2 (I haven't even tested in vanilla), but make it one car longer and it crashes. I have not yet looked into why it crashes. It is definitely possible to implement a "remove train length limits" cheat, and I might look into doing that, along with an option to change the friction value used for the ride. The method I use for this at the moment involves making a new .DAT file, but the change need not be permanent - you can restore the original limit and the cars already on the circuit will not be shortened.
  6. Some of that is already in the game. The mini coaster track is very similar to Intamin two-rail track. The width might be slightly different though - depends how pedantic you want to be. Vertical lifts are supported via hacks, but the track doesn't actually show as a lift hill, it just behaves as one
  7. The limit is definitely not 8 cars, even without hacks. The articulated wooden coaster trains support up to 12, for a start. I've tested trains with up to 30 cars, and I wasn't able to get higher than that without crashing the game, but I'm still not 100% sure this is the absolute limit. There is no cheat to remove the limit as of yet but it's not impossible to implement one - I'm not sure where this "stored in 3 bits" is coming from because as far as I can tell, it's an 8 bit value.
  8. I have a long list of custom track styles I wish I could make: Intamin track with all the inversions available New style Intamin hyper track Intamin quad-rail track (technically already in the game, but very limited and thus basically useless) B&M dive track (wider than standard B&M track) RMC track Waterslide track with banked curves and vertical drops Wider waterslide track (for four-person rafts; I currently use bobsled which isn't ideal) Alpine coaster/slide track Your rotating car ride could probably implemented in the game as it is by putting it on multi-dimension track (which has the pitch control), and then making that invisible and zero-clearancing car ride track over the top. Not ideal, because it requires the use of cheats, but if you wanted to do that it could be done.
  9. This has confused so many people that I'm beginning to think I shouldn't have posted screenshots of the custom track in the first place. So, to clarify, custom track styles are not yet supported in OpenRCT2. Maybe one day they will be, but for now it's not possible. So what I did was I put the ride on B&M track, and then replaced the B&M track sprites with RMC track sprites. I swapped the sprites, recorded the animation, and then restored the original sprites. I used the custom track for the preview image, because the wooden track just looks awful (and if I'd known that to start off with, I would never have made an RMC train) There's no point releasing it in this state because a) I didn't replace every sprite, just the ones I used, b) my renderer isn't ready for track yet and the custom track is rather glitchy, and c) you would lose the Twister track. If somebody *really* wants to play with it, I might still have the file somewhere, but you would not want to keep it like that for very long.
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