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Everything posted by X7123M3-256

  1. Your renderer is set to OpenGL - if you switch to the default software renderer, the popups are opaque.
  2. Instructions are in this post. Essentially, you have to create a copy of RCT2's directory structure, and copy the RCTC assets into it. Also, it seems the sound assets also don't load in OpenRCT2, so you won't have any sound or scenarios. Personally, I would recommend just using vanilla RCT2, but if you already have Classic and don't want to install vanilla as well, you can use the RCTC assets with OpenRCT2.
  3. OpenRCT2 can already run using RCT Classic assets in place of vanilla RCT2. IIRC, it cannot load RCTC scenarios, but everything else should work.
  4. Wait, what makes you think that? It's been stated many times by the developers that this is planned for the future. I'm not actually sure if you need a new save format to increase the number of custom music slots - in fact, I'm pretty sure you don't, since those music files don't go in savegames, and I'm not seeing anything in a quick search of the code that would suggest otherwise. But if you wanted to make it so they did go in savegames, then that would need a new save format.
  5. RCT Classic is already available on Android
  6. No, they're not diagonal brakes. It is diagonal track with lift chain, which looks a bit like brakes but doesn't slow the train. You can make the train slow down with a shoestring, but it's just more effort than it's worth to do that just for brakes, so I left them non-functional. It's rendered from a 3D model using a program I wrote.
  7. No, you cannot have custom scenario objectives. You could probably add a new one to the game, if you really wanted to, but the one you've suggested is way too specific. It'd only be used in that one scenario. Also, what would "make 500 1950s rockets" entail? Placing scenery items?
  8. A shell is a program that provides a user interface to the OS ... like bash or zsh. It's also often referred to as a command line or terminal. This will be the program that runs when you start a new terminal window. I don't use Mac OS, but according to this StackExchange post it can be found at Applications->Utilities->Terminal. This should spawn a window with a shell where you can run the above command.
  9. You type this line into your shell and press enter. Note that this assumes the location of the steam executable - I assume this is where it installs by default (I don't use Mac OS) but if it's located somewhere else you should provide that path instead.
  10. There are instructions on the page I linked. It says you have to invoke Steam with the console enabled (by passing -console as an argument), and then type the following into the Steam console (not your shell): download_depot 285330 285331 This should download the required files.
  11. Search your filesystem for "g1.dat". This should be contained in a directory called "Data", and the directory that contains that (usually called "RollerCoaster Tycoon 2" is the one you want to select. If g1.dat doesn't exist anywhere, then you need to install the vanilla game first. Instructions on how to obtain the game files on Mac are available here.
  12. Yes, it's accessible from the cheat menu. It allows you to edit the map size, land ownership, and other things.
  13. Nice. I'd increase the spacing between the zero cars a bit, so they're not all bunched up together like a conveyor belt.
  14. @YoloSweggLord Diagonal vertical sprites exist but not sprites for the diagonal steep-to-vertical transition.
  15. I wouldn't be that specific. However the launch is powered, the animation for all of them would be the same, so they don't need to be different track pieces, in the same way as the current booster piece does not distinguish between LIM and LSM types - this is implied by the ride you're building. If a cable launch piece were implemented, I'd put it on the Intamin as a hydraulic launch, the Schwarzkopf as a flywheel launch, and the S&S as a pneumatic launch.
  16. Pieces I'd like that would not require new vehicle sprites: Diagonal brakes Diagonal stations Sloped brakes Diagonal large steep-to-flat Large radius sloped turns (and a banked version thereof) More gradual bank transitions Extra-large radius curves A barrel roll piece that starts from banked track A medium size loop Large corkscrews A cable launch piece (similar to the existing cable lift) Pieces I'd like that do require new vehicle sprites: Diagonal vertical pieces (and diagonal vertical turns) A new slope piece somewhere between steep and gentle (and corresponding curved and banked pieces) A steeper bank angle (and all the pieces to go with it). This should be somewhere around 80 degrees - not 90 like RCT3. Diagonal inversions (loops, half loops, quarter loops, corkscrews, and barrel rolls) A half zero-g roll piece This probably amounts to more pieces than the game currently has, to be honest. But I think all of them are potentially useful.
  17. Specific vehicles can disallow certain track pieces that would otherwise be available. This is most prominently used on the hyper and hyper-twister coasters, which do not allow inversions despite the fact that the track they run on does have those pieces. Using this cheat, you can overrides this restriction and build inversions on a hypercoaster. But the track pieces were always there, the vanilla game just doesn't let you build them when you are using that vehicle type. However, in vanilla RCT2, the junior coaster does not have steep slopes. They are not merely hidden, they are not there, and the game crashes if you try to use them. These pieces have been added in OpenRCT2. You enable them with the same cheat, but whereas inversions on a hypercoaster will work in vanilla, steep slopes on a junior coaster will crash. This is only relevant if you want your park to work in vanilla - in which case you should use a track merge instead. If you only need your park to work in OpenRCT2 you don't have to worry about which features are present in vanilla and which aren't. The junior coaster has and has always had the same pieces no matter what train you use, I was referring to the hypercoaster and a couple of other rides.
  18. Those trains can sort of be done. You could create an object file that contains the necessary vehicles, you can't set the default train makeup to look like that - the default settings are too limited. But defaults are just defaults, so you could then hack the save file to rearrange the vehicles, as there's no restriction there @Spacek recently posted a tutorial on how to do that over at NE. The fact that the train is so much longer than the loading platform may or may not cause problems, but if it does, you could work around it with a shoestring. You will, however, struggle to build a decent cuban eight in game. Your version is about the best you'll get, but it's still not ideal and a bit too large IMO. I think this is actually the biggest problem you'd run into.
  19. OK, that's good to know (I haven't really used this cheat much). If the hyper-twister is affected then the hyper and corkscrew coasters should also be affected - the corkscrew coaster will get steep-to-flat (which it should have had anyway IMO), and the hypercoaster will get inversions. But it's worth pointing out that these track pieces were all present in vanilla - they are just not used by the specific vehicle type. The steep slopes on the junior coaster and inversions on the dive coaster are OpenRCT2 specific, and don't work in vanilla.
  20. It used to be. I don't know why it was changed. Not that I know of. As far as I can tell it's just the junior coaster. The vertical drop coaster should be affected (there are quite a few inversion pieces that are supported but disabled by default), but upon testing, it doesn't seem to work. You'll have to rely on arbitrary ride types to access those pieces.
  21. You can fork the game and make whatever changes you like - for example, I have a fork that adds a new track type to the game. If you want your changes included in develop, you can submit a pull request. I would recommend the launcher. Updates are very frequent so manually downloading the binary would be tedious. Nothing wrong with doing that though. OpenTTD is a similar but more mature project, so you can look there to see what might be possible. OpenRCT2 will always be compatible with parks made for vanilla RCT2 and there will always be the option to use vanilla assets.
  22. The grey ties are part of the track sprites. However, they're currently much narrower than the supports they're supposed to connect with, and they don't line up with the bents (and can't easily be made to). One option is to integrate part of the support structure into the track sprite, but I don't know if that would look much better. Making custom support sprites, is technically possible, but I don't want to have to do that. It's a real difficulty with the IBox track that the Intamin doesn't have.
  23. I suppose this layout might work better as a traditional wooden coaster than an RMC, but I set out to make an RMC so I ended up with this. I still think it's better than my previous attempts.
  24. IIRC it was suggested in the original announcement that there be a CSO and an NCSO pack. I wouldn't say ongoing. Someone started one, did one ride, and hasn't done anything since. Nobody is actively working on it, as far as I'm aware. I think there are a number of things currently considered cheats that ought not to be. There are some track pieces that currently can't be built without cheats that should be available by default (though not pieces that the current ride type explicitly suppresses, like inversions on a hyper), and entrance rotation could go in the ride construction window rather than in the tile inspector as it is now. But I have no idea if there are any plans to change this. Personally, I wouldn't design a scenario that requires a player to use these features in order to complete it, as some people won't want to use anything that's considered a cheat when playing a scenario. But it's actually quite difficult to engineer a situation in which a scenario can't be completed without using those features, so I wouldn't worry about it too much. Scenario unlocking is an optional feature, it's up to the player to decide whether they want to enable it. I don't see anything wrong with using trackitecture, but if your intention is that it eventually be replaced by an object, I would just make that object. Modifying game speed doesn't make the game any easier - all it does is save time. I would say that if your scenario is only difficult because most people would get bored and give up before the goal is reached, it's not a good scenario. I don't see why you'd need to wait. If a new save format is introduced, there will be a way to convert old save games to it.
  25. I tried rerendering this with specular enabled. I think it looks a bit better this way:
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