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X7123M3-256

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Posts posted by X7123M3-256

  1. 47 minutes ago, YoloSweggLord said:

    Since chain lift pieces are just normal track pieces with the chain attribute, rather than separate track pieces entirely, couldn't we create more chain lift sprites for track pieces in G2.DAT?

    Yep, all track paint code is implemented. You could even put them on track pieces that never have chain in the original game, like turns (the vertical drop coaster and Schwarzkopf looper could do with this). It'd be somewhat tedious, as the track paint code is currently duplicated for every ride, but it could absolutely be done now. I think the main difficulty is making the sprites.

  2. As far as I'm concerned, the reason we don't need an OpenRCT3 is that there's so much that would need to change that it would be easier to start from scratch than to clone the original. I can't think of anything I wouldn't change about it.

  3. 1 minute ago, BlazingEmpireHD said:

    Feature for Future OpenRCT2: Being able to select more than one water type. So you can have "lava" in your park, or murky water, ect.

    Not possible without changes to the file format. Water colors remap the entire game's palette; you can't have the same set of water colors remap to two different things. You'd have to change it so that each land tile has a byte to specify water type.

    • Like 1
  4. These are certainly not the sort of thing I tend to build today - they were all made before OpenRCT2 was a thing. Honestly there's only a few I'm really happy with still.

    I definitely wouldn't recommend using these rides outside scenarios (or even within - completing scenario by placing prebuilts as fast as you can build them is not much fun).

    I do agree that the abstract scenery was overused. I don't like to leave rides bare, because then they look awful, but I am poor at actually coming up with a theme for the ride. Now, I'd give it custom supports, a transfer track and perimeter fencing but no real theming as such. CSO isn't a great choice for scenarios though.

  5. I thought I'd upload these track designs I made. They're quite old, actually, but I had not posted them here (I think I've uploaded them somewhere before but not sure exactly where). They are not all intended to be realistic, though some are, and they are primarily intended for use in pay-per-ride scenarios so they are optimized for capacity (except for Tailslide, Insectivore, Alternator, and Woodcutter - these have abysmal capacity). They are all NCSO.

    Sandbox 2016-11-21 16-56-29.pngSandbox 2016-11-21 16-57-26.pngSandbox 2016-11-21 16-59-22.pngSandbox 2016-11-21 17-00-14.pngSandbox 2016-11-21 17-01-27.pngSandbox 2016-11-21 17-05-29.pngSandbox 2016-11-21 17-06-42.pngSandbox 2016-11-21 17-07-55.pngSandbox 2016-11-21 17-08-51.pngSandbox 2016-11-21 17-09-31.pngSandbox 2016-11-21 17-11-23.pngSandbox 2016-11-21 17-12-13.pngSandbox 2016-11-21 17-12-56.pngSandbox 2016-11-21 17-13-57.pngSandbox 2016-11-21 17-14-42.pngSandbox 2016-11-21 17-17-01.pngSandbox 2016-11-21 17-17-39.pngSandbox 2016-11-21 17-18-26.pngSandbox 2016-11-21 17-19-09.pngSandbox 2016-11-21 17-19-30.pngSandbox 2016-11-21 17-19-53.pngSandbox 2016-11-21 17-20-56.pngSandbox 2016-11-21 17-21-56.pngSandbox 2016-11-21 17-23-16.pngSandbox 2016-11-21 17-23-55.png

     

    • Like 5
  6. The location you need to provide is the location where you installed vanilla RCT2, not OpenRCT2. The exact location will depend on where you got the game from, but the directory will probably be called "RollerCoaster Tycoon 2", and it should contain the subdirectories "Data" and "ObjData", and the rct2.exe executable. Usually OpenRCT2 will locate your RCT2 installation automatically, but if it's in a non-standard location (as may be the case if you're not on Windows or you changed the default install path), then you will need to provide it manually.

    If you don't know where it is, try searching your filesystem for "rct2.exe" or "g1.dat". (note, not g2.dat - this is part of OpenRCT2)

    • Like 1
  7. The best sources for information on the games file formats are the RCT Technical Information Depot, and of course the OpenRCT2 source itself.

    I am not aware of a flag that marks a scenario as requiring expansions (though that doesn't mean there definitely isn't one), but I think the park you found almost certainly failed to load because of missing objects and not any flag in the file. Why would someone flag their scenario as requiring expansions if they didn't use any expansion objects? Not to mention, I don't believe there's a tool that does that, so they'd have had to edit the SC6 file manually just to add an unnecessary constraint. It doesn't seem likely, even if it were possible.

    • Like 1
  8. Just now, Jaletsplay said:

    Does this mean that the WW/TT scenarios are hidden in the base game and not detected until the actual expansions are installed?

    No. You can verify this yourself by checking in the scenarios folder. There aren't any mysterious files there. You found the scenario descriptions because you installed the WW/TT objects - and that includes the scenario text objects (these are used to provide translated text, the name in the SC6 is only in English). They aren't included with the base game either, they were part of the download you linked.

    The objects in that download are not the ported versions - they are the actual WW/TT objects. This can be determined by looking at the first nibble in the file - it is 0x8 for vanilla, 0x1 for Wacky Worlds, 0x2 for Time Twister, and most custom objects set it to zero. The last nibble of the first 32 bit word in the file is 0xC for expansion pack objects. The only effect this has is that those files will not export with saved games.

    The ported versions (which are not the ones you've linked) have these flags zeroed, to make them export. They are usually also given a different name, so they don't conflict with the default ones. While you could modify the WW/TT scenarios to use these objects, I don't see the need to do so. The only difference is that they export with the park.

    • Like 1
  9. 7 hours ago, Earl said:

    As in, the full thing with the jet boosters. The jet boosters were very important and critical and I would greatly appreciate it if someone could make/port it from RCT3 into RCT2 because I really want to remake a certain slide that went for about 10 minutes with an average speed of 70mph. >:D

    You can't. You can't add new track pieces or track styles as a custom object, and there is no booster piece in RCT2. The only thing that could be ported would be the rafts, but they're similar enough to the existing dinghy slide that I'd ask if you really need them.

    Adding a new (hardcoded) track style to the game might be possible in a somewhat hacky way now, but booster pieces will definitely have to wait until a new save format is implemented. For now you can hack them with a fast chain lift as @imlegos suggested.

    • Like 1
  10. 52 minutes ago, xzalek25 said:

    33749cc

    The folks over there closed my ticket! He didn't help at all and he said there's another case open but it has nothing to do with my issue.

    This is the issue in question, and as you can see it everything to do with your problem because it's the same bug - assertion failure at line 1280 in localisation.c. There's no point in having two open issues for the same bug, so yours was closed as a duplicate. The original issue remains open, so it's not that this bug will not be fixed, just that the developers already know about it.

  11. 39 minutes ago, xzalek25 said:

    what is a commit hash and an assertion failed

    The commit hash identifies the commit from which the game was built. It should be displayed in the bottom left corner of the screen when the game starts up, along with the version number and OS.

    An assertion is a condition that is assumed to always hold at a certain point in the code. It's checked at runtime, and if it is violated then the program immediately terminates. The assertion that was triggered here is just "false" which seems to indicate that this branch was assumed to be unreachable, or possibly that this case isn't implemented. I am not familiar enough with the codebase to know which.

    • Like 2
  12. 31 minutes ago, xzalek25 said:

    So how should I report that error?

    Bugs should be reported on the Github issues page. Include your OS, commit hash, the assertion that failed and any errors that were logged to the terminal.

     

    34 minutes ago, imlegos said:

    Now it's up to someone who actually understands this to figure out what "Line: 1280" is.

    What do you think it would be? It's the line on which the assertion failure occurred - specifically this one. Looks like an unhandled case in some string formatting code.

    • Like 2
  13. Open the cheat menu, select "Allow arbitrary ride type changes". Then open the console and type "rides list". Note the number of the ride you want to make invisible. Then type "rides set type 47". This will set the track type to crooked house track, which is invisible.

    If you want to make the track cross over itself, turn off clearance checks in the cheat menu. Be careful not to accidentally merge the track; using brakes at the crossing points can help prevent this.

    • Like 3
  14. Wait, how did you implement changing support type? I thought the current save format didn't allow support type to be set independently of path type. Are you just hardcoding the names of different DAT files, and if so, how does it generalize to custom objects? Or does it automatically generate a new custom object every time the support type is changed?

  15. Note you can have a track and make the track invisible with crooked house, but I also prefer to let them wander randomly. One reason you might not want to do that is if you find the guests aren't using the whole area of the pool or are sticking too close to the station. Then an invisible track gives you more control. You can make the invisible track very long and have it cross over itself repeatedly to disguise the pattern.

    • Like 2
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