Screenshot / Finished Mack mega coaster trains
- 29-February 16
- Views 6,566
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- Comments 27
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Description
My Mack mega coaster trains are now finished (actually, they were finished a few days ago, but it took me this long to make this layout).
I wanted to render new track sprites for this but I didn't have time (I only have the code for that on my desktop, but I spent most of the weekend modifying OpenRCT2's object saving code instead), so I just merged it with B&M track instead. That breaks the block system, so this screenshot had to be edited to show two trains on the course (it actually only runs one).
The lighting settings were changed from those used on my previous rides and I think they look better now. I may update older rides to use the new lighting, and to tweak some other stuff that wasn't quite right with them (like friction values).
The excitement rating is set too high IMO, but it runs on giga coaster track, and while I can increase the base excitement I can't decrease it, so this will have to do. - Full-Size
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27 Comments
X7123M3-256 Offline
alex Offline
New log flume boats with steep drop sprites are in pretty high demand I believe.
disneylandian192 Offline
I would love that!! ^
X7123M3-256 Offline
That's a very simple ride to do because the boats are basically brown cylinders (well, not quite, but it's a lot simpler than a coaster train). If it's something that people actually want, it certainly isn't hard to do.
Coasterbill Offline
Oh god please please please please please. I'd love you forever lol
Six Frags Offline
Nice work! Though they kinda remind me of JA227's giga trains, new rides are always exciting and good to keep the game fresh.
Keep up the motivation and hope to see lots more rides from you
Btw; you say you wanted to add track sprites, but how is this possible? I believe it's not possible to save track sprites in the .dat, only train images. Do you have to edit g1.dat for that like rctmodified did?
dr dirt Offline
X7123M3-256 Offline
Coasterbill:
I'll do that then. While it's a very simple ride to make, I will prioritize working on my ride generator over another ride right now - the last ride turned up issues with the renderer and there are some longstanding issues that can't be fixed without a major refactor.
Six Frags:
Not sure exactly what the JA227 trains are supposed to be, but they look sort of Intamin-ish. Fairly sure they're not Mack, so this train should be different. Also the car spacing is set way too high, and nobody ever changes it.
If I had managed to render new track sprites for this screenshot I would have done it by patching g1.dat, like I did for my RMC track. I can, however, change the code so that loops and corkscrews are available on the giga track, but using the Twister track sprites. It doesn't look any different to track merging, but you can build inversions from the ride construction menu and it works with block section mode. However, the game uses a seperate draw function for every track piece. To actually add new sprites at the moment means making a new draw function, and that means reverse engineering the existing ones. I know what needs to be done, but it's still a lot to do.