RCT Discussion / OpenRCT2
- 30-May 14
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Six Frags Offline
That's a pity.. Now it's basically the same as RCT Modified back in the day.
I really hope they can somehow find a way to code it so it will show up exactly the same in the regular RCT2..
I can see some use for this though, like building most of the stuff in Openrct2 with the zero-clearance feature enabled and then do all the heavy hacking in the regular RCT2 with 8cars.
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Tolsimir Offline
This is my problem with open rct. It doesnt support most of the hacking that works in rct. And as long as you cant view old maps in open rct as supposed by the builder and vice versa (as itm's pic shows) it's not an option imo. I can see that the developers dont focus on compabilty with heavy hacked parks. When I first opened a build I was impressed by it with all these convinient features. But when I saw what the game did to the park I was rather disappointed. You can see what I mean when you open asteroid fields in openrct and look at the sideways ferriswheel for example. As long as these discompatibilities stay I cant see me working on openrct. And I dont expect the devs working on this. If it prevails then there will still be a split into rct2 and openrct factions. -
inthemanual Offline
The wheel in AF is an example of what I explained to G force on the last page. All hacking should actually be implemented eventually. It's not being worked on yet, because decompiling and adding new features has been a higher priority, but I can say with relative certainty that the devs want to take away any reason to play rct2 by making openrct2 equal or better in every way, and that includes compatibility with old hacked parks as well as maintaining or improving the amount of things you can do with hacks. -
Roomie Offline
Just got to give them time. Its going to take a few years at least to get this to that standard... but we can wait
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inthemanual Offline
I think "a few years" is an overstatement. It's going a lot more quickly than I originally anticipated myself. It's made a ton of progress already, and that's including the decompiling process. Once that's finished, work on additional features should go much faster, which means things like hacking tools and new fun things will get added a lot more quickly.
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Roomie Offline
Always overstate the amount of time it will take then you are less likely to be disappointed. (Unless you're talking about sex... then understate it)
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Roomie Offline
OpenTTD started in 2003 and is still technically under development.
Although they reached their main aims of making it stand alone in 2010
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Austin55 Offline
the addition of missing elements on each track type.
So would this mean merging would be a thing of the past? For example, could you easily have a single ride type with all the B&M sit down elements in one file type? Such as the Dive Machine's holding brakes and full sized loops in a single ride build menu?
What about making new track types of existing pieces, such as proper inversions for Giga (intamin) track?
Or even entirely new pieces all together? Like 12 unit high loops.
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lucas92 Offline
I've compiled it and it can load parks with tons of hacks. OpenRCT2 is the same as RCT2 in terms of binary, memory map, etc., except the code is been translated in C, so coders will be able to add features i.e. removing the annoying object limit, enabling all the hacks of 8cars inside the game, etc.
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X7123M3-256 Offline
So would this mean merging would be a thing of the past? For example, could you easily have a single ride type with all the B&M sit down elements in one file type? Such as the Dive Machine's holding brakes and full sized loops in a single ride build menu?
What about making new track types of existing pieces, such as proper inversions for Giga (intamin) track?
Or even entirely new pieces all together? Like 12 unit high loops.
My understanding is this: having looked at g1.dat it's clear that the dive coaster track and twister track share sprites, but are considered distinct ride types by the game. That means that somewhere there must be some sort of lookup table that maps track styles to sprites. Therefore, in theory, you could enable the dive coaster pieces on the twister track without rendering new sprites (but I don't know how this would interact with the editor - steep to flat would now be ambigous). Therefore, of all of them, it's the easiest change to make (of course, I'd rather the dive track and twister track didn't share sprites - but that's a very hard change to make)
Adding track pieces that already exist in the game to some other track style (such as inversions on the Intamin track) requires rendering new sprites (which I've been experimenting with, not got to track pieces yet though). Aside from that, it should be feasible - they already added g2.dat so they can add new sprites without having to replace g1.dat. However, I don't know anything about the structures in question or whether they've reversed them yet: last time I had a look I spent ages decompiling an irrelevant funtion. It should be possible but I don't know if it can be done easily at this stage.
Adding new track pieces that aren't already in the game depends on two things:
1) I believe there's a hard limit on the number of track pieces in game due to the use of fixed-size arrays for lookup tables. I think (judging from comments in the OpenRCT2 source) that there are no available slots left, but I'm not sure. If there aren't, then the limit could potentially be changed but only after all functions that touch it have been reversed.
2) The availability of sprites in the DAT files. Larger versions of existing elements should be possible (I think there should be a medium-size loop, extra-large loop and large and extra-large corkscrews), as should most non-inverting track pieces (larger radius turns come to mind), but inversions all have their own dedicated sprite blocks, and so things like zero-g rolls or immelman turns would need new sprite blocks to be created (or the sprite system changed entirely) and again this would break compatability with the original game.
I'd like to hear from one of the developers on this issue, because it's probably my most-wanted feature (short of actual custom track styles which are still a long way off)
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gibbsies Offline
Who needs scrolling, parkdat or the scenario editor anyways?
"MFG"
How did you find that window without being in the Scenario Editor? -
X7123M3-256 Offline
OpenRCT2 allows you to open the object selection and invention list windows during normal gameplay. You don't need to be in the scenario editor.
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Roomie Offline
Adding track pieces that already exist in the game to some other track style (such as inversions on the Intamin track) requires rendering new sprites (which I've been experimenting with, not got to track pieces yet though). Aside from that, it should be feasible - they already added g2.dat so they can add new sprites without having to replace g1.dat. However, I don't know anything about the structures in question or whether they've reversed them yet: last time I had a look I spent ages decompiling an irrelevant funtion. It should be possible but I don't know if it can be done easily at this stage.
Is that similar to how John Wardley did the Thorpe Launcher back in the day?
If i remember correctly the Thorpe Launcher was a Steel Twister coaster with corkscrew track launch sprites included.
There is a download link here http://www.nedesigns...lost-rct-files/
I would check but I'm at work at the moment.
Or was this just a new coaster type that was added in addition to the steel twister. -
Louis! Offline
^The corkscrew track launch sprites (boosters in game I believe) are available on the steel twister in LL.
Whether they were added so Wardley could create that or not is another matter though, but you can definitely use them in game.
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RCTER2 Offline
OpenRCT2 allows you to open the object selection and invention list windows during normal gameplay. You don't need to be in the scenario editor.
Can we use more than 256 objects in a map in OpenRCT2? I can't use it because I can't install Net framework 4.5 on my computer.
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X7123M3-256 Offline
No, OpenRCT2 doesn't remove the object limit yet. This can't be done until it is no longer dependent on the original game exectuable.
I'm also 99% sure OpenRCT2 doesn't require the .NET framework - are you trying to install the launcher?
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RCTER2 Offline
No, OpenRCT2 doesn't remove the object limit yet. This can't be done until it is no longer dependent on the original game exectuable.
I'm also 99% sure OpenRCT2 doesn't require the .NET framework - are you trying to install the launcher?
Yes, can you tell me is there any way to run it without the fucking Net framework? I used half a day and still can't get it work.
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