RCT Discussion / OpenRCT: advantages and disadvantages

  • inthemanual%s's Photo
    Hex editors still work with open, so if you're competent with one, you don't need to switch to rct2 at all.

    As far as MOM is concerned, I think a codex-like selector would be best. The tile inspector is already pretty similar.
  • Xeccah%s's Photo

    codex is stupid easy to use and i'd rather see that than a map object manipulator on open

  • Liampie%s's Photo
    Codex or codex-like things would not fill the gap of MOM. Good luck raising/lowering entire rides, pieces of theming or mountains tile by tile.
  • janisozaur%s's Photo

    The plan, as of now, is roughly to reach independence with next release, 0.0.5 or however it will be called. There's finally a finite list of items left to do, you can watch it here: https://github.com/O...CT2/issues/3365. We're at 27/119 done at the time of writing. After we're done with items from that list, we will probably refactor a whole lot of code, while most likely still remain vanilla-compatible. My personal gut feeling about when this release will happen is "this year".

    We will probably design and move to our own format after that release and the move will be one-way only. Just like OpenTTD (I believe), we will not offer a way to export things back into sv6. You'll be free to stay on 0.0.5 for however long you like, but it will be just like any other our release – a fixed version we will not touch anymore.

    Take this all with a grain of salt, we are open source project and we have no plan we have to stick to, so it all may change depending on how we want to tackle things.

     

    BTW: we have now merged the "long trains" cheat we discovered was possible. It is incompatible with vanilla.

  • disneylandian192%s's Photo

    Nice! Thats super exciting to hear. 

  • inthemanual%s's Photo

    Codex or codex-like things would not fill the gap of MOM. Good luck raising/lowering entire rides, pieces of theming or mountains tile by tile.


    You can mass select tiles in codex. Entire rides would be a pain either way, without something akin to the edit ride stats menu.
  • BelgianGuy%s's Photo
    The land color thing is easy to work with because it is very easy to understand at least and is easyly and quickly markable i think
  • disneylandian192%s's Photo

    I think if the tile selector had all of the options of MoM and codex and the ride edit menu then that would solve all problems. Perhaps at the top of the tile selector there is an option to select that single tile or all tiles that share a certain attribute with the selected tile such as ground color. 

  • Cocoa%s's Photo
    Yeah in codex you can select a bunch of tiles then go to advanced selection and choose a specific ride to select. This would pretty much be the ultimate solution imo except that codex starts fucking around if you select too many tiles. But i assume orct2 wouldnt have that issue
  • X7123M3-256%s's Photo

    I don't think this is a bad idea actually. The ability to select multiple tiles, and then the ability to filter the list by various parameters like element type and associated ride (if applicable), would cover most use cases without needing to introduce a seperate tool, and it would also be useful for other cases where you're only working on one tile at a time but you don't want to see irrelevant elements.

  • Gymnasiast%s's Photo

    As janisozaur already said, we will _always_ have backwards compatibility. That applies to both RCT1 _and_ RCT2, so you'll be able to import your SV4, SC4, TD4, SV6, SC6 and TD6 files. We will also release one version that is both fully implemented and SV6 compatible (probably 0.0.5), but we will indeed move on after that. Since our game is GPL, you're free to fork 0.0.5 and develop it further, but we'd rather make sure you don't _need_ RCT2 compatibility any more.

     

    Regarding tools like MOM and codex: I'd like to hear _what_ you want to achieve by it, rather than how. After all, being able to change the source code means we can make things easier and implement them in better ways.

  • posix%s's Photo

    What's the situation on the RCT1 front? Having RCT2 so neatly supported, it creates a strong wish to have LL in the same wonderful way.

  • janisozaur%s's Photo

    We have merged initial version of RCT1 import a while ago. It can now import parks, ride designs and some more. We convert missing pieces to what RCT2 provides, but there are some parts for which there is no replacement available.

    Peeps and some other things are still not imported.

    Best thing to do is to grab latest build and check out by yourself.

  • BelgianGuy%s's Photo
    The real basic thing is being able to make anything invisible or lower/raise any object we want by the amount of clearances we want... For example to stagger track pieces like bobsled track under a log flume for a more realistic look you need to raise the log flume track by one clearance, build the bobsled under it with the now one clearance difference, and then lower everything again so the log flume connects with its station again and the bobsled is still staggered under it and has the same clearance difference in comparison to the flume
  • X7123M3-256%s's Photo

    Making stuff invisible is already possible and has been for quite a while - go to "insert corrupt element" in the tile inspector. Setting track type to 47 can work also but in my experience that track type is missing so many pieces it's next to useless - you can't even have block brakes if you do it that way.

  • Liampie%s's Photo

    So useless that pretty much every park made in the last fifteen years features that hack.

  • X7123M3-256%s's Photo

    In my current park I have 7 rides that had to be made invisible and of those two of them could be done with crooked house - and one of those was just a dummy station so I could place entrances on tiles that wouldn't otherwise be adjacent to a station.

    It's not totally useless because it's much easier than corrupt elements where it works, and less likely to crash in vanilla, but the lack of block brakes and diagonals makes it really limiting.

  • alex%s's Photo


    We have merged initial version of RCT1 import a while ago. It can now import parks, ride designs and some more. We convert missing pieces to what RCT2 provides, but there are some parts for which there is no replacement available.

    Peeps and some other things are still not imported.

    Best thing to do is to grab latest build and check out by yourself.

     

    Is it possible to add the the vertical terrain textures from RCT1?
  • BelgianGuy%s's Photo
    The crooked house methode is limited, the Gee hack isn't... It's basically the thing that opened the way to realistic parkmaking. The raise lower function is also a must have imo
  • Gymnasiast%s's Photo

    Making stuff invisible is supported (both the Crooked House and Gee Hack methods). Raising/lowering isn't yet. Anything more in the way of hacking?

     

    We will eventually add the missing land types (both surface and edge textures) but since SV6 provides limited room for those, that will have to wait until we switch to our own format.

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