RCT Discussion / OpenRCT: advantages and disadvantages
- 06-February 16
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Liampie Offline
Alright, gotcha.
Anyway, now that we're talking about staff... I mentioned changing staff skins before. Better would it be if we could pick uniform colours for each individual staff member. I think you would have most uses for the staff skins functions covered then, and more. Would be a great asset, I'm sure many people would use it.
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FredD Offline
It would also be great to select any entertainers uniform without having the scenery tabs needed for them. Most of us don't use the classic rct scenery tabs anymore but without them the choice of entertainers uniforms is very limited.
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Fisch Offline
First of all:
Still in love with ORCT2 and many of its features.
I noticed what seems to be a bug in regards to the ride music. When there are multiple rides around and I assign them a music theme not all of them are audible. In fact it seems the ride music isn't properly working as it was in Vanilla RCT2. When I click on the ride, set the window on station, and have it focus only on that audio, only then can I hear the music.
Features I would LOVE to see implemented (sorry if they already are and I just haven't found them yet):
- rotating specific things on a tile (or specifically rotating ride huts one by one(allowing different rotation for exit/entrance))
- raising/lowering specific things on a tile
- freezing staff members (I noticed that you guys were having quite the discussion in this topic but let me say something as a neutral: frozen staff is really awesome. It allows for very creative staff placement, and the fact that you can name staff lets you do cool things with this)
^-> in addition to that: changing staff to the different options that are available from the vanilla rct scenery groups (these are a lot cooler than just the normal panda/elephant/tiger/mechanic/handyman/...)
- perhaps this was dealt with in the latest build but I had some troubles assigning a new peep entry point on the map edge after I had already owned all land on the park. Maybe the option to "de-own" the map border land in addition to owning all land as another tool would help fix this
- the peep AI seems to be more like the rct1 AI than the vanilla RCT2 AI. RCT2 actually has quite awesome peep AI in my opinion. But in ORCT2 my peeps get stuck a lot quicker. It'd be great to see this fixed eventually
- in regards to what was mentioned before: the 8cars zero clearances tool also allowed to build paths through walls without the walls being deleted. This doesn't always work for me here or maybe it never does actually. Also the walls you placed during that 0 clearance moment would then be actual barriers again. So when you're placing paths during 0 clearance mode you could still direct it with barriers you could put up while using it and it wouldn't automatically connect to all the other paths objects that are next to it.
If I can think of more I'll mention it here. I hope these lists are helpful. All of these tools would be great features and I'm sure you guys would be able to implement them. What you've done until now is already incredible. I couldn't even play the normal RCT2 anymore on my OS but ORCT2 works brilliantly. All I'm playing atm is ORCT2. Great job!
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X7123M3-256 Offline
- rotating specific things on a tile (or specifically rotating ride huts one by one(allowing different rotation for exit/entrance))
This is already implemented, it's in the tile inspector
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janisozaur Offline
I noticed what seems to be a bug in regards to the ride music. When there are multiple rides around and I assign them a music theme not all of them are audible. In fact it seems the ride music isn't properly working as it was in Vanilla RCT2. When I click on the ride, set the window on station, and have it focus only on that audio, only then can I hear the music.
I read your other thread where you mention you use 0.0.4. Is it perhaps a case of https://github.com/O...CT2/issues/3307 ? It's been fixed on develop.
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Fisch Offline
This is already implemented, it's in the tile inspector
Ok great, thank you!
I read your other thread where you mention you use 0.0.4. Is it perhaps a case of https://github.com/O...CT2/issues/3307 ? It's been fixed on develop.
I think that might be it, maybe I should move to develop build again rather quickly.
Thanks.
I hope the other remarks and ideas were helpful.
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disneylandian192 Offline
Fisch if your not already using it I highly recommend using the open rct2 launcher. Having it download and open the current development version automatically upon opening the game is really handy. -
Fisch Offline
Fisch if your not already using it I highly recommend using the open rct2 launcher. Having it download and open the current development version automatically upon opening the game is really handy.
I am using that. The only reason I used the stable build was because a couple weeks ago for me the development build crashed at times. I didn't want everybody to always have to rejoin my map when it crashes so I stuck to the stable build. The new development build works great though.
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posix Offline
Liam, perhaps we need a separate topic with screenshots as examples to show why people use certain hacks so much. I know this takes quite a bit of time and effort to produce though. I hope some might help.
ORCT people, I very much appreciate your approach to question established methods, and to understand desired ends rather than means. The project shows you were able to come up with great solutions to a lot of drawbacks of the original game, so I'd be excited to see you do the same with trainer functionalities and bring clearer and more straightforward tools to the community. I think it's a good dialogue for us to have. Just understand that the majority of members here are hardcore players who want to push RCT to the max, and they are very routined with the available trainers. It's safe to say the top players would not play without them.
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disneylandian192 Offline
I was just thinking the same thing Posix, maybe just a separate topic for specific discussion regarding additions to orct2 including what you mentioned. This topic can remain just for general discussion or questions about open. -
BelgianGuy Offline
I'll put it this way, i love what open has done for this community, i honestly wouldn't have bothered playing anymore without it...
The only thing though is that i sometimes have to revert to vanilla because i can't do something i used to be able to like for instance the raise lower of track with MOM... It doesn't Bother me to circle back but it's clunky and some of the features like that and freezing staf are just things we used a lot! Look a any h2h park from kumba or me and you'll find inside jokes all over the park with frozen staff. The thing i mentioned about getting a good looking log flume with track stacking are very basic things for us. That's why we're so vocal about them...
Still though you guys are doing excellent work. And if you guys need it we can easyly come up with specific used for specific Rolls and hacks -
fumankame Offline
I know I'm the last person to talk, being a new, novice player. I don't know trainers or a console based system, but I think a console would be easier to learn than trainers, if all I had to do was type in commands. Ive read trainer tutorials and they seem complicated.
That being said, I would be glad to write up a tutorial and/or documentation if someone provided an outline (writer and editor by trade). -
Milo Offline
I'm out of the loop on this. I'll have to check it out.
Is there a guide to getting started anywhere?
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Gymnasiast Offline
I have listed the track types: https://github.com/O...iki/Track-types
You can change track types as follows:
- Open the in-game console.
- Type "rides list".
- It will show a list containing entries like "ride 006 type: 23 subtype 009 Snake River Falls". The first number is the index of your ride.
- Type "rides set type 6 71" to change the track type of ride 6 (Snake River Falls) into Crooked House.
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disneylandian192 Offline
Thank you for taking the time to create that tutorial. I would definitely prefer a drop down menu within the game.
I know you guys prefer hearing what we want instead of how to do it, but even if it was a box in the ride menu where track color is adjusted. There the track type is displayed by its code and maybe list the track type next to the code. One could type in the new code for track into that field to change it. This or a drop down menu of track types would be awesome. -
Liampie Offline
Currently struggling with a park that was submitted to the database. It was made using OpenRCT Multiplayer, and as far as OpenRCT-specific features I've only spotted the invisible huts thing, although I haven't specifically looked for it. When we add a submission the database we always remove all unused data from the savegame (unused scenery, ride types, path types, that kind of things) using Parkdat, an external tool. Fine. However, the savegame now gives me an error trapper upon loading. Sometimes I get into the park when the game is paused, but unpausing or clicking/moving anything will still cause an error trapper. Before removing the unused scenery, it worked just fine... It seems fairly inconsistent. Does anyone know what is the problem here?
Talking about the regular game, btw. -
Gymnasiast Offline
Multiplayer often causes some corruption is saved games. We're not sure what causes it precisely, though. Also, OpenRCT2 has more safety checks than vanilla, so it will avoid error trappers that RCT2 will still throw.
Incidentally, removing unused data is something we want to introduce as a console command.
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posix Offline
Incidentally, removing unused data is something we want to introduce as a console command.
Please!
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Liampie Offline
Bug report: I'm in a multiplayer session with Fisch, and even though we're in the same session the park appears different to us. In his version the paths to a stall (built through a wall) were unconnected and there was a peep jam forming, in my version everything was connected just fine and there was no peep jam. He then reconnected the paths. I saw the money things flying, indicating that he placed the paths, and while it fixed the issue for him it actually disconnected the paths for me. I guess this is why I found a lot of paths built through walls disconnected when I joined the server.
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