RCT Discussion / OpenRCT: advantages and disadvantages

  • janisozaur%s's Photo

    Please file issues here: https://github.com/O...RCT2/issues/new

  • Louis!%s's Photo

    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.


    If the path used in the entrance tile is unused anywhere else in the map it will be removed through the remove objects process and thus error trap immediately on opening the park.

    This isn't an open issue, always has been, it may not be this of course. Just making you aware of this issue in case you weren't previously ☺️
  • Liampie%s's Photo

    If the path used in the entrance tile is unused anywhere else in the map it will be removed through the remove objects process and thus error trap immediately on opening the park.

    This isn't an open issue, always has been, it may not be this of course. Just making you aware of this issue in case you weren't previously ☺️


    I'm aware of that! The error appears to be similar to that, but more inconsistent. And the park is built in the build your own SF scenario...
  • Louis!%s's Photo

    hmmm :/

  • BelgianGuy%s's Photo

    Maybe this we can have a suggestion topic for you guys here so you guys have a dedicated place on this site that gives you guys input and feedback? like have an OpenRct subforum even perhaps? like today I came across the idea of adding a few features to the ride menu, I know you guys made it possible to switch to any train possible in the ride menu, would it be possible to add some stuff to the track colour menu where you can do specific things to a secondary colour tint and such? like adding the toggle chain so we can have steep or vertical lifts? or is this resolved by removing operational limits or construction limits?

  • janisozaur%s's Photo

    Or perhaps we could not turn another site into ideas hydepark and simply use github?

     

    https://github.com/O...RCT2/issues/new

  • BelgianGuy%s's Photo

    Ok I submitted the idea via Github, but I'll repost it here aswell so people here know what I suggested

    I suggested having the toggle chain feature added to the ride menu in colour variations if possible enabling us to make vertical lifts and any track part made a lift like we could with 8cars 1.32... I also suggested to maybe add a toggle brakes feature in there aswell so we could make slanted brakeruns like a lot of real life coasters have. don't know if I possible I just proposed the idea via the channel the developpers prefer and am posting it here for feedback from the community here aswel.

  • X7123M3-256%s's Photo


    having the toggle chain feature added to the ride menu in colour variations

     

    There's already a chain toggle in the ride construction menu, would it not be better to simply enable that toggle for every track piece instead of messing about with colors? What do colors have to do with chain lifts anyway? I am aware that this is how 8Cars does it, but that's because 8Cars can't change the interface - why would you want to keep it that way?

     

    "Toggle brakes" is not possible without some changes - whereas chain lifts are a flag set on a track piece, brakes are a track piece in their own right. Implementing this feature would require adding a new flag (which would obviously not be backward compatible). I don't know how much room in the map element structure there is for new flags - if there are no unused bits then this would have to wait until the move to a new format. If something like this is done, I would also like a flag to make a piece a launch.

     

    Also, if you're not reporting a bug you can just delete the template text - you don't need to leave the headings in place if they're not applicable.

  • disneylandian192%s's Photo
    To be able to use the chain toggle for any piece of track ( a loop for example) in its current iteration would be easiest I think.
  • BelgianGuy%s's Photo

    yeah didn't think of it that way, I just think it in the ways we had to do it before, I do think it'd be a good feature to add since it opens a lot more ride design options, the brakes thing was just something I'd love to see one day and honestly if we have raise/lower, toggle chain and the most core things we could do with vanilla why even bother doing it the hard way... if open can achieve the things we could easier there's not a single reason why not to build in open only, it's a 4mb download to a game we ALL have, don't see why it shouldn't be main point atm...

     

    I don't however see how the raise/lower or true map object manipulation should be implemented... kinda struggling to find how you could get that into the game without having to use the console.

  • Gymnasiast%s's Photo

    It's good you put it on Github, but I have said multiple times in this topic that I want to know what you want to do, rather than how it currently works. A lot of 8 cars' implementation choices were dictated by how RCT2 was set up and by the fact that 8 cars could not change RCT2's code. But we can, so things can get implemented a lot cleaner and easier.

  • Fisch%s's Photo

    maybe raise/lower could also be made available for every track piece then?

  • Gymnasiast%s's Photo

    Please create an issue for that here: https://github.com/O...RCT2/issues/new

     

  • BelgianGuy%s's Photo
    What i want is simple, make any piece of track a lift piece(chain) and be able to raise or lower any piece either it be track, scenery or path by the amount of clearance we see fit if you want screenshots of what i mean i'll happyly make them for you explaining what i want to be able to do.
  • Gymnasiast%s's Photo

    I got that :). My point is that many people here on NEdesigns are so used to how 8cars / SoB work they (understandably) request that we copy those mechanics, rather than emphasizing what they actually want to do. That last thing is what matters.

    For example: if you want to build through things, it doesn't matter whether the game achieves that by temporarily setting all clearances to 0 or by not doing height checks, as long as it works. It's that frame of mind I was talking about. (Even though I can usually decipher what you want, it still complicates the discussion with irrelevant details about implementation.)

  • Fisch%s's Photo

    - If there is any way to eventually get rid of the object limit once you've migrated to your own file extensions, please do so!! That goes for the overall map data limit as well as the object limit within the scenario editor where you choose the objects for the park.

     

    - a menu point in the ride operation window where you can alter in the speed of attractions like monorails, trams, car rides etc would be awesome!

     

    - a height regulator for the delete scenery/paths tool where you can say that you want to delete scenery only on a specific height or within 2 different heights would be great.

     

    - an eye dropper/pipette tool to select certain scenery and be able to place that in the same color again (variably also just copying the scenery or the color instead of both)

  • Liampie%s's Photo

    I got that :). My point is that many people here on NEdesigns are so used to how 8cars / SoB work they (understandably) request that we copy those mechanics, rather than emphasizing what they actually want to do. That last thing is what matters.
    For example: if you want to build through things, it doesn't matter whether the game achieves that by temporarily setting all clearances to 0 or by not doing height checks, as long as it works. It's that frame of mind I was talking about. (Even though I can usually decipher what you want, it still complicates the discussion with irrelevant details about implementation.)


    I guess some people are afraid of the answer being "you can do that using the console", like me. :p

    I agree with Fisch's second and fourth point.

    I posted some ideas and bugs to the github thing, I think this one in particular would be of interest to NE people as well: https://github.com/O...CT2/issues/3546. My best idea in a while :p
  • F0ndue%s's Photo

    - Working blocks for merged rides (if that is possible at all). 

     

    - Full stop brakes and block brakes with adjustable speed. 

  • X7123M3-256%s's Photo

    - Working blocks for merged rides (if that is possible at all).

     

    Is already possible, even in vanilla. It is admittedly a bit of a pain to set up, but with the planned switch to a new format, I'd rather see track type set on a per piece basis (instead of per ride, as now) so you wouldn't need to merge. You could select the track type in the ride window like you do now for the water coaster and dinghy slide.

     

     


    - Full stop brakes and block brakes with adjustable speed. 

     

    I like that idea and I don't think it would be impossible to implement - every track element reserves space for a brake speed, so it should not require a new save format. There are some complications with the fact that the train's speed in the second half of the circuit now depends on whether the block fires or not, but I think it could be overcome. Haven't actually looked at the code yet though.

  • F0ndue%s's Photo

    You really amaze me each time with your profound knowledge of how this game works. Your proposal of choosing track types on a piece-by-piece basis has a lot of potential. I was thinking about using full stop brakes for Intamin launched coaster for example. 

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