RCT Discussion / OpenRCT: advantages and disadvantages

  • X7123M3-256%s's Photo

    You can already bring the train to a full stop if you can arrange for the block ahead to always be occupied when the train first arrives. If you wanted precise timing, then you would need to ensure also that the train behind is always ready to dispatch by the time the previous train clears, so that the time spent waiting in the block doesn't depend on loading time.

     

    I would like to see a proper Intamin launched coaster with actual launch pieces (in the style of the existing cable lift), verticals, inversions and maybe even the ability to switch between two/three/four rail track. Most of that requires a new save format though; only verticals and inversions could theoretically be done without it.

  • Gymnasiast%s's Photo

    @Live on earths ass
    Track types on a piece-by-piece basis was proposed by Duncan (one of our team members) months ago, actually.

  • Fisch%s's Photo

    Will it be possible to make new elements and add them to coasters??? I mean, X7123M3-256, you've certainly got the skills to make them.

  • X7123M3-256%s's Photo

    Depends on what new elements you want to add. If you want to add elements that are already in the game but not for every track style, this will be possible as soon as the track paint functions are done.

     

    If you want to add completely new elements then you need a new save format, because I don't think there's any available slots for new track pieces in the existing one. If you just want larger or smaller versions of existing elements, I'm pretty sure that's all you need.

     

    However, if you want to add totally new elements like diagonal loops or zero-g rolls then you need all new sprites for any ride that is to use the new elements. That means you also need, at the minimum, a new object format that can accomodate the extra sprites. Some new elements might be possible within the range of sprites currently provided, but I can't think of many that aren't just resized versions of existing ones.

     

    What I'd like to see, but probably won't happen, is for track types to be an object file you can install as custom content, including whatever elements the creator thought appropriate. However, if you wanted that to work, the set of sprites provided in the object file has to be very carefully chosen to ensure there will always be a close match to the current angle of the train no matter what the track configuration. I have not yet solved the problem of how best to do that.

  • Jappy%s's Photo

    I think the problem has already been mentioned on GitHub, but I'm also posting it hear to see if someone else has had the same problem. Since today, whenever I hit the "Save game"-button, my game crashes. When I use the "Save game as"-button, everything is fine. This is quite annoying, and also a bit worrying.

     

    probleem.png

  • disneylandian192%s's Photo

    @Live on earths ass
    Track types on a piece-by-piece basis was proposed by Duncan (one of our team members) months ago, actually.

     

     

    I like the sound of that. You can be building a flume ride and choose from a drop down menu from within that window to switch from flume to mini coaster track.

     

    Or (unrelated) maybe choose to make whatever track you build invisible as you're building it! Instead of selecting the toggle chain tool, you'd click on the little ghost or something and that track data would be present without anything being visually drawn. That could save the time of using the tile selector tile by tile to make pieces of rides invisible. 

     

    My other idea is to add a color to the palate that is invisible. So if I built a ride and want track to be invisible, I change the color of the track from blue to invisible. (Of course this may only work on tracked rides, not rides like a merry-go-round where you can only change the color of a portion of the ride)

  • FredD%s's Photo

    Yes Jappy, also have had it multiple times. Though the park seems to be saved because when I open the file it was like it was when closing down with that error. Very annoying though. 

  • X7123M3-256%s's Photo


    My other idea is to add a color to the palate that is invisible. So if I built a ride and want track to be invisible, I change the color of the track from blue to invisible. (Of course this may only work on tracked rides, not rides like a merry-go-round where you can only change the color of a portion of the ride)

     

    Now that's interesting because it would allow you to make only part of an object invisible - so if you want IBox track, you could take the water coaster track and make the ties invisible. There'd be issues, though - there's no 3D model obviously, so anything "behind" an invisible pixel would also be made invisible.

  • disneylandian192%s's Photo

    True, so I was thinking more as a way to make an entire piece of track invisible, not just the rails or the spine. 

  • BelgianGuy%s's Photo
    The dream would be if we could add elements like object data like x-numbers said... That would break open the game! If that would require new save format and never using vanilla again, so be it, imagine large corks, diagonal loops and rolls...
  • Gymnasiast%s's Photo


    I think the problem has already been mentioned on GitHub, but I'm also posting it hear to see if someone else has had the same problem. Since today, whenever I hit the "Save game"-button, my game crashes. When I use the "Save game as"-button, everything is fine. This is quite annoying, and also a bit worrying.

     

    <image removed>

    Please report this problem on Github if you haven't already, and enclose the mentioned .dmp file.

  • mintliqueur%s's Photo

    Another thing: The game doesn't draw the characters å, ä, ö properly. I know this has been reported a long time ago, and I think there was a solution proposed and even implemented (I used to follow the progress of the game much more closely)... but it seems the issue was never fixed. Not that big a deal, especially not considering most players probably don't use or have those letters on their keyboards, but it's a little frustrating at times. 

  • Jappy%s's Photo

    Does installing WW and TT affect the object selector? I mean, is there just like in the vanilla game a maximum of objects which once surpassed cause an inability to scroll in the object list? If not, I'm going to install them again right now.

  • Faas%s's Photo

    I was told that I had to download the new version of the Openrct2 launcher, and now I can't open it because I'm missing api-ms-win-cr6-runtime-l1-1-0-du on my computer. What does this mean?

  • Gymnasiast%s's Photo

    @Jappy: We have a filter for RCT2 / WW / TT / Custom objects. This basically allows you to have up to 1,500 extra custom objects until you hit that bug. Also, in OpenRCT2, the scrollbar never gets stuck, but after a certain amount of objects the list starts acting a bit weird.

     

    @Faas: A simple Google search shows that it's caused by the Visual C++ Redistributable for Visual Studio 2015 missing on your computer. You can download it here: https://www.microsof...s.aspx?id=48145

  • janisozaur%s's Photo


    I was told that I had to download the new version of the Openrct2 launcher, and now I can't open it because I'm missing api-ms-win-cr6-runtime-l1-1-0-du on my computer. What does this mean?

     

    This will most likely be an error with launcher, not openrct2 itself. Anyway, installing vc++ msvc 2015 redist should solve your problem.

  • Faas%s's Photo

    Thanks guys, sorry I'm such a noob. 
    Keep up the good work! 

  • Faas%s's Photo

    I can't install it because it says it's already on my computer. 

  • G Force%s's Photo

    Most recent update broke Liam's foliage object on flat ground.

     

    This is the only object I can find that is affected.

    LlZ2rIC.png?1

  • janisozaur%s's Photo

    can you provide which build exactly are you talking about and provide a link to said object?

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