RCT Discussion / OpenRCT: advantages and disadvantages

  • Broxzier%s's Photo

    Setting the friction value to 0 might crash the game (division by zero), so be careful.

  • X7123M3-256%s's Photo

    It definitely used to crash the game, which is why if you try to set the friction to zero it will be rejected. However, you can type 65536 and it will overflow to zero and not crash the game. It might be one of these things that crashes vanilla but has since been fixed in OpenRCT2.

  • Coasterbill%s's Photo

    How's the object limit situation in open RCT? As I keep working on this park I keep realizing that I'm a special kind of screwed if we don't figure out a way around that. lol

  • posix%s's Photo

    Not keen on messing with friction settings. That's becoming RCTM again. This should be about making RCT more playable and convenient, not about manipulating it.

  • X7123M3-256%s's Photo

    Meh, it's far from the dirtiest hack that's been implemented. While I do agree with those that say hacks shouldn't be necessary, the degree of changes needed to truly render them obsolete is still some way off and many people are used to abusing the game logic to get the effect they want, so I'm not opposed to implementing more hacks, at least until a new file format is implemented and these things can be done in a cleaner way.

  • inthemanual%s's Photo
    @posix, you can already modify the friction values with a hex editor. It's essentially a trainer tool that hasn't actually existed in any trainers yet.
  • Broxzier%s's Photo

    @Coasterbill: The limits cannot be lifted just yet. Before that can happen, the code needs to be rewritten in such a way that it allows for an infinite amount of objects to be loaded (or as many as your memory allows :p), which is a big step towards making new features and tweaks easier to make, but will take a lot of time, and also before that happens it's good to first have the game fully decompiled. I can't give you an estimation of when the limits will be gone, but it'll surely take a few months before we reach that point.

  • disneylandian192%s's Photo


    @Coasterbill: The limits cannot be lifted just yet. Before that can happen, the code needs to be rewritten in such a way that it allows for an infinite amount of objects to be loaded (or as many as your memory allows :p), which is a big step towards making new features and tweaks easier to make, but will take a lot of time, and also before that happens it's good to first have the game fully decompiled. I can't give you an estimation of when the limits will be gone, but it'll surely take a few months before we reach that point.

     

    A few months is music to our ears compared to a lifetime of the answer previously being:

     

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  • X7123M3-256%s's Photo

    It appears that the cheat for setting chain lifts on all track pieces has been merged. It should now be available in the latest develop version.

  • Scoop%s's Photo


    It appears that the cheat for setting chain lifts on all track pieces has been merged. It should now be available in the latest develop version.

    where?

  • X7123M3-256%s's Photo
    It should be in the cheat menu, under "Allow chain lift on all track pieces"
  • F0ndue%s's Photo

    I, for one cannoit wait for all the hyper-detail/realistic builders, who will just froth from the mouth when the object limits are lifted. 

  • G Force%s's Photo

    No one is going to finish anything anymore.

  • CHE%s's Photo

    And we need maps bigger than 255 square

  • janisozaur%s's Photo

    We expect to eventually lift all the limits, but at this point in time we're focused on getting (tentative name) 0.0.5 feature complete. This involves remainder of drawing functions, but there's been lot of sidetracking lately.

     

    Even though it is sidetracking from our point of view, we hear your response to lightsFX, tile inspector improvements, multiplayer updates, etc.

     

    This could possibly be our last release maintaining backwards sv6 compatibility, after that it could be only forward compatibility, but don't quote me on that just yet.

     

    There's lots of refactoring currently going on in the code, touching various areas, improving our backends, adding in cheats, and so on.

     

    Right now new formats have not been touched at all, we will invite you to discussions on that when time comes. After all, we do it all for you and we want you to do it with you.

  • G Force%s's Photo

    To me things like the night lights and things of that nature are more modification rather than improvement.  Sure they are cool but they go above and beyond making the game more playable, which isn't as important as things like tile inspector, or removing object limits.  Even multiplayer to me is more important than stuff like that.  Not that it isn't cool, but its not really RCT.

  • Faas%s's Photo

    I agree with you G Force, but I don't think more casual players will agree. For example, most people on Reddit think adding lights and whatnot is cooler than a tile inspector and an increased object limit (and we aren't the majority unfortunately)

  • F0ndue%s's Photo

    I'm not sure if this can be done, but what I'd like to be able to do is using launches and lifthills on the same coaster. As it stands you have to choose between one of the two, unless you want a ridiculously fast lifthill.I'm sure if there was a way to individually adjust the lift speed on a piece-by-piece basis (as you can do with brakes) you could solve this problem easily, but one major downside would be that all lfit pieces would probably have to be of the same track type (seeing as you'd loose the universal liftspeed that works across an entire merged layout). 

  • janisozaur%s's Photo

    Perhaps this is old news, but I finally checked something I've been meaning to for a long time now. The console command allowing you to change type of each ride, enabling you to do set a ride to a "Crooked House" type: it appears to work correctly for all the track elements in OpenRCT2

  • X7123M3-256%s's Photo

    I'm not sure if this can be done, but what I'd like to be able to do is using launches and lifthills on the same coaster. As it stands you have to choose between one of the two, unless you want a ridiculously fast lifthill.I'm sure if there was a way to individually adjust the lift speed on a piece-by-piece basis (as you can do with brakes) you could solve this problem easily, but one major downside would be that all lfit pieces would probably have to be of the same track type (seeing as you'd loose the universal liftspeed that works across an entire merged layout). 

     

    Lift speed is set per ride, not per track piece. Changing that would require a new file format but once that is implemented there could actually be launch pieces instead of relying on hacked chain lifts.

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