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submitted 3 months ago by Die4Ever@programming.dev to c/rct@lemmy.world

On 2014-04-02, exactly 10 years ago IntelOrca made the first commit to his public code repository named 'OpenRCT2'. Some 25984 commits later contributed by 552 individuals over the course of 10 years we bring to you yet another instalment in this saga: OpenRCT2 v0.4.10 codenamed "You don't reheat cakes".

As the monthly releases mean fewer entries in the changelog, I don't need to cut it anymore. Enjoy all the latest features:

  • Feature: [#18171] Add port of the RCT1 Stand-Up Roller Coaster.
  • Feature: [#21590] [Plugin] Plugins can now read and write banner properties of tile elements.
  • Feature: [#21636] Add shortcut key for sorting tile elements.
  • Feature: [objects#294] Add scenery versions of wooden truss supports.
  • Feature: [objects#295] Flipped version of wooden post.
  • Improved: [#21424] Extra viewports can now rotate independently from the main viewport.
  • Improved: [#21561, #21631] Enable more features in Android build (plugins, networking, multiplayer, audio formats).
  • Improved: [#21599] Currency signs now use non-breaking spaces.
  • Improved: [objects#157] Added sloped images for many walls.
  • Improved: [objects#288] Better map colours and more sensible prices for RCT1 land surfaces.
  • Improved: [objects#292] Vehicle colour cleanups for WW/TT vehicles.
  • Improved: [objects#299] More accurate ratings modifiers for RCT1 vehicles.
  • Improved: [objects#309] Updated names for dodgems and flying saucers vehicles.
  • Improved: [objects#313] buildMenuPriority for dodgems and flying saucers vehicles.
  • Change: [#21529] Classify “Southern Sands”, “Tiny Towers”, “Nevermore Park”, “Pacifica” as expert scenarios.
  • Change: [#21545] Reorder Wacky Worlds scenarios and adjust their difficulty classification.
  • Fix: [#910] Extra viewport does not preserve the location when rotating.
  • Fix: [#18413] Crash when mouse over a hacked train.
  • Fix: [#20338] Cannot select Scenery Picker or Scatter Tool when the scenery recolouring tool is active.
  • Fix: [#21317] Track designer allows proceeding without an object selected.
  • Fix: [#21360] If the object selection is missing certain types, the Object Selection window will switch to an incorrect tab.
  • Fix: [#21419] Cannot place walls underground beneath sloped tiles with clearance checks disabled.
  • Fix: [#21434] Number of guests overflows in objective text.
  • Fix: [#21522] Supports for 3×3 turns and 45 degree turns on the Hybrid Coaster and Wooden Roller Coaster not drawn correctly.
  • Fix: [#21543] Crash with creating a TrackIterator with invalid arguments.
  • Fix: [#21635] Tile inspector hotkey can set wall slope for non-slopeable objects.
  • Fix: [#21641] Crash when creating track iterator from an invalid tile element.
  • Fix: [#21652] Dialog window to confirm overwriting files does not apply the theme colours correctly.
  • Fix: [#21654] No sound effects when using RCT Classic as an asset base.
  • Fix: [#21654] Extraneous reports of an object conflict between rct2.audio.base and rct2.audio.base.rctc.
  • Fix: [#21664] Crash when switching between languages that use TTF.
  • Fix: [#21668] Crash when on null ride in Guest::UpdateRideLeaveExit.
  • Fix: [#21691] Crash when validating rides which can't contain banked track.
  • Fix: [objects#290] “Haunted Mansion” cars have a non-functional third remap colour.
  • Fix: [objects#296] Incorrect wall placement around large Kremlin/drab pieces.
  • Fix: [objects#300] Incorrect Colosseum and volcano corner clearances.
  • Fix: [objects#319] Incorrect diagonal slope images used for RCT1 corkscrew.
  • Fix: [objects#320] Incorrect Mandarin Duck boats capacity.

You can download OpenRCT2 v0.4.10 and view the whole changelog here.

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server and our infrastructure
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

https://github.com/sponsors/Gymnasiast

Happy building and don't reheat the cake!

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submitted 3 months ago by aeharding@lemmy.world to c/rct@lemmy.world
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submitted 6 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

Just another layout, nothing new here.

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submitted 9 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

Yes, I am aware that the second half of the layout is nothing like Ring Racer ... it wasn't meant to be a recreation, because the original layout is pretty boring.

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submitted 9 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

Built to check that you can build a strata coaster that is rideable. It turns out, no larger pieces are strictly needed and peeps will ride this without cheats ... which is actually quite silly.

According to my calculations, this thing would pull 36G if the G forces were calculated accurately, but the game says the positive G force is 6G. This is convenient, because it means you can build a strata coaster with existing pieces, but it's also bad, because if those extra large slope pieces were added, they could result in implausibly low G forces. The game's G force calculation is very broken.

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submitted 9 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

It's long overdue but this is finally done. This adds some additional track sprites to the giga coaster - including verticals, inversions, and large sloped turns. Since the vanilla giga coaster trains don't have sprites for these you need the "enable all drawable track pieces" cheat on to use them.

I have also updated my three custom trains that use this track, as the old versions were missing sprites for diagonal banked curves. The updated versions can be found here

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submitted 10 months ago by Die4Ever@programming.dev to c/rct@lemmy.world

Hi everyone, we just released OpenRCT2 v0.4.6 “With my best girl by my side, we'd sing, sing, sing”!

This is a big update content-wise, with new title sequence and new title theme by Allister Brimble himself.

Please enjoy this excerpt from our changelog:

  • Feature: [#20680] New title sequences (https://github.com/OpenRCT2/title-sequences/releases/tag/v0.4.6).
  • Feature: [OpenMusic#41] Official Title Theme by Allister Brimble.
  • Improved: [#20119, #20243] Add new colour presets to several roller coasters (using the new colours).
  • Improved: [#20393, #20410] Add Cyrillic characters Ґґ, Ѕѕ, Єє, Іі, Її, and Јј to the sprite font.
  • Fix: [#6152] Camera and UI are no longer locked at 40 Hz, providing a smoother experience.
  • Fix: [#9534] Screams no longer cut-off on steep diagonal drops.
  • Fix: [#19450] The correct element is now auto-suggested when building a Medium Half Loop backwards.
  • Fix: [#19735] Server unable to advertise to master server after a connection loss.
  • Fix: [#19822] Tile inspector does not deep copy banners.
  • Fix: [#20089] Potential crash when a window is closed from another window.
  • Fix: [#20111] All coaster types can access the new diagonal slope pieces.
  • Fix: [#20155] Fairground organ style 2 shows up as regular music, rather than for the merry-go-round.
  • Fix: [#20342] Large Half Loop (left) now only appears once in the special elements dropdown.
  • Fix: [#20389] Reversed vehicles are now correctly banked on diagonal slopes.
  • Fix: [#20429] Error window tooltip not closing after 8 seconds.
  • Fix: [#20456] Downward large half loops on flying coasters (fly-to-lie) are now correctly named.
  • Fix: [#20496] Ride rating requirements for compact inverted coasters is no longer relaxed.
  • Fix: [#20607] Infinite loop when renaming rides with default names longer than 32 bytes.
  • Fix: [#20642] Track list is sometimes empty due to uninitialized data for the filter string.
  • Fix: [#20659] Phantom rides remain when closing construction window while paused.
  • Fix: [#20672] Maze ghost elements incorrectly displayed.
  • Fix: [#20684] Footpath additions getting removed by Miniature railway ghost elements.
  • Fix: [#20693] Incorrect information shown when hovering over station when another station before it was removed.
  • Fix: [#20739] Build version info on title screen leaving stray pixels when the camera is moved.

You can download OpenRCT2 v0.4.6 and view the whole changelog here.

We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:

  • Digital Ocean, for hosting the multiplayer master server
  • Backtrace, for handling our automated crash reports
  • JetBrains, for providing us with development software
  • Github, for handling our development and issue tracker

If you're interested in contributing to OpenRCT2, feel free to join us on Discord.

You can also sponsor OpenRCT2 team members:

https://github.com/sponsors/IntelOrca

https://github.com/sponsors/janisozaur (yours truly)

https://github.com/sponsors/broxzier

Happy building!

OpenRCT2's new title theme is available on Spotify as well: https://open.spotify.com/track/0fPdQIQaRwawpYLKjXRCXD?si=E7yr5mP7TY6PRLs93LOcYQ

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I've been starting to play around with rct2 and am amazed at some of the dense examples I've seen - this game is really deep!

I'm still using the premade rollercoasters (honestly, just getting the pathing right for them is complex enough!!) and am really struggling to get the ramps to connect without massive amounts of stuffing around. I've only just realised with the elevated ones I can have the path coming off them remaining elevated which tends to help with the pathway / track collisions, but I'm not even sure how I did it!

I hate sitting through mindnumbing YouTube videos as typically they're completely uninsightful (rct2 might be a different situation, I suppose, especially being a beginner), I feel like jumping in and learning as I went might've been a mistake...

Are there some tips I'm missing and how the hell am I supposed to see the entrances and plan the paths without buying the coaster and hoping it going to work? (I've rebought the same thing several times when I can't get it working!)

Cheers

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

This is, obviously, ridiculous, but it was built mostly to check that the shortest possible hydraulic launch would still work. I changed the minimum length from 3 to 2 tiles to simplify the implementation.

There is actually a problem though if you use longer trains than this, if the train hasn't left the station when the catch car disconnects, it thinks it's arriving back in the station and will proceed round the layout at slow speed.

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I have now made it so the launch run can start from a block brake instead of the station.

I posted a clip of this ride yesterday, but I didn't post the whole thing because it wasn't fully functional, it relied on an invisible station for the launch to work, and that caused the train to spend a long time waiting on the launch run, since you can't set waiting times for different stations differently. It now operates as intended.

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I now have all the anti-rollback brake fins animated properly, although it's just cosmetic and they don't function yet. I have also reduced the length of the launch end piece to two tiles, mostly because it simplifies the implementation a bit and there was no real reason for it be three. The next thing I want to do is make it so the launch doesn't start from the station - this ride had to be hacked with an invisible station and the hack causes a number of problems so I want to get it functioning properly but I think it's going to be difficult.

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I have now implemented a functional hydraulic launch piece, although it is far from fully featured. It automatically calculates the right acceleration to use based on the length of the launch but only when the coaster is first tested - currently, changing the speed setting has no effect unless you close and reopen the ride. I also want the anti rollback brake fins to be functional, and the blocks to work properly (currently, the block is cleared as soon as the train leaves the station which is not right, it should only clear when it's over the top hat), none of which is implemented yet.

The length of the catch car braking zone is currently hardcoded and I think that'll have to change, at two tiles it's too short for every other layout in my test park. A fixed 3 tiles isn't too bad an option for most designs at the sizes that are common in game - but for large rides built at realistic scale, and especially the strata I have been testing, longer is needed. Having a braking zone that is shorter than it should be also lowers the overall acceleration and I don't want the launch to look slow, especially when the LSM boosters in game are overpowered.

I might be biased because I want to make a 10x10 and that's impossible unless the catch car braking zone can be as small as 1 tile (because the longest launch that would fit is 3 tiles total). This really shouldn't affect the final decision, since it's not realistic to build one that small ... but I kind of want it to work anyway.

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I've made some more progress on my Intamin accelerator coaster. I've changed the track model again - since I now have a track model that matches the vanilla giga coaster, I have modelled a 4 rail track based on that. The new one is less accurate to the real world dimensions but fits the game better.

I have also implemented the ability to switch between 2/3/4 rail track during construction, and I've started implementing a magnetic brake piece, which is fully functional though the sprites need some work. I have created a model/initial sprites for the launch but this is not yet functional (well, it is, but it just works like a booster at the moment)

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I'm working on adding the ability to switch between multiple track types, which is common on a lot of Intamin rides. Could potentially be used for the vanilla giga coaster as well.

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

Sorry for the awkward crop - my computer had trouble recording a larger frame.

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submitted 11 months ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I've made a little more progress - there are now lift and brake sprites (which could use some more work), and I've implemented the restraint animation for the trains. I think the trains still seem lacking in detail, the shields especially don't look right but I'm not sure what to do about it.

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The Grand Tour '23, Round 2 (www.nedesigns.com)
submitted 1 year ago by Valdair@kbin.social to c/rct@lemmy.world

What is a Grand Tour?

A Grand Tour originally refers to an extended journey through continental Europe, for educational purposes. These journeys were undertaken by wealthy young men as a rite of passage, who visited many historical and cultural sites along the way, seeking to expand their knowledge and appreciation of the classical arts.

Though there is no more need for the aristocracy to elevate themselves above the common people, the desire and effort to broaden one's horizons remains a noble purpose.


Grand Tour is a relatively new contest format over at NE, the parks are incredible, I strongly encourage everyone to at least give them a look, and if you have or are willing to make an NE account, please vote!

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cross-posted from: https://programming.dev/post/442587

starting at 6:51 is when he talks about the Randomizer

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submitted 1 year ago by Valdair@kbin.social to c/rct@lemmy.world

What is a Grand Tour?

A Grand Tour originally refers to an extended journey through continental Europe, for educational purposes. These journeys were undertaken by wealthy young men as a rite of passage, who visited many historical and cultural sites along the way, seeking to expand their knowledge and appreciation of the classical arts.

Though there is no more need for the aristocracy to elevate themselves above the common people, the desire and effort to broaden one's horizons remains a noble purpose.


Grand Tour is a relatively new contest format over at NE, the parks are incredible, I strongly encourage everyone to at least give them a look, and if you have or are willing to make an NE account, please vote!

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cross-posted from: https://beehaw.org/post/615525

"OpenRCT2 is an open-source re-implementation of RollerCoaster Tycoon 2 (RCT2), expanding the game with new features, fixing bugs and raising game limits."

A project I never see great brought up enough so here's some love to a great classic game that's been revitalized by fans.

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submitted 1 year ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

This is probably the most unusual new coaster type I was working on. A lot of progress was made and I even had a preview image but like most of my stuff it was never finished.

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submitted 1 year ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

This was a branch I was working on which added vertical boosters, as well as an option for regular boosters to breaks on the reverse pass. It was never completed.

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submitted 1 year ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

From when the zero G rolls were new

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submitted 1 year ago by x7123m3_256@lemmy.world to c/rct@lemmy.world

I'm reposting some old content to get this started. This was from when the large sloped turns were still in development.

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submitted 1 year ago* (last edited 1 year ago) by Valdair@lemmy.world to c/rct@lemmy.world

Let's kick things off with some pointers to other important info and places in the community!

Websites

New Element - Old creative play community, known for intense contests and playing at the highest levels

RCTGo - Large park hosting site and forum, more casual

https://www.reddit.com/r/rct/ - Reddit community for RCT, very casual

RCT Fandom Wiki - Huge collection of info about the games, mostly focused on scenarios and assets rather than creative play

"Official" RCT Website

Links to buy the games

RCT1 on Steam

RCT1 on GOG

RCT2 on Steam

RCT2 on GOG

RCTC on Android

RCTC on iOS

RCT3 on Steam

Notable YouTube channels

Marcel

Deurklink

Stu

OpenRCT2 - open source C++ version of the game, GET THIS IF YOU DO NOT HAVE IT ALREADY

https://openrct2.org/

Discord servers

New Element, Roller Coasters & Friends, Deurklink, Marcel, and the OpenRCT2 devs all have Discord servers you can probably find invites for by Googling

view more: next ›

RCT

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Migration of the Reddit community /r/RCT. Focused on the classic roller coaster sim games, RCT1, RCT2, RCT3, RCTC and the open-source OpenRCT2.

Rules

Please DO post:

Please do NOT post:

If you are asking for help, please try to be as descriptive as possible!

I haven't figured out an equivalent to the /r/RCT wiki yet, but at some point the plan is to work on porting that too.

founded 1 year ago
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