News / OpenRCT2 and submissions: A poll

(Read first post first) Should OpenRCT2 park submissions be accepted?

Do you have OpenRCT2?

  • inthemanual%s's Photo


    Besides using the Invisible Huts in OpenRCT, I don't know what would be make incompatible with vanilla, but I haven't explored all of Open's features yet. But that invisible hut hack with 8cars can be tough to get right. I can do it in like a minute now, but it took some time to really get the hang of it. Would be tough for members you don't know 8cars very well to figure it out. Just sayin...

     

     

    The biggest issue is that OpenRCT2 will avoid some error trappers that the base game will throw. That means that some parks, such as the one we just released, will be littered with them, and unable to open outside of OpenRCT2.

  • AK Koaster%s's Photo

    Slight bias on this to be made known: I think Scoop and I, as of this writing, have the only released Open-RCT Only park that can't be opened in the vanilla game (correct me if I'm wrong)

     

    I think that OpenRCT offers a fresh perspective on the game, hell it got me back in long enough to work on said park. Not that it detracts anything from the original game or shows the age, rather, it embraces everything that made RCT2 amazing and adds in useful features and optimizations that make this style of construction a lot easier and even more boundary-pushing.

     

    As long as enough reviewers have OpenRCT and can review (which may or may not be the case) it should be included. If there's a problem, more reviewers can always be brought on. But the point is this: OpenRCT isn't a new game, it's just the closest thing we have to a true mod of the game (hacks not included). So not including it from the site just seems a bit silly, even if the park needs the mod to work (which is standard in a lot of other games, KSP for example). It's just we don't come across this nearly as often as they do (nested mods, anyone?)

  • mintliqueur%s's Photo

    OpenRCT2 is the future and is going to supplant the original game the way OpenTTD did with the original TTD. Resistance is futile. 

  • BelgianGuy%s's Photo

    I think open is the future of NE and the way we build parks, I love the fact that I don't have to alt+tab every time I want to place details, it makes the building process much more enjoyable and fluid, I'm ll for it, I do however try to make everything compatible with the base game in terms of hacking...

  • FredD%s's Photo

    Seems like I can release my FUCK park as OpenRCT2 only. Even with the huts left visible it runs instable on the vanilla version, so that will save me some work.

  • disneylandian192%s's Photo

    I voted always because TBH after using Open RCT2 and knowing how easy it is to install it in 2 minutes and for free there's no excuse not to have it. 

     

    It is absolutely the future of NE, it takes everything we work so hard for and makes it more accessible. Almost everything Posix has spoken about with over detailism and complicated hacks burning out builders and making full scale spotlight-worthy parks so rare can be remedied with Open. It doesn't make decent players amazing players, but it makes creating excellent works by skillful players easier and in less time. Who couldn't like that?

  • janisozaur%s's Photo

    I have refrained from voting, as quite obviously, I am heavily biased. If you wish – feel free to count my vote for OpenRCT2.

    We put a lot of effort into making the game enjoyable for you and recreating all the original quirks that you've found a way to exploit over the years, as you are our most important and most demanding audience. In OpenRCT2 we want to do that in a way which does not rely on lucky coincidence, but rather provide an explicit support for what you need.

    For now we are almost entirely compatible with vanilla game, but for a few exceptions, clearly marked as such in-game: invisible huts, invisible park entrances, placing vehicles from other track types, possibly one or two more. But the list will only grow longer and next release, 0.0.5, will probably be the last one to stay mostly compatible with vanilla.

    By losing this backwards compatibility you will gain more and more features, like X7123M3-256's long trains, increased object limits, better performance, support for better quality assets. Just like OpenTTD, we will strive to provide forward-compatibility and we will offer a one-way conversion of all the original assets and save games. One of our main goals is to support all current content made for RCT1 and RCT2 and keep true to the spirit of original games.

    We are humbled and honoured you are discussing such a possibility and we hope to eventually meet and exceed all of your expectations. We hope you will work with us, but we won't force anything upon you.

     

    On behalf of OpenRCT2 team,

    janisozaur.

  • disneylandian192%s's Photo

    You had me at increased object limits!

     

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  • Xeccah%s's Photo

    liam should just give me panel again so i can rip apart others work due to my innate insecurities

  • Liampie%s's Photo
    Why are you on such an annoying rampage again?
  • janisozaur%s's Photo
    I can see 7 votes were cast for the answer "No, but I want to" to the question "Do you have OpenRCT2?"

    Is there anything preventing you from trying it out?
  • Ling%s's Photo

    Not everyone here has RCT2.

  • Louis!%s's Photo

    I've just noticed, you are planning on increasing the object limits?

     

    I don't think this is a wise move tbh, RCT3 suffered majorly because of the fact you could just use any number of objects and things stopped being as creative. RCT2 is amazing in the fact that because of the simple limitations, like the object limit, you have to be a bit more creative with what you do.

     

    Unless you mean the sprite limit, in which case, carry on :p

  • X7123M3-256%s's Photo
    Are you talking about the number of object slots or the map data limit? More objects on the map could decrease performance, yes, but just because you can use lots of objects doesn't mean you have to. And if the drawing algorithm is smart, it will cull objects not within the viewport so they don't need to be drawn.

    More object slots are definitely needed: a comprehensive set of supports and catwalks would probably exhaust the scenery limits all on their own. As it is, one of the most commonly used support sets won't fit in a single scenery tab, and it doesn't even have all the pieces I want.
  • FredD%s's Photo

    I agree with Louis, it is not really necessary to increase the number of objects usable in a park. The sprite limit though really has to go.

  • Cocoa%s's Photo

    idk i'd be happy to increase the limit. I don't feel that there are so many good objects out there that it would devalue the creativity in the game, it would just make it easier for me to access useful objects (and cut back on object map data limits massively)

  • FredD%s's Photo

    With the first OpenRCT2-only accolade, I see no more questions about OpenRCT2 submissions. 

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