Screenshot / Intamin Mega Coaster

39 Comments

  • Comment System%s's Photo
    comment below
  • Jaguar%s's Photo

    Oh my God... this is awesome... I've always wanted this in-game. Will there be inversions?

  • saxman1089%s's Photo

    Is that track currently available? I'm working on a rec that would use this perfectly!

     

    It look pretty sweet, and I love the sloped brake run!

  • Recurious%s's Photo

    This looks pretty sweet man, but I guess this requires a custom version of OpenRCT to work?

  • Liampie%s's Photo

    These sprites are really good. Aside from the coaster, this park looks worse than Six Flags America. :p

     

    Exciting stuff. I hope these will be easy to implement when the new savegame format arrives!

  • YoloSweggLord%s's Photo
    G O R G E O U S
  • X7123M3-256%s's Photo

    Oh my God... this is awesome... I've always wanted this in-game. Will there be inversions?

    Inversions aren't supported yet - I chose to build an Intamin mega coaster mostly because it was a layout I could build with the pieces I've got so far.

    The next pieces to go in will be sloped turns, followed by banked sloped turns, then all remaining non-inversion pieces (s-bends, helices etc), then inversions. According to the scroll bar on my text editor, I'm about halfway through by lines of code, but it's rendering the sprites that takes the bulk of the time, and many of the most complicated sprites are yet to come.


    Is that track currently available? I'm working on a rec that would use this perfectly!
     
    It look pretty sweet, and I love the sloped brake run!

    I could try and upload it somewhere if you want to play around with it... but unless you're on Linux it would be source code, not the binary. Also, that's not a functioning brake run it's a lift piece. I can't add new elements.

    This looks pretty sweet man, but I guess this requires a custom version of OpenRCT to work?

    Yep. It's a fork of the game - I took one of the unused ride types and put this one in it's place.
  • spacek531%s's Photo

    It looks pretty nice so far. I'm glad implementing all the track pieces (appears to be) going well. The split between diagonal 60-slope and diagonal 25-to-60 is kind of funky. It appears the game has this issue as well (on the giga track at least) but the large single tube makes it a lot more noticeable.

     

    If you are able to apply a little noise to the surface texture, or use some of the colors in the white range to make specular highlights on the tubes it will go a long way to looking like Simon Foster's work. 

     

    Thanks for all you do.

     


    I hope these will be easy to implement when the new savegame format arrives!

     

     

    If the save format works like I think it does, it won't need a new format, just a version of OpenRCT2 with the ride implemented.

  • G Force%s's Photo
    Can I turn this layout into a design? Haha

    Looks awesome.
  • X7123M3-256%s's Photo

    It looks pretty nice so far. I'm glad implementing all the track pieces (appears to be) going well. The split between diagonal 60-slope and diagonal 25-to-60 is kind of funky. It appears the game has this issue as well (on the giga track at least) but the large single tube makes it a lot more noticeable.

    I'm impressed you noticed that on the default sprites ... I only became aware of the issue after having made the piece.

    Unfortunately it's not an easy fix. The way that RCT2 handles these sprites is simply wrong, and will inevitably cause misalignment unless I fudge the sprites by hand. It's exacerbated here because those track pieces are distorted (another issue I need to fix), but if the issue persists, I will have to change the way those track pieces are rendered, because really, they should be split up into two sprites.

    Can I turn this layout into a design? Haha


    Not sure what you mean by this ... are you asking if it can be saved as a TD6?
  • BelgianGuy%s's Photo

    with stuff like this added, will we see working diagonal vertical pieces or inversions?

  • X7123M3-256%s's Photo
    There are two problems with that sort of thing ... the first is that all the element slots are used up, so you'd need a new file format just to get started (unless you're prepared to replace existing elements). Then you're also limited by the sprites that the trains have. There are a few useful elements that could be added without any new sprites (diagonal and sloped brake pieces, large radius sloped turns, more gradual bank transitions, etc), but if you want diagonal loops then you'd need a new object format that could support more sprites.
  • BlazingEmpireHD%s's Photo

    Oh my goodness! X7, you have thoroughly impressed and surprised me with these two new track designs. This and the RMC both look spectacular and I am so happy to see the potential of new types of track in OpenRCT2 as we do need more.

     

    I am very impressed with how this looks so far, X7. Keep it up!

  • X7123M3-256%s's Photo
    It's really only one new track I added - this is just the RMC with different sprites. Adding a new track style to the game is straightforward but tedious, so I did it once and just swap the sprites, which takes a few minutes.

    I think this turned out better than the RMC though and it shows up the flaws in the renderer much better, so I'll probably continue testing with this for the time being.
  • BelgianGuy%s's Photo

    would a large corkscrew be possible to add?

  • X7123M3-256%s's Photo
    Depends what you mean by "possible" ... nothing is entirely impossible, it's more about how much other stuff would have to be changed to make it possible.

    The only thing I can see preventing the addition of a large corkscrew piece is the lack of a free element slot to put it in. A new file format could remove the limit.
  • School_Jin%s's Photo
    awesome
    I respect people who do this kind of work.
  • Merzbow666%s's Photo

    wow queen

  • G Force%s's Photo

    Not sure what you mean by this ... are you asking if it can be saved as a TD6?


    Basically yes, or at least if I could take the sv6 and add scenery to it. Or would it just appear as a different track type on my game?
  • spacek531%s's Photo


    Basically yes, or at least if I could take the sv6 and add scenery to it. Or would it just appear as a different track type on my game?

     

    If you have ever used the "allow arbitrary ride type changes" cheat, you may have seen some rides are listed as "Unknown (C1)" or something like that. He chose one of those as the testbed for his custom ride making.

     

    If I understand the limits of the file formats correctly, you *could* make a .td6 of it and, coupled with a .DAT that uses the specified ride type, build the ride. The only issue is it would look like any other ride with its ride type hacked to one of the Unknown ride types, which means it would be invisible and you may not be able to open the ride, depending on which one he chose, because your version of OpenRCT2 does not have his custom ride built into it.

  • Description

    An Intamin mega coaster I made today.

    I realize that wing coaster trains would be more realistic than LSM trains, but my wing coaster trains look awful and the LSM trains do look quite similar to Intamin mega coaster trains at this scale. I didn't want to model a new train for this.

    Also, there's no catwalk because I couldn't find a steep catwalk object that doesn't glitch horribly. I considered rendering the catwalk directly into the lift sprites like on the 4th dimension track, but my render isn't up to doing this yet.

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