Fix: Wrong boundboxes for tunnels & terrain.#17312
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Fixes for tunnelsssss. Thisone Fixes the boundboxes for the wide turn on the mine train, Large helixes on every coaster type (EXCEPT THE JUNIOR COASTER) (Flying) inline twists on B&M Coasters.
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I need some help with figuring out what to change in This is to fix the same bug on the junior coaster. The code is written completely different from what you can find in the other rides. It's extremely confusing and very much a guessing game. I have written a note to one of the lines where I need to change it. |
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Can you turn on bound boxes for the images so we can actually see the changes. |
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Here's what it does, basically. I'll see if I can fine tune it a bit better so the boundboxes are not a unit too high. (Should only be noticable for people that clip tracks into the ground). I am wondering if this might not be a boundbox issue in the tunnel itself. |
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It all looks sensible. Are we confident that no one would expect the vanilla behaviour and it wouldn't be used for any hacks? I can't imagine anyone would. |
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Nah definitely not. This bug is more obtrusive than anything. (Besides this bug was not present in RCT1) I am currently in the works of getting all lines corrected. I have just finished adjusting the boundbox for the B&M track, Mine Train and Alpine Coaster. Should be a fairly straightforward to do the rest as I got all the correct lines I need to change now. |
And I have added the Small helix here aswell.
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Okay, I have now fixed all coasters but the Junior Coaster. I have also noted that there's a small similar drawing issue with the wooden coaster but I'd have to do quite a bit of research again on which sprites those are and it's barely noticeable. I don't think that's really worth investing my time in. I have used these notes to help me speed through the process: Below I have also attached my test park if you want to check it out yourself. |
Finetunes the Mine Train Coaster a bit more so the train doesn't appear under the track... OOP
If you are still working on your code, please mark the PR as Draft. That makes it clear to everyone and makes sure we don’t accidentally waste time reviewing it too early. :-) |
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Ah it's not longer in draft now haha. |
Forgot to update these finetuned parameters.
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This kind of breaks one of the assumptions that has been made in that a helix is comprised of two quarters. I'd like to keep that assumption to hold true. So that would mean modifying the same lines for them. This becomes: This becomes: I haven't looked at the large ones yet. |
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I believe I have build every single ride in thisone. Maybe I have missed one. I have also found a few more z-order errors with other rides and ground tiles which you will see aswell. |
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Is it an idea to push this PR since we're in an early stage of 0.4.2 and publicly test it like so? My own extensive testing for this has not found any errors with existing builds. I have tens of maps from NE downloaded and I have not found any errors there. If people find errors we can always change those parameters later. Let me know what your opinion is |
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@Broxzier I am not experiencing this issue. Is it an older version of this PR by any chance? |
I have decided to raise the entire bound box of the helixes by 10, which seems to fix the issues with the junior coaster. It about levels it with the rest of the track rather being under it.
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I am looking at the code for the TrackPaint.cpp and I seem to have fixed the rending issue there but it requires some finetuning still as there's a singular tile that somehow jumps out now. Have to figure out what happened there, because the train is rendering under it rather than on top. |
Probably yeah, it was the screenshot you posted earlier. I didn't see anything regarding this was changed later. I have not yet tested the builds myself. |
It's finetuned now. I figured to not change everything and just what was necessary to fix the issue. The train doesnt glitch either now, which is what is closed to the track by far.
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Everything should be set for a merge now. I have also edited the necessary parameters in the |
Eight is the magic number
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do I need to change anything else or is it good to go now? |
This is a Hotfix for something I overlooked while making OpenRCT2#17312. I have fixed the same issue for the flying inline in OpenRCT2#17782. Please let me know if I need to bring that over to this PR.
- Feature: [#6326] Ability to load .SV6 files from RCT Classic that have more than 9601 guests. - Feature: [#6570, #10860, #17929] Fully support RollerCoaster Tycoon Classic as a RCT2 base install path. - Feature: [#13634] Add ability to sell merchandise in random colours. - Feature: [#16164] Add new track elements for Flying Coaster and Lay-Down Coaster and add paint code for more elements. - Feature: [#16283] Added parkinfo command line tool to list objects in a save file. - Feature: [#16662] Show a warning message when g2.dat is mismatched. - Feature: [#17107] Ride operating settings can be set via text input. - Feature: [#17638] Added Zero G rolls, medium loops and large corkscrews to the Hybrid and Single-Rail coasters. - Feature: [#17821] [Plugin] Add API for track subpositions and vehicle subposition. - Feature: [#17877] Add three real-life flying roller coaster colour schemes. - Feature: [#17900] Add “Classic Wooden Coaster” with shallow banked turns. - Feature: [#18057] Staff members now wait for passing or stalled vehicles before crossing railway tracks. - Feature: [#18168] Add additional track pieces to the LIM Launched Coaster and the Looping Coaster. - Feature: [objects#198] Add additional pirate roofs. - Feature: [objects#205] Add additional glass roofs. - Feature: [objects#209] Add the Steel Roller Coaster train and 2-across Inverted Train from RollerCoaster Tycoon 1. - Feature: [#18050] Add asset pack manager and asset packs. - Improved: [#15358] Park and scenario names can now contain up to 128 characters. - Improved: [#15589] Numpad Enter can now be used to close text input. - Improved: [#16819] Don’t prompt to “Save game as” when saving a loaded saved game (excepting autosaves). - Improved: [#16840] Add support for rectangular heightmaps. - Improved: [#17575] You can now search for Authors in Object Selection. - Improved: [#17806] Added warning when using RCT1 objects without RCT1 linked. - Improved: [#17868] [Plugin] You can now change active tab of a custom window programmatically. - Improved: [#17909] Track elements that are not supported by any train are now hidden by default. - Improved: [#17924] Improved performance when loading JSON object images from a .DAT file. - Improved: [#17955] Modifying ratings via in-game console is now multiplayer-safe and also freezes the ratings. - Improved: [#18177] [Plugin] Widget tooltips can now be read and changed. - Change: [#9104] Calculate maze support costs. - Change: [#17319] Giant screenshots are now cropped to the horizontal view-clipping selection. - Change: [#17499] Update error text when using vehicle incompatible with TD6 and add error when using incompatible track elements. - Change: [#17655] Lower default price for the Crooked House. - Change: [#17745] Make maintenance cost of Mini-Golf more balanced. - Change: [#17762] Use vertical tabs in the New Game dialog. - Change: [#18113] Increased limit of Loan Interest in Scenario Editor to 255%. - Fix: [#5141] Headless server is counted as a player. - Fix: [#7466] Coaster track not drawn at tunnel exit. - Fix: [#10535] Guests getting stuck at specific level crossings. - Fix: [#14337] Guest blocking ride entrance after ride price changed to be unaffordable. - Fix: [#15328] Wooden Roller Coaster incorrectly draws a railing on the first station piece (original bug). - Fix: [#16392] Scenery on sloped surface is placed at wrong height. - Fix: [#16476] The game sometimes crashes when demolishing a maze. - Fix: [#17053] Crash when trying to open files under 4 bytes in length. - Fix: [#17312] (Flying) Inline Twist appearing under the surface when placed on ground level. - Fix: [#17339] Distorted visuals when changing scaling factor between integer numbers in OpenGL rendering mode. - Fix: [#17394] Six-seater Hyper-Twister Trains focuses ride window camera on Car 2 rather than Car 1 (original bug). - Fix: [#17430] Possible crash when toggling tile element visibility in multiplayer. - Fix: [#17444] “Manta Ray” boats slowed down too much in “Ayers Rock” scenario (original bug). - Fix: [#17503] Parks with staff with an ID of 0 have all staff windows focus on that staff. - Fix: [#17508] Grid doesn’t disable after setting patrol area. - Fix: [#17532] Object Selection window allows unselecting all station types. - Fix: [#17533] Missing audio when specifying ‘--rct2-data-path’. - Fix: [#17535] Multiplayer desync when placing rides with scenery. - Fix: [#17541] Station style not correctly saved to TD6. - Fix: [#17542] Stalls will autorotate towards paths outside the park. - Fix: [#17544, #17754] Visual glitches in Invention List window. - Fix: [#17553] Crash when moving invention list items to empty list. - Fix: [#17571] All researched tracked rides show up as new vehicles in .park scenarios. - Fix: [#17600] Notifications are not properly cleared when loading a park. - Fix: [#17605] Crash when opening parks which have had objects removed externally. - Fix: [#17639, 17735] When building upside down, the special elements list contains many items twice (original bug). - Fix: [#17664] Unable to save after an extended period of time due to inactive ride music data leaking. - Fix: [#17703] (undefined string) when building on invalid height. - Fix: [#17776] “Other Parks” tab uses separate lists for SC4/SC6 and .park scenarios. - Fix: [#17784] Colour preset RNG is biased (original bug). - Fix: [#17788] Guests could leave queue if another guest rejoins it from the entrance building. - Fix: [#17834] Finance window becomes blank after 4096 years. - Fix: [#17816] Option to pause game when Steam Overlay is active is not greyed out when using the OpenGL renderer. - Fix: [#17897] Guest can get stuck on tiles with construction rights outside the park. - Fix: [#17904] Trees are removed at no cost to make way for ride entrance/exits. - Fix: [#17905] The chain button in the map window is enabled for rectangular maps when (re)opened. - Fix: [#17931] The in-game command ‘count_objects’ crashes the game. - Fix: [#17865] With difficult guest generation, tested but unopened rides still contribute to the guest cap. - Fix: [#17866] [Plugin] Wrong Soft Guest Cap at start of new game. - Fix: [#17889] Peeps don’t stop at level railway crossings if approached from downhill. - Fix: [#17980] Queue lines of track designs mess up existing queue lines if dragged through them. - Fix: [#17959] Areas marked for dirty drawing are too large. - Fix: [#17963] Some marketing campaigns can’t be started after Finances window tab has been on Research. - Fix: [#17964] Sprites don’t show up on two sides of the view-clip selection. - Fix: [#17966] Reversed steel trains do not properly import from S4. - Fix: [#17973] Bins and lamps overlay parts of the land (original bug). - Fix: [#18008] Steeplechase S-bends has multiple gaps visible in the tracks (original bug). - Fix: [#18009] Visual glitch with litter at edge of sloped path. - Fix: [#18025] Fix land ownership in Six Holland, Six Flags Magic Mountain, North America - Grand Canyon and Asia - Great Wall of China Tourism Enhancement scenarios. - Fix: [#18026] Park rating drops to 0 with more than 32k guests, total ride excitement or intensity. - Fix: [#18032] All non-interactive widgets (labels, groupboxes) produce sound when clicked. - Fix: [#18035] Favourited servers don’t get their online status updated. - Fix: [#18051] Visual glitch with Mine Ride’s large unbanked turn (original bug). - Fix: [#18059] [Plugin] Width and height of custom window not changeable via script. - Fix: [#18063] Guests can stop for all kinds of actions at railway crossing. - Fix: [#18087] Bank balance is clamped to a 32-bit integer every transaction.







Fixes for tunnelsssss.
Thisone Fixes the boundboxes for the wide turn on the mine train,
Large & Small helixes on every coaster type
(Flying) inline twists on B&M Coasters.
This fixes orginal bug #7466 aswell as a bug that was noted in discord.
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