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Steep track pieces for log flumes#17997

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Gymnasiast merged 4 commits into
OpenRCT2:developfrom
karst:steep-flume
Dec 11, 2022
Merged

Steep track pieces for log flumes#17997
Gymnasiast merged 4 commits into
OpenRCT2:developfrom
karst:steep-flume

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@karst

@karst karst commented Sep 9, 2022

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I was thinking for a little while how to add these as this is a feature people have been looking for for quite a bit so I decided to get a start on this make the first few sprites and then pressure myself to make more pieces by having a PR open for it.

This is basically the idea.
image
ᶜᵒⁿᶜᵉᵖᵗ ᵃʳᵗ

To get this working I am photoshopping the Splash Boats flume to fit retrofit on the log flume.

To Do List

  • Make pieces for SW-NE (Can I get the other set working by just mirroring them?)
  • Make pieces for NW-SE
  • Make pieces for NE-SW
  • Make pieces for SE-NW
  • Fix shading and pixel errors
  • Get pieces working in game
  • Check bounding boxes & supports
  • Add pieces to extra track pieces in meta file (unless someone manages to update the log flume's sprites to fit on 60 degree
  • Update Network Base
  • Add changelog entry

If I am forgetting anything let me know, if you want to help me out with any of this tag me on discord (especially if someone would like to see if they can add more sprites to the vehicles).

@karst karst marked this pull request as draft September 9, 2022 23:42
@karst karst changed the title Steep track peices for log flumes Steep track pieces for log flumes Sep 9, 2022
@karst

karst commented Sep 10, 2022

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Vanilla g1 palette isn't working correctly in g2. I believe #16538 is gonna be necessary to get the sprites to match perfectly.

@spacek531

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If you save the sprites as 8-bit using that branch it isn't necessary to be merged, simply annoying

@Gymnasiast

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Any news on this?

@karst

karst commented Oct 6, 2022

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Yea i wanted to pick this up soon, i need to recover from jetlag first tho :)

@karst

karst commented Oct 6, 2022

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image
First ones (NE>SW) are now aligned correctly (so are placeholder sprites for NW>SE). There's some stray pixels that I need to remove it seems. I think the best way to go about with this is making all the other sprites, allign them correctly and then patch up the rest of the texture.

I feel like something isn't going right entirely with the colourmapping as there's a gray pixel on the side that is acting like it's water.

I have also upped the maximum building limit for the flume by 1 unit, so you can make a steep drop with a single 60 deg piece in between or a double down steep drop (like you'd find on something like Crazy River).

@karst

karst commented Oct 11, 2022

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Okay, I have got everything functional in game now.
https://i.gyazo.com/3e317833be30528c26c6a7c8dea3621c.gif

Enough work for today, up next are bounding boxes, supports, pixel fixes and shading fixes.

@karst

karst commented Oct 25, 2022

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After hours of testing I have finally completed the first permanent piece (60deg nesw). The rest should be straight forward after this but I am gonna have to recreate the from scratch.
https://i.gyazo.com/92322a0d70dfc8fa4ca3c430a0f1c537.gif

In the end I have completed the edit in about 5 minutes so it's gonna take me a day off sometime to get all these textures to work and look properly.

@karst

karst commented Oct 27, 2022

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Three of the four angles are now complete. I have tried fixing shading, as there's a lot of ugly vanilla shading, but this definitely looks a lot better.
PICS!!!
NWSE Front

NESW Front

NESW Back

Please ignore the supports! I haven't worked at all on these yet.

@karst

karst commented Nov 6, 2022

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Getting near to finishing, all that's left to do is bounding boxes.

@karst karst marked this pull request as ready for review November 6, 2022 01:44
@karst

karst commented Nov 6, 2022

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Sadly the supports on the back do not correctly, I left it like this if someone wants to fix that in the future (Rik perhaps). It's a bug that also occurs on something like the Dinghy slide.
image

Let me know if there's anything I missed that needs fixing.

@733737

733737 commented Nov 6, 2022

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will the custom log be added to the game? That way we could enable steep hills without cheats...

also I noticed there are two -Copy.png files that I believe are there in error

@karst

karst commented Nov 6, 2022

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image
image
image
image
@Basssiiie I have made the flume 2 px smaller at the back as requested. I have also fixed some more shading/line up issues. And no I have not been able to adjust the angle for obvious reasons 😬

Comment thread src/openrct2/ride/water/meta/LogFlume.h

@Gymnasiast Gymnasiast left a comment

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There are a few stray pixels here.
afbeelding

The far side has orange colouring here on the steep sections, even though the rest of it does not:
afbeelding

To a lesser extent, this also happens from another viewpoint:
afbeelding

And we’ll have to find some sort of solution for this (I know it’s not technically caused by this PR):
afbeelding

@karst

karst commented Nov 10, 2022

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I have addressed the top three, including this ugly mess
image
(I sent that one to the fitness so it could get a bit more muscle)

New
image

I think the bottom one should be addressed another time in a seperate PR. I will check if there's been a bug report for it and if not report it.

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Still a few stray pixels here:

afbeelding

@Basssiiie

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This blue seems off as well, if it hasn't been fixed already.

image

@karst

karst commented Nov 12, 2022

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@Basssiiie that now looks like this
image
Which stil isn't perfectd but it's miles better than what it was.
I will now work on that singular pixel Michael pointed out

@karst

karst commented Nov 12, 2022

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Anything else that needs patching?
image
image
image
image

@Gymnasiast

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There was a second pixel in my screenshot that still has to be addressed. It’s not quite as easy to spot, though:

afbeelding

@karst

karst commented Nov 12, 2022

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OH THERE. Damn that blends in with grass and a half, allow me 30 seconds

@karst

karst commented Nov 12, 2022

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My 30 seconds are up

@karst

karst commented Nov 16, 2022

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@rik-smeets There's two cases where there's slight glitching with vehicles. I cannot seem to patch these myself.
One is at the bottom (60-25) on the back (nwse). I feel this issue is because the sprite is too thin, not because of bounding boxes. The other is at the front (60 down) at nwse, but it seems like the bounding boxes of this direction are broken in general.

Lastly there's a glitch with supports displaying behind the track rather than on top of it which I cant seem to fix either.

Other than that this PR should be good to go and these fixes might be a better fit for a different general fix.

@Gymnasiast Gymnasiast added this to the v0.4.3 milestone Nov 17, 2022
@karst

karst commented Nov 19, 2022

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I think I could patch the issue with the back NWSE by making the butt a pixel thicker.
Issue
image

Edit: I tried this but it doesn't look right at all, i would prefer to mask whatever pixels come out if that's possible.

Other two issues are reported bugs #18613 and #18630, which have nothing to do with this PR sadly.

@karst

karst commented Nov 19, 2022

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I suppose since there's no official vehicle out for the flume yet it might be smarter to look into that poking out with the official model instead? Something @Realsteel89 could look into perhaps?

@Realsteel89

Realsteel89 commented Nov 20, 2022

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this boat was my very first attempt and i made a big mistake. i assumed that the line has a water volume which it doesn't have and i didn't implement the boat on the line like in the picture but underneath. This is also the reason why it glitches through the track (blue line). And the 2nd problem was the boat was too big.

98ed3c77ef9a89a6442abf8c99b32405
f0fb233ad584963cd1a2b162e0a60956

now i did an better version with the new renderer from x71 and it looked correct on the track
image

image
rn_image_picker_lib_temp_43d49afe-ed4b-45fa-922c-cea2e44c7b82
rn_image_picker_lib_temp_a7e9d2c1-44e8-450c-9620-89d80d51aef2

And yes i had the track version only with the small glitch on the track but I think this has already been fixed.

I can't release the new boot because the turntable doesn't work yet and object versioning doesn't exist. I could only release it for testing but then you would have to delete it afterwards.

@karst karst requested a review from Gymnasiast November 20, 2022 18:50
@karst

karst commented Dec 6, 2022

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Wouldn't it be smart to up the save version by one so someone in a future pr or this PR could implement previous parks to have the sprites render invisible? I think the steep pieces on log flumes is one of the most used things that doesn't have sprites for it.
If it's below the new version when importing a park the sprites would be made invisible with the tile inspector automatically, while the new version and up wouldn't do that.

Comment thread src/openrct2/park/ParkFile.cpp Outdated

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LGTM, asking @rik-smeets to take it for a test.

@rik-smeets

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From this angle, there seems to be a slight mismatch in the transition between the steep and sloped track pieces:
image

This isn't visible from the other angle:
image

Could you see if you could fix that, @karst? Other than that, LGTM. Very nice addition!

@Gymnasiast

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@karst Do not commit or push anything to the branch until you’ve checked with me, otherwise it’s going to get very messy ;)

@karst

karst commented Dec 9, 2022

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Ah, i did already try slope it better than originally, but I'll look into it one more time then. Expect tomorrow or the day after

@karst

karst commented Dec 10, 2022

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image
I tried my hardest improving the transition. I hope this is good enough

@rik-smeets

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Looks good to me @karst, thanks! Will you coordinate with @Gymnasiast to add it to this PR?

@OpenRCT2 OpenRCT2 deleted a comment from Legotown55 Dec 10, 2022
@Gymnasiast Gymnasiast merged commit 5de62b7 into OpenRCT2:develop Dec 11, 2022
@karst karst deleted the steep-flume branch December 12, 2022 22:59
Gymnasiast added a commit that referenced this pull request Dec 14, 2022
- Feature: [#17782] The Flying Coaster now has access to boosters and can draw outside loops.
- Feature: [#17997] The Log Flume can now draw steep pieces down (if vehicle allows it).
- Feature: [#18312, objects#220, OpenSFX#13] New sound effects for the Hybrid and Single Rail roller coasters.
- Feature: [#18675] [Plugin] Plugins can refer to g2 image icons by name.
- Feature: [objects#173] Add alpine coaster vehicle.
- Feature: [objects#221] Add two extra jungle walls.
- Feature: [objects#225] Add log cabin roofs.
- Feature: [OpenMusic#14, OpenMusic#15, OpenMusic#18] Added Galaxy, Acid and Dodgems ride music styles.
- Improved: [#18013, #18016, #18018, #18019, #18514, objects#224] Added colour presets to Spiral Slide, Dodgems, Boat Hire, Flying Saucers, and Car Ride.
- Improved: [#18024] Clearer error messages when loading incompatible .park files.
- Improved: [#18192] Tycoon Park has been added to the Extras tab.
- Improved: [#18214] Competition scenarios have received their own section.
- Improved: [#18250] Added modern style file and folder pickers on Windows.
- Improved: [#18332] Allow Inverted Roller Coaster to draw boosters.
- Improved: [#18350] Changed ride vehicle list to have less padding.
- Improved: [#18422] Allow adding images to music objects.
- Improved: [#18428] [Plugin] Add widget description interfaces to documentation.
- Improved: [#18487] Mini Helicopters track can now draw spinning tunnels.
- Improved: [#18591] Order RollerCoaster Tycoon 2 scenarios by difficulty.
- Improved: [#18607] A new tab for all UCES Scenarios, if it’s installed.
- Improved: [#18621] OpenGL performance.
- Change: [#17677] Open campaign window from finished campaign news.
- Change: [#17998] Show cursor when using inverted mouse dragging.
- Change: [#18230] Make the large flat to steep pieces available on the corkscrew roller coaster without cheats.
- Change: [#18381] Convert custom invisible paths to the built-in ones.
- Change: [OpenSFX#11, OpenMusic#19] First implementation of official replacement asset packs for sound effects & music.
- Fix: [#1491] Clearance of the Cash Machine is too low (original bug).
- Fix: [#1519] “See-through rides” doesn't affect all rides (original bug).
- Fix: [#6341] “Unlock vehicle limits” does not allow setting fewer vehicles than the vehicle type requires.
- Fix: [#14312] Research ride type message incorrect.
- Fix: [#14425] Ride ratings do not skip unallocated ride ids.
- Fix: [#15969] Guests heading for ride use vanilla behaviour
- Fix: [#17067] Random Staff Patrol Area clicks.
- Fix: [#17316] Sides of River Rapids’ corners overlay other parts of the track.
- Fix: [#17657] When switching from buying land rights to buying construction rights, grid disables and won't re-enable afterwards.
- Fix: [#17763] Missing validation on invalid characters in file name.
- Fix: [#17853] Invention name tears while being dragged.
- Fix: [#18064] Unable to dismiss notification messages.
- Fix: [#18070] Underground entrance/exit shows through terrain walls (original bug).
- Fix: [#18094] Underground shops & facilities don't show when adjacent to non-underground path (original bug).
- Fix: [#18122] Ghosts count towards “Great scenery!” guest thought.
- Fix: [#18134] Underground on-ride photo section partially clips through adjacent terrain edge.
- Fix: [#18244] Invention DragWindow's starting position is inconsistent.
- Fix: [#18245] Guests stopping dead in their tracks at railway crossings.
- Fix: [#18257] Guests ‘waiting’ on extended railway crossings.
- Fix: [#18354] Overwrite alert does not show when save name has different casing on Windows.
- Fix: [#18379] Tunnel entrances for underground Mini Golf Hole E are not rendered correctly.
- Fix: [#18442] About window background is clickable.
- Fix: [#18449] [Plugin] Change type of listview widgets from 'scroll_view' to 'listview'.
- Fix: [#18453] Slow walking guests don't get across level crossings in time.
- Fix: [#18469] Land rights window buttons incorrectly disabled and markers remain visible indefinitely.
- Fix: [#18459] ‘Highlight path issues’ hides fences for paths with additions.
- Fix: [#18552] Trains clipping through helixes.
- Fix: [#18576] Cannot open parks with certain types of corrupt tile elements.
- Fix: [#18606] JSON objects do not take priority over the DAT files they supersede.
- Fix: [#18620] [Plugin] Crash when reading widget properties from windows that have both static and tab widgets.
- Fix: [#18653] Negative ratings multipliers do not appear in Vehicle tab.
- Fix: [#18696] Construction rights cannot be viewed after all are purchased.
- Fix: [#18720] Upwards helix is enabled for the Alpine Coaster, even when cheats are off.
- Fix: [#18755] Ferris Wheel and Circus ghosts not coloured correctly.
- Fix: [#18802] Game could crash when determining if a mechanic is heading to fix the ride blocking the path.
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7 participants