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New implementation of path/railing separation breaks old parks #19503
Comments
The queue railings are likely caused by an update that allowed queues to have forks in them. The solution would be to import queue paths like this as invisible from sv6 and park files before this update. |
Yes, this wouldn't be difficult to fix. I actually employed a solution like that for the steep log flume bits, so it shouldn't be difficult to port. Do note that SV4 would also need to be modified, as it's possible the same trick was used there. |
I'll take this bug. |
will be fixed by #19538 |
This is to prevent existing parks from changing their behaviour
This is to prevent existing parks from changing their behaviour
This is to prevent existing parks from changing their behaviour
…enRCT2#19644) * Fix OpenRCT2#19503. Hide 3+ queue junction railings behind a flag This is to prevent existing parks from changing their behaviour * Clang format * Bump version numbers. Update changelog * Update text
Operating System
Windows 10
OpenRCT2 build
OpenRCT2, v0.4.3-313-gOda9693
Base game
RollerCoaster Tycoon 2
Area(s) with this issue?
This bug is a graphical glitch or error, This issue has to do with park objects and/or asset packs
Describe the issue
Recently I have noticed that, since the implementation of selectable/mix-and-matchable path types and railings, a Tile Inspector trick used in the past featuring queue path being made invisible yet maintaining path objects has become broken.
The trick involved used tile inspector to select three out of four directions, making the queue line invisible but maintaining the path features.
When I opened a project recently, I noticed this behavior had changed.
Upon investigating older parks, I found that those parks (many which were pre-.park format) had developed this issue retroactively. It's even visible in the official OpenRCT2 title sequence (Ancient Worlds).
Steps to reproduce
Old:
New:
Attachments
References.zip
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