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Add ghost train for testing while building mode (as seen in RCT3) #485
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Has been implemented recently, so this can be closed. |
Well... not to the same extent as RCT3. Once vehicle update is done, it might be possible to add the ghost vehicle. |
Vehicle update is done now, so this would be possible now. |
I doubt that. Drawing of most roller coasters and vehicles is still not implemented. |
Can this be done now that everything is implemented? |
Probably, but someone has to do it and we are more concerned with getting release out the door. |
Basically, ask again when the release is out the door. |
Not possible until we have our own save format. It would need to be a vehicle with specific flag - a new flag which would be incompatible with RCT2. |
Does it really require a new save format? Isn't it possible to implement a train that continously rides the track (like testing does currently, although with the construction window closed) when you have the construction window open? You don't need to save this train, as the window closes (therefore removing the "ghost" train). Preventing crashes in testing mode is already in the game. |
Feel free to implement it but it would be a pain to do in the current code. |
…ulation Implement #485: ghost train simulation
- Feature: [#485] Rides can now be simulated with ghost trains during construction. - Feature: [#1260] Option for making giant screenshots have a transparent background. - Feature: [#2339] Find local servers automatically when fetching servers. - Feature: [#7296] Allow assigning a keyboard shortcut for the scenery picker. - Feature: [#8029] Add the Hungarian Forint (HUF) to the list of available currencies. - Feature: [#8481] Multi-threaded rendering. - Feature: [#8558] Guest debugging tab. - Feature: [#8659] Banner and sign texts are now shown in tooltips. - Feature: [#8687] New multiplayer toolbar icon showing network status with reconnect option. - Feature: [#8791] Improved tile element flag manipulation in Tile Inspector. - Feature: [#8919] Allow setting ride price from console. - Feature: [#8963] Add missing Czech letters to sprite font, use sprite font for Czech. - Feature: [#9154] Change map toolbar icon with current viewport rotation. - Change: [#7877] Files are now sorted in logical rather than dictionary order. - Change: [#8427] Ghost elements now show up as white on the mini-map. - Change: [#8688] Move common actions from debug menu into cheats menu. - Change: [#9428] Increase maximum height of the Hypercoaster to RCT1 limits. - Fix: [#2294] Clients crashing the server with invalid object selection. - Fix: [#4568, #5896] Incorrect fences removed when building a tracked ride through - Fix: [#5103] OpenGL: ride track preview not rendered. - Fix: [#5889] Giant screenshot does not work while using OpenGL renderer. - Fix: [#5579] Network desync immediately after connecting. - Fix: [#5893] Looking at guest window tabs other than the main tab eventually causes assertion. - Fix: [#5905] Urban Park merry-go-round has entrance and exit swapped (original bug). - Fix: [#6006] Objects higher than 6 metres are considered trees (original bug). - Fix: [#7039] Map window not rendering properly when using OpenGL. - Fix: [#7045] Theme window's colour pickers not drawn properly on OpenGL. - Fix: [#7323] Tunnel entrances not rendering in 'highlight path issues' mode if they have benches inside. - Fix: [#7729] Money Input Prompt breaks on certain values. - Fix: [#7884] Unfinished preserved rides can be demolished with quick demolish. - Fix: [#7913] RCT1/RCT2 title sequence timing is off. - Fix: [#7700, #8079, #8969] Crash when unloading buggy custom rides. - Fix: [#7829] Rotated information kiosk can cause 'unreachable' messages. - Fix: [#7878] Scroll shortcut keys ignore SHIFT/CTRL/ALT modifiers. - Fix: [#8219] Faulty folder recreation in "save" folder. - Fix: [#8480, #8535] Crash when mirroring track design. - Fix: [#8507] Incorrect change in vehicle rolling direction. - Fix: [#8537] Imported RCT1 rides/shops are all numbered 1. - Fix: [#8553] Scenery removal tool removes fences and paths while paused. - Fix: [#8598] Taking screenshots fails with some park names. - Fix: [#8602] Wall piece collision detection deviates from vanilla - Fix: [#8649] Setting date does not work in multiplayer. - Fix: [#8873] Potential crash when placing footpaths. - Fix: [#8882] Submarine Ride does not count as indoors (original bug). - Fix: [#8900] Peep tracking is not synchronized. - Fix: [#8909] Potential crash when invoking game actions as server. - Fix: [#8947] Detection of AVX2 support. - Fix: [#8988] Character sprite lookup noticeably slows down drawing. - Fix: [#9000] Show correct error message if not enough money available. - Fix: [#9067] Land/water tools show prices when money is disabled. - Fix: [#9124] Disconnected clients can crash the server. - Fix: [#9132] System file browser cannot open SV4 files. - Fix: [#9152] Spectators can modify ride colours. - Fix: [#9202] Artefacts show when changing ride type as client or using in-game console. - Fix: [#9240] Crash when passing directory instead of save file. - Fix: [#9245] Headless servers apply Discord Rich Presence. - Fix: [#9293] Issue with the native load/save dialog. - Fix: [#9322] Peep crashing the game trying to find a ride to look at. - Fix: [#9324] Crash trying to remove invalid footpath scenery. - Fix: [#9402] Ad campaigns disappear when you save and load the game. - Fix: [#9411] Ad campaigns end too soon. - Fix: [#9476] Running `simulate` command on park yields `Completed: (null)`. - Fix: [#9520] Time Twister object artdec29 conversion problem. - Fix: Guests eating popcorn are drawn as if they're eating pizza. - Fix: The arbitrary ride type and vehicle dropdown lists are ordered case-sensitively. - Improved: [#6116] Expose colour scheme for track elements in the tile inspector. - Improved: Allow the use of numpad enter key for console and chat.
I was thinking about different functions or enhancements you could make to the game so I thought, how about adding a testing during build mode like in RCT3 that shows a ghost train on the coaster just to make sure the ride can get over all the hills and loops. I know we've all had that time where we're finished building a perfect coaster except its not able to make it over all the obstacles.
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