Comments (3)
This is no different from using a track design with a Wacky Worlds car in a scenario where it isnβt available.
Not sure if this is something we can or should address, but Iβm open to ideas.
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I suppose what would need to happen here is the RCT1 ride designs technically have 2 assigned vehicles to them, those being the original RCT1 vehicle and the equivalent RCT2 vehicle when possible. The RCT1 vehicle type would take priority.
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Something similar is done when using designs with RCT2 footpaths, it dynamically remaps them to the RCT1 path objects. could a similar mechanism apply to vehicles?
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Related Issues (20)
- [4956ec] openrct2.exe: ConsoleCommandDereference
- AppImage builds always rebuilds objects.idx due to constantly changing path to built in objects.
- Not possible to minimize the game
- Building block brake changes operating mode from powered launch block brake to continuous circuit block brake mode HOT 2
- Guests won't ride some covered flat rides in the rain HOT 1
- MacOS "Universal" builds do not support macOS versions before 10.14 HOT 1
- Cut-away view : Mouse wheel issue
- Gap in a support in the giga and single rail coasters in the banking diagonal sloped to flat piece
- Tunnel entrances aren't square in the new pieces for the giga coaster and some new pieces for the hybrid coaster
- Mousewheel behavior is the opposite of v0.4.11 for certain tools HOT 2
- Missing Rides HOT 8
- Cannot open park by double clicking save file HOT 2
- Solo guest scream incorrectly loops on long downwards sections of track HOT 1
- Game doesn't consider Art Deco Food Stall as drink stall HOT 3
- Coaster falling through track
- crash when deleting element from array in repl terminal HOT 2
- preloader scene reads as "normal" GameMode in API HOT 1
- Recent news window 2nd color does not function properly. HOT 1
- "Enter new value" and rename boxes come prefilled HOT 2
- Error loading objects - rct1.ride.stand_up_trains HOT 2
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