Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by X7123M3-256

  1. What you see is not machine language - the file is a binary file so it contains characters text editors can't handle. What you see will depend on the editor and character set you're using - some don't show them at all, some show a placeholder, and some show the hex code in a little box. However, the names you're looking for are actually text - and they are pretty much the only actual text to be found in the file. You're just looking for anything that's not garbled nonsense. Take a look at this screenshot: Highlighted in red are the names of scenery objects included in the file. The blue circles are also scenery objects, but the names have been changed by the compression. Those names all begin with "WALL", and the double L is RLE compressed which means there's a length specifier before and after. Knowing this, and comparing with the list above, you can work out which objects these are, but unless you've memorized the contents of your ObjData folder you probably won't be able to do this for every object. Once again, I don't seriously recommend this method - it was the first thing I thought to try so I casually mentioned it. Between the fact that some names will be compressed, and the fact that even a fairly small design might have a lot of scenery objects to work through, you aren't likely to get a comprehensive list this way, even if you spend the time to pick through the whole file. I gave up after picking out just a handful of objects, and then decompressed the file and read out the scenery items with a script. The list I've given you above is every DAT file needed to build this track - just use that.
  2. No it hasn't. The vast majority of custom content will be downloaded automatically when you connect to the server. This usually results in immediate disconnection while your computer installs the downloaded files, but you should then be able to reconnect to the server without issue. If you see the message "requires Add-On Pack", that means the server is using expansion content, not custom content. Expansion objects will not be exported and you will need to install the expansion packs (or just the objects if you'd prefer) in order to connect to those servers.
  3. Using a text editor can work, as most names are unchanged by the RLE compression used (not all though). However, short names may be mistaken for random noise and it's quite tedious to go through all the scenery items this way. I found it easier to write a script to parse the file.
  4. The hacky way of doing this is to open the file in a text editor. The DAT file names are just about the only plain text in there so they stand out - however, the RLE compression will alter some names (particularly those with double letters), so you'll struggle to find them all this way. Therefore I'll just give you the DAT file names (which I got by decompressing and parsing the file, so this list should be complete): MFT (Articulated wooden coaster; you can substitute another train but this is the one in the file) WALLLT32 WALLBB33 WALLWD33 CORROOF2 WALLWD32 MINROOF1 TCC WALLGL32 TARMAC WALLSK32 WALLTN32 TNTROOF1 SSIG2 SSIG4 PATHSPCE WALLBB32 WDBASE WALLJN32 WALLPOST WALLSIGN WALLCFPC WGW2 WFWG WALLBRDR WFW1 BRBASE WALLCBDR WALLBR8 WALLBR16 WALLWD16 SKTBASE CORROOF TARMACB WALLCF32 WALLBB16 WALLWD8 WALLBB8 PATHCRZY WALLCFDR WALLPR34 ROOF3 WALLCB16 WALLCB8 WALLCFAR TMJ WALLBR32 WALLCB32 WALLCZ32 WALLPR32 SUMRF PAGROOF1 SSIG3 EDIT: I was wondering why the Millenium Flyer train was chosen since they didn't come into use until 1999, but then I realized what ride you're talking about. Tornado ran Prior & Church trains, which were articulated and very similar to the modern GCI design. As far as I know, there are only two rides left operating with those trains.
  5. I would make a tunnel at one end and a bridge at the other (just so there's some variation). Have the cars turn 90 degrees while out of sight, then go underground so they can't be seen until they emerge the other end.
  6. The problem is that the brake run is the same length no matter how tall you build the ride. A drop ride ought to be able to handle 400+ ft easily but it needs a longer brake run than that to avoid excessive G forces (even though G forces aren't shown in the stats window for this ride you can see the massive spike if you look at the graph). I think it would be nice if the Intamin drop tower had brake pieces as well as normal pieces (though this would require a new save format). That would allow you to give taller rides longer brake runs, and you could also use it to create a "fake-out drop" like on Blue Fall (I think this is the only one that has it though, and it's a different model of ride to the one in the game).
  7. If it's actual portals you're after, check out this park. It's LL, but a similar bug affects RCT2 and I'm sure you could make something like this work. However, these portals are fairly short range and you have limited control over where the trains exit. What I would do in your situation is just loop the track back to the other end via an invisible underground track. There's no need to synchronize it, becuase you don't actually want the player to notice that it's the same car looped round - it's actually better if it takes some time to return so that the player is less likely to notice that it's just a loop of cars.
  8. Here's the animation with scenery off. This is done using the block system; when the train arrives at the top of the lift the block ahead is occupied, so it's forced to wait. The block clears when the second train leaves the MCBR, and then they both take the same time to reach the portal at the bottom. Then the trains just keep switching roles until the last train hits the brakes. This would be a challenge to pull off using the car ride because of the lack of block sectioned mode. It ought to be possible to get the same effect using "synchronize with adjacent stations" as well (this is really just a themed duelling coaster), but done this way you have to hide the station if you want to preserve the illusion (because otherwise you would see the fact there's actually two trains at that point. I'm not sure why you think you need this though - if the aim is just to create a highway, does it matter if one train comes out the tunnel at the same time the other enters? I wouldn't bother trying to synchronize that if it were me.
  9. This has nothing to do with the LIM coaster specifically: dropdowns in RCT2 can only show up to 64 items, so if you have more rides available than that you won't be able to select all of them. The only workaround right now is to deselect some rides you're not using until the train type you want shows up in the list.
  10. Yeah, that's not the kind of exploit I'm talking about. I meant something like a buffer overflow that can be used to manipulate memory, inject code and then transfer control to it. Also if you actually manage to do this you should probably, like, patch it or something. You don't want to be able to execute arbitrary code by loading a park.
  11. The Windows build does not save downloaded object files to the same ObjData folder that you point OpenRCT2 at. On my system they're located at AppData/Local/VirtualStore/Program Files (x86)/RollerCoaster Tycoon 2/ObjData, but I suspect that last part of the path will depend on where you've installed OpenRCT2. Probably the easiest way to find it is to search your filesystem for the name of an object file - it's likely you only have two or three copies of that file on your system so one of them will be the right one. I haven't had this problem on Linux, but I'm not 100% sure it doesn't do the same thing there as well. It's possible that it's trying to write them to a different folder and then crashing (it always segfaults after installing new objects for me).
  12. Crashing the game is easy- just build a coaster with a loop and switch track type to wild mouse. Making it spawn another process would require some sort of exploit (I'd be surprised if there wasn't an exploitable vulnerability somewhere with the way this game segfaults all the time)
  13. @imlegos They do not. However, you can hack a park in vanilla and then load it in OpenRCT2, and such hacks can cause issues from time to time. It's usually considered a bug in OpenRCT2 though, so if you've found a hacked park that won't work in OpenRCT2 you can post it to Github for the developers to look into. Lol, no. Several widely used hacks have yet to be implemented in OpenRCT2, like the ability to raise/lower map objects, the ability to set any track piece as a chain lift, and the ability to import a heightmap from an image file. Many people still rely on trainers for these features. Also no, where did you get that idea from? If the trainer isn't running then it can't affect anything.
  14. Actual ground textures are hardcoded, and you can't add new ones. However, there are custom scenery pieces made to look like ground that you can use. I know the Xtreme97 workbench has a couple of these, but it's not a large selection.
  15. Yes, that's exactly why. It even says so
  16. Yes, all blocks have to be build from the same track you use for the station. Any block sections built from merged track are simply ignored.
  17. I noticed some things crash OpenRCT2 that don't crash vanilla. For example, if you create a custom ride with no default color schemes set, OpenRCT2 will crash with a floating point exception when you try to use it, but it used to work fine (I don't know if this is just coincidence, but it was a source of much confusion for me when it first started happening).
  18. The reason for the change was that dropdown menus can't currently support more than 64 entries, but people wanted the limit set as high as possible. I considered having a spinner with the cheat enabled and a dropdown if not, but I'd rather keep it consistent (and simpler). I agree with @Gymnasiast here - a tooltip is the easiest solution.
  19. The weight placed on each factor is different for each ride type - wild mouse coasters get less of a penalty for lateral Gs, and some coasters get no benefit from inversions, for example - but the actual calculation doesn't differ, and most rides have the excitement and intensity severely reduced if a certain minimum drop size is not met (though the exact minimum depends on the ride).
  20. As @jensj12 pointed out, the intensity rating is halved because of the lack of a drop, and that brings the intensity into the safe range. The rating calculation would have to be changed to correct this.
  21. Purchasing unpurchasable land is possible - enable sandbox mode, then go to the minimap. There you will find a tool that allows you to set land as purchasable, or to directly set it as owned. This also allows you to own the tiles on the map edge, which is not normally possible.
  22. My objective was to find out if the SV6 format would support such a hack, but @Spacek links to a park which has it, thus making my test pretty much irrelevant - if there's a park out there that does it, then it's definitely possible. It's just a matter of implementing the feature. If/when this is implemented I would change the name of the cheat from "Disable support limits" to "Disable height limits", as that would make clear it's not just supports anymore. As for why my script didn't work, I'm not sure, but I did only touch the surface tiles, so if there's anything else that needed to be updated at the same time that's probably the source of the problem.
  23. There is no way to remove the height limit for the ground in game at the moment. None of the existing console commands are for disabling limits - all that stuff is in the cheat window/menu. Console commands are mostly used for changing values like park rating or money. I decided to do some tests using an external script to move the land tiles up - but not only can I not break the limit, I can't even reach the existing limit - if I set the tile heights in the map data to 62 (the normal limit), it gets loaded as 54. Not sure what's going on there, so I'll have to have a closer look. This test is inconclusive. It may or may not be possible to remove the limit in a backward-compatible way, but I am not sure that it's baked into the save format - map elements in general can have clearance heights up to 255, so I'm not sure why surface tile behave differently. I might consult the source and see if I can find anywhere else where tile heights are stored.
  24. X7123M3-256

    Group Park 3

    The crooked house is a flat ride, but it still has an associated track type (type 71) . All the draw functions do nothing, so setting a ride's track type to crooked house makes it invisible. This is one command, so it's much quicker than doing it through the tile inspector. However, there aren't draw functions for every track element. If your ride includes an unsupported element, the game will crash. Therefore, I would recommend always saving immediately before applying this hack. The boat ride should be fine though, as I don't think the boat ride allows any pieces that crooked house doesn't.
  25. X7123M3-256

    Group Park 3

    The other use of patrol areas is keeping handymen out of queue lines. Queue lines never get littered, but handymen will spend most of their time winding their way up and down them if you let them. Also, you could probably hide a boat ride with the crooked house method instead. It's much faster since you don't have to click each tile individually, but if the ride contains unsupported elements your game will segfault (that should not be the case for a boat ride though). It's also much easier to switch back if you need to make the ride visible again to work on it.
  • Create New...