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X7123M3-256

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Posts posted by X7123M3-256

  1. Where are you getting this information from? Because it sounds to me like you're just looking at the sprites these rides have. If that's the case, then it does not provide evidence these rides were ever going to have these things. RCT2 uses a 16 bit bitfield to specify which sprites are present in a file. A ride file may have thousands of sprites. Therefore, they are divided into groups, each corresponding to one bit in the bitfield. If the ride needs one sprite from a group, it has to have all the sprites in that group.

     

    • Flat slopes. This includes a 32 frame rotation of the car on level ground. All tracked rides have this even if they don't have turns, because they need this available to display the car on level track.
    • Gentle slopes. This also includes a rotation of the car; any ride with sprites for gentle slopes also has sprites for curved slopes (except the Spinning Wild Mouse, for some strange reason)
    • Steep slopes. Again, this includes a rotation of the car so every ride with steep slopes can do curved steep slopes as well (but not diagonal steep slopes).
    • Vertical slopes. Again, there's a full rotation of the car, and this group also includes sprites for loops, so any ride with verticals has loops.
    • Diagonal slopes. Diagonal slopes have different angles to the non-diagonal pieces, so all diagonal slope pieces are in this group.
    • Banked turns. Includes sprites for banked turns, on level track.
    • Inline twist. Includes sprites for inline twists, but not those already included with the banked turns (as far as I can tell, every ride with inline twist sprite has to also have banked turns in order to not glitch).
    • Sloped banked transitions. Includes sprites for a transition between an unbanked slope and banked level track, and vice-versa.
    • Diagonal banked transitions. Same as previous, but for diagonal track.
    • Sloped banked transitions. Includes sprites for a transition between an unbanked slope piece and a banked one.
    • Sloped banked turns. Includes sprites for banked curved slopes.
    • Banked slope transitions. Includes sprites for a transition between banked level track and banked sloped track.
    • Corkscrews. Sprites for corkscrews. IIRC to properly show a corkscrew, a ride should also have banked sloped turns as these sprites are also used.
    • Restraint animations. Includes an animation of the restraints opening and closing, from four angles.
    • This leaves one sprite group, which is only used on the elevator, and I still haven't figured out what it's for.

     

     

    You can see from this that a lot of coasters have to have more sprites than they use - the Air Powered Vertical Coaster and Reverse Freefall Coaster both have way more sprites than they use, but they do use at least one sprite from each group. It doesn't mean they were originally going to have those track pieces - the extra sprites could have been left blank, I suppose, but so far the only coaster I've seen that does this is the multidimensional coaster. The others all just include the extra sprites.

     

    But, on the subject of stuff that didn't make it into the final game, this page might be of interest, though it is RCT1, not RCT2.

    1. Defies the laws of physics
    2. Maybe you could build it? Loading might be a problem
    3. Is just going to fall over. You probably wouldn't get as far as actually finishing building it. Needs a lot more support work.
    4. This is basically a flying elephant ride on steroids. Looks kind of fun.
    5. I guess you could build it ... but why? It just looks hideously complicated and it's not clear what it's supposed to accomplish. Also, you're going to have guests suspended upside down while you load each car, and if those arms fail to retract in time the result would be catastrophic.
    6. The car surrounds the entire track... so no place for support work. There don't appear to be any supports either, it would just fall down. But I love the idea of an intense vertical launch into a coaster layout - that needs to be a thing.
    7. That looks awesome, I want to ride it. Even though I'm not sure how you'd make it work. Would probably be more practical as a double pendulum rather than triple, with only the main joint powered. Incidentally, I had a similar idea for a double pendulum based swing ride a while ago. The double pendulum exhibits chaotic dynamics, so there's the potential for some quite interesting ride cycles. Drive the motors to swing the arm over the top at high speed, then let the chaos commence:

    Double-compound-pendulum.gif

    You could periodically re engage the motors to stop the main arm at the bottom of it's travel and have the secondary arm swing over the top at high speed. With active feedback you could balance the two arms at the top of the ride, apparently defying gravity, then let them fall again. It would pull like 5Gs, but it should be within the safe range... just. Of all the rides in the video, I think this has the most potential.

    • Like 1
  2. I've now finished my Intamin LSM launch coaster (sometimes referred to as blitzcoaster) trains, and uploaded them here. These are the type seen on rides like Maverick, iSpeed, Nefeskesen. They also appear to be used on Intamin's vertical lift coaster (of which the only example is Fahrenheit). These aren't accelerator or looping coaster trains, though they do look quite similar at this scale.

    There are lots of variants of this train - a lot of the newer ones have lap bars in place of the OTSRs, and many of those that had these OTSRs have been retrofitted with alternative softer versions, so no coaster actually runs this exact train anymore. In addition, many of the trains have additional theming, and Taron's is completely custom.

    This is the first train I've done for which you have to use a hack to have a realistic layout - it either needs a hacked launch, or a hacked vertical lift. Anything else probably wouldn't be running this train, at least as far as I can tell. I am hoping that OpenRCT2 will at some point in the future add proper launch and inversion pieces, but the former would require a new file format.

    Here are some screenshots (a subset of the ones I put on the download page):

     

    intlsmt1_01.pngintlsmt1_03.pngintlsmt1_05.pngintlsmt1_06.pngintlsmt1_09.pngintlsmt1_11.png

    • Like 7
  3. 15 minutes ago, wojok040 said:

    There should be option to add rides from list to rides available in existing scenario. Now when you download some custom rides you need to edit whole scenario etc. You should be able just to add one of the wanted item to build window during the game (the same with scenery). There are also some scenarios in which you want to build certain ride but it is not avaliable, so it will be easier if you can just add them without editing whole scenario.

    This is already implemented. Why do people keep submitting feature requests for stuff that already exists? Like, at least half of feature requests on this forum are for stuff that's already been done.

     

    16 minutes ago, wojok040 said:

    her idea is possibility of purchasing land/rights-to-build even when scenario does not have any designed parts with option of buying.

    This is also already implemented, along with the ability to build on land you don't own. Everything you can do in the scenario editor you can do in the game - including changing the park objective, invention list, object selection, land ownership, peep intensity preference,  and toggling money on/off. I hardly ever use the scenario editor now - I have a single blank map with nothing selected, and start everything from that.

     

    18 minutes ago, wojok040 said:

    One more thing - are Six Flags scenarios savable with OpenRCT2?

    Yes, they got rid of the "Six Flags" restrictions. I never did understand why they disabled editing of these maps in the original game.

    • Like 1
  4. A rhythm dancer ride is technically possible - but most flat rides aren't, so I never really looked into them, and I did not implement support for them in my renderer (it would probably be very hard to do so, as every one is a special case). Also, the choice of rides to model is largely dictated by what I can find suitable reference images for - if I can't find at least one diagram, it's very hard to get anywhere with it.

  5. Yeah, I'm just finishing my next one off now. All that remains is to build a layout so I can take some screenshots of it, and then mess around with the lighting some more to decide if this is really the best I can get it, and then it will be uploaded either later today or potentially tomorrow now as I'm running out of time.

  6. If you've recently got a virus, it is highly unlikely it came from OpenRCT2, as others have said. If you're basing this entirely on the warning from your antivirus, be aware that false positives are a thing and can be quite common, you may not have a virus at all. However, if you are concerned, build the game from source - it is much harder to get malicious source code into the reposititory and have it go unnoticed than if the binaries had been compromised, and you can inspect the source yourself to verify its integrity.

    • Like 1
  7. 30 minutes ago, Duncans_pumpkin said:

    Yes it probably is. So is this only happening on badly formed images?

    The image I had was sent to me by @Gymnasiast, already loaded into RCT2's internal format, so I don't know exactly what was done to create it. It was used as a preview image for a ride, and displayed fine in the object selection, but upon opening the ride selection window, the game crashed with an assertion failure, saying G1_FLAG_BMP was not set. All images in object files normally have this flag set, so I'd consider the image invalid, yes. All it took to fix the issue was to set the flag.

     

     

    4 minutes ago, Sainty7 said:

    So any solution to this problem ? im reaching a dead end :( ive try to uninstall n reinstall too but still to no avail

    If this is indeed the same issue I had (might not be though - it sounds similar but it wasn't exactly the same error message), it is likely caused by a broken object file. I'd try running with only vanilla objects and see if that works.

  8. Seriously, it will not work, you will corrupt game data. Just because the game doesn't immediately crash doesn't mean it has worked. The behaviour is completely unpredictable because it doesn't show up until the corrupted memory is actually used. I have had all sorts of things happen as a result of exceeding these limits, from window icons drawing outside of the window to coaster cars turning into trees. There is only a fixed amount of space allocated for rides, if you try to write more than that you will be writing into memory used for something else, which will corrupt that, and then you have more problems when the code that originally used that memory writes over it again, and now whenever that ride is referenced it reads from corrupted memory. Further, only 1 byte is used to index into that array, so the extra ride would get index 0xFF, which is treated as unused (and any further rides would wrap around and start pointing at the beginning of the array instead).

    And even if it appears to work, it might cease to do so with a later update. I had a ride that (unknowingly) exceeded the cars per train limit, and it appeared to work for months before the problem was discovered when it stopped working. (I then increased the cars per train limit, as it was possible to refactor the code to eliminate it entirely. That is not the case for the rides limit, a new file format is needed). The compiler will assume this type of thing just doesn't happen and doesn't have to account for the possibility - if it can determine that a buffer overflow will occur, it can literally optimize out the entire code block and that's perfectly valid behaviour, because absolutely nothing is guaranteed if you invoke undefined behaviour.

     

    • Like 1
  9. A hex editor can be used to edit any type of binary data, SV6 files included. It's just a matter of how difficult it is. SV6 files are stored in compressed format, and this makes them hard to edit manually. That was true in vanilla as well. I have a script that will decompress the SV6 for editing and then recompress it when done which I've used in the past for hacks not supported by OpenRCT2. However, I prefer to do this sort of thing on the in-memory version of the data (which is not compressed). You can do this with a debugger, or simply by inserting some extra code after the SV6 is loaded. This approach has the advantage that you can take advantage of the existing symbols - you don't have to manually calculate the correct offset for the value you want to change, and you can easily loop over the map data if you need to do something to every tile.

    2 hours ago, djwessie said:

    Would allow you to hack values like how many objects you can place in parks or how many objects you could select in the scenario edittor.

    A hex editor will absolutely NOT allow you to override these limits. The SV6 file allocates a fixed amount of space for the table of selected rides, and a fixed amount of space for the ride structures themselves. If you want more of them, there's nowhere to put them. These limits cannot be removed without a new file format - if you just patch out the limit, all you'll be doing is clobbering memory reserved for other things. This will corrupt your game.

    • Like 2
  10. There's no reason why creating custom content for RCT2 has to be more difficult than for RCT3, though I will agree with you that it is far too limited when it comes to flat rides and track pieces. Nonetheless, there's a lot of rides that are really good candidates for a custom train, such as this one, and it surprises me that there are so few in existence after people have been playing the game for over a decade.

    It's true that RCT2 requires an extra step, but rendering the sprites doesn't take long - if you can create a 3D model you're most of the way there. Once the model is done, making the ride only takes a couple hours or so, and it can be quicker if you just leave some values as default. Making a good model takes a while, at least for me, but it doesn't have to be as detailed as it would for RCT3. I started working on my current project on Thursday, and expect to finish modelling tomorrow. I usually spend longer taking screenshots and uploading the finished file than actually generating the .DAT.

     

    • Like 1
  11. I've not seen an X-car train around either. Considering that RCT3 has just about every train in existence, and then several completely made up ones, I wonder why custom content for RCT2 seems scarce by comparison. It seems RCT2 players prefer to hack in the closest vanilla train, even if that train doesn't look anything like the one they're trying to make and it doesn't even have the right sprites for the track layout.

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