
X7123M3-256
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Everything posted by X7123M3-256
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Why does a TOGO standup have a cobra roll?
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Using Computers To Create The Ultimate Coaster In OpenRCT2
X7123M3-256 replied to cascadia's topic in General Discussion
The one I posted was the one from last year but that's the one that matches the slides that were linked. If he has made another video, it's not on his YouTube channel. Last commit was 2 days ago though so he's still actively working on it. -
Using Computers To Create The Ultimate Coaster In OpenRCT2
X7123M3-256 replied to cascadia's topic in General Discussion
Here's a video of the presentation to go with those slides -
Somebody is impersonating me in OpenRCT2
X7123M3-256 replied to birthdaybrian's topic in General Discussion
Do you have a link to that comment, because I'm really confused now. I'm assuming this is the mod and commit you're talking about. It implements a function named platform_get_hw_profile which is responsible for returning the hardware IDs. There is no implementation provided for Linux or Mac, only Windows, and that one in turn calls GetCurrentHWProfile(), which is a Windows API function that returns information about the hardware. There is no corresponding function in the main OpenRCT2 develop branch, so I'm assuming this is a function added by the mod, in which case, OpenRCT2 does not send or even collect this information, and WolfMod can only check hardware IDs for clients using WolfMod on Windows (as far as I can tell, it does allow clients using the official build to connect, but it does not check hardware IDs in that case). If I'm incorrect here I'd like to know how it can obtain hardware information without being sent it (unless the official build does send this data after all?). -
Somebody is impersonating me in OpenRCT2
X7123M3-256 replied to birthdaybrian's topic in General Discussion
I'm not sure how that works since your proposal requires clients to send the server information that I'm pretty sure the official build doesn't send. I'll see if I can find this mod you're talking about and see if this is actually what it's doing. Is the mod itself open source or is it only distributed in binary form? Perhaps not 100%, but it only takes one to bypass it and then upload their modified version somewhere. There was a post a while ago where somebody noticed that some of the cheat permissions weren't validated server-side and posted a tutorial to Reddit on how to bypass them. Yep, that would work, but so would a password. My point is that sending hardware IDs can't prevent people from circumventing bans. It could be used as authentication but I still think a password is better, as it would allow people to access the same account from multiple computers, and it can be changed if it gets leaked. -
Somebody is impersonating me in OpenRCT2
X7123M3-256 replied to birthdaybrian's topic in General Discussion
You're missing the point. The server does not know the clients hardware ID unless the client sends that information. Therefore the client does not need to change the ID, just send a different value, and the server has no way to verify that. You cannot trust data that is sent by the client. This is especially true since this is an open source game, which means changing the code is trivially easy, and once one person does that and creates a fork that bypasses this check, the whole system is moot. That's what @janisozauris saying and he's absolutely right. Implementing this sort of check into an open source game is a terrible idea. Even if it was closed source, it would only buy time before somebody figured it out. IP addresses can't be spoofed because you then wouldn't be able to connect to anything, but you can still get around an IP ban by routing through proxies, and some people have a dynamic IP in the first place so they are not a foolproof solution. One option would be to make it more difficult to create new accounts - for example, you could make every new account have no build permissions until they've spent x amount of time on the server, require some sort of proof of work for new signups, or requrie an existing account on another website before you can sign up. The problem with any such approach is that it will also create a barrier for people new to the game. You can, however, prevent people from impersonating another user who has already registered an account. There are various ways of doing that as @janisozaur already mentioned. -
Steel Twister Roller Coaster have some problems.
X7123M3-256 replied to GRADE's topic in Problems, Bugs and Feedback
It is strange that the wrong track designs are shown. Could be a bug. -
Steel Twister Roller Coaster have some problems.
X7123M3-256 replied to GRADE's topic in Problems, Bugs and Feedback
Are the wide trains actually available in that scenario? They are a seperate object and it's possible for one to be available and not the other. Also, if you enabled "select rides by track type" then they won't be given a separate entry n the ride construction window - you then have to select the train type in the vehicle tab of the ride window. -
I don't know what you mean by this - it's already available for Mac. What does "normal condition" mean?
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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Can't locate server downloaded content (RESOLVED)
X7123M3-256 replied to imlegos's topic in Problems, Bugs and Feedback
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). -
Hacks and Trainers in multi
X7123M3-256 replied to SensualEthiopianPolice's topic in Small Talk and Offtopic
@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. -
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.
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Yes, that's exactly why. It even says so
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Block brakes on merged coasters: possible solution?
X7123M3-256 replied to YoloSweggLord's topic in Ideas
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.