
X7123M3-256
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Everything posted by X7123M3-256
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I've not seen it done before either. I'd be surprised if this was the first time it's been done, but then before OpenRCT2 this hack would have been very difficult to pull off, and it wouldn't have been obvious that it was possible. There's a lot more that could be done with this, like messing with spacing or friction, but none of it seems particularly useful, except for certain hacked flat rides and shoestring coasters.
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This is not a bug in OpenRCT2 (well, it sort of is since OpenRCT2 is supposed to fix this problem, but that's not the root cause of it). It does not mean your park file is corrupt. This error occurs because the AE tracked rides were created with Buggy's ridemaker, and Buggy's ridemaker has a bug that causes it to write 0xFF in three locations that are supposed to be zero. When the object is exported, those bytes are set to zero, but the checksum is not recalculated so you end up with a checksum mismatch when you load the park. The error doesn't occur if you don't export the park because it is the object included with the SV6 that is broken, not the one in your ObjData folder. I tried to fix this problem by having the game recalculate checksums when exporting objects, and padding the file with extra bytes that force the checksum of the fixed file to match the original. Unfortunately this code doesn't seem to be working properly in all cases - I will need to have another look at it at some point. If you have the DAT file in your ObjData folder, you don't need to worry - the game will simply load that one instead - but if you post the park online it's a good idea to also post or link the custom ride so that people who don't have it can download it. If you don't have the DAT file in your ObjData folder and can't open the park because of it, you can select "Allow loading with incorrect checksums" to ignore the checksum mismatch and force the park to load.
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I was experimenting with the train code, and I found you can have vehicles taken from different rides in the same train. You can also override the normal vehicle order, e.g to create a train that consists entirely of zero cars. I don't know if this has been done before, nor do I have a use for it, but I thought it was interesting:
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I've noticed that parks don't get exported when I click "Save", only "Save As". I don't know if this is the same for other people, but I've mistakenly saved parks without exporting many times because of it. Also you can download RMCT1.DAT here, if that's the only object you're missing then that should allow you to open it.
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Like YoloSweggLord says, you cannot install cheats by adding a file to the OpenRCT2 folder, implementing a cheat requires modifying the existing code. I have already implemented a cheat for changing train length. It has not been merged into the main develop branch, so if you want to use it you need to use that version instead of develop for the time being. Note that using that cheat will leave you unable to connect to multiplayer servers - please don't change the network version to circumvent this as you might cause problems for other clients.
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It's probably the most-requested feature but it can't be done just yet. I believe they do plan to do it at some point, but it's still some way away because so much existing code depends on these data structures.
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This has to be the most frequently asked question ever. Increasing these limits is planned for the future, but because it requires the alteration of existing data structures it cannot be done until all the original code has been reverse engineered. When it does happen, it will require that the SV6 file format be changed also because SV6 files are essentially just a compressed version of the game's internal data structures, with the map size limit hardcoded. This has nothing to do with whether the code is compiled for a 64 or 32 bit target.
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You can make the track sprites into scenery objects, but that takes up scenery slots whereas actual track doesn't.
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Track pieces don't have different clearance heights per quarter square, they have one clearance height per sprite (or so it appears in the tile inspector at least). I believe scenery items are the same in this respect. You're correct that scenery items use the same clearance height for each sprite and track pieces don't. Track sprites also have their own draw code and don't seem to be split up in the same way scenery items are (scenery items have 1 sprite per tile, track pieces can have more than that). I think OP is asking if you can place track pieces without building a ride, not whether you could convert track pieces to scenery items, so I'm not sure either point is relevant. I think the answer is probably "yes", but it may require alteration to the code (I'm not sure though, I haven't actually looked).
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Found the relevant code. It seems that only angry peeps vandalize, and only when there is no security guard within 7 tiles of the peep. The sprite that is shown in the window is decided here - the angry face is shown if var_F3 is nonzero. var_F3 is set to 16 when the peep vandalizes a path object, and decreases by 1 on each update until it is back to zero. I am not sure if this unsets the angry flag or not. So it seems that the red face is shown only once a peep has actually vandalized an object - angry peeps that have not yet vandalized (or have gone long enough without vandalizing) are not visibly angry. Also interesting is that naming a peep "Eilidh Bell" will instantly make them angry.
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Sure there is, they show up with a red face in the peep window:
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Hacked rides often mess with the E/I/N ratings and while they are ultimately inconsequential I wouldn't mind having the option to tune it manually. For example, train length factors into excitement rating, so when playing with long trains you can easily get 11+ excitement which is absurd. Also,rating calculation is different for every track type, so putting a train on a different track type from the one it was designed for will often result in an excitement rating that's too high or too low. Worse, while individual objects can increase ratings beyond the hardcoded base, you can't decrease them, so if you make a ride based on giga coaster track the excitement will probably come out higher than you'd like, even without the use of cheats. I think the best way to deal with this problem would be to make it possible to adjust ratings down as well as up in the object file, rather than on a per-ride basis, but I don't think this can be done easily without a new object file format. I'm not sure how easy it would be to implement as a cheat, either, and I don't think it's particularly important, but if it was there, I'd probably use it.
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I mean, you're not going to get a new Arrow looper today (a relocated one maybe), so most installations are getting old now, and technology has moved on. It was just meant as an example of an old ride style - I didn't mean to say "guests should not want to ride Arrow loopers". I think rides should get less popular with time - people do get bored of rides they've ridden many times before (at least I do), and new rides attract people to the park (otherwise parks wouldn't build them). Without this mechanic, there'd be no incentive to keep expanding the park.
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If such an option is implemented it should be a cheat. People do get tired of older rides- a newly opened ride will almost always have the longest queue, and old rides get rough and unpopular with time. In 1980 an Arrow looping coaster would be new and exciting; today, not so much.
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How to increase cars per train beyond limit ?
X7123M3-256 replied to NightHawk's topic in General Discussion
Please be careful with this. The game state may not be deserialized correctly because my version expects an extra byte for the status of the new cheat, which won't be sent by servers running the develop build. Also, without the patch you're limited to 16 cars, and setting more than that will corrupt the memory of other clients. Even if it appears to work, I would recommend against it - it can have all sorts of side effects because you are overwriting memory that is being used for other things. I had various weird bugs occur during testing as a result of this memory corruption - car sprites being drawn where they shouldn't be, menu items being populated with random text, and at one point it thought my coaster was a sign. I am not sure whether this could actually crash the server or other clients - I suspect it could but I'm reluctant to try it. -
How to increase cars per train beyond limit ?
X7123M3-256 replied to NightHawk's topic in General Discussion
I am currently working on a cheat to do this. Another option, which I have used in the past, is to modify the DAT file to set the minimum car length to the length you want - this overrides all other limits on the train length. However, the fact that the train length displayed in the window remains unchanged suggests neither method was used here. 8Cars has a similar feature, it's possible that the train length was hacked in 8Cars, and then the resulting savegame loaded in OpenRCT2. It is also theoretically possible to do something like this by directly editing the game's memory (which is essentially what 8Cars does), but I'm not sure how easy this would be. In the vanilla game and current versions of OpenRCT2, there is an absolute limit of 16 cars and setting a length longer than that can result in undefined behaviour/possible crashes. My cheat increases this limit to 255 cars, which I believe is as far as you can go without having to modify the save format. Also see this other discussion on the topic -
That's exactly what I've been saying - this is easy enough to do, and I'm not sure how else you'd do it.
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There's no need for any changes to OpenRCT2 to implement this - just take the sprites from csg1.dat and create a new DAT file from them (if somebody hasn't done it already, a number of RCT1 rides have been ported). The only tricky part is that the sprites aren't always in the same order, but the go karts don't have many sprites so you can just manually rearrange them if necessary.
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I think this is more easily achieved by using a custom path that doesn't have the railings.
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Missing File Error (Unable to Play Multiplayer)
X7123M3-256 replied to PaperPlayerX's topic in Problems, Bugs and Feedback
This error means you're missing an object file. PTCT2R is a default object (the 6 seater reversed wooden coaster trains), so either you accidentally deleted it or something is wrong with your RCT2 install. You might have to try reinstalling the game. Is that the only file that's missing, or are you getting other missing object errors (the complete list of missing objects should be printed to the terminal). -
Oh, sorry, I thought you were asking for OpenRCT2 to be able to load RCT1 resource files directly, which would be difficult. Extracting the RCT1 sprites and turning them into an RCT2 object file is easy - I already did it for the RCT1 mini suspended coaster, and I've seen it done for a couple of other RCT1 rides as well. There is no reason not to do it if that's what you want - it does not require any alteration to the code nor introduce an incompatibility with the vanilla game.
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RCT1 doesn't have object .DATs so you can't easily patch in support for loading RCT1 rides. You can't easlily use the RCT1 base graphics in place of the RCT2 base graphics either, because they don't have the same sprites. I think the best option is to extract the go-kart sprites from csg1.dat and repackage them as an object file for RCT2. This doesn't require any changes to the code - it would still work in vanilla. If you then want to replace the existing go-karts with the RCT1 version, you could substitute KART1.DAT with the new file (you have to make sure that the object header is the same though, or the game won't recognize it). If you want to have the RCT1 go karts alongside the standard ones, just give it a different name.
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Are you talking about multiplayer? I would not do this on multiplayer. It will probably crash the other clients if not the server because everyone else will still have the original 16 car limit.
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64 does seem to be the limit of the dropdown menu, any more than that causes problems, and I know that the vehicle selection dropdown is limited to 64 items as well. To get 255, I just modified the code to ignore the dropdown and always set the train length to 255. Obviously this is not very practical so I've now changed it back to 64 - I put it up that high partly to see how far it can go, but also to try and detect any remaining buffer overflows (adding this many cars to an array sized for 16 will surely break something, right?).
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I've managed to get trains of 255 cars working: