Jump to content

zaxcav

Members
  • Posts

    60
  • Joined

  • Last visited

Posts posted by zaxcav

  1. 23 hours ago, Eric23 said:

    EDIT: I installed the base game via wine and found a heap of audio files, more than listed above. I copied them all over and it seems to have fixed it. I have no idea why unshield didn't extract them. The only audio file unshield extracted was CSS2.DAT.

    Anyway it seems to be good now, though I haven't fully tested everything, but the dodgems has its iconic beats now at least. :)

    Thanks once again!

    It's possible the sound files are not included in "Minimum" file group in your CD version and can be found in one of the other folders. But that's just a guess.

    The important thing is you got them.

    There's another post in the forums about music missing from the game that might interest you:

     

    • Like 1
  2. 20 hours ago, Eric23 said:

    The nostalgia is great! I love it!

    Shame the ride music isn't working though. I guess the music files didn't come across. So maybe I didn't do it quite right. All the other games sounds seem to be there though. 

    Per the wiki, the following files are for the music and should be in your RCT2 folder in the Data folder:

    • Optional: CSS3.DAT - CSS9.DAT, CSS11.DAT - CSS15.DAT and CSS18.DAT - CSS46.DAT (music styles)
    • Optional: CSS17.DAT (title screen music)
    • Optional: CSS17.DAT from RCT1, renamed to CSS50.DAT, which enables you to have the RCT1 title screen music.

    Based on your screen shots, you can look for these files in /home/owner/programs/rct2/Minimum/Data

  3. 1 hour ago, Eric23 said:

    Awesome, thanks that extracted something this time.

    On the left is the base game folder, and on the right is the wacky worlds expansion.

    I believe Gymnasiast said I have to add the files with the same names together?

    EDIT: I think I did it! I copied the stuff from the three folders and pasted it into the corresponding folders in the base game. Thank you so much! I think I will leave the rct1 install for another time, it's taken me 3 days to get this installed. Man that was a challenge.

    That sounds like you did it right. 🥳

    Glad we could help.

    • Like 1
  4. 1 hour ago, Eric23 said:
    owner@owner-fast:~$ unshield -g Minimum -d "/home/owner/programs/rct2ww" x "/media/owner/RCT2_WW_EU/data1.hdr"
    Cabinet: /media/owner/RCT2_WW_EU/data1.hdr
    File group: Minimum
     --------  -------
              0 files
    owner@owner-fast:~$ cp -R "$INSTALLDIR/Data/" "$EXTRACTDIR/Minimum/Data"
    cp: cannot stat '/Data/': No such file or directory
    owner@owner-fast:~$ mv "$EXTRACTDIR/Minimum" "$EXTRACTDIR/RCT2"

    I tried extracting the wacky worlds disk to a separate folder as above but nothing happened, and as I have no clue what anything in the command means I am basically just guessing what needs to be done in order to extract the files. I'm unsure if I should extract to the same folder as the base game as I don't know if it will overwrite the existing files in there. So I thought I should extract it to a separate folder first before copying the files to the base game folder.

    Where did I go wrong?

    I don't have a RCT2WW CD to see what it looks like, but based on what you've pasted above the command used didn't extract anything at all.

    Try this to extract the whole CD content:

    unshield -d "/home/owner/programs/rct2ww" x "/media/owner/RCT2_WW_EU/data1.hdr"

    Once that's done, post a list of the content of the "rct2ww" folder.

  5. 17 minutes ago, Eric23 said:

    Thanks once again, I have no idea about the technical commands. I'm just blindly entering commands hoping for the best at this point.

    What I don't understand is why Openrct2 won't let me browse to files in my home folder from the windows it provides.

    I don't understand that either. The only possible explanation that comes to mind is a folder permission issue.

    17 minutes ago, Eric23 said:

    I tried entering the set file path command in the terminal again but it still won't recognize the command either.

    owner@owner-fast:~$ openrct2 set-rct2 "/home/owner/programs/rct2"
    openrct2: command not found
    owner@owner-fast:~$ openrct2 set-rct2 /home/owner/programs/rct2
    openrct2: command not found

    The message "command not found" indicates that the openrct2 executable is not in your path.

    In your case, the correct folder that OpenRCT2" needs is the "Minumum" folder, so the correct command would be:

    openrct2 set-rct2 ~/programs/rct2/Minumum

    But that will not work if the executable cannot be found.

    How did you install OpenRCT2? If I install from the nightly PPA, using the commands in the quickstart guide, it's found in the path.

    Entering the command "which openrct2" finds the executable here "/usr/bin/openrct2", for me.

  6. Hmm, your installation does indeed have a "Minimum" folder. All the necessary files should be under there.

    Can you show what files are in the "Minimum" folder?

    BTW, the problem with the listed commands is the parts with "$" (e.g. "$INSTALLDIR") - these are shell variables which presumably are not set, so expand to nothing. The resulting path, after expansion of the shell variables, is not found. So the commands need to be adjusted accordingly to replace the shell variables with the correct path. 

  7. The wiki page you refer to has a good description of the path finding under the section "Pathing Systems". It leaves out some details to keep the explanation simple.
    Junctions are indeed intersections of paths, such as a T or X. Other things that are considered junctions are listed on the wiki page.

    The main additional point to know is that the pathfinding searches through at most N junctions on a potential path before it stops. It chooses the direction of the various potential paths that ends closest to the destination. The value of N is around 10-15 if I remember correctly. Peeps that own a map have a slightly large value than those that do not, so should be a little better at finding their way around.

    If it weren't for the path thinning algorithm that assists the path finding, every path tile on a wider path would be a junction and the path finding would reach the search limits very quickly indeed. This may be what you refer to as the "junction problem". The "junction problem" might also refer to various other undesirable outcomes of limiting the search in this way.

    There is an option to view the result of the path thinning in game. When path finding, peeps always follow the thinned paths. RCT1 had no path thinning.

    Probably the best way to help the path finding is to design paths that follow the same principles of a real road system. Build a network of main thoroughfares (like highways) with minimal junctions to get the peeps most of the way to their destination. Few rides or shops should be connected directly to these. Then fill the zones between the main thoroughfares with smaller roads and laneways to which the rides and shops are connected.

     

    • Like 1
    • Informative 1
  8. The code snippet taken out of context is confusing because it's not clear what "edx >> 8" means.

    Looking at the preceding code (the relevant bit is: "edx = get_num_of_sheltered_eighths(ride)"), we can see this is how much of the track is covered, in eighths. i.e. if 6/8ths or more of the track is covered, the ride excitement is halved. So driving in a tunnel is only half as exciting as driving in the open.

  9. 3 hours ago, TCE said:

    Awesome,  thanks man.

    I was wondering what the hell was going on there, lol.

    Well said.  Haha.

    So what the heck is going on there? The pathfinding usually handles multiple tiles at the same location (zero clearance) fairly well. If I remember correctly though, there is an "optimisation" that culls edges from an intersection that are thin paths and also dead ends, which is what it thinks the paths under the shops are here.  This make these shops effectively unreachable to the pathfinding, despite being otherwise properly connected to the path. This is something I never thought of and will have to fix at some point when I get some time again.

    In the meantime, avoid placing shops/entrances/exits on top of paths with zero clearance turned on.

    • Like 3
  10. @BroxzierVery interesting observation regarding moved stalls. I'll have to look into that. Thanks for the tip.

    For ride entrances, the location data is essentially duplicated - the entrance tile itself is at a specific location, and the ride itself stores it's entrance and exit locations for each station (XY only - the pathfinding assumes the entrance height is the same as the platform height, so I plan to fix this so that disconnected entrances at different heights will also work).  When the tile inspector is used to copy the entrance, only the entrance tile is copied.  The data in the ride itself is not changed.  I've started working on extensions to the tile inspector to address this.

    The pathfinding determines the peep's goal based on the entrance location stored in the ride. Since the peep chooses which ride to head to, this information is easier to retrieve. If there is a queue connected to the original entrance location, the start of the queue is where the peep heads for, otherwise the entrance location itself is used. If the original entrance is not there anymore (deleted or moved underground to hide it) the pathfinding will typically fail and the peep falls back to "aimless" wandering behaviour.

  11. I was investigating a path finding issue to a ride with a disconnected entrance in Belmont Shores (NE) - peeps heading to the ride were walking around aimlessly. 

    I determined that the cause of the problem was that the ride entrance data reflected the original entrance, not the position of the disconnected entrance.

    This means that peeps interacting directly with the disconnected entrance/connected queue can decide to go on the ride and join the queue. However, peeps elsewhere in the park who decide to go on the ride will attempt to walk to the location of the original entrance (as in the ride entrance data). The path finding will FAIL in this case.

    I wonder if this is also the reason that the normal path tool cannot be used to connect paths/queues to the disconnected entrance?

    • Like 2
  12. @saxman1089 The pathing looks fine.  The wide path flags calculated from the edges look normal.

    I turned on the path finding debugging to see if there's something weird happening there.

    The peeps leaving the park are using the following location for their destination: x: 2, y: 75, height: 14.

    The exit location is however at x:2, y: 94, height: 14.

    This explains why they aren't leaving.

    I added some debugging to print out the entrance location in the map data.

    There are 2 park entrance locations in the map data:

    Entrance 0: 2, 94, 14

    Entrance 2: 2, 75, 14

    At what ever location the currently stuck peeps were when they decided to leave, they were closer to the entrance 2 location.

    How you get rid of this obsolete entrance location data I do not know.

    Maybe someone else can help you out there.

    • Like 2
×
×
  • Create New...