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Posts posted by TheKillerChicken
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On 24/04/2024 at 16:41, Gymnasiast said:
That is _technically_ right: it can handle 18446744073709551615 rides.
But seeing as computers have a limited amount of memory, we had to pick _something_, and so we picked 1000. That is not set in stone, if lots of people run into it we will raise it. But it’s generally better to start off on the lower side, because raising a limit causes way fewer problems than lowering it.
So, 18 duodecellion is the true max limit, eh? Thank you for clarifying that it is due to the DRAM limits in the persona computer, I seem to have hit that limit, but I will live with that until more people request the increase.
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On 31/03/2024 at 21:12, BEplayer said:
Thank you, you helped me!
Glad I could be of help.
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On 24/04/2024 at 18:23, bna210 said:
Actually what I mean is, will it be released as an app on the PlayStore?
To what I have heard, it is a royal pain in the darrier to work with the playstore. I have my assdroid side-loaded, but I do not advise it for security reasons.
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5 hours ago, Naelyi said:
I've loved RCT1/2 for a long time, and recently I discovered OpenRCT2. I'm really impressed with the improvements. However, with the larger maps and increased guest/ride limits in OpenRCT2, guest pathfinding on large maps has become quite challenging.
I understand that real-time AI pathfinding for more than 7,000 guests is unrealistic, even on a decent PC. However, I have some thoughts on how we can improve pathfinding in a different way, though I’m unsure of the workload since this would fundamentally change the game’s logic.
Here is my proposal:
Instead of performing real-time pathfinding for all guests, we could perform non-real-time pathfinding for each pathway/tile. For each pathway, we can calculate several possible paths and travel times to all rides (including the use of transport rides as part of the path) and then cache a few shortest paths in a dataset (e.g., TileToRidePaths).
Whenever a pathway is modified or a ride is opened/demolished, an additional thread could asynchronously update the path data in the background. Since instant refresh isn't necessary ( guest can still use the old path until new path is ready), asynchronous updates within a few seconds should be acceptable to avoid lag for players. We might also consider not updating this data when a ride breaks down, as in reality, guests typically discover a ride is broken only upon arrival.
In large maps, the total number of pathways should be smaller than the total number of guests. Even if the number of pathways is higher than the number of guests, this approach will still allow us to perform the pathfinding in a non-real-time manner.Then, when a guest decides to go to a specific ride (and for more realism, only for guests carrying a map can benefits from this new pathfinding system), the game can read from the TileToRidePaths to find the best path pre-calculated with the guest's current pathway/tile location (including the use of transport rides and whether they can afford the fare to consideration).
This approach would allow guests to purposefully use transport rides and reduce the CPU cost for pathfinding by avoiding real-time pathfinding for all guests. This should also greatly improve the performance on fast/hyper speed mode, as we rarely add/remove pathway/rides during speed mode.I really like that idea. I had to upgrade to a ryzen 9 5.70Ghz processor in order to handle 35,000 guests in my park. I hope that some form of SMT will be possible at some point in time as this game is mainly a single-threaded execution program.
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Why I ask of this is because I have mega-scenery rides, go-karts to be exact and it is pretty cumbersome to select every tree with the current drag-select tool, so a marquee option would be cool.
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i have that plugin and it does not work worth arse. they are still getting lost... Here is the upload of that addon if you can get it to work: https://drive.google.com/file/d/1IIesLm0mnvbpeeee9EMiI6oARZPnF-dd/view?usp=drive_link
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Hey, it has been awhile. I have a question, is there a specific reason why the ride limit of 1k was chosen instead of like 2k or 4k, or 8k? Does this have anything to do with integers?
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Hey Marcel. I love what you do with OpenRCT2 on youtube.
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I now have my other CPU populated and the stuttering is now gone. It was a NUMA imbalance as now I can see the process being used across NUMA0 and 1.
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Way better parks than mine as mine are boring, flat, 999x999 tile maps with a whole lot of nothing in it.
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I love this maze as I love watching those tiny baby men trying to figure out how to leave it. Besides, it is way better than any maze I can create.
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Sorry for the necro, but I kept running into the limits in the original RCT2 as well as it looked horrible off of my 1440p (now 1600p) display, so I searched for RCT2 increased limits, and found this version. Never gone back ever since and I love how active and responsive the devs are here. And yea, trying to run the steam version of RCT2 on windows 10 pro for workstations was just, well, anticlimatic as it kept hanging up with 32 logical processors and 32GB memory for some reason I will never figure out.
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Sorry for the necro, but I think an OpenRCT3 would be cool, but I personally prefer 2d over 3d games. Besides, it would be futile to challenge Atari and Frontier Studios.
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I built your similar design in my park and it works just fine, but it is above ground, so I am guessing that there is a collision issue with the terrain going on here.
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41 minutes ago, andy55699 said:
ah you mean 1920s cars would stuck at the turns by nature? i thought 1920s cars are having the same sizes of typical go-kart vehicles in terms of programming...
I also have that issue with the 1920s cars getting trapped at the turns, so it isn't just you.
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I just downloaded and opened the map of yours, the train is stuck at moving to end of station hence the no results being processed. The results would easily been processed within seconds even on a celeron N series. Your train is stuck. I am going to fart around and see if I can get it unstuck for you. Yea, your train is outright stuck as no matter what I try to do, it will be trying to move to end of station.
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45 minutes ago, Broxzier said:
This sounds like something that the OS should handle, not the individual applications you're running on it. Make sure you have all the files required on your system, and don't paste OpenRCT2 versions over each other. What kind of corruption are you seeing?
When I load my save, it says that there are missing rides/attractions. All I do is copy the json(s) from the latest archive back over and it works again until I close the game and load it again. The missing rides/attractions error is random and it randomly is missing those said files. Would it be possible that my RAID controller is cache-thrashing also as all my games are on a RAID-0 setup and the controller is a dinosaur controller (2014) as well? My whole system is using ECC as well, so perhaps something is not passing my ram correctly?
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I seem to be having random file corruption or missing in-game rides/attractions when loading my save. Does OpenRCT2 support the Resilient Filesystem (ReFS) at all or at least somewhat? For those not familiar with it, it is Micro$courage's approach to make a filesystem for their enterprise and server OSs that prevents bit-rotting and also increases the capacity and performance, hence the reason for using it (performance that is) I know this might be a difficult thing to assess as not everyone has an OS that support ReFS as a full-blown read/write setup. Just to add: I am using the command switch to save all of my openrct2 data on the same partition as the game itself.
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Sorry for bumping this, but there are json files for the rides that you can edit to add +127 excitement, intensity, and/or nausea, but that is all I know about modifying the core without much coding knowledge. Heck, you can make them never crash/collide or even never have breakdowns or even have them all sheltered by modifying the jsons. Just to be aware, it does require a lot of patience to go through all of those jsons to find what you want. My suggestion for editing them: Use notepadd++ as the integrated one, at least on windows, is terrible. Also take note that they will be updated once in a while, so expect the need to re-edit them.
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It can take a while depending on how powerful the processor is and if you have multi-threading enabled or not or how complex the park has become. To what I can see, your park only has 1.6, or 1.8k guests, I cannot read small text anymore, hence the educated guess. On my "guest tormentor roller coaster", it took about 30 seconds to compute the stats with something of about 60 km long with a lot of inversions, turns, and hills. I am using Xeons 2x e5-2667 v2s at 3.60Ghz, so this machine I have is a dinosaur compared to many machines now.
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I have autosaves disabled. I think the problem is due to the load-balancing on my NUMA is not correct as it happened with another game as well (I wanted to experiment). I have more memory on the way to populate CPU-1 so both CPU-0 and 1 will work correctly (I hope).
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When I play my custom park, it seems to stutter or even hang for about 2-4 seconds and it is random, running the latest release build. I have a lot custom content also, if that helps. I am running windows 11 Enterprise IoT, if that also helps. It does not stutter at the title screen. This is a mainframe server hardware I am using for gaming, so it has SMT and NUMA, so this may be unique to my setup also.
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I am having intermittent stuttering going on. Is anyone else have a unique setup like I do with SMT and NUMA for their processors and ram? Why I ask is I want to make sure it is only me or not, but I do not know who else has NUMA and SMT aware hardware for their gamer.
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The developers are awesome at what they do, and for free. It is not like they can pull completed code out of null space and call it a day.
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Make the green footpath selected by default in scenario editor
in Ideas
Posted
When I construct my map, I use the electric as my default as it looks cool and reminds me of the Allagan Technology from Final Fantasy XIV. So yea, I would not like to have the game select a specific path for me when I would like to use a different one.