Broxzier Posted June 16, 2016 Author Posted June 16, 2016 ^ I don't think that's nice to do. In the console it says it can't load: ITMZLINE If you added anything custom ride related, make sure all files are there.
cascadia Posted June 16, 2016 Posted June 16, 2016 1 hour ago, Wuis said: @cascadia May I do an adjustment to the roof of the Skid Row Mice station in my upcoming turn? Got an idea! Sure, why not? 58 minutes ago, RedScope53 said: @Wuis It crashes, therefore restarting it. I tried several times :\ -edit- Fixed it. I had to check 'allow missing checksums' Yay!
cascadia Posted June 16, 2016 Posted June 16, 2016 55 minutes ago, Broxzier said: ^ I don't think that's nice to do. In the console it says it can't load: ITMZLINE If you added anything custom ride related, make sure all files are there. What's not nice? The challenge, or something else? Huh, that's odd. Let me check that when I get home.
ziscor Posted June 16, 2016 Posted June 16, 2016 Allowing Incorrect Checksums when the console clearly says an entire DAT file (I'm assuming) is missing is not nice to do, @Broxzier meant. You should upload ITMZLINE.DAT so the ride does not require one to use "Allowing loading files with incorrect checksums" in the first place.
Broxzier Posted June 16, 2016 Author Posted June 16, 2016 @cascadia: What @ziscor said, I do think it's a very VERY ugly way to solve the problem, as it basically doesn't solve it at all. You're just playing without the required file then.
X7123M3-256 Posted June 16, 2016 Posted June 16, 2016 Just now, Broxzier said: You're just playing without the required file then. No you're not. "Allow incorrect checksums" forces the file to load despite the incorrect checksum, so you will still have the object. The difference is that if you install the object manually, the object in your ObjData file has a valid checksum, and then it gets corrupted during the export process. If you use "Allow incorrect checksums" to force the object to load, the object in your ObjData folder will be the object post-export version so it has an invalid checksum to start off with. That means it throws a checksum mismatch on load that you don't get if you installed the object manually, but that error doesn't actually prevent the object loading, so I'm not sure if there are any actual consequences of doing it this way, and it's certainly easier than manually copying the files. I agree that this is an ugly way to solve the problem though - the correct way is to fix the broken object before using it in a park IMO.
cascadia Posted June 16, 2016 Posted June 16, 2016 Will upload a version of the park without the object when I get home, then, and offer the zipline coaster DAT as a separate file for anyone who wants to take up the challenge.
Broxzier Posted June 16, 2016 Author Posted June 16, 2016 1 hour ago, X7123M3-256 said: No you're not. "Allow incorrect checksums" forces the file to load despite the incorrect checksum, so you will still have the object. The difference is that if you install the object manually, the object in your ObjData file has a valid checksum, and then it gets corrupted during the export process. If you use "Allow incorrect checksums" to force the object to load, the object in your ObjData folder will be the object post-export version so it has an invalid checksum to start off with. That means it throws a checksum mismatch on load that you don't get if you installed the object manually, but that error doesn't actually prevent the object loading, so I'm not sure if there are any actual consequences of doing it this way, and it's certainly easier than manually copying the files. I agree that this is an ugly way to solve the problem though - the correct way is to fix the broken object before using it in a park IMO. How come manually placing them in your ObjData folder works, and having them in the save (if they are) doesn't, does it make their checksum different? I was assuming they don't exist on the ones downloading it, because it couldn't get exported with the saved game or something. And why does this only apply to certain .DAT files?
X7123M3-256 Posted June 16, 2016 Posted June 16, 2016 (edited) This bug applies to tracked rides created with Buggy's ridemaker. The problem originates from that tool, not from OpenRCT2 or the vanilla game, but there's enough of these broken DAT files that I doubt they'll ever all be fixed. Several fields in the ride entry structure are reserved to be populated during load time. When a ride is exported, all these reserved fields are zeroed out. They should not contain any data, so this normally doesn't change anything. The problem is that some of these fields serve a different purpose for tracked rides than do flat rides. Buggy's ridemaker writes three of these bytes as 0xFF, which apparently has something to do with the animation - but only for flat rides. For tracked rides those fields are expected to be zero, and because they aren't, the file gets changed during the export process. The checksum is not updated accordingly, so the file ends up exported with a mismatched checksum. It's still in the savegame, and only the checksum is wrong, which is why you can load it if you allow incorrect checksums. I tried to implement a workaround for this by having the game recalculate checksums after exporting an object so that this issue would not cause a problem (because fixing the original tool is unlikely at this point, it's old and I doubt it's still being maintained). However, the number of DAT files still causing problems indicates to me that my attempted fix was severely broken - I have been meaning to have another look at it but haven't got round to it. Edited June 16, 2016 by X7123M3-256 1
cascadia Posted June 17, 2016 Posted June 17, 2016 (edited) Here's the fixed version of the file. Sorry it took so long- was busy with some other stuff! EDIT: Don't use this version, as it crashes your game. Edited June 17, 2016 by cascadia
cascadia Posted June 17, 2016 Posted June 17, 2016 Can anyone else download the revised version and see if their game crashes? Mine is. For some reason, it appears that removing the zipline causes this error...
imlegos Posted June 17, 2016 Posted June 17, 2016 After running 3.57a, these were created. a35c654e-d4a4-4427-9296-7218dd18b7a5.sv6 a35c654e-d4a4-4427-9296-7218dd18b7a5(dcf0a9d).dmp
cascadia Posted June 17, 2016 Posted June 17, 2016 21 minutes ago, imlegos said: After running 3.57a, these were created. a35c654e-d4a4-4427-9296-7218dd18b7a5.sv6 a35c654e-d4a4-4427-9296-7218dd18b7a5(dcf0a9d).dmp Thanks, but I've already posted them on Github.
cascadia Posted June 17, 2016 Posted June 17, 2016 It looks like the DAT file may not be responsible at all, because saving and then loading parks without that DAT file still crashes the game. Could someone please try starting a new game, saving, and reloading the park to see if it still produces that error?
cascadia Posted June 17, 2016 Posted June 17, 2016 Reverted back to the last stable version and it produces openable save files, so looks like a bug was introduced in the last few dev versions. The OpenRCT Group Park 3.57a.sv6 @wilburg22, @imlegos , @SuperVarken , @WobblyRails If you claim the park, please use this version.
Wuis Posted June 17, 2016 Posted June 17, 2016 (edited) Claimed: -Queue: @jensj12, Wuis, Yimmy, RedScope53, Dan, Philmon11, Broxzier, ziscorMissed: @imlegos, @WobblyRails , Wilburg22 Removed SuperVarken from the missed turn list, as he hasn't been online since May. Moved Wilburg22 to the missed turn list as he hasn't responded in the 24 hours. @jensj12 Make sure you use the .57a version! Edited June 17, 2016 by Wuis
jensj12 Posted June 17, 2016 Posted June 17, 2016 I won't have time today (guess what, I have a job to fill these spare months). I'll take a look at the park today and build something tomorrow.
cascadia Posted June 17, 2016 Posted June 17, 2016 38 minutes ago, jensj12 said: I won't have time today (guess what, I have a job to fill these spare months). I'll take a look at the park today and build something tomorrow. To follow up on Wuis, use the second 3.57a version.
jensj12 Posted June 17, 2016 Posted June 17, 2016 2 hours ago, cascadia said: To follow up on Wuis, use the second 3.57a version. If there is a second 3.57a version, it should have been named 3.57b, please fix that or I might download the wrong one. 1
imlegos Posted June 17, 2016 Posted June 17, 2016 13 hours ago, cascadia said: Reverted back to the last stable version and it produces openable save files, so looks like a bug was introduced in the last few dev versions. The OpenRCT Group Park 3.57a.sv6 @wilburg22, @imlegos , @SuperVarken , @WobblyRails If you claim the park, please use this version. Here. This is the version to be used.
cascadia Posted June 17, 2016 Posted June 17, 2016 1 hour ago, jensj12 said: If there is a second 3.57a version, it should have been named 3.57b, please fix that or I might download the wrong one. I know that; just recognized it too late to fix since I have erratic access to my computer right now. Follow imlegos post and you should be fine.
cascadia Posted June 17, 2016 Posted June 17, 2016 @jensj12 It looks like Commuter Choco for some reason isn't connected to the path and needs to be rebuilt in the same spot. Thanks!
jensj12 Posted June 18, 2016 Posted June 18, 2016 Will do, and I'll fix The Deep Forest (it somehow just misses a track piece). Since I haven't built one last turn, it will include a coaster. The design is almost done so I can just put it in and build a box around it. Claimed: jensj12Queue: Wuis, Yimmy, RedScope53, Dan, Philmon11, Broxzier, ziscorMissed: imlegos, WobblyRails , Wilburg22
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now