Ask the Experts / [Tutorial] Hacking vehicle spawning using OpenRCT2 and VS Debugger

  • spacek531%s's Photo

    EDIT: I am producing a series of videos to replace the streamed content, because I can much-better control the quality of the content. Here is the first in the series: https://youtu.be/kEH5QlOkg2c

     

    Change vehicle properties, vehicle spawn order, and even mix vehicles from other ride types using OpenRCT2's source code and the Visual Studios debugger: https://www.twitch.tv/videos/213625054

     

    Here are some important timestamps:

     

    11:00 changing the order of vehicles being spawned

     

    Attached File  vlc_2017-12-29_13-48-57.png (113.87KB)
    downloads: 65

     

     

    13:40 changing the speed of a train (despite what I say, the speed the train travels at will persist if I save the game. Just not the speed the train spawns with)

     

    Attached File  vlc_2017-12-29_13-39-15.png (123.65KB)
    downloads: 79

     

     

    29:35 adding cars from different ride types

     

    Attached File  vlc_2017-12-29_13-59-04.png (114.88KB)
    downloads: 66

     

     

    36:00 programming OpenRCT2 to make combination trains every time

     

    Attached File  vlc_2017-12-29_14-07-08.png (162.12KB)
    downloads: 64

     

     

    41:50 changing the order OpenRCT2 spawns the vehicles in (with code this time)

     

    Attached File  vlc_2017-12-29_14-09-28.png (86.65KB)
    downloads: 71

     

     

    49:30 programming OpenRCT2 to spawn trains with different lengths

     

    Attached File  vlc_2017-12-29_14-12-54.png (140.51KB)
    downloads: 50

     

    Sorry about the crummy framerate later in the video, I have yet to find good options for recording for long periods of time.

    Please post if you have any questions.

     

    Although I never talk about it, changes to vehicle speed, vehicle order, and vehicle types once they are spawned will persist across all versions of RCT2 and OpenRCT2.

     

    An important piece of info that I was reminded of: if you are mixing vehicle types, you must have a ride on the map that uses that subtype or the mixed cars will vanish when remove_unused_objects or parkdat is used. Setting the mixed cars' types on trackitecture or on dummy rides is sufficient. The train ride on this park is missing cars because there were no rides that had the subtype when remove_unused_objects was run.

     

     

    https://www.twitch.tv/videos/213625054

  • X7123M3-256%s's Photo
    This is the first tutorial I've seen on this topic - I'm surprised it hasn't received more of a response. Hopefully it will prove useful to somebody.
  • Jappy%s's Photo

    This will be useful when I want to simulate freight trains. Or mixed passenger ones. Great job!

  • RWE%s's Photo

    This is awesome

  • spacek531%s's Photo

    The first ride to use this hack aside from Pioneer Train has appeared: https://www.reddit.c..._crazy_coaster/

  • X7123M3-256%s's Photo

    I used the hack on this park a while ago ... both the SCAD tower and the trucks that return the rafts were hacked in this way.

  • Coasterbill%s's Photo

    Damn, I need to check that park out. Great hack, thanks for the tutorial!

  • Deurklink%s's Photo


    The first ride to use this hack aside from Pioneer Train has appeared: https://www.reddit.c..._crazy_coaster/

     

    I updated it with more spaced out trains:

    https://imgur.com/gallery/2jJQi

     

  • X7123M3-256%s's Photo

    It looks so much better with the extra spacing

  • spacek531%s's Photo


    I used the hack on this park a while ago ... both the SCAD tower and the trucks that return the rafts were hacked in this way.

     

    I'm surprised you haven't submitted this to NE, it looks pretty good. 

  • Coasterbill%s's Photo

    Yeah, I just checked that out... I loved it! It may not win an accolade but it's a blast to look at. I'd submit it.

  • YoloSweggLord%s's Photo

    Ah, I remember Gravity Gorge, I'm surprised to realize it's not NE submitted.

  • spacek531%s's Photo

    An important notice to anyone who is mixing vehicles: you must have a ride on the map that uses that subtype or the mixed cars will vanish when remove_unused_objects or parkdat is used. Setting the mixed cars' types on trackitecture or on dummy rides is sufficient. The train ride on this park is missing cars because there were no rides that had the subtype when remove_unused_objects was run.

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