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Official RCT/RCT2 Help Thread


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^ Page #9 I believe is where you can find the ParkDat tool. I suggest you make several backup copies of your park before you start playing with the ParkDat. It can really mess things up if you don't watch what your doing. Pay attention to the #'s and don't go over any limits. Copy the picture on that page to your computer or print it out. It has all the number information on it.

 

Don't forget to download the object previewer on that page so you can see what items are in your objectdata folder. Be patient with it, it temperamental. You have to give time to load or it will freeze up, you will know when it's finished because a picture of the first object will show up on the right.

 

The only other way to replace senery is to go back into the scenario editor with your current landscape. If most of your coasters are not hacked or had "0" clearance used on them to make a section of track fit, it is really simple to save your coasters and just place them back where they belong after your finished in the editor.

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I had a problem before with the guests getting stuck, and what i do, close the park and everything (using the 8 Cars trainer), I fix the problems, and those spots are never an issue again...

 

Now my question...I know you can do the split station, but was curious if you could do something like White Water Landing where you have the side by side chutes like CP used on the heavier days.

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That would require hex editing to do so. You would probably also need a second station for that since it would essentially be two rides on top of each other. Read more about how to do that here.

 

http://forums.nedesigns.com/index.php?s=&showtopic=15954&view=findpost&p=351197

 

The same basic concept is used, only with one of the tracks for one drop and another track for the other side of the drop. After making one of them invisible, build a third track so the drop is back and then lower it onto the invisible drop.

 

Hex editing is pretty tricky even for expert RCT2 players, so I'd recommend just building the second drop chute and having it closed off.

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^ Why would running Vista cause them to go anywhere other than where they usually go? Then again Vista is one messed up system to try to run RCT2 on or at least it seems to be by all the questions/problems about it here.

 

RCT2 by default puts them in the main RCT2 folder under Program Files.

In my case running XP it's; My Computer

Local Disk (C:)

Program Files

Infogrames Interactive

RCT2

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First off, I'm new here, but I do have one question. I am currently running on Windows Vista and I can't seem to find my screenshots I have taken. Does anyone know where to locate them?

 

Go to the screenshots folder and at the top of the window, there should be a "Compatibility Files" button. Press it. Photos magically appear.

 

Anytime you don't see files where they should be, chances are they are just in the Compatibility Files area. It's Vista being more complicated than it's supposed to be.

 

[the actual location of the Compatibility Files section is extremely obscure...which sucks]

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^

 

I may have an issue than. I used to be able to do this on my XP computer, but even at that, I only had RCT2, and because I have lost it, I bought the triple thrill package, so I don't even get the Hasbro interactive folder anymore, but instead it goes into a folder named ATARI, and there is still no screenshot folder...Huh.

 

 

Edit: I'll just take pictures of them instead I guess.

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^, I have a question. In XP the system lets me pick what Windows version I run programs on all the way back to Windows95. Does Vista have the same options?, if so and you switched what version you run RCT2 with back to XP would that have any affect? What I am hoping for is if it's running in XP mode then maybe the screenshots would be placed back into where they should be instead of some weird hard to find locker.

 

Meant to say this earlier, welcome to posting in the forums and am looking forward to seeing your work.

Like your avatar, was surprised to see the ears were gone when I went to DCA a few weeks ago.

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^

 

Thanks! I was tired of keeping this one park from the shadows and I wanted to see what kind of responses it would get.

 

And I know, I was upset when they took out the ears, but still, DCA will never be up to par like Disneyland is.

 

And I shall try that and see if it works or otherwise I'll take pictures from like my camera.

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Craaaaaap!

 

Guys this is urgent, I've been working on a section for my park for well over two hours and I just got an error trapper message! No, I didn't save it once! It's still up on the screen and I'm wondering if there's ANYTHING i can do, anything at all. Because I don't think I'll have the patience to do everything again!

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Craaaaaap!

 

Guys this is urgent, I've been working on a section for my park for well over two hours and I just got an error trapper message! No, I didn't save it once! It's still up on the screen and I'm wondering if there's ANYTHING i can do, anything at all. Because I don't think I'll have the patience to do everything again!

 

 

 

Not that I know of, no. It happens alot when you try to hack the game, and I have done the same thing before. -_-

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Craaaaaap!

 

Guys this is urgent, I've been working on a section for my park for well over two hours and I just got an error trapper message! No, I didn't save it once! It's still up on the screen and I'm wondering if there's ANYTHING i can do, anything at all. Because I don't think I'll have the patience to do everything again!

 

 

 

Not that I know of, no. It happens alot when you try to hack the game, and I have done the same thing before. -_-

 

I actually haven't done any hacking whatsoever, but I did use a custom restroom...

 

The restroom wasn't worth it!

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Does anyone know why some coaster cars don't go down vertically on the track? I know it's part of the game-code, but why didn't ATARI/Chris Sawyer/The makers of RCT2, have all coaster trains able to go up or down vertical or go through inversions?

 

And, mainly to all the NE members, is there any way to combat this?

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Craaaaaap!...error trapper message!

 

Were you working on a Launched Lift Hill or testing/running a Cable Lift at the time?

 

If so, ALWAYS save your game before doing either of the two items above. Both can cause unexpected error trappers.

 

Launched Lift Hill example: so you built a launched lift hill and you decide you don't need it to launch as fast as it currently is so you go back and try to remove a few of the launch sections. If your not careful and hit the launched lift hill while building backwards it will error trap and close the game.

 

Always build forwards when using a launched lift hill track peice.

 

Cable Lift example: you built your hill and placed the cable lift at the top. Notice once you place the cable lift section that the look of the hill changes all the way back to the station completing the cable lifts course. If you go back and alter the lift hill, the section you altered will be different looking than the rest of the hill. The cables guides are missing! If you do not go back and replace the top of the cable lift so that the cable guides are put back on ALL sections of the lift the game will error trap. The best part is you never know when it will do it. It may error trap right away while testing or wait till you open the ride or worse yet, it will work just fine for several hours and then error trap.

 

Always replace the top of a cable lift hill after altering the hill.

 

 

Aren't there trains you can get that were hacked for this? I made a ShieKra remake for fun the other day using the floorless coaster, and obviously using the trains from the Dive Machine...I went alright at first through the Immehlman, and coming out of the inversion it surfed...

 

As far as I know there has never been any "in game" coaster types that have had animations altered or new ones added to them. There have been many new coaster types made by people like AE, JA and others but they all are just re-skined versions of coaster animations that already existed. To get a new animation added to a track type would require the changing of the G1 dat file. In turn that would require anyone who wants that animation to build with or view a park with the new animation in it to also have the new G1 dat file installed.

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Does anyone know why some coaster cars don't go down vertically on the track? I know it's part of the game-code, but why didn't ATARI/Chris Sawyer/The makers of RCT2, have all coaster trains able to go up or down vertical or go through inversions?

 

And, mainly to all the NE members, is there any way to combat this?

The reason for this is the game images for certain trains do not include angles they were not meant to go on, like why a looping coaster train will look strange when it goes through a corkscrew or something. You would have to edit the original ride data file to fix this and is not recommended. They can still travel over track they are not supposed to, but the train will not look pretty when it does. There's no way to fix this without completely editing the game, in the case that someone did, it's best to just make it an entirely new ride type, much like ja227 did when he made the giga-loooper Stormrunner trains.

 

I do know that there is a new modern spinning coaster in the works at NE that can do banked turns, etc. I doubt it will be done anytime soon if at all though. The closest thing we have is the RCT1 spinning cars converted and should be released later this summer with the park they are featured in.

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Thanks for bringing that park with the spinning coaster in it up. I totally forgot about it. It has been sent in for judging I believe so it should definitely be out in a few months. That park is (from what I've seen in pictures at NE) going to be amazing!

 

Going to have to do a little search over at NE for the new spinning coaster you mentioned, I never heard or seen anything about it.

 

Head over to NE to see a few pictures of the RCT1 spinner... NE ...they are about half way down the page.

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The problem is obvious here. In your picture, you have the entirety of the B&M loop track raised - meaning you are lowering both ends of the merge onto the Arrow track and that is why the merge does not work. You need to lower the Arrow track going into the loop onto the B&M track and the B&M track onto the Arrow track exiting the loop. So wherever the train is coming from is the track that needs to be lowered on the merge. That should fix your problem.

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