Wow, that sucks dude. You look about 75-80% done, that's a lot of changes to make, you barely have any foliage yet. Maybe you should just wait until OpenRCT breaks the limits wide open.
Because the (uncompressed) SV6 format is a fixed size, so it only has room for so much data. RCT2 uses fixed size global data structures heavily. They're easier to work with since you always know how how big your structures are, which allows a lot of data to be allocated statically. This was written in assembly, so dynamic memory allocation isn't as easy as it is in high level languages.
SV6 files are just the game's internal data structures serialized to a file and RLE compressed, which is why they can be hacked so easily. Removing this limit means not just changes to all the code that touches pretty much any of the game data, but a change to the save format as well.
can't you like use open to make the map bigger? that should open more data space? then you can just blacktile the part you don't need
I don't think that works. I tried it with Baker Lake, just for testing, but making the map bigger didn't get me to place more objects when the limit was reached.
I'm doing that now, afraid it won't be enough tough. How can I be carefull with supports? Don't think I overused them... and I have a Morgan hyper unsupported
Larger support objects. Use the wooden support objects that comes with the game for the morgan hyper. If I'm not mistaken, that object will spawn supports of its own. That's very light on object slots. Otherwise use wooden coaster track to spawn box supports.
8-cars-> debug -> delete duplicate surface data (count map data first). It is worth a shot. Parks this size shouldn't really hit the object limit... Just out of curiousity, how large is your map?
#edit - just checked EGAS for reference; I use a 200 X 200 map (which is suicidal with current detail levels tbh xD) and I still have 51000 sprites left. Seeing your screenshot I find it quite weird you are out of sprites.
I'm really surprised you hit the limit so early.
Time to rationalise and turn to Liam for help, he'll make you some object saving, ehm, objects.
Wow, that sucks dude. You look about 75-80% done, that's a lot of changes to make, you barely have any foliage yet. Maybe you should just wait until OpenRCT breaks the limits wide open.
Aww man I was really looking forward to see this but I really hope something will be fixed!
Welcome to the club man.
can't you like use open to make the map bigger? that should open more data space? then you can just blacktile the part you don't need
How on earth did you hit it this early?
why is there a limit?
Because the (uncompressed) SV6 format is a fixed size, so it only has room for so much data. RCT2 uses fixed size global data structures heavily. They're easier to work with since you always know how how big your structures are, which allows a lot of data to be allocated statically. This was written in assembly, so dynamic memory allocation isn't as easy as it is in high level languages.
SV6 files are just the game's internal data structures serialized to a file and RLE compressed, which is why they can be hacked so easily. Removing this limit means not just changes to all the code that touches pretty much any of the game data, but a change to the save format as well.
You can swap out a lot of quarter tile wall pieces and single clearance tall wall pieces for bigger objects, you seem to use those a lot.
I don't think that works. I tried it with Baker Lake, just for testing, but making the map bigger didn't get me to place more objects when the limit was reached.
save on supports and replace blocks with walls... will do you wonders for starters
I'm doing that now, afraid it won't be enough tough. How can I be carefull with supports? Don't think I overused them... and I have a Morgan hyper unsupported
It would be so much easier to split up the park in 2. The Belgian solution... sigh...
Or remove one area/coaster and release that one as a design.
Thought about it, but only the Sasquatch/rapids is right for that job. Problem: far from finished and so not many objects slots to win.
In the end, I'll think it will be
- Splitting the park in 2
- Delete the Sasquatch/rapids zone OR/AND the western zone
8-cars-> debug -> delete duplicate surface data (count map data first). It is worth a shot. Parks this size shouldn't really hit the object limit... Just out of curiousity, how large is your map?
#edit - just checked EGAS for reference; I use a 200 X 200 map (which is suicidal with current detail levels tbh xD) and I still have 51000 sprites left. Seeing your screenshot I find it quite weird you are out of sprites.