I didn't try saving, but I imagine it would just corrupt the save so that doesn't seem likely unfortunately. It would be cool to do this, take a screen and try to replicate it though.
I didn't try saving, but I imagine it would just corrupt the save so that doesn't seem likely unfortunately. It would be cool to do this, take a screen and try to replicate it though.
If I remember correctly when saving the game and re-opening that save it opens just fine. No glitches. I had this happen once or twice previously:
I don't recognise some of the sprites. In the first screen, the abstract land tile seems to be pink. More wacky abstract tiles in ]['s screen Am I just confused or is that weird? Some of the flat roofs have a peach coloured, textureless slope. What is that? And lastly, the red wooden panels in ]['s screen.
The red panels and brown/peach textureless slopes are the wooden (default style) path supports for sloped path. The game is displaying the supports correctly but is showing the path as some other path hex bit.
The glitch seems to be about mapping sprites incorrectly.
It could be an insertion or deletion in the file that bumps everything forward/back some spaces - the game goes to look up what sprite to display for "diagonal upward slope inverted coaster" and somewhere between there and displaying the results it grabs the wrong one because it is looking too far up/down the list of sprites. This would also explain color variation - the game goes to pull "red tile" from the palette and because everything is shifted over X spaces it grabs Teal instead.
Interesting potential there because it implies that objects like path supports are colorable independently.
Could also be a display issue where the game thinks the viewport is somewhere it isn't, i.e. all tiles/track pieces being displayed as though we're in View 4 when we're in view 3.
I was able to get some similar strange effects messing with landscape tiles in RCT2 - changing the tile height to an odd number or the tile type to something outside the normal range. I'm not sure if that's the same as what was done here.
I'm a bit late coming back but I finally got around to glitching and then saving. As ][ said, it wasn't terribly exciting but the edge of the map was shifted over a few tiles which I thought was a little interesting. It might be fun to try to find some other interesting methods of altering the map to make a surreal glitch park.
I was playing around with codex and made a beautiful discovery. The park I did this in has very few hacks so far, and when I tried to replicate it in other LL parks from the site I got an error trapper.
14 Comments
Comment System Offline
Zaiush Offline
What the helling fuck is going on
Jaguar Fan Offline
This is awesome... it's practically abstract art.
Lilith Offline
Another screenie
Liampie Offline
Lilith Offline
RCTER2 Fan Offline
Nice one XD
chorkiel Offline
You'd make a good shot at 120x120 landscaping with such a trick.
mintliqueur Offline
I kinda dig this deconstructivist approach to the game! Definitely try saving, it would be cool if it worked so we could view it in game.
][ntamin22 Offline
If I remember correctly when saving the game and re-opening that save it opens just fine. No glitches. I had this happen once or twice previously:
Liampie Offline
][ntamin22 Offline
The red panels and brown/peach textureless slopes are the wooden (default style) path supports for sloped path. The game is displaying the supports correctly but is showing the path as some other path hex bit.
The glitch seems to be about mapping sprites incorrectly.
It could be an insertion or deletion in the file that bumps everything forward/back some spaces - the game goes to look up what sprite to display for "diagonal upward slope inverted coaster" and somewhere between there and displaying the results it grabs the wrong one because it is looking too far up/down the list of sprites. This would also explain color variation - the game goes to pull "red tile" from the palette and because everything is shifted over X spaces it grabs Teal instead.
Interesting potential there because it implies that objects like path supports are colorable independently.
Could also be a display issue where the game thinks the viewport is somewhere it isn't, i.e. all tiles/track pieces being displayed as though we're in View 4 when we're in view 3.
Lilith Offline
I did this when I cloned half of a red house multitile object into bushes, then deleted the remainder of the house.
X7123M3-256 Offline
I was able to get some similar strange effects messing with landscape tiles in RCT2 - changing the tile height to an odd number or the tile type to something outside the normal range. I'm not sure if that's the same as what was done here.
Lilith Offline
I'm a bit late coming back but I finally got around to glitching and then saving. As ][ said, it wasn't terribly exciting but the edge of the map was shifted over a few tiles which I thought was a little interesting. It might be fun to try to find some other interesting methods of altering the map to make a surreal glitch park.