Ask the Experts / Kumba's Hack Tips
- 24-December 10
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Kumba Offline
I will be updating this topic once a week. Here I will share some ticks I have picked up over my years of parkmaking to try and help other parkmakers get around issues I have ran into in the past and solved.
Requests for tips are welcome!
Let's start with 3 tips to kick-off this topic...
Tip #1 - 12/24/10
Removing and preventing white glitches
Removal:
There are a few ways to remove these glitches. The most simple is to right click the object a couple of times and then build the same object over it (in the exact same place and at the same rotation/view). If you have 8Cars version 1.31 or higher you can use object manipulation to remove the glitch. If the white glitch error is on a coaster track you should try and delete that portion of track.
Prevention:
White glitches will happen with large scenery objects when they are placed in the same place (and at the same rotation/view) as other large scenery objects. This can happen a lot if you use trainers to zero and restore clearances. Careful in-game placement of your Scenery window along with the shift key is a good way to place large scenery objects when your park is on zero clearance. After you scroll off the window to the spot where you want the object placed select a small scenery object in the RCT Scenery window. Put it where you want the large scenery object and hold sift down and go select the large scenery object you want. Keep holding sift and don't worry if the objects move up and down, the important thing is that they stay on the tile you want the large scenery placed on.
Tip #2 - 12/24/10
Visibility while at zero clearance
The biggest downside to building on zero clearance is the distortion to the objects that no longer are assigned with height clearances during the hack. What you can do to restore visibility without restoring clearances (which would end the hack) is build above the objects you want to see. You can build a ride or use scenery objects to do this.
Tip #3 - 12/24/10
Ride entrance and exit removal
Entrance and exit huts have their uses when you are building a peep-friendly park. If you remove an entrance the peeps can’t get on the ride and if you remove the exit mechanics can’t fix the ride (but the peeps will still exit where the exit was after it’s removed.)
To remove an entrance or exit hut simply build another ride next to it (I find small flat rides like the simulator pod or spiral slide work best, just they will mess up any paths they pass over, so place them carefully) and while on zero clearance build the entrance over the entrance you want removed and do the same for the exit if you also want it removed. Once you see the huts turn white delete the dummy ride you just placed and the entrance and exit huts will be gone. It’s a lot like removing white scenery glitches. This hack is also pretty easy to undo as you can simply rebuild the entrance or exit you have just removed.
Tip #4 - 1/3/10
Easy RCT2 Exit
One annoying thing about RCT is that when you exit a park you still need to exit the game. Sure sometimes it's only a matter of seconds, but if your lazy and impatience like me an instant exit is best. There are two good ways to do this. The method you can use in any park is to select a ride with large turns and build a large left turn. There is a glitch in this track piece, so when it's built (and only build that piece) and deleted the game gets an error trapper and crashes. Sure your game just crashed, but as long as it was saved first there really is no harm done.
A slightly faster way is to build that same track piece and then use 8Cars object manipulation to raise or lower part of the track. Once it's raised or lower a simple right-click will crash RCT2 and end your game in a split-second!
Tip #5 - 1/16/12
RCT2 Trainers Downloads and Tips on how to use them
In the download link below you can get 8Cars 1.21, 1.31, 1.32 (and the files needed to run them) and the Son of Beast trainer. In the file is a short "How-to" on usage of the trainers.
RCT2 Trainer Pack.zip (355.32KB)
downloads: 35
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Also this is step #1 of the launch of parkmakers.com
Consider it the present you got to open for Christmas eve -
Casimir Offline
Little addition to the first tip:
I think it's most effective to place big objects with ZC off and then ZC other objects you want to have on the same tile over/under them.
If you however do have to place big objects in ZC mode, just "hover" them in place through an area without scenery and then quickly close the scenery window with your shortcut button to exit the building mode immediately. This way, you can't accidentally pull the object over other scenery.
Great Topic btw!
I'd REALLY like to get a tutorial on shoestrings, as I just don't get the existing ones... I guess I'm too dumb xD -
K0NG Offline
Thanks, but.....no thanks (BTW, those are called crabs).Here I will share some ticks I have picked up over my years....
On a serious note....great topic here man, should help a lot of people with a lot of things. -
turbin3 Offline
dirt, the ride will still work when you have removed the entrance/exit. But it's not peepable. -
Levis Offline
a special case of the white glitch are the MT objects. if a object is on multiple tiles it sometimes happens that only 1 tile is glitched. this happens with blacktiles sometimes. This asks for another procedure. maybe include this . -
Splitvision Offline
Your best friend when building LS while having ZC: the pause button. Just press the pause button on the keyboard (I believe most keyboards have those) and you're free to move the LS about freely. Then when you have it in the right spot just press pause again, build it, and close the window using backspace. -
braztaz Offline
dirt, the ride will still work when you have removed the entrance/exit. But it's not peepable.
Same for me, it's great that the ride is functional and all (with my Vista those huts have been haunting me for ages) but is there a way to still make it peepable with this particular strategy? -
Kumba Offline
You can always make them invisible. Gee explains how to make things invisible here.
The best use for deleting them is when you want to use a ride car as scenery. In the screen I posted you'll notice I used the stage show from RV as an example and that show had a steeplechase horse car used as scenery.
Will update this again before the end of the year, just going to be busy and out-of-town for the next few days. -
BelgianGuy Offline
Also not only is it not peepable
if it breaks down you're screwed if you're doing this for an operating ride... -
Casimir Offline
#2:
Isn't it rather dangerous to build a ride in ZC mode? =/
It always gives me ghost track -
turbin3 Offline
@Casimir: Dann bau doch einfach erst den Ride und klick dann erst auf Zero Clearences um den Eingang/Ausgang zum glitchen zu bringen.
Sorry for german. -
Casimir Offline
Turbine: I was talking about tip #2, where Kumba says that you can just build something on top of what you want to see. -
Cena Offline
#2:
Isn't it rather dangerous to build a ride in ZC mode? =/
It always gives me ghost track
Just don't build track while in zero-clearence mode. And if you do, build them the other way around, 180 degrees turned, so backwards. Other ways of preventing the glitching is building them backwards, above the track, and lower them in, or to have a clearence between them with Map-Object-Manipulation. But it all depends on the situation, which solution is best to use.
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