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Scenario Editor limitations


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#41 Sambo

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Posted 09 September 2009 - 02:40 AM

Actually he was talking about computer code and the multiples of 8. It has to do with octal and hexidecimal...

#42 K0NG

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Posted 09 September 2009 - 06:57 AM

And sheets of hexidecimal plywood. :P

#43 Wolfman

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Posted 09 September 2009 - 04:19 PM

Well that's something completely different, isn't it?

Nevermind.
:D



#44 Sambo

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Posted 10 September 2009 - 02:03 AM

At least it's better than that cheap octal particleboard.

#45 COA

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Posted 21 July 2010 - 09:00 PM

I'm not totally sure about this, cuz I haven't proved it, but...
As a basic programmer, I understand the want to save space and loading time. Back in 2002 when the game was made, people didnot have the 4 GB RAM that is now pretty much standard nowadays, or a lot of hard drive space.
to reduce the HD space of a park, they used to (I think) assign each ride a specific combination of bytes, ie say you are making a game with the objects hardcoded in the game. if you have 256 objects, you could have each byte represent an object in your game. then the file could still take up very little space.

In rct2, they allowed custom objects. How this works is that each object selected is assigned a combination of bytes that the game uses internally to signify that the object is in a certain location.
This could be why the limit to rides is 128, scenery is 255, path banners is 32, paths is 16, and path objects is 15
These are all either powers of 2or one less than a power if 2. If you know much about programming, then you should know that most limits are of a power of 2 or 1 less.
Because of that, there are limits that are IMPOSSIBLE to get around. You could if you reprogram the entire game and redevelope the game to handle this differently, but otherwise, it is impossible.
Again, this is just a theory, but a good one. I am still annoyed about the limit.

#46 nathan_alexander

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Posted 21 July 2010 - 10:11 PM

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