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Wabigbear

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  1. Yeah, 7+ hours from São Paulo to Panama City, two hour layover,then 3 1/2 hours to Orlando, three hour layover (while dealing with TSA...), followed by 6 1/2 hours to Seattle. FUN TIMES! At least we don't have to go through customs in Panama as long as we don't leave the terminal. This time we're not flying business class either, which was at least tolerable, but the prices have almost doubled since last year on the São Paulo/Orlando part so we're doing the "economy plus" seats this go round on COPA Airlines, then fly Alaska airlines from Orlando to Seattle. Other times we fly LATAM, which is an 8 1/2 hour direct flight to Orlando, but was priced a lot higher even for cattle car economy, and United and Delta prices were simply obscene...and I booked the trip last February before the oil shortage.
  2. I'm assuming that's Panama City, Florida? I fly into Panama City, Panama, but then I don't think there's much outside of the city and Canal Zone there either! LOL!
  3. Welcome Phillipp!
  4. By living in the Southern Hemisphere... 😁 It actually dropped down to 12°C - 53°F this morning at 5 am when I walked our pup...I was forced to wear a jacket! And tennis shoes rather an sandals! But I drew the line at wearing long pants though... I have a reputation as a gringo to uphold! Besides, it warmed up to 20°C - 68° later, which is still a cool day for here, even in winter. Early Tuesday we fly north to Panama City, then on to Orlando, then immediately on to Seattle (around 18 hours - my rear end hurts just thinking about it...) for a week to surprise my Dad on his 90th Birthday, then fly back to Orlando for a couple weeks vacation, then return at the end of the month. We usually go in the fall to Orlando, but my Dad just had to be born in the middle of summer, so we're stuck with dealing with the mid-summer heat and humidity.
  5. Wabigbear replied to shyguy's topic in Projects
    You need to post the lyrics to the Wonder World theme song so we can all sing along! The sound effects and music made this episode one of, if not THE, best one so far, and that's just on top of all the detailing you've added! No doubt most people will walk out of the arcade with 10 points in their account rather than settling for the only prize available at that level. Poor Scooter...
  6. Yeah, I'll post one. From my first and only PC2 project, (still a WIP as you can tell...), Dreamland. (And thanks to all who shared their Workshop Blueprints that I made good use of, even if I tweaked them!)
  7. Wabigbear replied to Wowman's topic in Community Chat
    I actually think I know this one (if I can remember it correctly...) B: 88
  8. Wabigbear replied to Fox's topic in Projects
    Classy...but then that's what I would expect from you.
  9. WOW! Now THAT is impressive! The overall layout is gorgeous in the original, and you were able to recreate it so closely. Just amazing.
  10. Wabigbear replied to shyguy's topic in Projects
    Where's the parking lot restrooms? 😜
  11. Wabigbear replied to Wowman's topic in Community Chat
    The key word is "average", so I'll join the others and go with B: 16 because some kernels are quite large and while there might be natural exceptions 16 seems to be an adaptable number of rows. Otherwise it's a guess, although I do seem to remember reading once that it's always an even number of rows for some reason...
  12. I've been overjoyed to be able to find your structures in the Workshop and downloaded then for use in my current project...they really are so well done! Thanks for sharing them and looking forward to what else you come up with!
  13. I noted the very last item - is this a standard Steam version of the game or run from disc? It's been so long since I played RCT3 that I've forgotten much of this stuff...
  14. You may well have done some of these, but here's some ways to check that LAA is working: To check if Large Address Aware (LAA) is enabled and working on an executable, you must inspect the application's headers or monitor its active virtual memory allocation. [1, 2] Because LAA is just an internal system flag embedded in the file's Portable Executable (PE) header, Windows does not show its status in the standard Task Manager properties. [1, 2] Here are the most effective ways to check if the flag is active and working properly. Method 1: Using the Visual Studio Command Line (Most Accurate) If you have Visual Studio or the Windows SDK installed, you can use the built-in developer tools to read the file headers directly. [1, 2] Open the Developer Command Prompt for Visual Studio via your Windows Start Menu. Navigate to the directory containing your .exe file by using the cd command. Run the following command: cmd dumpbin /headers "your_game_or_app.exe" | more Use code with caution. Look through the output for the FILE HEADER VALUES section. How to verify: If LAA is active, you will explicitly see this exact line listed under the characteristics: Application can handle large (>2GB) addresses [1] Method 2: Using Free Third-Party Tools (Easiest) If you do not have Visual Studio, you can use specialized tools designed to read or apply the patch. [1] Large Address Aware Tool by TechPowerUp: Download and open the TechPowerUp LAA tool. Select your executable. The tool will display a checklist interface where a checkmark or a "True" status indicates that the application is already patched. [1, 2] 4GB Patch by NT Core: If you use the NT Core 4GB Patch tool to select your .exe, it will automatically analyze the file. If it tells you "Executable successfully patched," it was not active before. If it prompts you that it is already modified, the flag is working. Method 3: Verifying if it is Actually Working (Live Memory Test) Even if the flag is set in the header, you want to ensure Windows is honoring it and giving the app more memory. You can monitor this dynamically as the application runs: [1] Download Process Explorer from official Microsoft Sysinternals. Launch your application or game, then open Process Explorer. Locate your application's .exe in the list, right-click the top columns bar, and click Select Columns. Under the Process Memory tab, check the box for Virtual Size. Click OK. Play your game or run your application until it loads heavy assets (mods, large database queries). How to verify: Watch the Virtual Size column. If the memory usage successfully climbs past 2.0 GB (2,048 MB) without crashing, LAA is active and functioning perfectly. Non-LAA 32-bit applications will instantly crash with an "Out of Memory" or "Access Violation" error the exact moment they try to pass the 2 GB threshold. [1, 2, 3, 4] Crucial Troubleshooting Requirements 64-Bit Executables: If your application is native 64-bit (x64), it is Large Address Aware by default. This check is strictly necessary for legacy 32-bit (x86) applications. [1, 2] Steam Executables: Standard Steam game .exe files are heavily DRM-protected. Directly patching or checking them will fail or revert when launched through Steam. You must use a DRM-free or unencrypted .exe variant for the patch to permanently stay active. [1]
  15. I don't think there is a hard limit really...it depends on what your computer can handle in large part, but every machine starts lagging and having problems at some point...usually maxing at 15 MB..

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