HK West Kowloon 3.00
Download and Installation Instructions

Updated on 2025-07-28: Some of the links on this manual may no longer work properly, please go to the main page to learn more.
Step 1: Download and Install the Main File

Download the main file HK_West_Kowloon_3.00_MainFile.7z
> Download (OneDrive)
> Download (Google Drive)

Or download the Lite version HK_West_Kowloon_3.00_MainFile_Lite.7z if a smoother playing experience with a tradeoff of texture quality is desired.
> Download (OneDrive)
> Download (Google Drive)

After the download is complete, remove the previous installation of the map (if one exists) by deleting the following directories:

  1. All directories that start with Sceneryobjects\taxidriverhk.
  2. All directories that start with Splines\taxidriverhk.
  3. The map directory maps\HK West Kowloon.

Extract the main file archive to the OMSI installation directory (the place where OMSI.exe is located in).

Step 2: Download Other Required Scenery Objects

Download all of the following scenery object add-ons.

  1. Hong Kong Street Pack by 3dtranstudio:
    > Download (3D Transport Studio)
  2. Bridge Pier and Noise Barrier by 3dtranstudio:
    > Download (3D Transport Studio)
  3. All of the building scenery objects by 3dtranstudio:
    > Download (3D Transport Studio)
  4. Hong Kong Street Objects (HK_West_Kowloon_2.00_FF3170_HK_Street_Objects.zip) by FF3170:
    > Download (OneDrive)
  5. Hong Kong Bus Stops (HK_West_Kowloon_2.00_FF3170_HK_Busstops.zip) by FF3170:
    > Download (OneDrive)
  6. Hong Kong Traffic Lights (HK_West_Kowloon_2.00_FF3170_Traffic_Lights.zip) by FF3170:
    > Download (OneDrive)
  7. Hong Kong Street Objects (HK_West_Kowloon_2.00_82MWorkshop_HK_Street_Objects.zip) by 82M Workshop:
    > Download (OneDrive)
  8. Speed Camera and Lamps (HK_West_Kowloon_2.00_Mice122_Objects.zip) by mice122:
    > Download (OneDrive)
  9. Barriers/Fences (HK_West_Kowloon_2.00_OSC_Objects.zip) by Outstanding Creation Studio:
    > Download (OneDrive)
  10. Hong Kong Traffic Signs (SS_HKTrafficSign.ams, can be opened with WinRAR) by cktse:
    > Download (OneDrive)
  11. Hong Kong Surface Marks (HK_West_Kowloon_3.00_Surface_Marks.7z) by NG1604:
    > Download (OneDrive)
    > Download (Google Drive)
  12. Miscellaneous Scenery Objects (HK_West_Kowloon_2.00_Miscellaneous_Sceneryobjects.zip):
    > Download (OneDrive)

For each of the downloaded archives, extract to the OMSI installation directory.

Step 3: Download Other Required Splines

Download all of the following spline add-ons.

  1. Miscellaneous Splines (HK_West_Kowloon_2.00_Miscellaneous_Splines.zip):
    > Download (OneDrive)

For each of the downloaded archives, extract to the OMSI installation directory.

Step 4: Download Required Vehicles

Download all of the vehicle add-ons.

  1. Dennis Enviro500 MMC by winsome:
    > Download (winsome's OMSI studio)
  2. Dennis Enviro500 by winsome:
    > Download (winsome's OMSI studio)
  3. Dennis Enviro400 by winsome:
    > Download (winsome's OMSI studio)
  4. All vehicles (except Kyoto Taxi) by 3dtranstudio::
    > Download (3D Transport Studio)
  5. MAN F90 Static Vehicle (HK_West_Kowloon_2.00_MAN_F90_Static_Vehicle.zip) by JG249:
    > Download (OneDrive)

The following vehicles require a HKBF membership to access. If you don't have a HKBF membership, then please follow the steps below.

The AI buses are required for spawning computer-controlled buses on the map, they are used because their details are low enough that will not have much impact on the overall frame rate. But if you are unable to download the AI buses due to lack of HKBF membership, then please modify the file maps\HK West Kowloon\ailists.cfg to replace the buses with any of the buses you have (for example, winsome's Dennis Enviro500, where everyone should be able to download).

One example is to replace all lines that are in format AI.bus with vehicles\Dennis_Eniro500\ATE_MKI_AI.bus under [ailists] section of the ailists.cfg file.

Or you can download this file if you still don't follow the instructions above, extract the file to maps\HK West Kowloon.
Or this file if you have the lite version of the map, extract to maps\HK West Kowloon - Lite.

If you have a HKBF membership, then please download all of the following vehicles:

  1. KMB Dennis E400/E500MMC AI by NE 714:
    > Download (HKBF)
  2. KMB Volvo Olympian/B9TL AI by NE 714:
    > Download (HKBF)
  3. Hong Kong AI Buses Collection by M3 Studio:
    > Download (HKBF)

Please follow the instructions specified on each of their pages to install the vehicles.

Step 5: Download HOF Files

If you have any of the following vehicles, then please download the corresponding HOF file packs and route display files.
Please note that the route display and stop announcement for some of them may not be complete.

  1. Alexander Dennis Enviro200 by GX7767 Studio (HK_West_Kowloon_3.00_AASHOF.7z):
    > Download (OneDrive)
    > Download (Google Drive)
  2. Dennis Enviro500 by winsome (HK_West_Kowloon_3.00_E500HOF.7z):
    > Download (OneDrive)
    > Download (Google Drive)
  3. Dennis Enviro500 MMC by winsome (HK_West_Kowloon_3.00_E500MMCV2HOF.7z):
    > Download (OneDrive)
    > Download (Google Drive)
  4. Dennis Enviro400 by winsome and Dennis AI Buses by NE714 (HK_West_Kowloon_3.00_E400&DennisAIHOF.7z):
    > Download (OneDrive)
    > Download (Google Drive)
  5. Volvo B9TL AI by NE714 (HK_West_Kowloon_3.00_B9TLAIHOF.7z):
    > Download (OneDrive)
    > Download (Google Drive)
  6. GX7767 Studio's Buses with Hanover Orange Display (HK_West_Kowloon_3.00_GX7767HanoverOrangeHOF.7z):
    (ex. ADL Enviro500 MMC)
    > Download (OneDrive)
    > Download (Google Drive)
  7. GX7767 Studio's Buses with Hanover Green Display (HK_West_Kowloon_3.00_GX7767HanoverGreenHOF.7z):
    (ex. Neoplan Centroliner)
    > Download (OneDrive)
    > Download (Google Drive)
  8. GX7767 Studio's Buses with Plastic Display (HK_West_Kowloon_3.00_GX7767PlasticDisplayHOF.7z):
    (ex. Dennis Dragon 12M Air-conditioned)
    > Download (OneDrive)
    > Download (Google Drive)
Step 6: Load and Play the Map

If you are loading the map for the first time, then select Load map without buses before starting the game.

Choose the depot the starts with HK West Kowloon when adding a bus to the map.
(Note: for GX7767's buses, some of them have two depots. While HK West Kowloon - Star Ferry is for KMB routes 2, 6, 8 and 8P, the other one HK West Kowloon - Kowloon City is for KMB routes 5A, 6C and 6F).

To play stop announcements with non-GX7767-made vehicles, please use the following codes to load the stop announcements.

    Route 2, Star Ferry >> So Uk
    IBIS: 2001 | Route: 01
    Route 2, So Uk >> Star Ferry
    IBIS: 2002 | Route: 02
    Route 5A, Shing Tak Street >> Star Ferry
    IBIS: 51001 | Route: 01
    Route 5A, Star Ferry >> Shing Tak Street
    IBIS: 51002 | Route: 02
    Route 6, Star Ferry >> Lai Chi Kok
    IBIS: 6001 | Route: 01
    Route 6, Lai Chi Kok >> Star Ferry
    IBIS: 6002 | Route: 02
    Route 6C, Mei Foo >> Kowloon City Ferry
    IBIS: 63001 | Route: 01
    Route 6C, Kowloon City Ferry >> Mei Foo
    IBIS: 63002 | Route: 02
    Route 6F, Lai Kok >> Kowloon City Ferry
    IBIS: 66001 | Route: 01
    Route 6F, Kowloon City Ferry >> Lai Kok
    IBIS: 66002 | Route: 02
    Route 8A, Whampoa Garden >> Tsim Sha Tsui (Circular)
    IBIS: 81001 | Route: 01
    Route 8P, Laguna Verde >> Tsim Sha Tsui (Circular)
    IBIS: 81601 | Route: 01
Step 7: Change/Updates and Known Problems
Changes/Updates
  1. Added FreeTex bus stops and bus huts under Sceneryobjects\taxidriverhk_busstops. So the bus stops under maps\HK West Kowloon\Bus Stops are replaced with those FreeTex bus stops.
  2. KMB routes 6X and 212 are removed from the map because they have been cancelled in real life.
  3. Reconstructed few of the buildings on Nathan Road (including Grand Centre, Tsim Sha Tsui station, etc.), and replaced the construction sites on Castle Peak Road with the newly established residential complexes (including Heya).
  4. Some of the roads including Chatham Road North and Hing Wah Street are reconstructed to match the latest layout in real life.
Known Problems
  1. If Load whole map at start is not enabled from the options, then when players drive a long route like 6C, some of the tiles could not be loaded at some point, making the players unable to continue the trip.
  2. Although the vehicles stop because of pedestrian waiting on curbside is fixed for most of the intersections, there are still some intersections having this issue. One workaround is to move the camera (using right mouse button) to somewhere far from the intersection, then move back to the bus to reset the state of vehicles and pedestrians.
  3. Sometimes, on some of the roads (especially Hung Hom Bypass and Mongkok Road intersection), the vehicles may cut into the lane and break into stop suddenly. So drive more carefully in those sections and keep your distance.
  4. For other issues that are already reported, please refer to here for the list.
Step 8: Frequently Asked Questions

If you are facing issues when playing the map, please read the following FAQs first. They have solved most of the common issues players encounter.

  1. Question 1: After the map is loaded, nothing shows is on the map, only the sky can be seen.
    Possible Solution 1: In OMSI2, even missing one object, spline or vehicle will make the entire map not able to load, so make sure you have downloaded everything required as stated in the previous steps. If you could not figure out what objects/splines are missing, you can use OMSI Map Tools to find out.
  2. Question 2: Error occurs during Loading Environmental Vehicles stage.
    Possible Solution 2: Try to reduce the number of AI vehicles and buses by at least 50%.
  3. Question 3: Datei nicht gefunden or Ungultiger dateiname error message appears.
    Possible Solution 3: Make sure you have the final version of Volvo Olympian B10T and V1.1 of E500 (with 1.01 addon). Also download HKSouth map (can be Googled easily).
  4. Question 4: There is at least one invalid track entry: *_*, Nr. *!.
    Possible Solution 4: Use Load map without buses when loading the map at start screen. Also make sure that you have removed the previous install of this map before going to extract a new one.

If you still cannot solve the problem(s) after using the above solution(s), then please reproduce the issue first and then email me at [this website's domain name]at[gmail]dot[com] with the details about the issue and have logfile.txt (in OMSI main directory) attached, so I can try to help figure out what happened.

Step 9: Copy Right Disclaimer and Credits

Autosplitter Choppy Orc !free! -

🚀 Release: Choppy Orc Autosplitter (LiveSplit)

I’ve put together an Autosplitter for Choppy Orc to make speedrunning the game a little smoother. No more need to mash that split key manually!

Features:

How to Install:

  1. Open LiveSplit.
  2. Right-click the timer and select Edit Splits.
  3. Set your Game Name to Choppy Orc.
  4. Click the Activate button next to the Autosplitter component (if available in the dropdown).
    • Alternatively, download the .asl file and add it manually via Edit Layout > Control > Scriptable Auto Splitter.

Settings: You can toggle specific splits on/off in the settings menu depending on which categories you are running (Any% vs Level List).

Notes: This script reads the game's memory/process, so make sure you are running the correct version of the game (usually the version hosted on the speedrun.com leaderboard).

Happy speedrunning! ⚔️🪓


(If you need the actual script code file .asl, let me know and I can generate the specific logic for you!)


Title: Optimization of Real-Time Game State Monitoring: A Case Study of an Autosplitter for Choppy Orc

Abstract This paper explores the technical architecture and implementation of an autosplitter for the platformer video game Choppy Orc. In the context of Speedrunning, precision and consistency are paramount. Manual splitting introduces human error and input latency, skewing the accurate measurement of a runner’s performance. This document analyzes the memory addresses, loop structures, and logic gates required to automate the splitting process, demonstrating how external tools can interact with the game’s RAM to detect specific events such as level completion, game resets, and final victory.

1. Introduction Choppy Orc is a minimalist platformer characterized by precise movement mechanics and a checkpoint-based level system. The "Any%" speedrun category requires the player to complete all 15 levels in sequence. The verification of times relies on Real-Time Attack (RTA) timers, such as LiveSplit.

An autosplitter is a script or plugin designed to interact with a running game process. Its primary function is to start, split (record time intervals), and reset the timer automatically based on in-game events. This paper details the methodology for creating such a tool for Choppy Orc, focusing on memory scanning and state detection.

2. Technical Framework The autosplitter for Choppy Orc is typically developed for use with LiveSplit, utilizing the AutoSplit framework or writing a script in C# (.ASL). The development process involves three distinct phases: Memory Scanning, Pointer Verification, and Logic Implementation.

2.1 Memory Scanning To automate splits, the software must "read" the game's memory. Choppy Orc is generally built on the Unity Engine (WebGL or executable depending on version). For the purpose of this paper, we assume the standalone executable version.

Developers use tools such as Cheat Engine to identify specific memory addresses. Key values identified during the scanning phase include:

2.2 Pointer Verification Modern operating systems utilize dynamic memory allocation (ASLR), meaning memory addresses shift every time the game is launched. Therefore, finding "pointers" (static addresses that point to the dynamic addresses) is crucial for a stable autosplitter.

3. Implementation Logic The autosplitter operates on a loop, typically checking the game state once per tick (e.g., 60 times per second). The logic is structured as a Finite State Machine (FSM). Autosplitter Choppy Orc

3.1 Start Trigger The timer should start when the player exits the Main Menu and enters Level 1.

3.2 Splitting Logic A "split" occurs when a level is completed. In Choppy Orc, the transition between levels is instantaneous upon touching the exit door.

3.3 Reset Logic To ensure the timer resets if the player starts a new run, the script watches for the return to the Main Menu or a reset input.

3.4 End Trigger (Game Completion) The run concludes upon completing Level 15.

4. Challenges in Automation Developing an autosplitter for Choppy Orc presents specific challenges:

  1. Unity Engine Memory Management: Unity games often utilize "Garbage Collection," which can move variables in memory. A robust autosplitter must utilize deep pointer scans or hooking techniques to maintain the correct memory address.
  2. WebGL vs. Executable: Many players run Choppy Orc in a web browser. Reading memory from a browser process (like Chrome or Firefox) is significantly more difficult due to sandboxing and process isolation. This often requires the use of specialized Universal Game Autosplitters or restricting the tool to the downloaded executable version.
  3. Loading Zones: If the game has loading screens between levels, the autosplitter must account for this to avoid splitting prematurely. Choppy Orc’s rapid transitions generally mitigate this issue.

5. Conclusion The implementation of an autosplitter for Choppy Orc streamlines the competitive integrity of the speedrun. By offloading the task of timekeeping to a machine-precision script, the focus shifts entirely to gameplay execution. This case study demonstrates that with fundamental reverse engineering and memory scanning techniques, automation can be achieved even for indie titles with simple architectures.

6. Future Work Future iterations of the tool could focus on "Load Removal," a technique where the timer pauses during computational loading periods to provide a "Game Time" (GT) metric, which is fairer for runners playing on different hardware specifications.


Note: This paper is a theoretical technical overview based on standard speedrunning tool development practices. Actual memory addresses and specific logic gates would require live debugging of the specific game version.

The Ultimate Guide to the Autosplitter for Choppy Orc Choppy Orc, the deceptively simple browser-based platformer created by Eddynardo, has grown into a speedrunning staple thanks to its tight mechanics and high skill ceiling. For runners looking to move from casual play to the leaderboards, an autosplitter is an essential tool that automates the timing process, ensuring frame-accurate splits without the need for manual inputs. What is the Choppy Orc Autosplitter?

An autosplitter is a script that communicates with a timer—most commonly LiveSplit—to automatically start, split, and reset based on in-game actions. For Choppy Orc, there are two primary versions of this tool:

The Modified Web Version: Community members like or321 and incrediblewebsite have developed versions of the game that include an integrated timer and autosplitting logic built directly into the browser experience.

LiveSplit Scriptable Autosplitter: A more traditional speedrunning setup where a .asl script or a video-based splitter is used to track progress in a standard browser window. How to Set Up Your Autosplitter

To get started with professional timing, follow these steps to integrate the autosplitter with LiveSplit: Choppy Orc game by Eddynardo, but with several ... - GitHub

The autosplitter for Choppy Orc , a popular puzzle-platformer, is a essential tool for speedrunners to ensure accurate timing by automating level transitions and removing load times. While multiple versions have existed, the current standard is typically the "New Autosplitter" managed by Oreo321. Core Functionality

Automatic Level Splitting: The script detects when a level is completed (usually when the orc reaches the chest) and automatically triggers a split in LiveSplit. 🚀 Release: Choppy Orc Autosplitter (LiveSplit) I’ve put

Load Time Removal: It tracks "Game Time" by excluding the roughly 3-second jump-out animations between levels, providing a more accurate reflection of gameplay speed.

Stat Tracking: Recent versions, such as the Choppy Orc Web Autosplitter, can track extra statistics like total deaths, jumps, and axe throws. Installation & Setup To use the official integrated autosplitter in LiveSplit: Edit Splits: Right-click LiveSplit and select Edit Splits.

Game Name: Type "Choppy Orc" into the Game Name field. This should trigger a notification that an autosplitter is available. Activate: Click the Activate button.

Compare Against: Ensure your timer is set to Game Time rather than Real Time to account for load removal. Right-click LiveSplit > Compare Against > Game Time. Manual Resources

If the integrated version does not load, you can find manual files and updates in the following locations:

Resources Page: The Choppy Orc Resources on Speedrun.com contains downloads for the New and Old Autosplitters.

GitHub: The source code and standalone web versions are hosted at GitHub - or321/choppy-orc-autosplitter. Auto Splitter - Escape the Backrooms (Legacy) - Resources

The Choppy Orc autosplitter is a specialized tool used by speedrunners to automatically track level times and overall run duration without manual input. The most current version is maintained by Oreo321 and can be found on the Choppy Orc Resources page. How to Set Up the Choppy Orc Autosplitter

There are two main ways to use an autosplitter for this game, depending on whether you are playing the standard version in a browser or a modified version for speedrunning.

Integrated Web Version: A dedicated web-based autosplitter for Choppy Orc is available that tracks level times, loadless time, and extra stats like total deaths and jumps directly in your browser. LiveSplit Setup (Standard Speedrun Method): Open LiveSplit and right-click to select Edit Splits. Type "Choppy Orc" into the Game Name field.

If an official script is available in the database, an Activate button will appear; click it to enable the autosplitter.

If using a custom script (.asl file) from GitHub, go to Edit Layout -> + -> Control -> Scriptable Auto Splitter, then browse and select your file.

Ensure Compare Against is set to Game Time to accurately track performance without loading screens. Key Features & Mechanics GitHub - or321/choppy-orc-autosplitter

The Choppy Orc Autosplitter, developed by or321 and based on eddynardo's original, provides automated level tracking for all 15 game stages and includes Tool-Assisted Speedrun (TAS) features like input recording. Accessible via web browser, the tool is utilized for speedrunning and practice. For more details, visit GitHub - or321/choppy-orc-autosplitter GitHub Pages documentation Choppy Orc autosplitter

For Choppy Orc, setting up an autosplitter is straightforward because the community has already integrated it into LiveSplit. 1. Activating the Built-in Autosplitter Auto Start: Starts the timer automatically when you

The easiest way to set up the autosplitter is through the "Edit Splits" menu. Open LiveSplit: Launch the program on your computer.

Enter Game Info: Right-click on the timer and select Edit Splits. Type "Choppy Orc" into the Game Name field.

Activate: Once the game is recognized, a message will appear stating that an autosplitter is available. Click the Activate button.

Settings: Click the Settings button next to the "Activate" button to configure specifically which levels or events (like the final chest) you want the timer to trigger on. 2. Manual Installation (Scriptable Autosplitter)

If the built-in activation doesn't appear, you can use a manual script (ASL file) often found in the Choppy Orc Resources on Speedrun.com.

Download the Script: Download the "New Autosplitter" by Oreo321 or a similar file from the resources tab.

Add to Layout: In LiveSplit, right-click and go to Edit Layout. Click the + button, select Control, and then Scriptable Auto Splitter.

Link the File: Double-click the "Scriptable Auto Splitter" component and browse to select the .asl file you downloaded. 3. Final Calibration

To ensure the timer accurately reflects the game's internal clock:

Timing Method: Right-click the timer, go to Compare Against, and select Game Time. This is critical for web-based or flash-style games where lag might affect real-time accuracy.

Browser Note: Since Choppy Orc is often played in a browser, ensure your browser window is not minimized, as some autosplitters require the game's memory or visual cues to be active. Auto Splitter - Escape the Backrooms (Legacy) - Resources

To get the auto splitter to update automatically, you can instead activate it through LiveSplit. To do so, follow the steps below: Speedrun.com Speedrunning forum - How to use an autosplitter correctly?

It looks like you’re asking for a report or analysis on an issue with an autosplitter for a game called “Choppy Orc” — likely in the context of speedrunning (using tools like LiveSplit).

Since “Choppy Orc” isn’t a widely known mainstream title, I’ll provide a structured troubleshooting / issue report based on common autosplitter problems, along with specific things to check for an indie or less-common game.


Typical split triggers for Choppy Orc (examples)

Testing and validation

Creating or improving an autosplitter (developer-focused)

Step 10: Enjoy!

You are all set! Hope you enjoy the map!