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The one and only NoLimits 2 Topic

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Post September 7th, 2009, 8:44 pm

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They need an update soon! I do like the idea of realistic shadows from 3ds files!

Post September 7th, 2009, 10:53 pm

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I'd like to be able to use both muilti-layered textures and bumpmapping. I don't know if/how the .3ds format supports or works with muilti-layered diffuse textures.

Other current graphical anomalies and imperfections should also be "fixed" in NL2 (I'm saying they probably will be, not throwing this out as a suggestion). Not just the lighting that cool5 mentioned (which can be fixed by using shaders), but also how the support geometry is done. Currently, beams do not connect correctly at an elbow, which has been around since NL's release.

Higher use of shaders and environment mapping (like on the hood of Intamin giga's) should help a ton graphicswise. Of course, this may present problems for users on older systems if they cannot disable these advanced features. (similar to how the current high poly trains cannot be lowered in detail since they seem to lack the lower-level LOD's)

LOD use will be pretty important. With such nicely bumpmapped water, reflections should stay at the lowest detail possible if enabled. Optimizing water reflections in any way will allow more people to enable them.

I wonder how all of this is going to play out. It's those details that don't really matter to most people that make things great.

Post September 7th, 2009, 11:31 pm

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^at least you make it realistic instead of "i want to have ppul riding my coasters and make a whole park"

Post September 8th, 2009, 9:48 am

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I don't know if this was mentioned before but, how about a support size BETWEEN medium and large, because medium is too small, and large is...well, TOO LARGE!
"Don't be a disability"... yep, still keeping that. :P

Post September 8th, 2009, 3:52 pm

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I don't care about the people, but I would actually like a whole park. However, at this point, we all know what's possible and practical to implement in a given time. With that said, creating parks (with flat rides) in coaster simulations isn't all that far-fetched in SM. With a bit creativity and tolerance for tedium, I bet ferris wheels could be made with custom 4D's in SM. Other rides like go-karts are possible there as well. This can also happen in NL2 if they allow invisible track and custom vehicles, but none of it's really important.

Regarding supports, the smallest beam available is too large for applications such as station handrails. 3DS ones always look better anyway. If NL2 steps up on their support engine though, maybe we'll be able to size ANY kind of beam manually to any specific size. However, this could cause tedium in the support designing process if the system isn't implemented properly. A feature I'd rather see is the ability to snap support nodes to other beams. Hell, improving snap for everything could help out in any of the design process overall, such as snapping track elements to certain alignments so you don't need unrealistic S-bends (that roller coaster tycoon is well known for) to align track made mathematically. Maybe this is just an assumption I jumped at after riding an excellently made NL track a few weeks ago here at the exchange, but the track had a little S-bend between one of the brake runs/stations. Maybe this can only be corrected in the tools used to make the track.

Speaking of which, I'd like to see use of plug-in features more. Tools that are integrated in the editor would be much nicer than having them as apps that run seperately. However, a lot of this is up to those who develop the tools in the first place, and I suppose we're fortunate for getting them in the first place. I still think this is worth noting though.

Post September 8th, 2009, 4:24 pm
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^I totally agree with the station handrails. It's not like the smallest beam needs to be smaller, but rather an option to make a handrail and not supports
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post September 8th, 2009, 4:37 pm

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I think a support menu. A little window where you can specify the diameter of the tube by simply typing in the size in meters/feet (Your choice), and there is a preview window right next to it in the simulator so you can get a good idea of what you want. The default supports could be preset to the right so you can estimate and get a better and more define measurement from those (For example you want to make a tube smaller than size 3 but bigger than size 2, so look at the measurement for those, and specify). I may make a picture to show if I feel like it.

Post September 8th, 2009, 5:33 pm

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Post September 19th, 2009, 7:39 pm

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Can anyone make a prediction when this will be out because im really looking forward to it. I watched the walkmode video and everything looks awesome!!!

Post September 19th, 2009, 9:21 pm
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Post September 19th, 2009, 10:01 pm

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Supports could defiantly use improvement. This is one thing that Scream Machines really got right, right from the start. Supports could be any size, beams could go through a series of nodes (so you'd get a continous beam with actual bends rather than nice big gaps), and perfab supports that were "real": E.g. they were just a shortcut for placing a certain configuration of nodes and beams, so you could quickly support a ride using the perfabs, and then edit/modify/adjust to your heart's content. Truly the best of both worlds.

Post October 5th, 2009, 4:49 pm

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New News :D

-----------------
The NL core team (Tom, Kevin and I) will be lingering around on the IAAPA Attraction Expo trade show in Las Vegas this year. We will be in town for a couple of days and will try to meet our professional customers. I am quite excited about that because it is my first stay in Vegas and my first IAAPA visit ever. We might have our own booth there some day.


I made some good progress on NL2 meanwhile. The integrated Force Vector Design tool is finished and works perfectly. Right now the FVD tool uses the old NL1 physics engine but will later use the same physics engine that the simulator in NL2 will use as soon it is finished. The FVD tool is very simple to use and allows even the not so far experienced track builders to create decent results. I am also almost done with the switching track code. NL2 will have switch and storage tracks that are highly customizable. At least 3 types of switch tracks will be available, e.g. there will be switches for dual stations, normal switches for storage tracks and transfer tracks. Also there will be different kind of modes for the switches, e.g. shifting or rotating switches. Depending on the coaster-style, even horizontally and vertically switching tracks can be chosen. [ol]

--------------------


Screams in orgasm!
Transfer tracks :D
yaaaaaaaaaaaaaaay
Rarwh

Post October 5th, 2009, 4:52 pm

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This is so amazing! What will he come out with next?
Oh, were you expecting something here?

Post October 5th, 2009, 4:56 pm

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Yay! Now i want to throw a party :D
[19:47:28] rcking04: /smoke bong through wrong end

Post October 5th, 2009, 5:03 pm

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Post October 5th, 2009, 5:08 pm

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Originally posted by cool5

I hope he makes some prebuilt jet coasters.


[stoning]
-Tony.

Post October 5th, 2009, 6:05 pm

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^ x10
Originally posted by GerstlCrazy:
The more time I spend on this website adds more to the impression that this has become a daycare.

Post October 7th, 2009, 11:08 pm

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I'm not sure if this has been suggested yet, but THERE MUST BE NO HEIGHT, SPEED, OR AREA RESTRICTIONS.

Post October 8th, 2009, 12:19 am
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Leave cool5 alone, is that going to bother you?

Loving the new news.

Post October 8th, 2009, 4:47 am

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Originally posted by Omnigeek6

I'm not sure if this has been suggested yet, but THERE MUST BE NO HEIGHT, SPEED, OR AREA RESTRICTIONS.


That is virtually impossible, sure they can be big
Rarwh

Post October 8th, 2009, 10:25 am
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^Lets make this simple, double or triple the restrictions
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post October 8th, 2009, 10:31 am

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1000000 x quadruple the area size so that you can go out of the game like rct3.

Post October 8th, 2009, 10:58 am

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Post October 8th, 2009, 1:25 pm

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Originally posted by Casper

Originally posted by Omnigeek6

I'm not sure if this has been suggested yet, but THERE MUST BE NO HEIGHT, SPEED, OR AREA RESTRICTIONS.


That is virtually impossible, sure they can be big


Well, what if you could type in the size of the area for a specific file?

Like, let's say I want to make a 530 ft tall coaster. I could just change the area height to something like 550 feet. Wouldn't that work?

Post October 8th, 2009, 1:28 pm

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Or what about a coaster to the next galaxy? Type in 9000 light years.

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