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Post December 25th, 2011, 12:06 am

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This looks awesome...patience should indeed pay off.

Post December 25th, 2011, 1:20 am

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Originally posted by GerstlCrazy

Hey, that ride in the walk-mode sample clip is Tropical Heat from the NL1.5 update... do you think we'll be able to use NL1 files with NL2? I thought I read a discussion before that this wasn't likely to happen.

Well I know that in the walk-mode video that track was a 3ds file because he hadn't gotten the track rendering to work yet. I don't know what that means for NL-NL2 compatibility though.

Post December 25th, 2011, 1:30 am

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Love the manual transfer track, but the trains are moving while transfer is in progress. I'm not complaining, It's amazing and I can;t wait. But that is driving me crazy! lol
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Post December 25th, 2011, 1:39 am

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This is awesome! It's exactly what many people have been asking for.
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Post December 25th, 2011, 1:53 am

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Post December 25th, 2011, 2:03 am

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Hehe... I was getting a little frustrated at the lack of NL2 news (and I still wish we knew more), but this looks great.

Post December 25th, 2011, 3:51 am

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I just want the Arrow Suspended track type... if that was the only new feature I would be satisfied.

But I'm not complaining by any means at the utter beauty that is coming of this new version, of course...

Post December 25th, 2011, 1:58 pm

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NL2 is definitely looking better and better. NL2 definitely has a lot more realism than the original. Happy to see progress being made, but, I understand huge projects like this take time. I wouldn'tting mind if it took 5 or more years for the sim to be released, based on what I have seen so far for NL2, well worth the wait. Did anyone else notice how the sounds have gotten far more realistic?
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Post December 25th, 2011, 5:57 pm

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^YES. The lift however (strangley) sounded the same as usual. I hope he gets to this :)
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Post December 26th, 2011, 2:41 am
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^I created a pretty decent sound for my .env file. Just gotta find one on youtube with very low ambient sounds and voices.

Here's what I used: http://www.youtube.com/watch?v=ZmIvUYfX ... Iz8aYLw3BJ

I used a segment before it starts to climb up high so you don't hear the wind.

Post December 26th, 2011, 10:14 pm

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I have to say, I have been a skeptic as to whether or not NL2 would be worth the price; I really didn't know how much better it would be than the first one. However, I really like what I am seeing and I have been very impressed so far.

Post December 26th, 2011, 11:57 pm

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Not worth the price??? Dude, $30 is cheap for a game. A game that's also quite different from its predecessor, unlike Call of Duty which costs twice as much and is practically a map pack for the predecessor lol.

And the community isn't going to care for NL1 after this comes out so you'll be FAPing.

Post December 27th, 2011, 12:29 am

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Yes, that is exactly my point. After seeing all of the improvements made to NL1, I realize that the community will no longer care for it. I was just skeptical (at first) of how much better it would be, and if you'd be paying another $30 for no real improvements. That was my main concern when the talks first came out about NL2. Now that I've seen more about, I understand that it will probably be MUCH better than the first, and it will be well worth the price[:)]

Post December 28th, 2011, 2:42 am

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Has anyone noticed that the sun moves across the sky in the video showing partly the day / night cycle?

The shadows move slightly, including dynamically updating the shadows around the tunnel entrance on the track


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Post December 28th, 2011, 1:40 pm

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Post December 28th, 2011, 2:28 pm

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I cant watch it on my smartphone so can you tell me what the update is please?
It's been a long time
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Post December 28th, 2011, 2:35 pm
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Post December 28th, 2011, 3:23 pm

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Post December 31st, 2011, 2:14 am

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Originally posted by coasterdave

Love the manual transfer track, but the trains are moving while transfer is in progress. I'm not complaining, It's amazing and I can;t wait. But that is driving me crazy! lol


I'm glad I wasn't the only person that noticed that, lol. It seems as though you should be able to prevent that, you'll just have to stop the train when you notice it starting to move.

On another note, I'm really excited for the update!! I just hope it doesn't take too much longer for the the game to come out. I'm aware that it takes awhile and know I can't do much about the process. I want to still be alive when they decide to release it, lol.

Post December 31st, 2011, 11:05 am

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Haha well either way he seems to be in a bit better spirits on this update, so it seems like we'll keep getting good content.

Post December 31st, 2011, 1:02 pm

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Let me ask you guys Question.. Does Creator any style cars into any tracks?




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Post January 4th, 2012, 10:37 pm

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Love the new sounds, even if they don't end up updating all of them. The latest NL1 steel lift actually sounds somewhat decent with a proper volume boost.

Very nice animation systems. The need to manually optimize a scene via adding occluders is a bit odd, but I suppose its to be expected if Ole wants to avoid more complicated coding that may not even do the job well.

Curious to see the details of the lighting system as a whole. Obviously, we have those fully dynamic shadows, and night mode will probably be badass too. I have to wonder though; what happens if you model out the exact same terrain system and tunnel? Will the lighting be the same from using the same system? Or is the tunnel darkening specialized? In any case, the very fact that you can manually place occluders seems to show that NL2 will be very powerfully customization.

Regarding the price, I'd say I'd happily drop $60 on this. There's just something about how all the add-on's are being made AND the graphics becoming more modernized that make NL2 appear very enticing. It's not a game nor does it even stop where it could at being a simulator. No, it is a creative tool; a system for building dreams and experiences. I will never build lone coasters in NL2, but instead intend to craft full-sized, fully detailed parks and NL2 is the first to really empower people to do this. (In a way that doesn't involve having to create and program or script literally everything.)

Post January 4th, 2012, 11:43 pm

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Post January 5th, 2012, 12:03 pm

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The video shows whats done and needs to be done.NL2 is very close to being done as the build goes.Main thing left is supports and some odds and ends.I would think a 2012 release is very possible at this point,if no major problems arise.The few photos and video don't show the full potential of this product.

Post January 5th, 2012, 3:23 pm

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I'm not surprised at all that they stopped trying to give release date estimates and instead simply stuck to "it's done when it's done". Before, Ole expected completion at 2010 and 2011, and the release of the project always seems just out of grasp. After probably receiving masses of "when will NL2 be released" emails, they just decided to stick to simply say, "done when it's done."

It's better that way too. A project like this should NEVER be rushed, and if it doesn't take until 2013 or 2014 to release, so be it. The wait sucks, but unless we see more competition in the coaster simulator/design/visualization tools industry, NoLimits is essentially the only option. Neither open-sourcing the program nor expanding the team are viable options, so we're stuck with what we have. Most professionals stick to more expensive custom solutions other than NL, so that leaves the market share for it very small: to only few companies and the rest enthusiasts. That's not a lot to drive NL to speed up development cycles/expand the team, nor for any other products at NL's quality and capability to hit the market.

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