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Post April 3rd, 2012, 6:23 am

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^Gerst, you must like Charlize Theron.

I hope the derpy foliage in some of those screens is placeholder. Then again, foliage isn't a priority, maybe it isn't.


Post April 3rd, 2012, 8:59 am
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No guise he's right. The obvious hint is that we can easily switch between coaster styles on the go!!!...
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Post April 3rd, 2012, 12:08 pm

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^What? How is that obvious in any way? My brain must really not be in this...

Originally posted by aj74205

^Gerst, you must like Charlize Theron.


I'm not really a follower by any means, but she's just going to make an absolutely brilliant Ravenna this summer.

Post April 3rd, 2012, 12:35 pm
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You are just the worst
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Post April 3rd, 2012, 12:37 pm

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Do you..... do you not like me?
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Post April 3rd, 2012, 1:29 pm
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Post April 3rd, 2012, 1:55 pm

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That was just a little something for you Gav ;P

I hope the derpy foliage in some of those screens is placeholder. Then again, foliage isn't a priority, maybe it isn't.


The new/optimized trees and terratexture definitely were not used in this prank update. This is from 2008, so the trees and terra may yet look better.

Speaking of which, I hope they design plenty of varying in-game terratextures with the 3D/highly-detailed look like that grass. Or else using our own textures won't look cool like that haha. But yeah it's not one of the user priorities of course, that terra just looks fantastic.

Post April 3rd, 2012, 4:17 pm
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Post April 3rd, 2012, 6:07 pm

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Vehicles casting shadows on themselves is one of them.

Image
Originally posted by dcs221
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Post April 3rd, 2012, 6:40 pm
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**headdesk**
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Post April 3rd, 2012, 8:33 pm

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I don't see how that's a hint, rather than just a blatant 'look, vehicles cast shadows on themselves now...' But a good feature, I guess. That will probably look a lot cooler when you're in the simulator with it though.

What are the others?

Post April 3rd, 2012, 9:55 pm

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Post April 4th, 2012, 3:11 am

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ya guys but still really cool

man so excited
Originally posted by dcs221
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Post April 4th, 2012, 7:56 am
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**double headdesk**
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Post April 5th, 2012, 11:39 am

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Post June 5th, 2012, 6:46 pm

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I was making some good progress working on supports and structures and would like to present some screenshots. Supports will be more advanced in NL2 compared to NL1. There are a lot more options and overall it will be easier and faster to create even complex structures. Let me describe a couple of the new features. First of all there will be a new type of support-node which I call the Beam-Node. Beam-Nodes work similarly to Free-Nodes, but will stay attached to a beam (aka tube). There is also a special Beam-Node which will be rendered as a flange. Adding flanges is as easy as clicking on a beam and moving the added Beam-Node to the right position along the beam. The support rendering is also much smarter. The engine will detect adjacent beams and will create bevels. Another cool feature is copy-and-paste and rotate specially designed for supports. I am also in the progress of adding special track connectors which work similar to NL1's Rail-Nodes. The new connectors are universal support structure primitives. There is a lot of flexibility because the connectors and the beams are separated editable objects.


Image

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The above screenshots were made for demonstrating some of the new features such as the new connectors, flanges and Beam-Nodes. I hope you like them. The next thing I will work on is an improved pre-fab mechanism. I haven't figured out yet how the pre-fabs should work. I would like to make them so that users will be able to create their own pre-fabs, but I need to figure out the details, yet. Smells like lots of work, but should be worth it.

P.S. For all the nitpickers out there who love to complain... Yes, the connecting plates of the support-connectors are not matching the box-spine like in real life. The reason for that is that I do not want to restrict the placement of the support-nodes. The nodes can be freely moved along the track and it is easy to move the connector-node into a more realistic position by hand.

P.S.2 The last news showing the track inspection vehicle was of course an April's Fools Day joke. We are mean, Tom actually modelled the vehicle for this joke, the screenshots were taken directly from the program and were not photoshopped, but we will not add it to the final product. Maybe we will add it later in an update as a gimmick. Sorry for not updating this website more often, we do not want to show or tell too much before the release date gets closer. Hopefully the last April Fools Joke was the last joke we did before NL2 will come out. This software is a huge independent production that will be released "When It's Done", no sooner no later. All the release date requests will be ignored.
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Post June 5th, 2012, 7:03 pm

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I am so happy that he is creating those beam nodes. I die for those every time I make a support.
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Post June 5th, 2012, 8:47 pm

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Post June 5th, 2012, 9:34 pm

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It gets harder to wait for this with every update. This looks incredible! The dynamic shadows, the bump maps, the reflections, the textures. This is such a huge step up from nl1 already. Cant wait!

Post June 5th, 2012, 9:40 pm

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I think that last screenshot is our first view of the editing environment? Looks incredible.

Post June 5th, 2012, 10:08 pm

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TGFSB:Thank God For Support Bevels.
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Post June 5th, 2012, 11:37 pm

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Also, proof that two coasters can exist in the same file!
Oh, were you expecting something here?

Post June 6th, 2012, 4:01 am

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Post June 6th, 2012, 4:49 am
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^Wasn't that confirmed ageees ago?

Anyways, the supports look amazing and I'm sure this will make rollercoaster building in NoLimits on almost the same level of detail as a high-end modeler would.
Image

Post June 6th, 2012, 9:35 am
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It was confirmed they're just dumb.
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