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Post December 24th, 2012, 8:06 pm
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I just hope Ole doesn't forget that there are people here who still grid-build. It would be a shame to be unable to align stuff.
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Post December 24th, 2012, 10:48 pm

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I didn't find the editor difficult to use. I mean yeah my first tracks were terrible, but that is not because it was difficult to use, it was because i simply didn't understand the complexities that went into designing. A lot of people don't understand that at first, and that goes for ANY kind of design. Also as for the developers of TPS listening to feed back, they are an entire company who can develop a game in a few months so its naturally faster and easier to change something. Ole is just one person and so its harder for him to go in and change stuff. Also he specifically said in the beginning that the editor would be simpler to use, I think the wire frame is simply because the simplicity of it is less work on the graphics, making it respond faster
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Post December 25th, 2012, 1:42 am

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Post December 25th, 2012, 3:35 pm

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Originally posted by coolbeans326

Theme Park Review has just announced a new simulator game.

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It's coming out summer 2013. While design doesn't look overly complex, it could be a nice simple way for coaster fans to design some attractions without the perfections that have come to be expected from NL tracks.

Could be the push to finally get NL 2 out the gates?


Yes I bet this was a wakeup call for the team since they recently showed new pictures that its almost done and near completion but again I could be wrong about this though.

Post December 25th, 2012, 4:25 pm
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Originally posted by 4dfan
*collapses*


I lol'ed
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Post December 25th, 2012, 4:27 pm
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^ I HIGHLY doubt that Ole was "pushed" by that group to do this update. Remember, the company behind that "Theme Park Studios" game or what ever its called is just that, a company. Ole is just one guy with sporadic help from some friends. Its easy to see how long this would take with his limited resources vs a studio with more money and man power.

Post December 25th, 2012, 4:51 pm
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I found found it interesting how lots of the coaster games are kind of "feats" of programming.

For mostly one man NL is a feat, and RCT1 was apparently done upwards of 90% in assembler.
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Post December 26th, 2012, 9:01 pm

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Patience is a virtue.

That is why we will all wait until death for Ole to release NL2, because it will be, "the most bad ass roller coaster simulator ever created".

Even if he[Ole] charged $100 for NL2, I'd buy it.
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Post December 26th, 2012, 11:55 pm

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But he's ignoring your cries about how the editor is too difficult to use for anyone! Take a stand!

Post December 27th, 2012, 1:40 pm

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I want to make a park full of Jet Coasters and TOGO death machines in No Limits 2.

Post December 27th, 2012, 2:22 pm

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What I'm thinking about making when I first get NL2 (assuming it's not as expensive as Camtasia or Photoshop):
-Pegasus themed B&M flyer
-4D coaster called Mind Warp
-Prolly also a Gravity Group coaster with a long footprint
Since I'll be able to put multiple coasters in one template and tunnel underground, then what's the point of having RCT3 taking up space on my HDD anymore, especially with the coaster editor being so primitive and inflexible compared to NL2?

Post December 27th, 2012, 11:04 pm

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Originally posted by CKidd

I didn't find the editor difficult to use. I mean yeah my first tracks were terrible, but that is not because it was difficult to use, it was because i simply didn't understand the complexities that went into designing. A lot of people don't understand that at first, and that goes for ANY kind of design. Also as for the developers of TPS listening to feed back, they are an entire company who can develop a game in a few months so its naturally faster and easier to change something. Ole is just one person and so its harder for him to go in and change stuff. Also he specifically said in the beginning that the editor would be simpler to use, I think the wire frame is simply because the simplicity of it is less work on the graphics, making it respond faster


Unless the editor has been change, its still a wire frame construction (just like NL 1). The difference between the editor of NL1 and NL2 is that in stead of a header with the functions, its in a window mode.

Post December 27th, 2012, 11:07 pm

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Originally posted by Coasterkidmwm

I found found it interesting how lots of the coaster games are kind of "feats" of programming.

For mostly one man NL is a feat, and RCT1 was apparently done upwards of 90% in assembler.


Actually this is hogwash. There is a NL team (more than one guy ) plus the " contractors" NL has hired for some of it.

Post December 27th, 2012, 11:11 pm

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Originally posted by Freddie

But he's ignoring your cries about how the editor is too difficult to use for anyone! Take a stand!


Has Ole ever posted a comment on this site (maybe any) that remotely addresses the No limits community in any way?

Post December 27th, 2012, 11:33 pm

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He used to post on Coastersims, yes. And why does he need to? If someone has a problem an email to the dev team solves it very quickly.

Post December 27th, 2012, 11:34 pm
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Originally posted by Coasterkidmwm

I found found it interesting how lots of the coaster games are kind of "feats" of programming.

For mostly one man NL is a feat, and RCT1 was apparently done upwards of 90% in assembler.
All of it was written in Assembler, there's only a small amount of C used, but none of that is really for 'in-game' functionality.

What language was RollerCoaster Tycoon programmed in?

Post December 28th, 2012, 2:10 am

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again whats so bad about the wire frame? it responds faster and smoother than a fully rendered object, and has nothing to do with the actual method of designing.
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Post December 28th, 2012, 12:12 pm
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Originally posted by CKidd

again whats so bad about the wire frame? it responds faster and smoother than a fully rendered object, and has nothing to do with the actual method of designing.


I imagine they find it not as pretty, because i can't see how its much harder to work with.
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Post January 3rd, 2013, 12:53 pm

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Without sufficient options to hide background stuff, wireframe graphics are a complete pain in the ass to work with. The main benefits I can see are clarity of faraway objects, shape outlining, and lower latency to curve changes, but I think the whole thing is better left as an option. Kind of like how 3d modeling software gives you multiple rendering options.

Post January 3rd, 2013, 1:24 pm

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Originally posted by coasteragent99

Without sufficient options to hide background stuff, wireframe graphics are a complete pain in the ass to work with. The main benefits I can see are clarity of faraway objects, shape outlining, and lower latency to curve changes, but I think the whole thing is better left as an option. Kind of like how 3d modeling software gives you multiple rendering options.

I think there probably will be an option. Kinda like how NL 1.X has the options to hide scenery, supports, textures, etc.

Post January 6th, 2013, 12:51 am

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Perhaps NL2 could feature a more robust system that lets you group objects and collectively hide (or otherwise manipulate, such as copy-paste) said groups. Perhaps I've spent too much time in 3DS Max lol.

In regards to the 4D screenshot, cheers for the 2nd coaster simulator to have the rotation-control rails actually move along to the rotations. The question is, does it move in realtime while editing? =p

Post January 8th, 2013, 2:38 am

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You also need to remember that some coaster builders use this software too, so there needs will be done before our wants will be heard. Ole has taken some of our wants for the next generation for the software rendering. Like I remember him saying that Google maps could be used to do teraforming for real rides and to use for real parks.

Post January 8th, 2013, 6:33 am

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Originally posted by coasteragent99

Without sufficient options to hide background stuff, wireframe graphics are a complete pain in the ass to work with.


Thank you.

This is what I mean by difficult to use out of the box. But I suppose thats why coaster crazy and TPS (all to be released around the same time frame ) is not using wire-frame.

Post January 8th, 2013, 11:08 am

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Originally posted by ravenrider

You also need to remember that some coaster builders use this software too, so there needs will be done before our wants will be heard. Ole has taken some of our wants for the next generation for the software rendering. Like I remember him saying that Google maps could be used to do teraforming for real rides and to use for real parks.


From what I heard they don't use it to design, they have their own more complicated programs for that. They use it to present coasters to the parks/public.
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Post January 8th, 2013, 11:09 am

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^^ THose games are also using inferior graphics compared to NL2
also its probably too late/impossible but it would be neat to see if the supports you create could actually hold up the coaster.
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