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The one and only NoLimits 2 Topic

All discussion relation to NoLimits Coaster 2 should be posted here. Purchase NoLimits Coaster from this page: nolimits-coaster-2-purchase-and-upgrade-links-t32524.html

Post January 28th, 2013, 1:14 pm

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Looks awesome. Can't wait to see what wood trains look like though, since they're the only type relevant to me.

Post January 28th, 2013, 1:35 pm

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me too, I don't think we've seen anything wood related at all, but its probably just as good as whats revealed so far.
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Post January 28th, 2013, 4:22 pm
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I'm more excited about the catwalks in the picture lol
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Post January 28th, 2013, 4:36 pm

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I would do so many unforgivable things for this game. Exhibit A, pay hundreds of dollars when I'm thousands of dollars in debt.

Post January 28th, 2013, 5:10 pm
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Will they add a guy to sit in the trains and flip off the ride cameras?

Post January 28th, 2013, 5:47 pm

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Did anyone catch at how they said they are adding a scripting engine? That kind-of hints at animated 3D scenery, and for the talented modelers, flat rides. Combined with multiple coasters and the aforementioned animated scenery, you could replace RCT altogether as it would have basically zero strengths other than "it's easy".

Post January 28th, 2013, 5:52 pm
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Originally posted by AJClarke0912

Did anyone catch at how they said they are adding a scripting engine? That kind-of hints at animated 3D scenery, and for the talented modelers, flat rides. Combined with multiple coasters and the aforementioned animated scenery, you could replace RCT altogether as it would have basically zero strengths other than "it's easy".
Source?

Post January 28th, 2013, 6:01 pm
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Originally posted by RideWarriorNation

Originally posted by AJClarke0912

Did anyone catch at how they said they are adding a scripting engine? That kind-of hints at animated 3D scenery, and for the talented modelers, flat rides. Combined with multiple coasters and the aforementioned animated scenery, you could replace RCT altogether as it would have basically zero strengths other than "it's easy".
Source?


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Post January 28th, 2013, 6:17 pm

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This scripting stuff with animated 3D scenery sounds pretty complicated. I may just stick to roller coasters for a while until I feel ready to learn the advanced stuff (if I ever do). I have enough trouble with non-animated scenery.

Post January 28th, 2013, 6:24 pm

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Originally posted by AJClarke0912

you could replace RCT altogether as it would have basically zero strengths other than "it's easy".


Well you're forgetting the big picture- commercialism, money, advertisement, guest satisfaction, timeliness, maintenance, and tidiness. I don't think NoLimits will ever come into a window of comparison with RCT, but if what you have said earlier is true, then yes, NL2 will certainly have a lot of the novelty that RCT has.

Post January 28th, 2013, 7:05 pm
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^ Yea but if you are looking simply to design and create, then NL2 will be a far superior game for such needs. If you are looking to manage a whole theme park, then I would still fall back onto RCT. But this update is really give the incentive to do away with RCT3, and just stick to the 2nd one.

Post January 28th, 2013, 8:04 pm

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I don't think anyone will ever make an actual game out of high level park building capabilities. Guestimating "excitement rating" and other ratings out of G-force data is already tricky business and subject to a lot of controversy. Structural analysis would be required to prevent game-construction exploits such as neglecting supports. (i.e. Building things over each other in RCT to exploit the space.) I don't think it'll ever be worth it, to be honest, unless someone can pull all these things off without heavily compromising on construction capabilities like RCT does.

It looks like NoLimits 2 and Theme Park Studio are sufficient to completely replace RCT for most of us. Most RCT3 builders are there to build more than to play, and I think RCT 1 and 2 had the best gameplay anyway.

As for all the new advanced bells and whistles, perhaps the community could focus efforts to release free-to-use object packs for others to use in their rides. Think Coastersims Park Pack, but updated to look decent and of course, take advantage of NL2's features. I'm working on a park pack myself, but who knows how slow it'll be especially with all the uncertainty of how I'm going to export the thing. (Therefore, I don't know whether to, for example, clone objects as instances or copies.) I've compiled a list of objects I want though: paths, food stands, flat rides, etc. I'll be soliciting community input for it later on (i.e. when there's actually more progress than a 20% finished carousel model and badly-made ferris wheels) to get some more ideas.

Post January 28th, 2013, 9:22 pm

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I'm glad they made the trains and track proper size, And the saddles look gorgeous [approve]
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Post January 28th, 2013, 10:12 pm

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Originally posted by SkyArrow

This scripting stuff with animated 3D scenery sounds pretty complicated. I may just stick to roller coasters for a while until I feel ready to learn the advanced stuff (if I ever do). I have enough trouble with non-animated scenery.


We think even non-programmers will enjoy using scripts in NL2. Programming scripts is one thing, but simply adding pre-made scripts to your park is, for the most part, dead easy. The Splash Effect that we demoed for our holiday update is just such a script. It is a fairly complex piece of code, but to the end user it is just a scenery object placed next to the track. So scripts will be for everyone, not just programmers.

Post January 28th, 2013, 10:18 pm

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Since I like making compact coasters, I think one of the first things I'm going to make in No Limits 2 is a B&M flyer spaghetti bowl (possibly launched) and maybe having a splash down.

Post January 29th, 2013, 1:19 am
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Originally posted by SkyArrow
B&M flyer spaghetti bowl (possibly launched) and maybe having a splash down.


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Post January 29th, 2013, 2:11 am
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What I really hope happens with the release of this new No Limits is that a core group of modders come along and create objects for general use like what they did with Ultimate Ride. I think the whole "give me credit" mentality killed a lot of incentive for people to just create for general use and welfare of the community. It really sounds like this new edition has the ability to grow organically on its own beyond the official releases which would be very cool. :)

Post January 29th, 2013, 4:55 am

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hey, quick and very random question...does anyone know if they plan on adding wingriders (B&M/Intamin) to the wrap sheet for NL2 ?

Post January 29th, 2013, 5:04 am
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^I do not believe it has been confirmed, but the ride is very popular in real life so I think there is 80% chance that wingriders will be available in NoLimits.
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Post January 29th, 2013, 6:23 am
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After much scientific research, I would say we're looking at a 33% chance. Though others might argue we could see an increase to 45% if we're lucky.

Post January 29th, 2013, 1:34 pm
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Gaussian distribution?
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Post January 29th, 2013, 2:02 pm
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new update makes me just drool gallons.....i want NL2 soooooo damn bad >.>
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Post January 29th, 2013, 2:32 pm

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I'ts a shame we haven't heard from the entitled via being outspoken against NoLimits allen lately. He must be really busy with the beta, since his input is really valuable and all.

Post January 29th, 2013, 2:59 pm

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Originally posted by coolbeans326

What I really hope happens with the release of this new No Limits is that a core group of modders come along and create objects for general use like what they did with Ultimate Ride. I think the whole "give me credit" mentality killed a lot of incentive for people to just create for general use and welfare of the community. It really sounds like this new edition has the ability to grow organically on its own beyond the official releases which would be very cool. :)


I think those who create for said welfare of the community are actually at the best position to put their names up and get recognition.

"CoasterSims Park Pack"
"Redunzelizer's Prefab Purgatorium"

I'm talking about names like that, that pretty much require the user or source's name as part of the title, although the second example is commonly shorted to "Purg". That said, I think that's all still irrelevant if most of the NL community is using something you made, which, the way I see it, would be a complement.

I don't know what others are doing, but I plan to make available everything I work on that could be of use to others, mostly because I appreciate it when others do the same. In fact, I should probably be slipping a note in all my uploads about reuse of stuff I've made. (Good idea for track builders in general to do this. Most of the time, it's "can't use it, period", or "use with written permission only and credits.") I think credits/acknowledgement should always be there though, if only as a way of saying thanks.

Post January 29th, 2013, 3:32 pm
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^I'd have to agree there, it's completely up to the designer whether or not they create for themselves or others. For example, I know that personally, i customize objects for very specific uses in my designs, but if someone wishes to use it, all i ask for is credit. that being said, i do not think the "give me credit" mentality killed peoples desires to make more objects, but i do think the fact that you have to pay for just about any modeling program that's considered "good" these days has caused the number of designers putting out all-purpose objects and scenery to dwindle.
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