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Post January 29th, 2013, 3:45 pm

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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.


Not necessarily have to pay for any modeling program, and not necessarily having to pirate said programs to avoid paying. Although that does come with its own cost: learning Blender takes time and is one thing that I've admittingly put off when I'd rather stay in my free educational license of 3DS Max which contains all the tools I know how to use. It's the unfortunate state of things, I guess.

However, I don't think NL1 is all that well-suited to general-purpose objects, particularly considering the pain in the ass it is to switch between objects and duplicate them whilst maintaining position/scaling. NL2 however, will resolve these issues if everything's as powerful as they said it is. If you think about it, creating in RCT is really just using a bunch of 3D objects thrown together, but the interface makes it quick and easy to do this. If we get close to this in NL2, there may end up being high demand for general purpose objects, from flat rides to fence/wall/roof building pieces. (Plus, NL is not gridlocked like RCT.)

Post January 29th, 2013, 11:43 pm

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Originally posted by coasteragent99

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.


Not necessarily have to pay for any modeling program, and not necessarily having to pirate said programs to avoid paying. Although that does come with its own cost: learning Blender takes time and is one thing that I've admittingly put off when I'd rather stay in my free educational license of 3DS Max which contains all the tools I know how to use. It's the unfortunate state of things, I guess.

However, I don't think NL1 is all that well-suited to general-purpose objects, particularly considering the pain in the ass it is to switch between objects and duplicate them whilst maintaining position/scaling. NL2 however, will resolve these issues if everything's as powerful as they said it is. If you think about it, creating in RCT is really just using a bunch of 3D objects thrown together, but the interface makes it quick and easy to do this. If we get close to this in NL2, there may end up being high demand for general purpose objects, from flat rides to fence/wall/roof building pieces. (Plus, NL is not gridlocked like RCT.)


Object handling in NL2 is indeed very Much improved, we're happy to say. In NL1 it was frustrating at times to find that an object had moved slightly as you were trying to select something else. We now have a lock feature on the object properties menu. An object can't be moved by accident when the lock is enabled. We also have a new overview menu, which displays a hierarchy of objects in the scene. It can still be difficult to select an object by hand if it is clumped together or overlapping other objects. In those situations you can turn to the overview menu and select the object by name. Something else that is useful is the ability to snap any object to the terrain. So let's say you have a fence, for instance. Rather than fuss with vertical alignment, you can set the object to lock on terrain, and only have to worry about the horizontal positioning. An object locked onto the terrain can also be set to follow the slope of the terrain or remain adjustable. The greatest feature of course is that we've gotten mostly away from wireframe editing. Tracks are still edited in wireframe for performance reasons, but the scene is edited in WYSIWYG fashion. It's going to be much easier for you to visualize changes, make adjustments, and compose more beautiful, more complex scenes for your parks.

-Kevin

Post January 30th, 2013, 12:04 am

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Any chance we can see what the wood coasters look like some time soon?

Post January 30th, 2013, 12:13 am

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^This is something I have wanted to see for a while now.

Post January 30th, 2013, 12:17 am

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Originally posted by PhyterNL

An object can't be moved by accident when the lock is enabled.


A+

We also have a new overview menu, which displays a hierarchy of objects in the scene.


Oh...

Something else that is useful is the ability to snap any object to the terrain. So let's say you have a fence, for instance. Rather than fuss with vertical alignment, you can set the object to lock on terrain, and only have to worry about the horizontal positioning.


My...

An object locked onto the terrain can also be set to follow the slope of the terrain or remain adjustable.


Gosh! Yesssss.

Post January 30th, 2013, 12:45 am

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Originally posted by Freddie

Any chance we can see what the wood coasters look like some time soon?


We would love to show you what the wooden coasters look like, but they're not ready for prime time just yet. I will say though that the auto generated supports are significantly improved from NL1. And the track and supports in general are frighteningly realistic. One of my favorite aspects of wooden coasters in NL2 is watching dynamic lighting show through the supports and paint complex shadows across the terrain. It's breath taking. We can't wait to show you guys!

-Kevin

Post January 30th, 2013, 1:24 am
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^Wow, that sounds really promising.

BTW, now that we're talking about woodies, is there any change NL2 will allow us to script custom supporting algorithms?
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Post January 30th, 2013, 1:27 am

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Originally posted by PhyterNL

Originally posted by Freddie

Any chance we can see what the wood coasters look like some time soon?


We would love to show you what the wooden coasters look like, but they're not ready for prime time just yet. I will say though that the auto generated supports are significantly improved from NL1. And the track and supports in general are frighteningly realistic. One of my favorite aspects of wooden coasters in NL2 is watching dynamic lighting show through the supports and paint complex shadows across the terrain. It's breath taking. We can't wait to show you guys!

-Kevin


This is a long shot, but something I've hoped for....Do the trains ride "tight" to the rails like in NL 1, or is there some degree of play so the trains "shuffle" like in real life? To get even more advanced, maybe allowing a small degree of control over the track gauge as real wood coasters do as they shift banking?

And psh, who needs auto supports? I don't have friends.

Post January 30th, 2013, 3:33 am

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Originally posted by hyyyper

BTW, now that we're talking about woodies, is there any change NL2 will allow us to script custom supporting algorithms?


Not initially. But the API is forever extensible, so you never know.

Originally posted by Freddie

Do the trains ride "tight" to the rails like in NL 1, or is there some degree of play so the trains "shuffle" like in real life?


Cool idea. But, no. On the plus side we do have whole new car and bogie kinematics to show off. More on that later. [:)]

Post January 30th, 2013, 5:26 am
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Sounds very very promising. Cant wait to see more of what's to come [:)]

Post January 30th, 2013, 9:19 am
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Honestly can't wait to see what the woodies look like. Excitement starting to build once again!

Post January 31st, 2013, 2:13 pm

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Given what we've seen with the steel coasters so far, I wouldn't be surprised (although I'd definitely be very intrigued) to see NL2 woodies crack down on every last damn detail on these things. Not just able to generate more accurate support structures easily without having to tediously handbuild, but also details such as realistic beam attachments (wood boards nailed to each other instead of intersecting) and maybe even the lack of perfectly straight lines. (i.e. Stations and lifts.) A lot of the wooden coaster's character is in its imperfection; no straight geometry, has to rattle about and never stay the same, etc. I'd say these are the toughest rides to get every last detail out of, but I'm supposing that NL2 will really make the effort to bring them to life. (Even if we don't end up with the "no two rides are ever the same" sort of thing with wooden coasters... Although NL2 does introduce weather which would make great interplay with wooden coasters to changing their behavior. [Not that doing so is easy or even 100% worth it by any means, but it'd be great to see.])

We also have a new overview menu, which displays a hierarchy of objects in the scene.


Perhaps there will be ways in the editor to fix (by hand obviously) bad file paths to missing assets? (i.e. Missing scripts, objects, textures, etc.) Would be great to have such a feature.

Post February 2nd, 2013, 12:43 pm

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I want to use the copy and paste feature to make a ton of dollar signs out of supports and make them rain down on one of my jet coasters. I would call that jet coaster All I See Is Dollar Signs Jetcoaster. I also want to make a jet coaster inside of a downtown strip club and make it go around girls pole dancing on the dancefloor. Then make it end up at a bar with lots of coca cola and wood stems to smoke.

Post February 2nd, 2013, 1:42 pm
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Sounds like a raging success of an idea
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Post February 2nd, 2013, 6:50 pm

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Originally posted by cool5

I also want to make a jet coaster inside of a downtown strip club and make it go around girls pole dancing on the dancefloor.


Roller coaster inside of a strip club is a brilliant idea. When I was a little kid my friends and I would fantasize about theme parks like that.
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Post February 2nd, 2013, 8:35 pm
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Somebody start modeling and animating those strippers! I suppose cool5's coasters will start coming with an ESRB rating of AO.

Post February 3rd, 2013, 11:23 am
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Originally posted by Jcoasters
Roller coaster inside of a strip club is a brilliant idea. When I was a little kid my friends and I would fantasize about theme parks like that.


Have fun windexing the seats constantly
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Post February 3rd, 2013, 4:08 pm

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I Knew There was a reason I spent ?????????250 upgrading my computer.

I originally thought I might need it to start off my career as an animator.

Now I know its true purpose.
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Post February 3rd, 2013, 5:17 pm

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I want to have side friction wooden coasters in No Limits 2.
RCT has them already so why not No Limits?
http://rcdb.com/243.htm?p=0

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Post February 3rd, 2013, 5:47 pm
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Post February 3rd, 2013, 9:19 pm

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Originally posted by hyyyper

^Because you would be the only one building them.


Nah, I don't think that's true. I think side friction could be kind of fun actually.

But for us, working full time jobs, working on NL2 only in our spare time, the coaster styles we choose to include is really a matter of time management. I think that side friction is a legitimate coaster style that would be fun to build with, but it's not one that we're focused on for the initial release.

This is kind of one of those areas where we're bound to both impress and disappoint simultaneously because everybody has their favorite style. But we think that any disappointment will quickly disappear simply because there are so many new styles available to choose from and so much more you can do with them.

We have A LOT more to show you guys and we're pushing hard to get to the point where everything is finalized and we can reveal it all. [:D]

-Kevin

Post February 3rd, 2013, 9:26 pm

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I have a unfinished wooden cyclone/white canyon coaster layout that I would REALLY love to run these roll cage TOGO/RCCA trains on it in No Limits 2 one day.

http://rcdb.com/1217.htm?p=14357

Post February 3rd, 2013, 10:15 pm

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Post February 4th, 2013, 12:24 am
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This game will suck ass if it doesn't have these:

http://rcdb.com/2390.htm?p=11437
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Post February 4th, 2013, 1:22 am

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I wonder if cable lifts and hydraulics will be included.

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