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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 November 28th, 2013, 11:29 pm
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Oh I see, so it's not possible to move TTD trains in reverse from block to block in manual block mode, but this is possible to do in Full Manual mode? Because I would think moving trains block to block in reverse would work for manual block mode but clearly you would know way better than me. [:D]
Thanks for answering all my questions so quickly also [:D]

Post November 29th, 2013, 12:33 am

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so, can we make a ride where the cars run backwards and not forwards..


Post November 29th, 2013, 4:09 am

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Post November 29th, 2013, 5:22 am
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With the new scripting things, will be able to bind keyboard commands to a scene object movement? For example turning on floodlights manually or something.
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Post November 29th, 2013, 7:01 am

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Key binding along with picking (for clicking on objects to trigger actions in the scene) are two features that we've discussed but didn't make it in for release. For controlling lights, among other events, there are methods for getting the azimuth and elevation of the sun which can be tied into turning lights on and off during the night-day cycle.

Post November 29th, 2013, 12:06 pm

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Phyter, I'm not sure if you've already seen my post, as I posted it some weeks ago, but to what extent can you "manipulate" transit tracks for a more active role on a coaster? I guess some good examples would be Gravity Max, Powder Keg, Expedition Everest, turntables(like on some Mack Coasters), Thirteen and this: http://rcdb.com/2493.htm#.

Post November 29th, 2013, 12:18 pm

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If NL2 allows animated people in the parks could your guy character go up to a another guy and kiss him? Like in the game Sims? I think it would be cool if Nl2 allowed guy characters loving other guys while on jet coasters.

Post November 29th, 2013, 12:31 pm
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Originally posted by cool5

If NL2 allows animated people in the parks could your guy character go up to a another guy and kiss him? Like in the game Sims? I think it would be cool if Nl2 allowed guy characters loving other guys while on jet coasters.


Lets keep this discussion a little more NL2-related. You can be a pervert in your own little topic.
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Post November 29th, 2013, 5:55 pm

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Originally posted by TRS


Now ain't that a hell-of-an-answer! No official forum! Sounds cheap to me!


NLE's as official as it gets. I don't see what the big deal is to have the community run by, you know, the community, considering there's like 4-6ish developers working on NL2 at a time.

Originally posted by Phyter


NoLimits 2 adds a lot of calculation to the spline in edit mode. Not just shape but force as well. When we looked at this problem (years ago) it became clear that evaluating these large overlapping data structures in real time can tax even very fast hardware and so any additional overhead wasn't going to be welcome. So we decided against solid rendering for dynamic elements like the track and supports while moving ahead with solid rendering for everything else.


This almost sounds like NL2 will be able to seamlessly (or near-seamlessly) switch between FVD and b-spline editing on a given track segment, or at least feature significant improvements to FVD handling over what we have now.

FVD++ managed track geometry rendering, although it doesn't have to render anything else. That, and I haven't tested it on large-scale projects yet. Having to redraw a lot of track at a time (a use-case common to FVD) is already extremely slow and having any track geometry at all will make it slower.

Post November 29th, 2013, 9:24 pm
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Originally posted by Phyter

@coasterfun There are no issues with NoLimits 2 related to Windows 8 that we're aware of. You will be fine.

TRS, you can call it baloney if you want, but performance continues to be the key reason for sticking with wireframe rendering for track editing.

NoLimits 2 adds a lot of calculation to the spline in edit mode. Not just shape but force as well. When we looked at this problem (years ago) it became clear that evaluating these large overlapping data structures in real time can tax even very fast hardware and so any additional overhead wasn't going to be welcome. So we decided against solid rendering for dynamic elements like the track and supports while moving ahead with solid rendering for everything else.

Other similar games/sims can get away with solid frame editing by sticking with very linear track styles and computationally cheap parametric support structures. But "cheap and fast" is not what we think NoLimits 2 should be about. We think we're positioned better as the premier roller coaster simulation when we cater to professionals as well as to enthusiasts.

And let me just remind everyone with a "Why doesn't NoLimits 2 have this or that feature?" on their minds, just because a feature isn't in the launch product doesn't mean we can't add it later. We have a lot of fun things planned for the first few updates and it's going to be hard for you to be disappointed... well maybe not for TRS, but the rest of you are going to have a hard time complaining. *zing*

TRS, please don't feel discouraged from posting suggestions. Keep them coming. But please do post them as actual suggestions and not "I feel lied to, you're cheap and stupid" style complaints. We still won't promise to respond (because frankly we're not obligated to) but you will be more likely to get a response. Thanks!


I asked for a simple official response, why the developer of NL2 would explain why NL2 will use the same wireframe editing rather than solid rendering. The un-official response was its a performance issue. You have confirmed this performance issue with your software also. This is very hard to believe as there are much, much more hardware intensive games in the market that perform wonderfully with hardware of lesser performance hardware of today. But I can assure you that a developer (still in development ) has over come these performance issues that your software is having within the editing mode. As far as the "cheap and fast" or even slow and expensive way, is totally up to the individuals themselves.
Your comment ""Why doesn't NoLimits 2 have this or that feature?" is a fair and respected comment that I will keep an eye on in the future. But with the lack of a official community forum and development updates months apart, this will be a see and believe situation. In all honestly I and many other are already "disappointed" and the NL2 game has not even been released yet..
Personally suggesting something for NL2 will be subjected to more of this (because frankly we're not obligated to) discussion.

I hope NL2 is prosperous.

Post November 30th, 2013, 3:17 am
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Hahaha, do you even believe what you are saying? You do realize that NoLimits2 is being developed as a hobby project by a couple of dudes, right? They're not a big company with a high budget and a large staff.
I'd be thankful for the updates you are getting and even more thankful that the devs actually make an effort to answer (almost all) the questions asked in this forum (and NLE and TPR as well).

As for the performance issue you keep bringing up, can't you just accept the explanation that has been given to you from somebody who has infinitely more experience on the matter?
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Post November 30th, 2013, 6:31 am
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I would personally like to add my name to the list of people who aren't disappointed with how NL2 is looking so far, nor disappointed with the feature, or the amount of updates, nor the lack of an "official" community forum (rather their limited resources be focused on developing the game).

Keep up the good work guys ;)
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Post November 30th, 2013, 8:38 am

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I totally agree with you mkingy!
I am personally more excited about the new realistic "look" and coaster styles than the infinite new features that are probably a little bit hard to learn...

Post November 30th, 2013, 8:45 am

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Thanks guys! :) It's true our updates may be months apart but we're engaged with the community practically every day. If there was a huge push back from people disappointed about how NoLimtis 2 has developed we would have noticed it. Instead what we see is almost universal praise, which is incredibly uplifting and keeps us going. So, seriously, thank you. NoLimits is nothing without its community.

Post November 30th, 2013, 10:49 am

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Yeah, I'd also like to join the ranks of the people who praise NL2. I hope my PC can handle it, but what you've done looks amazing so far.

Post November 30th, 2013, 10:59 am
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Engaged with the community! Phyter has 14 posts (as of this post ) out of how many threads and posts in this forum that by one members (hyyyper )in his words "there is and your looking at it".

But seriously asking a question to a official from NL.

Has there been an official system requirements list published for the public yet? Maybe I have missed this.

Post November 30th, 2013, 11:16 am
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Originally posted by TRS

Engaged with the community! Phyter has 14 posts (as of this post ) out of how many threads and posts in this forum that by one members (hyyyper )in his words "there is and your looking at it".

But seriously asking a question to a official from NL.

Has there been an official system requirements list published for the public yet? Maybe I have missed this.


You have nine posts as of now. Your point?

Post November 30th, 2013, 11:20 am

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^^ We understand that you are an entitled little bitch who is throwing a hissy fit because ONE minor feature that you seem to be obsessing over has not be changed to meet your expectations, tough luck, so why don't you take your whiny self and go back to playing COD with all your bitchy noob friends, out of our community.

I personally love NL2 and love NL1 and the community around it so much that I would wait years more for NL2 with a smaller feature set than we have already learned about. Now, I want the dev team to just shut up and take my money already.
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Post November 30th, 2013, 11:47 am
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Just a cool little thing,
It seems like the banners have been changed on NL.de website.
Not sure if it means NL2 is really close to release or they just needed an image change. [8D]

Post November 30th, 2013, 12:07 pm

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Post November 30th, 2013, 1:45 pm

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Originally posted by TRS

In all honestly I and many other are already "disappointed" and the NL2 game has not even been released yet..


No! So far it's just you... And you're disappointed about a silly feature you'd like in the sim and only you! I for one have no problem with the wire frame building mode and as a matter of fact due to no shock effects in the editor and ease of pin pointing overlapping track nodes, I prefer it. Plus it looks all important and stuff.

So please stop judging peoples experience on post count and so forth as you are speaking to way more experienced users not to mention the development team behind NL1 and NL2. Show some respect!

Pyther, will we have different tunnel sizes for wider trains following the "what you can reach" rule?

I normally test my tracks in the construction kit tunnels as that represents the default pre NL 1.6 tunnels. It would be nice if we can standardise this thing once and for all even in the construction kit. AKA this train has this tunnel dimensions and nothing less etc...

Post November 30th, 2013, 3:22 pm

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^
Phyter on NLE Forums

We will include a script with a few plywood envelope objects that will automatically attach to the train. You will not have object-to-object hit detection but it will work as a more accurate and less obtrusive clearance test. The problem is there are not that many illustrations or schematics to go by that actually show the envelope for each train style so we will only have a few. You guys will have to find or invent the rest.


Not sure how well that answers your question, but I think it's a great response so far to the tunnel test.

That said, NL2 will not ship with a tunnel maker, but it seems that the functionality is likely to be enabled in future updates.

@Phyter and other NL team members: Thanks for keeping us updated through the forums. Just getting glimpses of what NL2 will be able to do has helped me throw ideas together and plan future projects.

NL has always maintained fairly harmonious developer-community relations, and each side has played a crucial role in getting where we are today.

I've been hearing the phrase "next gen" way too much lately, but this next gen of coaster and park simulation is what really deserves the term, as opposed to all the games getting re-hashed on platforms that aren't really offering many new meaningful features so far.

Post November 30th, 2013, 3:33 pm

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I rather like wireframe than wysiwyg, because it's easier to tell if a segment is straight or not. It's also more accurate as it works like a vectorial drawing (aka when you zoom it's still one pixel width).

Post November 30th, 2013, 3:37 pm

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@TRS You seem to be determined to see conspiracy in everything. The reason my post count is low is that I've had multiple accounts, as the admins here can confirm. Also the community is larger than just this one website and there is more than just myself responding to community questions. Recommend you stop trolling.

@dj-dj Wider trains have wider tunnels, yes. But as coasteragent99 pointed out, we'll have scripted envelope objects for more realistic testing. Tunnel testing had some caveats, not the least of which was long and complex setup. In NoLimits 2 you'll be able to plop the envelope object near the train you want to test it on then start up the simulator.

Post November 30th, 2013, 3:46 pm

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My main beef against tunnel testing is that a lot of people don't know how to do it properly. Something sticks into the tunnel less than an unreachable catwalk does, and people who rate will complain. (As satirically depicted in my avatar.) Perhaps this is less common now, but I've been posting pictures and threads in 2006 trying to explain this issue, and all I got was something like "tunnels do no good if you put them on the station."

So with that rant out of the way, thanks for addressing this on NL2.

As for TRS, I've tried explaining things for a while (mostly on TPS forums where all his NL trolling started), but all I ever get are replies such as, "why is it you sound like a spokes person for no limits?", which I got fed up with enough to put into an image macro.

http://i.imgur.com/UUPxH7w.png

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