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NL2 Issues/Wants/Bug Reporting For Future Updates

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Post January 15th, 2014, 11:56 am
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Originally posted by LuckyK

Want for this site: A script bank for those that aren't code savvy.

Can we get more responses to this particular one? It's easy to add, just want to check on the particular interest.
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Post January 15th, 2014, 11:59 am
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I would welcome something like that. Not sure what kind of format, but a place where we can share scripts would be very helpful for those who can't script.
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Post January 15th, 2014, 12:00 pm

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I'm hoping for being able to change the transport settings on storage tracks, as well as adding brake fins onto them.

Post January 15th, 2014, 12:05 pm

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Oscar, I'm in for a script bank somewhere. If someone's willing to share their scripts and let others use them on their rides, there should be a place to find all of those. :)

Post January 15th, 2014, 12:35 pm

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I'm for a script bank as well. I suppose I should brush up on the tiny bit of C++ I learned
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Post January 15th, 2014, 2:32 pm

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Want: would be useful to have a set of "error messages" and an explanation as to what NL didn't like, and how to correct the error.

Post January 15th, 2014, 3:44 pm

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WANT: The ability to load DEM files for terrain maps. I like to build my woodies and suspendeds so that they follow the terrain and take advantage of natural features, and the random generator does an ok job, but it would be cool to use real terrain maps.

Post January 15th, 2014, 3:54 pm
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ok, Scripts are now uploadable to the exchange.

I don't have a copy of NL2, can't afford it if you are wondering why, so I don't know what file extension they are so upload them I a zip file, pick "NL2 - Script" as the track style.

It'll upload as a track. Feel free to use a screenshot if you'd like. For other site suggestions, please post it in the Feedback and Suggestions forum. I don't check this one often.
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Post January 15th, 2014, 4:50 pm

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Originally posted by BoboMunkee

WANT: The ability to load DEM files for terrain maps. I like to build my woodies and suspendeds so that they follow the terrain and take advantage of natural features, and the random generator does an ok job, but it would be cool to use real terrain maps.


I actually the had the same thought. You'd need lots of randomization still though, as the best DEM datasource that I'm aware of only has approx 10m resolution, and it's a bit "noisy" so usually needs a smoothing pass on it. The NL terrain grid in new version is more like 1m.

Post January 15th, 2014, 5:07 pm
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so you'd load it and apply smoothing...not tooo big a deal on our side
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Post January 15th, 2014, 5:39 pm

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The roll point panel seems to be buggy; it freezes stuck a lot and a lot of the time I can't close it. Other times I can click on it but it will increase the roll in increments of whatever I was using before it froze.

Post January 15th, 2014, 7:25 pm

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Originally posted by Metazoanhaddock

so you'd load it and apply smoothing...not tooo big a deal on our side


The bigger issue is the lack of resolution. You're just not going to have much detail at the scales will working with. A compact layout like an SLC-sized ride would only have about 12 heightmap points under the entire layout. It works very well for large scale things like flight simulators, but the resolution just sin't that high.

Post January 15th, 2014, 8:07 pm

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Originally posted by TylerE

Originally posted by Metazoanhaddock

so you'd load it and apply smoothing...not tooo big a deal on our side


The bigger issue is the lack of resolution. You're just not going to have much detail at the scales will working with. A compact layout like an SLC-sized ride would only have about 12 heightmap points under the entire layout. It works very well for large scale things like flight simulators, but the resolution just sin't that high.




Yeah, I didn't even think of the resolution of those scans. They could be usable through some interpolation of the data, but that would be far beyond too much work for the reward this would give.

What about the Terragen TER format? Not sure if that is any better, though.

Post January 15th, 2014, 10:36 pm

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After messing with this for a few days, I hope/wish for some icons to accompany the text on some of the buttons in a future update. I found myself looking for "Add Beam" and "Add Free Node" for a few seconds when in NL1, I just looked for the icon and because of recognizing the icons I was able to quickly find the tool needed. Same goes for the track buttons (Add roll, etc).
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Post January 17th, 2014, 3:10 pm

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Wants:^Agree, I missed those icons

Issues??????????????????A Bug appears on Cloud when exporting video ??????????????????the cloud is skipping??????????????????????????????????????????????????????
https://www.youtube.com/watch?v=Gq-tnLIZxCE Notice the cloud when lifthill
https://www.youtube.com/watch?v=vbp8VNswQI0 Skipping with music??????????????????????????????????????????????????????


And When I want use Fraps to get rid of this problem??????????????????It occurs a crash

Post January 17th, 2014, 5:23 pm

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Standard Id And Key Please SomeBody And I want the user name and Serial key Back from nl1.

Post January 17th, 2014, 6:18 pm
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reds knock it off. take your complaint up with some other website, no one here is interested in not supporting the NL dev team
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Post January 17th, 2014, 8:41 pm

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Originally posted by Turbo

reds knock it off. take your complaint up with some other website, no one here is interested in not supporting the NL dev team

Thank you!

Post January 17th, 2014, 9:25 pm
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Want:
Being able to change banking from the transfer tracks so they can become drop tracks:
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Post January 17th, 2014, 10:47 pm
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Want> control points on the nodes.
still want> rendered track to work with.

Post January 18th, 2014, 6:12 am

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^^ What does that acomplish having it banked on its side dirk?

But that gives me an idea, Vertical transfer tracks and vertical forks/merges ie..
\___
/
Rarwh

Post January 18th, 2014, 9:42 am

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Dirk_Ermen

Coool. Can you put above to video? Would I see these that...


Lyle

Post January 18th, 2014, 11:05 am
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Originally posted by Casper

^^ What does that acomplish having it banked on its side dirk?

But that gives me an idea, Vertical transfer tracks and vertical forks/merges ie..
\___
/


Above here the transfer track is now 90????????? tilted sideways. Making it a vertical movement. If I could change the banking from the transfer track, I would put the trains back in upright positioning, so the transfer track actually becomes a drop track.

Other ways would be like tilting the transfer at 45?????????. So I could tranfer trains sideways down to a lower level.

Edit:
Currently still uploading but a small video demonstration is here:
[youtube]B099_9qeFUI[/youtube]

Time for the switch on the track is 0,5 sec if anyone wants to know. [:)]
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Post January 18th, 2014, 12:57 pm

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Dirk Ermen,

I watched video. I was laughing.. LoL! Cool. I understand. I don't know how do script with transfer and switch track.. :(.

Lyle

Post January 18th, 2014, 1:01 pm

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Can you make the time for the switch 0.000000000000000000000000000000000000000001 seconds? To make the track transfer at a few million MPH?

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