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NL2 Issues/Wants/Bug Reporting For Future Updates

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Post January 23rd, 2014, 11:58 am

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^ Yes that would be a nice feature. I have planned to combine 2 of my favorite creation into a park like setting, and this would make that more dynamic
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Post January 24th, 2014, 7:04 am

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I would also like to be able to go to top bottom right left front and back view using key commands.

Post January 24th, 2014, 7:22 am

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Originally posted by cool5

Would a 1,000 dollar gaming computer help with the lag of big parks in NL2?


Price has nothing to do with it... What are your specs?
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Post January 24th, 2014, 1:16 pm

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Post January 24th, 2014, 2:40 pm

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Considering i just go Nvidia 3d Vision 2... some good 3D support!
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Post January 24th, 2014, 3:28 pm

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I've been reading through this and sorry if I've missed someone else mention but I would like automatic transfer/reverser track, I know it can be done by scripting, but having it in the settings of the transfer track like hold time and whether or not to set if it's going to reverse out of the track or not, it would make making tracks like Thirteen and Expedition Everest a hell of a lot easier

Post January 24th, 2014, 3:33 pm

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WHY ARE ALL THE WORDS CUT OFF IN THE MANUAL!??? Someone please find a fix for this. otherwize i will need another form of the documentation.

Post January 24th, 2014, 3:37 pm

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I want the ability to animate support structures like Ferris wheel and flat rides built out of supports and free nodes.

Post January 24th, 2014, 3:49 pm

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Does anyone know how to add stripes to the spine of the track?

Post January 24th, 2014, 4:16 pm

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Originally posted by Dumdum

Does anyone know how to add stripes to the spine of the track?


It's in Style Settings, not available on all coaster types though, hope this helps

Post January 25th, 2014, 6:39 pm
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My biggest want is 3D export so I can build "around" my rides. Also, an easier time dealing with the scale of objects. If I could just export the station building's dimensions and rails, I'd be satisfied.

Post January 25th, 2014, 7:04 pm

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Post January 25th, 2014, 7:22 pm

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Originally posted by Kyle Sloane

WHY ARE ALL THE WORDS CUT OFF IN THE MANUAL!??? Someone please find a fix for this. otherwize i will need another form of the documentation.


Hi Kyle. This is a known bug and we are implementing a fix for this. Until then consider using a regular web browser. The Help files are .html format and be found in Program Files -> NoLimits 2 -> Help -> index.html

Post January 25th, 2014, 7:27 pm

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Originally posted by Goku1910

My biggest want is 3D export so I can build "around" my rides. Also, an easier time dealing with the scale of objects. If I could just export the station building's dimensions and rails, I'd be satisfied.


For the station's dimensions.. or the dimensions of anything.. consider taking a top down screen shot of the editor with the Grid turned on. You can then take that screen shot into Photoshop or Gimp and easily obtain pixels per meter/foot. From there you can create a plane in your 3D modeling software with the precise dimensions of the image and even align the origin to that in the NoLimits editor so that when you export your 3D model it will precisely align with the world at 0,0,0.

We know NL2 is missing some key features that we all loved about NL1. Those features ARE coming back in time. But until then there are work arounds to almost every situation. Just gotta be a little creative. :)

Post January 25th, 2014, 11:57 pm
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Originally posted by Postal

I've been reading through this and sorry if I've missed someone else mention but I would like automatic transfer/reverser track, I know it can be done by scripting, but having it in the settings of the transfer track like hold time and whether or not to set if it's going to reverse out of the track or not, it would make making tracks like Thirteen and Expedition Everest a hell of a lot easier

I agree so much!
Any comment Phyter on possibilities of this?
Thanks!

Post January 26th, 2014, 1:14 am

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i want a double spine and triple spine for hyper coaster and rocket coasters and trenches for kumba and month

Post January 26th, 2014, 1:17 am

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Post January 26th, 2014, 1:23 am
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not sure if this has been mentioned or not yet

The editor needs an update. in NL1, if you clicked on a footer or some node and tried to place a free node in the top, back, front, or sides views the node would snap to the Z position of the footer. The editor no longer does that in NL2 and it's a little bit of a hassle.
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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 26th, 2014, 1:36 am

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^Yeah this is driving me crazy. Making connections to the track is easier, but placing free nodes sucks. A LOT.

Post January 26th, 2014, 3:45 am

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When you select a node it sets the depth of all additional nodes to follow. How is this different than NL1? Go through step by step what you're having trouble with so that I can better understand the difference you're experiencing.

Post January 26th, 2014, 4:31 am
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It simply does not do that in NL2 Phyter, I'll select a node then try to place another somewhere, but the depth does not set at all. When building my most recent ride it really killed the amount of time it took to support which was a bummer.
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 26th, 2014, 4:48 am

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(soundtwo.nlmv)http://pastebin.com/FPcyZA1x
(soundTriggertwo.nlvm) http://pastebin.com/gAAP4KpK
(sound.nlvm) http://pastebin.com/hEwckutF
(soundTrigger.nlvm) http://pastebin.com/PjnN3fJN

This is weird. The soundtwo/soundTriggertwo are supposed to be for a launch sound. sound/soundTrigger are supposed to be for music that plays throughout the ride in speakers, so I didn't use onboard audio as the whole area can hear the music. I can get just the music to work, but when I add the launch sound, nothing happens. If I remove the scripts for the music just to hear the launch, the music still plays in play mode. I also tried moving around the triggers to see if that helped, but it didn't. Is this a bug? And despite whatever I'm doing wrong, can two sounds play at once like this? I don't get any errors or anything, but I cannot get the launch sound to play for my life.

I'd really appreciate the help, I really wish there were a tutorial or something on basic scripting like this stuff :/

Post January 26th, 2014, 6:57 am

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Originally posted by Phyter

Originally posted by Kyle Sloane

WHY ARE ALL THE WORDS CUT OFF IN THE MANUAL!??? Someone please find a fix for this. otherwize i will need another form of the documentation.


Hi Kyle. This is a known bug and we are implementing a fix for this. Until then consider using a regular web browser. The Help files are .html format and be found in Program Files -> NoLimits 2 -> Help -> index.html


I took the liberty of hosting the manual myself for everyone having this problem:
http://16vier.nl/nlhelp/index.html

If you want me to take it down please let me know

Post January 26th, 2014, 12:02 pm

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I got it to work in my control panel it was 125% text cutting them off

Post January 26th, 2014, 3:58 pm

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Originally posted by Turbo

It simply does not do that in NL2 Phyter, I'll select a node then try to place another somewhere, but the depth does not set at all. When building my most recent ride it really killed the amount of time it took to support which was a bummer.


Again, depth targeting for node placement does work. But in looking at our NL2 implementation little more closely we have identified a small difference between it and NL1.

In NL2 the target depth is set on node selection only, which means that if the selected node moves to a new position without being reselected then the target depth will not be updated and new nodes will be placed at the original depth of the node.

We will discuss this and if the rest of the team agrees that it is an issue that needs resolving then we will hopefully have it worked out for the next update.

Until then there is an easy work around for this situation. If you have moved the node that you intend to use as a depth target then simply deselect and reselect the node before placing new nodes.

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