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Post May 27th, 2014, 11:27 am
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I would think it would let you use both with one license but who knows.

Post July 2nd, 2014, 2:53 pm
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NL Update 2.0.4.0

Patch Notes:

Global engine optimizations - Performance increase around 10 percent or better
Special optimizations when having lots of light sources - Better scaling with number of light sources
Special optimizations when having lots of 3D tree objects - Better scaling with number of trees
New and improved asynchronous preview image loading
Fixed some issues with 3 tube Euro-Fighter track
Fixed a tree near station in Hybris Park that intersects with walk mode
Improved specular light effect on water
Coaster Count - 198
France 2019 Mini Trip Report

Post July 2nd, 2014, 4:24 pm
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I really hope that Global engine optimization will help with nighttime mode and lights. FPS is so bad in some parks. Thanks for the update mkingy.

Post July 2nd, 2014, 4:46 pm

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Is there a way to make the 4d car stay level when going around a giant vertical circle? Like a Ferris Wheel does? I put the 4d parameter degree to 0 but the car still tilted with the angle of the circle.

Post July 2nd, 2014, 5:55 pm
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Wow an optimization update among other things. That was nice of them to do :-)
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Post July 8th, 2014, 7:52 pm

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is there a way to import terrain from NL2 to another NL2 file?
I know it lets you import terrain from NL1.
Plantoris

Post July 9th, 2014, 11:36 pm
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Coasterkidmwm wrote:
Wow an optimization update among other things. That was nice of them to do :-)

Yea, I've definitely noticed a performance increase because of it!

Post July 10th, 2014, 10:02 pm
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Update 2.0.4.1!
Check out this for the full list of updates to the game!

Post July 10th, 2014, 10:23 pm
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The list is a good idea
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Post July 10th, 2014, 11:12 pm
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Post July 25th, 2014, 2:07 pm

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Does anyone know how to toggle the warning horn sound for floorless/dive coasters/flyers? That "feature" is not on any of those model coasters I've ever been on/worked on, and is pretty annoying :/

Post July 26th, 2014, 11:31 pm
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^ It's been asked to be a feature that can be enabled/disabled but at this time it is part of the soundtrack and is always on.
If you are a new player to the game, it is very annoying at first, but then you get used to it over time.

Post August 14th, 2014, 3:49 am

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what do you think the land size is of an entire NL2 map.
350 acres?
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Post August 14th, 2014, 5:42 am
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I think it would be around 580 acres, or 235 hectares.
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Post August 18th, 2014, 8:02 pm
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They said the space was enough to fit Cedar Point, Knotts, and DCA all in one park if you were to build each to it's entirety.

Post October 28th, 2014, 12:31 pm

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At least it??????s 1536 * 1536 meter in X * Z direction :D Had measured it with my "magic support" ;)

Honestly i don??????t think someone will need more space, since this is a LOT of playground which will be discovered.

Ps.: Maybe i??????m not the only one which was going in walkmode from the one to the other side, through a dark and mysterical forest? ;D

Post October 28th, 2014, 2:26 pm
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Lol anyone want to rec sfmm?
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 October 28th, 2014, 2:37 pm

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That would be awesome if it happened.
All hail your great Arrow Dynamics overlords.

Post October 28th, 2014, 6:29 pm
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Turbo wrote:
Lol anyone want to rec sfmm?

I wouldn't mind helping!
Winder whatever happened with the people that were gearing up for CP?

Post October 28th, 2014, 6:37 pm

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Post October 28th, 2014, 6:45 pm
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Turbo wrote:
Lol anyone want to rec sfmm?

Why don't you just hit my computer with a hammer. The damage won't be any worse than the lag from that file basically crashing it anyways. :lol:
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post October 28th, 2014, 11:20 pm

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SFMM terrain seems like a nightmare to recreate, especially with all the trees, makes it hard to tell the height of the ground on the hills....
CP seems alot easier, Flat...... or at least compared to SFMM :lol:

yeah no, just thinking about all the problems that will come from trying to recreate that beast of a park makes my head hurt. lol

Post October 29th, 2014, 7:28 am

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At least CP can discovered by a "Google Street View" in detail.
I think it could be done. With a lot of clipping for the buildings and scenery which aren??????t near the external camera. Most common projects are deep into details (which is a good thing) so i think for a really big project, simple buildings would work as well. Maybe colored but without all the detailed windows and fences. As i made a test, i build the entrance area for CP in less than 30 minutes. So the workflow would also very fast. After you??????ve got the general shapes and layout.. you could go back to different areas to add details (inclusive clipping). Clipping is a very powerful technique for optimizing the scene. It does not change the object into a low poly object as the LOD??????s do.. it simply fade out the object. From far away, you??????ve still the shape for the building and if you come closer, the details for the area fading in. This also could be benches, trashcans, lights and so on. Even trees could optimize the scene if you having a big forest and the half of the trees have a clipping-distance from the far away position.

There is a lot more what you can do, to get such a beast up and running! :D The most important point maybe is to get started and don??????t get lost in all the details =)

Only some thoughts.

Post November 6th, 2014, 6:53 pm

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Is it possible to copy/paste scenery? It takes forever adding trees one-by-one when trying to make a forest :D

Post November 9th, 2014, 7:59 am

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Unfortunatly not. BUT you can set trees as an autoplant =) So you can "draw" your forest on the map ;)

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