Board index Off Topic Board Off Topic Discussion Lightning Wheels-UPDATE Pg 18

Lightning Wheels-UPDATE Pg 18

Here, anything goes. Talk about anything that you would like to talk about!

Post December 10th, 2003, 10:03 pm

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OH,ok, well if you ever need some 3d work(other than from your staff) Just e-mail me.I may seem desperate, but i'm just bored :( lol

Post December 10th, 2003, 10:34 pm

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Your really Funny IF397. Who asked you to mock me. [V][pdie] [LOL] And nitroman what track style did you do?

Post December 11th, 2003, 12:29 am

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I just made simple steel track piece, but it was a while ago.

Post December 14th, 2003, 2:28 pm

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Hi!

Long time no see! anyways... my MSN got re-blocked so I will try and have my mom talk my dad over, but maybe CW has an idea?! Anyways, I'd like to thank CW&co. (;)) for sticking up for me here. BTW misc info: quit my job which buys me LOTS of time and I have two weeks of vacation coming up soon which will give me MASSIVE time to sort my stuff out.

OK... you're filled in :)

Regards,
Maarten

P.S. off to do homework now :(

Post December 22nd, 2003, 6:17 am

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Ok sorry for this semi-spam but I really need to get some input now... and since I dont have MSN anymore (KILL father KILL father[:(!]) we'll have to figure out another way!!! QUICK!

Post December 23rd, 2003, 10:21 am

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Location: Germany

[?] I had fps around 40. Will the final engine be optimized? Because the displayed graphics have been really simple and my fps should have been higher.

Post December 23rd, 2003, 4:32 pm

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Really? Mine were around 70 and I only have a gforce2.

Post December 23rd, 2003, 5:13 pm

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40?? WAY off!!1 Dons see how that's possible... what card do you have??

Post December 23rd, 2003, 6:56 pm

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Location: Kettering, England / Northamptonshire, United Kingdom

Why are superman rides so gay?

because there intamin

(just seemed apropriate to put that in there, bwt if you dont get that...well, your an idiot) and yes i am aloud to spam here, so no comment needed.

Post December 25th, 2003, 6:37 pm

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Location: Michigan, USA

Post December 25th, 2003, 9:17 pm

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Location: Germany

Hi. My system stats are:

GForce 4 Ti 4200 128 MB VRAM
Athlon XP 2000+
1024 MB RAM
OS: Win2000 Pro SP4

As soon as i get back to my PC after Christmas i will take a look at the framerate again to check out it was not just a temporarily problem of my PC. Good luck on your further work on Lightning Wheels.

Post December 25th, 2003, 10:54 pm

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Hmm, your system seems fine. Not sure why you would get 40 fps then... perhaps you were running a lot of other tasks at the time?

Post December 26th, 2003, 8:03 am

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Yes, maybe. I will post my next fps-test here again and make sure that nothing runs in the background that time.

Post December 26th, 2003, 8:15 am

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Post December 29th, 2003, 5:09 am

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Granted, v.1.1.a was pretty disappointing. Well, I've been working since the last release on v.1.2.b. This next version, v.1.2.b is a more... satisfying demo. It will have a complete editor with GUI, simulator, 5 track styles, entire sim and editor functionality, setting customization, partial physics, beginning support functionality, and a spline editing system. It will still not, however, feature the biggest revolutionary feature of Lightning Wheels. That's still a suprise. [:D]. Basically, v.1.2.b of Lightning Wheels-Ultimate Roller Coaster Simulator, will start looking a LOT more like the Ultimate Roller Coaster Simulator. You can totally create your tracks with banking and all (this excludes supports). Limits set so high it's very hard to reach them (such as the allowance for 999 points, build upto 2000 feet above and below ground, and miles worth of space to work with). Then take them into the simulator and ride them! Tracks will be completely rendered (5 track styles in the demo), with real graphics and trains and everything! Mostly accurate physics (mostly approximations though), train animations and everything.
Look for v.1.2.b sometime from Feb. to Mar. Also, v.1.2.b will include a complete BETA.

So what's after that? v.1.3.b is! v.1.3.b will be the final demo. That is as in the trial version of the game. v.1.3.b will contain ALL functions, 8 track styles, perfect physics, and parts of the game part of Lightning Wheels. It is a BETA. When it passes BETA, all bugs will be fixed and v.1.3.d will be released. v.1.3.d IS the trial version. It will contain everything from v.1.3.b, except with a 30-Day limit and saving and loading disabled. It is the one that will actually go up for free download on the site. The release of v.1.3.d will correspond (or be very close to) the release of v.1.4.b. v.1.4.b will be the full game (BETA of course). Once it passes BETA and all the bugs are fixed, Lightning Wheels-Ultimate Roller Coaster Simulator v.1.4 will go up for sale for aprox. $34.99. It is the full version. [:D]. However, that does not make it the final version. New updates will constantly be released, making Lightning Wheels better and better.

Suggested Release Dates:
v.1.2.b-Feburary 2004
v.1.3.b-May 2004
v.1.3.d-August 2004 (pends on speed of BETA)
v.1.4.b-August 2004
v.1.4-September 2004 (pends on speed of BETA)

Thanks,
Nick Small.

Post December 29th, 2003, 5:01 pm

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Post January 1st, 2004, 4:21 am

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I'm not sure about this, but will I be getting a game for free or at a discount, since I was on the team at first :( Or do I just have to pay full price?

Post January 1st, 2004, 5:18 am

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Post January 1st, 2004, 10:16 am

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btw compuwiz, are you going to add effects to the station such as drop flooring for Inverted coasters and the cutawaystage for floorless coasters. Also will the stations have gates which drop down when the coaster is realeased?
Which also brings about the idea of animated 3ds (not sure how that would work but hey)

Also, shouldnt the demos be called like v0.2 instead of 1.2? as there just beta release's [;)]

Post January 1st, 2004, 12:18 pm

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Originally posted by The Edge

are you going to add effects to the station such as drop flooring for Inverted coasters and the cutawaystage for floorless coasters. Also will the stations have gates which drop down when the coaster is realeased?

All i can say is some of this stuff has been brought up and planned.

Post January 1st, 2004, 2:48 pm

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Lightning Wheels will feature an animated model system. Station dropping will also be included. And if there's ever a detail you can't find included in Lightning Wheels, you can make it with CESL. More on that later though.

Post January 1st, 2004, 2:57 pm

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WOW This may very well be the best SIM out if you all do everything mentioned above. Way to go!

Post January 1st, 2004, 3:54 pm

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For this special, wonderful moment we have to take a quote from 'Finding Nemo'!:
"Sweeet"
"Totally"
!![sillyme]!!

Post January 1st, 2004, 5:09 pm

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We played w/ BASIC in my computer class recently...it's pretty simple.

Post January 1st, 2004, 6:48 pm

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The name servers for the website just finished resolving. So the site should be back up soon.[:D]This time, at www.lightningwaregames.com. See you there!

When the site comes back up, I'm planning on posting a complete feature list. It'll be looooong[xx(]. Ok, now CESL. CESL (pronounced Cecil) stands for Coaster Effect Scripting Language. It will be a specially designed scripting language just for Lightning Wheels with a BASIC like syntax. CESL will allow you to create custom effects for your rides that you cannot do with any of the built in features of the editor.

Here's an example script:
// This is a comment. The CESL compiler ignores comments when compiling scripts. I'll be using comments to demonstrate what all the commands do. \// This script is desgined for a recreation of Cedar Point's Top Thrill Dragster. As you know, there are times when the train might not be traveling fast enough after the launch to make it over the hill. In this case, the train will roll back. This script will make a special case for when the train isn't moving fast enough after the launch that it will roll back and then the ride will act like the real Top Thrill Dragster. train=pick train position (track piece(this()))
//This will make a variable called train and store in it the train number that is currently at the track piece where this script is positioned (right at the end of the lauch) speed=train speed (train)
// This will make a variable called train and store in it the current speed of the train we signified with the pick train position command. repeat
// This will enter a "loop". set train speed train, applyTrainWeight()
// This will decrease the train speed based on the value that is returned by the function applyTrainWeight(). speed=train speed (train)
// This will refresh the variable speed with the current train speed. until speed <= 114 or train position (train)=track piece(14)
// This will return to the top of the loop (the "Repeat" command). It will continue doing that until one of two things happen. Either the train speed is less than or equal to 114 or the train reaches train piece 14 (or whatever the start of the hill is). When one of those two things happen, then the program will continue from here: random=rnd(10)
// This will assign a random number of 1 through 10 the the variable random. if random=even()
//If the value of random is an even number, than do the following: if train position (train)=track piece(20)
// If the train is at track piece 20 (or whatever the top of the hill is) then do the following: set train speed train, -1
// Begins moving the train in a backwards motion. if train position (train)=track piece(2)
// Track Piece 2 or whatever the beginning of the launch is: //Blah blah blah. Then do all the rest. But you get the point. \
CSEL will allow you to do just about ANYTHING. There will literally be NO LIMITS with CSEL.[:D]

@Angry Gumball, What form of BASIC?

EDIT: Ok well the code tags were making it extend the page so I shortened took them off.

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