Board index Roller Coaster Games No Limits Coaster 1.5 ideas

1.5 ideas

Discuss anything involving No Limits Coaster Simulation.

Post June 11th, 2004, 1:11 pm

Posts: 2260
Points on hand: 87.00 Points
Bank: 12,611.00 Points
Location: MI, USA
As we all know, 1.5 is coming. Here are my ideas: (some obviosly cannot be implemented)

-station and catwalks visible in editor
-shadows on terrain
-allow selection of 4 different staion styles
-enviornment editor allows option of lightin up catwalks
-allow roads, and queues you walk throngh (like how Hper Rails does it)
-optimize, (remove unnesesary suppor caps, etc) especially water reflections

more will come when I think of them

Post June 11th, 2004, 1:21 pm

Posts: 132
Points on hand: 2,523.00 Points
Location: USA
that wold be kool, but i dont think that they will do it

Post June 11th, 2004, 1:27 pm
Oscar User avatar
Founding Member
Founding Member

Posts: 14408
Points on hand: 11,938.60 Points
Bank: 187,052.60 Points
Location: California, USA

I think NL has a lot of work to do to catch up with SM. [:)] Maybe they should borrow ideas as usual from SM?
Support Us! - Click Here To Donate $5 Monthly!
Paradox wrote:
No need to tell Oscar about the problems. He is magic.

Post June 11th, 2004, 2:12 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

Originally posted by WeeWeeSlap

I think NL has a lot of work to do to catch up with SM. [:)] Maybe they should borrow ideas as usual from SM?

I don't think that they're borrowing ideas from SM, I think that they're adapting real roller coaster types into a game, that they made.

Post June 11th, 2004, 2:18 pm

Posts: 2260
Points on hand: 87.00 Points
Bank: 12,611.00 Points
Location: MI, USA
Yeah, most of my ideas won't be in 1.5, but hopefully in later versions. I just hope they put in the terrain shadows.

Post June 11th, 2004, 2:20 pm

Posts: 471
Points on hand: 3,321.00 Points
Location: Mering by Augsburg, Germany
Well, there are something which you can make without the NL-Team:

- Station: You can create different kind of station. Just create a 3ds and make the station invisible ;)
- roads and so on: You can also create them with 3ds, but if you think walking on it, it is a job for the NL - Team.
- deleting unused supports is possible with Busters Support-Optimizer.

@ Shadows on the terrain: Possible, but very hardware-hungry.... :(
@ Light on the catwalks: the same as teh shadows...

Bino

Post June 11th, 2004, 2:23 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

Originally posted by Bino Maus

Well, there are something which you can make without the NL-Team:

- Station: You can create different kind of station. Just create a 3ds and make the station invisible ;)
- roads and so on: You can also create them with 3ds, but if you think walking on it, it is a job for the NL - Team.
- deleting unused supports is possible with Busters Support-Optimizer.

@ Shadows on the terrain: Possible, but very hardware-hungry.... :(
@ Light on the catwalks: the same as teh shadows...

Bino

true, but if your computer is fast enough, it would handle it easily, So then they should multiple types of shawdows, like showdows on non-terrained rides, and shadows on turrain, ect

Post June 11th, 2004, 2:33 pm

Posts: 2260
Points on hand: 87.00 Points
Bank: 12,611.00 Points
Location: MI, USA
I know about the custom stuff, I just don't feel like creating those sometimes.[approve]

Also, what I meant by optimizing supports is that on some larger round beams, it's not completely "connected". You can see those support caps because of this.

Here are more ideas:

-individual support beams and even node settings (such as colors, footer shapes, better way of making flanges, diameter of beam, options with joints, etc)
-allow custumization of multiple track segments at once
-tunnel effects like flashes
-3ds optimization (hard to implement)

Post June 11th, 2004, 4:23 pm

Posts: 1008
Points on hand: 5,120.00 Points
Location: Illinois, USA

this is the only time im going to post my ideas: reverse split tool (shift + delete) -- similar to delete, but keeps the current shape of the track (except for banking). thats all i want to see.

Post June 11th, 2004, 5:34 pm

Posts: 1983
Points on hand: 3,285.00 Points

Basically he means to take the track segments out which are in the middle if the track.

Post June 11th, 2004, 5:50 pm

Posts: 1008
Points on hand: 5,120.00 Points
Location: Illinois, USA

no, i mean, a reverse split tool: delete track node that will still maintain track shape.

Post June 11th, 2004, 7:49 pm

Posts: 4533
Points on hand: 3,318.00 Points
Location: Kettering, England / Northamptonshire, United Kingdom

I don't think that they're borrowing ideas from SM, I think that they're adapting real roller coaster types into a game, that they made.


Thats the biggest crock of poop ive heard all day....

Post June 11th, 2004, 10:22 pm

Posts: 69
Points on hand: 3,898.00 Points
Location: Michigan, USA


Post June 12th, 2004, 7:30 am

Posts: 189
Points on hand: 3,810.00 Points
Location: United Kingdom

I think anything that'll help newbies to track design wouldn't go amiss - simple stuff like making it obvious where turns are too tight (since both sim and editor are based on the same physics engine, this shouldn't be too difficult). An easier way of making a smooth turn wouldn't go amiss either - I've never managed to get it just right so far....Guess I need more practice :(

Post June 12th, 2004, 5:14 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

Originally posted by The Edge

Thats the biggest crock of poop ive heard all day....

No, it makes perfect sense, last time I checked, Scream Machines didn't invent these rides, they just crammed it into a game before No Limits did, so basically all No Limits is doing is putting that content into a game after Scream Machines did, but its not copying.
And one thing that No Limits should fix is the queing gates, those things are small, in real life, it would only be like 2-3ft tall, and thats not gonna stop me from jumping over the rails, a good size for it would be like 4 ft.

Post June 12th, 2004, 5:48 pm
Oscar User avatar
Founding Member
Founding Member

Posts: 14408
Points on hand: 11,938.60 Points
Bank: 187,052.60 Points
Location: California, USA

Last time I checked, neither did NL, the coaster makers did. And they just crammed it into NL did? That's plain bull. You should see the effort and time it takes to beta test these things. Since I am testing for SM, I know. Lastly, I didn't say copy, I said borrow, which is two different things. Plus NL is limited, whereas SM is much more flexible. Get to know the game and you'll see the differences [;)]
Support Us! - Click Here To Donate $5 Monthly!
Paradox wrote:
No need to tell Oscar about the problems. He is magic.

Post June 12th, 2004, 5:55 pm
Master of Puppets User avatar
Founding Member
Founding Member

Posts: 567
Points on hand: 4,581.00 Points
Location: Canada

Scream Machines may have "Crammed it into a game first" but they key word there is "first".

When you create a file on your computer, say on the desktop, then when you want the same file in a different folder or something, is the option you click "just putting the file into context on a different part of my hard drive"

No, it says "copy"

No matter how you say it, SM had it first, therefore it's copied. SM also doesn't require all the tools NL does to make a good game. It all comes in one nice little package from the original devs. Not just add on fans.

Post June 13th, 2004, 6:03 am

Posts: 206
Points on hand: 2,983.00 Points
Location: Marske-By-The-Sea, Redcar, United Kingdom
any way there should have different track colours in 1.5, like a see through track so u can make it look your flying [:D]

Post June 13th, 2004, 6:10 am

Posts: 503
Points on hand: 3,604.00 Points
Location: Atlanta, Georgia, GA, USA

Originally posted by goingevenloopier

any way there should have different track colours in 1.5, like a see through track so u can make it look your flying [:D]


screammachines has that feature, its fricken awesome

Post June 13th, 2004, 6:24 am

Posts: 206
Points on hand: 2,983.00 Points
Location: Marske-By-The-Sea, Redcar, United Kingdom
NOOOOOOOOOOOOOOOOOOO!!!! dam u sm dam u all to hell

Post June 13th, 2004, 11:48 am

Posts: 2260
Points on hand: 87.00 Points
Bank: 12,611.00 Points
Location: MI, USA
Another idea: Precalciulations of shadows, reflection optimizations, etc. all stored into the track file.

Post June 13th, 2004, 8:39 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

Originally posted by WeeWeeSlap

Last time I checked, neither did NL, the coaster makers did. And they just crammed it into NL did? That's plain bull. You should see the effort and time it takes to beta test these things. Since I am testing for SM, I know. Lastly, I didn't say copy, I said borrow, which is two different things. Plus NL is limited, whereas SM is much more flexible. Get to know the game and you'll see the differences [;)]

crap, thats the second time I described what I'm trying to say wrong, forget it.[confused]

Post June 20th, 2004, 11:53 am

Posts: 2260
Points on hand: 87.00 Points
Bank: 12,611.00 Points
Location: MI, USA
Another idea: 3dcatwalks and safety lanes!! Plus texturing of the station floor. (I mean with all the lines and stuff) and no, 3d walks wouldn't slow the game down. (well, only an unnoticeable amount)

Post June 20th, 2004, 5:53 pm

Posts: 620
Points on hand: 2,092.00 Points
Bank: 10.00 Points
Location: Southampton, Hampshire, United Kingdom


Post June 20th, 2004, 7:24 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

That would be nice to have for inverts and floorless

Next

Return to No Limits Coaster

 


  • Related topics
    Replies
    Views
    Last post