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The one and only NoLimits 2 Topic

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Post February 4th, 2013, 5:32 am

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^Same here. Or it may be possible with their script feature. I very much like the idea of scripting for NL2.


.3ds basic model packs is an awesome idea. Web coding I can grasp. 3D modeling programs, I...uh...just don't get. I still use the CoasterSims Park Pack.

Credit is always given in ride description. It is saying, thanks for building this for me and not charging me use it. (Thank you Entropy for Newton/Newton2) It's the decent thing to do.

Oh, I almost forgot, No Limits is not a "game". Sorry to have to point this out peeps. That is why RCT comparisons just don't work.



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Post February 4th, 2013, 5:51 am

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Cable lifts and other various lift/launch scenarios are are indeed something that is possible with scripting. :)

-Kevin

Post February 4th, 2013, 9:26 pm

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I am totally buying it when it comes out if these methods are used. THAT would be awesome. Given that I live about three miles from Cedar Point, I have always wanted to have a more technically focused Top Thrill Dragster.

Post February 4th, 2013, 10:09 pm

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Is the scripting going to be in a language that non-nerds who go outside can understand?

Post February 4th, 2013, 10:31 pm

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I absoutly want this odd jet coaster style with very strange bullet nose trains.
http://rcdb.com/1720.htm?p=0

Post February 5th, 2013, 4:04 am

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You will need some programming experience to begin to code your own scripts in NL2. If you're familiar with Java or C# you'll be right at home in the NL2 API. But for most scripts, once it is written, it will be very easy for anyone to use. The splash script for example appears as a scenery object to the end user. You just plop the scenery object near the length of track you want the splash to appear and the script does the rest.

-Kevin

Post February 6th, 2013, 12:24 am

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Will the hyper coaster trains be included. I know that one program created a Magnum XL 200 themed train.

Post February 6th, 2013, 7:35 am

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If a particular favorite train type is not included, would it be possible for advanced script users to make animated 3DS versions of the non-included train type and animate it around the layout of the track with as accurate physics as possible, and use walk mode to make a POV, or would it just be so hard and tedious that waiting for a future update would be easier? I myself am not thinking of trying it.

Post February 6th, 2013, 1:02 pm

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^I would venture to assume that scripting the physics of an entire roller coaster would be impossible.

It would be easier to take an existing 2x3 car style and modify the 3D model to make Arrow Hyper cars.

Is this included, NL team / Kevin? Modeling our own trains and importing? I assume not lol.

Post February 6th, 2013, 2:08 pm

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I'm pretty sure one of the guys on the team confirmed lack of custom trains/track a while ago. NL likes to keep certain parts of the program completely hands-off and they don't want, say, several versions of an unofficial coaster type floating around. (Whereas I think it'd be helpful for making certain rides and what not, but they decided against it.)

Post February 6th, 2013, 3:09 pm

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Originally posted by coasteragent99

I'm pretty sure one of the guys on the team confirmed lack of custom trains/track a while ago. NL likes to keep certain parts of the program completely hands-off and they don't want, say, several versions of an unofficial coaster type floating around. (Whereas I think it'd be helpful for making certain rides and what not, but they decided against it.)


They should probably encrypt the application a little better, then. My thesis project last year revolved around modifying NL. I demonstrated how to get into the source code and create a new train. Granted, the sim crashed because the program was not meant to run a modified train. I think with the ability to write your own animation scripts in NL2, it won't crash on me this time.
Originally posted by GerstlCrazy
Cool! The name is Fly Over Rainforest?
I was under the impression the name was Green Coaster Goes Fast Goes High Has Clockwise Loop Has Straight Upside Down Four Seats Two On Each Side Fast Coaster?

Post February 6th, 2013, 10:45 pm

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I want to make a park full of Jetcoasters and Togo death machines!!

Post February 6th, 2013, 11:46 pm

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Originally posted by tiepilot35

^I would venture to assume that scripting the physics of an entire roller coaster would be impossible.


NL2 has a built in irony class that won't allow this. [peakhill]

Is this included, NL team / Kevin? Modeling our own trains and importing? I assume not lol.


We're keeping the trains the way they are, uneditable. Except to hackers evidently. But there will be new ways to modify cars and trains without altering their geometry that go beyond mere car textures. More on that later. [:)]

Post February 6th, 2013, 11:50 pm

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Post February 7th, 2013, 10:57 am

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Originally posted by PhyterNL

Originally posted by tiepilot35

^I would venture to assume that scripting the physics of an entire roller coaster would be impossible.


NL2 has a built in irony class that won't allow this. [peakhill]

Is this included, NL team / Kevin? Modeling our own trains and importing? I assume not lol.


We're keeping the trains the way they are, uneditable. Except to hackers evidently. But there will be new ways to modify cars and trains without altering their geometry that go beyond mere car textures. More on that later. [:)]


Will the 4 across hyper coasters have the stupid don't touch sign anymore. Most of them don't have that in real life and it wasn't part of the regular car texture in nl1.

Post February 7th, 2013, 1:41 pm
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You can get rid of that in MSPaint in 30 seconds. It's not hard.
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Post February 7th, 2013, 4:27 pm
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Originally posted by cool5

I absoutly want this odd jet coaster style with very strange bullet nose trains.
http://rcdb.com/1720.htm?p=0

my body is ready

Post February 8th, 2013, 4:42 pm

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Originally posted by Coasterkidmwm

You can get rid of that in MSPaint in 30 seconds. It's not hard.


Its not part of the car texture as far as I know. Its textured seperately.

Post February 9th, 2013, 6:22 pm

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All of the trains are getting a makeover of one sort or another in order to accommodate specular and normal maps. In many cases this involves remapping which means I have an opportunity to move details onto different maps. In the case of the B&M Hyper I kept the sign but placed the seats on their own car texture. So you will now be able to remove it if you want to.

-Kevin

Post February 9th, 2013, 6:53 pm

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Will arrow dynamic cars be implemented into nolimits2 ?

Post February 10th, 2013, 10:58 pm

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How do the lifts work in NL2? Do they lock the car into a constant speed once they slow down to the specified speed (if exceeding that speed upon entering) or will it stagger to get started? That is a feature that I would love to have, as many lifts on older coasters struggle to move the train upon entering the lift.
You expecting something not being here?

Post February 11th, 2013, 2:08 am

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Originally posted by Yaminub

How do the lifts work in NL2? Do they lock the car into a constant speed once they slow down to the specified speed (if exceeding that speed upon entering) or will it stagger to get started? That is a feature that I would love to have, as many lifts on older coasters struggle to move the train upon entering the lift.


Yeah reminds me of old arrows that would do that and make a wonderful clunk sound when the train would first engage the lift. Having the clank sound as it exits would be great as well.

Post February 11th, 2013, 3:59 pm

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Originally posted by blackhand1001

Originally posted by Yaminub

How do the lifts work in NL2? Do they lock the car into a constant speed once they slow down to the specified speed (if exceeding that speed upon entering) or will it stagger to get started? That is a feature that I would love to have, as many lifts on older coasters struggle to move the train upon entering the lift.


Yeah reminds me of old arrows that would do that and make a wonderful clunk sound when the train would first engage the lift. Having the clank sound as it exits would be great as well.

Exactly what I'm talking about. Thanks :)
You expecting something not being here?

Post February 11th, 2013, 5:43 pm

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Variable lift speeds would be awesome. Lots of real rides use it for blocking purposes.

Here's a question I'm not sure has been asked.....Everyone is excited for the new math based track building tools, but how about those of us (maybe just me?) who still like building tracks traditionally by hand. Is the old method of building still there?

Post February 11th, 2013, 5:46 pm

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^They said they have improved handbuilding a bit, but it remains mostly the same and/or similar.

I think one of the ways you can build is to have vertexes attached to the heartline instead of the track spine, making things easier in that regard. They probably have the old method as well. Just rumors though, nothing confirmed. I do remember them saying handbuilding was staying though, and that apparently Ole personally prefers handbuilt rides anyway.

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