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StarWars

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Posts posted by StarWars

  1. So, what offerings does the "Pro" version have that the standard one doesn't? I'm really curious. I cannot wait for this to get released, definitely on my "must purchase" list.

     

    Stuff like advanced screenshot/video capture. I think it's aimed more towards actual coaster designers. I've heard that the designers actually find NL helpful in their design process. The exported video can then be used in promos for the ride.

  2. I've been debating learning how to script, but this might convince me.

     

    Yeah, you could make a real working version of your monorail (that you can ride) and import it in!

     

    Edit- Also, someone on the NLE thread had a cool idea, which seemed to blow away the devs that post there. They asked if they would be able to script moving smoke to the Vekoma Mine Train cars. The devs said that was the type of creativity they hoped to see from players. Someone else said they planned to script in moving crowds and people that sit in the coaster cars. With the option to have multiple coasters on one maps, the ability to script flat rides and people too, I see fantastic creations in the near future.

  3. Sorry for the double-post. I was over at the forums at NoLimits Exchange, where many of the game's developers post. The past few days there has been a lot of little bits revealed. The one that really pumped me up was something Phyter said. For those that don't know him, Phyter's name is Kevin Stone and his early work on NoLimits got him a job with the series. In a post, he revealed he is remaking his most popular creation, Thunderhead Falls, in NL2 That alone is exciting (since CoasterSims is gone and that was the only place that seemed to host it), but what really excited me was what he said he was doing to improve it. If anyone here ever downloaded the ride, you could see he made fake water and waterfalls on the mountain that could not move. However, with their new scripting system, Phyter confirmed that the water will now be able to move. He even confirmed to me that you can add sound effects to the scripting, so the waterfalls can also have sound.

     

    http://forum.nolimits-exchange.com/comments.php?DiscussionID=145&page=42

  4. I was in line to ride Kingda Ka this past Saturday and there were two women and a man in front of me who were discussing what they perceived (or at least the two women) as the impossibility that the train would make it up and over the top. The two women swore up and down that the train would never be able to make it (not that it would have a roll-back, but that the ride simply wasn't designed that way...gee, what's the point of building it that way if it never made it over the top hat!? ), and the man argued that it would be able to make it. Well, in a few seconds a train was dispatched and (not sure how long they had been standing there, as the line was just beyond the exit walkway when I got behind them) the naysayers were of course proven wrong. They didn't say anything at all after that for a while.

     

    I also heard some other strange commentary while waiting for KK that morning, but that was the most memorable.

     

    Thank God there was no rollback at that moment.

  5. So, there is a rumor on Screamscape about SFA that I think is pretty neat:

    "According to an e-mail sent my way, we may see some or all of the Southwest Territory at Six Flags America given a new Mardi Gras theme. In which case, it would see clear that if the Ragin’ Cajun coaster from Six Flags Great America is coming to SFA, it will go here as well."

     

    So, to me that means one of two things. 1: SFA removes the rapids (because it does not match the theme) and puts this new (used) coaster (a wild mouse, maybe spinning) in its place. 2: They finally expand past Mind Eraser and the Rapids, giving SFA the opportunity around to loop to Whistletop Park.

    The rapids ride is on the opposite side of the park from where the Southwest Territory is located. I am willing to bet money that Ragin' Cajun is going in the spot where Two/Face used to be. I really hope this area renovation rumor is true because much of the buildings looked pretty sad and un-used. Same thing with the theming too.

    As for Ragin' Cajun, As much as it might be a good move to put a ride into a park that doesn't attract as many people as where it used to be, it certainly won't improve the park's coaster collection. I still wish that they got something brand-new and not something relocated after 10 to 20 years in another park.

     

    Yeah, I just realized that. Maybe they will finally build a connection from Southwest Territory to Gotham. Right now, you have to cross the train tracks twice to get the Gotham.

  6. So, there is a rumor on Screamscape about SFA that I think is pretty neat:

    "According to an e-mail sent my way, we may see some or all of the Southwest Territory at Six Flags America given a new Mardi Gras theme. In which case, it would see clear that if the Ragin’ Cajun coaster from Six Flags Great America is coming to SFA, it will go here as well."

     

    So, to me that means one of two things. 1: SFA removes the rapids (because it does not match the theme) and puts this new (used) coaster (a wild mouse, maybe spinning) in its place. 2: They finally expand past Mind Eraser and the Rapids, giving SFA the opportunity around to loop to Whistletop Park.

  7. mmmmmmm.... 1600 feet.

     

    I can see those epic super long mountain terrain coasters from years past being reborn.

     

    I hope that ample tutorials will exist for the scripting. I know very little about code.

     

    I'm not sure if the height pertains to the terrain as well. That would be nuts to nuts to build a mountain that tall and have a roller coaster on it. Also remember that tunnels through the ground are now automatic. You no longer need to make the ground a .3ds file to have a tunnel that seems to go under ground. That would be some coaster!

  8. I know we really shouldn't double-post, but devs on NL2 revealed some pretty cool info. Over at nolimits-exchange.com they have forums in which the devs post. They said that NoLimits 2 features 1600 feet of altitude and just about one square mile of building space. I, myself (not a math wiz at all), asked how that compares to real world parks. This was the response from users:

     

    1 sq. mile = 640 acres

    Nickelodeon Universe = ~7 acres

    Tivoli Gardens = ~20 acres

    Blackpool Pleasure Beach = ~42 acres

    Silver Dollar City = ~61 acres (just the park)

    Europa Park = ~210 acres

    SFMM = ~262 acres

    Cedar Point = ~364 acres

    Animal Kingdom = ~540 acres

    Alton Towers = ~800 acres (includes gardens)

     

    Remember, you are able to build multiple roller coasters (with working transfer tracks) and create rideable rides using scripting. People are going to create full recreations of parks. NL2 may be the best roller coaster sim ever.

     

    http://forum.nolimits-exchange.com/comments.php?DiscussionID=145&page=38

  9. My worst coaster experiences aren't anything that went wrong mechanically, rather they were the coasters themselves. I've only actually been to a handful of parks (many times, mind you). I've been to SFA, WDW, HP, SFGAdv, and BGW (I was too young to ride the rides when I went to KD). The worst experiences for me were both at SFA. Now, I don't think SFA completely deserves the derision it gets, but every time I ride Mind Eraser (Vekoma SLC) the ride lives up to its namesake. My head throbs after Mind Eraser more than any other coaster I can remember. My second worst experience is actually rectified now. I love Joker's Jinx. However, I hated those OTSRs. Every time the coaster got lowest to the ground, my head would bounce from one side of the OTSR padding to the other to the point where I just had to close my eyes. With the lap bars, that no longer happens. It is like a different ride for me.

  10. I think it would be cool if they took a group of people to each coaster of that particular episode and have them be the only ones to score the rides. I think the scores would be more realistic. If I remember correctly one of the riders was going on about how tall Skyrush was. While 200 feet is nothing to scoff at, I would LOVE to see their reaction to Kingda-Ka or TTD, or in the case of that particular episode, Leviathan.

  11. I don't know what's better, Nolimits 2 or TPS. I hope that NL2 comes out earlier so that it makes up for the delay.

     

    In my opinion probably NL2, but that doesn't necessarily equate to it being fun or accessible. For me, I would get no joy out of NL2 making stuff, as I would not be able to grasp the tools. TPS, on the other hand, is the far more accessible game, that more people will get enjoyment out of. I'll get both. I'll make and enjoy rides in TPS, while marveling at the jaw dropping things people will accomplish in NL2 (as I do now with NL1).

     

    I hope and pray that my beaten-up Macbook Pro can handle NoLimits 2.

     

    How old is it? I hope my PC can handle it as well. I have 6GB RAM, 1GB Video RAM, and a 3GHz Quad-Core Processor.

  12. From Screamscape:

     

    Site Expansion Plans - (6/18/13) We’ve seen this talked about over the past few years and the latest plan for the needed road realignment behind the park, which will also allow Hersheypark to eventually expand over into the golf course site can be seen here.

     

    http://www.pennlive.com/midstate/index.ssf/2013/06/moving_park_boulevard_derry_to.html

     

    http://www.pennlive.com/midstate/index.ssf/2013/06/plans_for_park_boulevard_reali.html

  13. I just checked this a few hours ago! I'm wondering which game will be done first, this or TPS? I know TPS is delayed until January of 2014 as of now. Hmm...

     

    I guess, it was just updated then. The video in my YouTube Subscriptions was uploaded an hour ago, so I assume the NL website was updated an hour ago as well. It seems their YouTube channel is now officially active. I've been subscribed to it for months, but no videos could be found through it. You had to view them through the NL website. Just about 19 hours ago, the first two videos they made were officially made to be viewable via their YouTube channel.

     

    http://www.youtube.com/user/NolimitsCoasterUTube?feature=watch

  14. New Update!

     

    http://nolimitscoaster.de/index.php?page=news

     

    The funny thing is, I actually looked yesterday for one, but it wasn't updated. I subscribed to their YouTube page and a new video was posted, so I checked the site for an update and sure enough, there it was.

     

    Update below:

     

    The NoLimits Development Team is proud to show a video of the NoLimits2 engine. Our last news came on April First. I was trying to fool you by saying that we concentrate on flat rides now and leave behind all the coasters. That was not true. Silly and bad joke, I know. However, we are absolutely serious about that the NoLimits2 engine is fully capable of simulating complex fun fair rides. In order to proof that, we created the video below. It features a full blown complex flat ride at a fun fair scene.

     

    [youtu_be]

    [/youtu_be]

     

    Here is an uncomplete list of effects you see in the video.

     

    Flat ride scene object 'Tango'

    Olympia Looping track imported from NL1

    External ride view for 'Tango' and camera flight

    Invisible coaster track used for path as part of the camera flight

    Various additional lights all over the place, some are casting shadows

    Volumetric fog effect using Z-Feather sprites

    Volumetric light effect

    Halo effect

    Special spot lights with projected textures

    Complex scripting controlling lights, flat ride objects and effects

    Animated light textures created with internal tool

    Dynamic Day/Night cycle

    Motion blur

    Walk mode

    Scripted music (.ogg files)

    The first onride scenes were made using NL1

     

    Hardly any post processing was used to make this video. Except for the video transitions and added text, everything comes directly from the engine. The motion blur effect is a non-realtime special effect part of the new improved AVI/MOV export. It is a professional feature to be used to simulate the shutter and exposure time of a real video camera. All the animations except for the coaster itself and the lights on the coaster loops and lift were made possible using the internal scripting language. Some special effects are a clever combination of special material settings, scripting and 3ds object triangles. Everything is user-land, that means users will be able to create similar rides, as long as they are familiar with scene object modelling (.3ds or .lwo) and have some advanced programming skills in an object oriented language. The engine's scripting language is my own design, it is object oriented and combines a subset of features from Java and C#. The team hopes you enjoy the video. Hopefully the video will make your wait for the final product less annoying. We are about 95% done with it, the ToDo list gets smaller each day. [ol]

     

    Woah! Between this and TPS, we may be in for a little Amusement Park Video Game renaissance.

  15. Seeing as today is the final day, I could see them maybe getting the Mac stretch goal, but not the PS3. However, why did they even consider a PS3 in the first place? By the time the game comes out PS4 will have just come out or will be coming out. Wouldn't it be much easier and cheaper for them to port TPS to PS4 considering it's architecture is so similar to a PC? Of course, they would need to purchase PS4 dev kits, which I'm not sure they have yet.

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