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I read that already, what I was saying is that I doubt that he really did only that, and that he most likely finsihed at least one coaster type. Because to me Dolphins seem like a step over perfecting the enviroment box, and more into the "luxury add ons" department.

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^ I think that he isn't the one that makes the 3d models of the coaster trains/track, so there might not be any ready just yet.

 

But as all other big project I guess that he has made a a schedule in which order he want to make the things. And he has also made clear in an earlier update that he had a lot of semi-finished stuff, and he is checking of that list in a suitable order.

 

Also I don't think that it would look that good to have a coaster in a giant boring box, it will look so much better now when he really can show it of in a full 3d environment.

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Stepping out of the environment conversation, I wonder if NL2 will feature operational transfer tracks, like the whole sections of track for transferring the train to a maintenance shed, and the small moving pieces of track used for B&M and Intamin double stations. Also, controlling the spacing and placement of tires and brakes would be nice. As well as being able to have normal sections of track with the depressed (for lack of a better word) spine.

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Stepping out of the environment conversation, I wonder if NL2 will feature operational transfer tracks, like the whole sections of track for transferring the train to a maintenance shed, and the small moving pieces of track used for B&M and Intamin double stations. Also, controlling the spacing and placement of tires and brakes would be nice. As well as being able to have normal sections of track with the depressed (for lack of a better word) spine.

 

by depressed do you mean like on B&M lift hills? Because I thought it already has that? Or was that Scream Machines?

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Stepping out of the environment conversation, I wonder if NL2 will feature operational transfer tracks, like the whole sections of track for transferring the train to a maintenance shed, and the small moving pieces of track used for B&M and Intamin double stations. Also, controlling the spacing and placement of tires and brakes would be nice. As well as being able to have normal sections of track with the depressed (for lack of a better word) spine.

 

by depressed do you mean like on B&M lift hills? Because I thought it already has that? Or was that Scream Machines?

 

I don't mean like on the lifts. I mean the type of track where the spine is depress where brakes and transport tires are. (But of course NL already has that, I'm talking about being able to have the depressed spines on sections of track without the brakes or tires)

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I think I get what you are saying...on some hypers where the stress maybe more ont he coaster tue track spine is "thicker". Is that it? Because I dont know any reason to have the brake style depression on a section that doesnt have brakes. I dont think it would be able to handle the speed.

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  • 2 weeks later...

Ole may have already made all the coater types he's going to include into NL2, and is just saving them for last, and is now working on the environment. Seeing as the environment is significantly larger then the coasters themselves (and knowing he probably has a whole team that can work on the coasters) it's taking him the longest to make it. I really like the environment though. Grass is something I've always wanted, as well as realistic trees, and RAIN!!

 

Of course it's all just a theory to how me is making it...

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  • 4 weeks later...

A new update and the usual Christmas greeting from the development team.

 

The Dev-Team wishes all customers of NoLimits a Merry Christmas and a Happy New Year! Another year passed by and I was again not able to finish what I was planning to. Especially the last two months were quite unproductive, which is why there was no news in November. Since the graphics engine is almost complete now, I continued working on the coaster editing for the last weeks. The coaster editing is almost done but I decided to not hurry at this point and instead spend more time on verifying the design. The coaster editing design process is very different in NL2 compared to NL1. Some fundamental differences were required to make it easier to create smooth tracks.

 

Click for the complete update.

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Quite frankly I would much rather see, say, flat rides, being put in the game rather than people to ride the rides. I mean, lord knows how much I would love to see a rollercoaster tycoon type game with a realistic engine such as NL, but even just adding people to the game doesn't sound too realistic of a goal to me to be done properly.

 

 

I must say though that I loved to hear that you will now be able to build your track around the heartline automatically! That sounds like a great feature!

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  • 3 months later...

Hey! There's a new update!

 

Long time no updates on this site. The last weeks were quite stressfull and I have been busy doing various things here and there. Every so often I got distracted from my work on NL2, by either contract jobs for coaster companies or hardware problems with my PC. For the last three months I was not able to finish anything I started working on, so I decided to interrupt the monthly NL2 news because of lack of news to report. Now things are getting more clearly and I do actually have something to report by now.

First of all there is a new update for the Mac version called 1.72. This is a minor update which fixes a bug with the static shadows on Intel Macs, I therefore recommend this update to all users with Intel Macs. Users with PowerPC equipped Macs do not need this update. Also the full and demo releases for Macs are now based on 1.72. Please go to Update 1.72 for MacOS X to download the update.

I am almost done with the hand-building track designing code in NL2. My progress on NL2 development is not far enough yet, to be able to fully judge within NL2 how good the quality of my hand-built tracks in terms of smoothness are. In order to be able to improve the track building features at this point, I quickly tossed together some sort of track export, which allows me to test ride my NL2 tracks within NL1. I am quite satisfied with the results, The NL2 hand-built tracks indeed turned out to be much smoother compared to hand-built tracks in NL1 within the same amount of time. Though there is still room left for improvement, but everything turned out how I expected it. I am experimenting with some advanced auto-smoother algorithms right now that will further improve the quality of the hand-built tracks.

On a different construction site, I managed to get tunnels through terrain working. This is a feature requested very frequently and I can now confirm that this feature will definitely be available in NL2. Right now my solution does not work in real-time, I am still trying to get my algorithm working faster, but hey at least it works. Cutting out the portions that do intersect with the tunnels turned out to be not trivial, at least for me, which is why I never added that feature to NL1. I will keep you informed about more progress I make on this topic and will hopefully be able to update this site more frequently in the future. [ol]

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  • 3 weeks later...
  • 2 months later...

 

2009-07-22

 

Update about progress on NL2

 

I have been making lots of progress within the last months. I have been switchting a lot between multiple construction sites within the NL2 code which is over 400,000 lines so far. That's already more than the lines of all NL1.x modules counted together. Not every feature I started working on is completely finished at this point, so I cannot present anything brand new. Instead I decided to create a small video showing some features I have already talked about earlier. The video is encoded using Ogg Theora. If you use Firefox 3.5 or newer you can directly watch the video, otherwise you may need VLC or any other video player that can play Theora files..

 

Walkmode Video (Ogg Theora)

 

The video basically shows the built-in walkmode. Unfortunately the coaster you can see in this video is a 3ds scene object. The coaster designing code is almost finished, but the object creation is not, so the 3ds file is still used as a place holder at this point. The final coasters in NL2 will look much better than this simple 3ds. I do not know if I talked about the walkmode yet. It was one of the first things I implemented in NL2, so I am considering it as an old new feature. It works quite nicely, you can walk on all kinds of objects that are meant for walking on, including scene objects. The video also shows some auto-plants, if you look carefully you can see that the plants are moving slightly. New ambient sounds and the dynamic shadows give a much higher immersion effect than NL1.

I am right now working on a built-in Force Vector Design Tool, that will allow you to create tracks specified by g-force values. I already implemented a built-in Elementary that allows to create elements based on formulas. The syntax is quite identical to Tia's original Elementary tool, so the existing collection of formulas can be reused with small modifications. [ol]

 

 

Sounds interesting. I'm happy that he is adding some of the tools that Tia made into the new game!

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Ogg? Seriously? Can anyone put that in a format that actually is used? I can't figure out how to view that video.

 

Edit: OK. I downloaded a program to be able to play it. It looks incredible. I'm not sure how I feel about the footsteps and walking around (especially on the track), but it looks great. Turn up the rain, and the drops actually hit the track. That's cool.

 

Now I want to see a train!

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Ogg? Seriously? Can anyone put that in a format that actually is used? I can't figure out how to view that video.

 

He did say that it will play if you are using Firefox.

 

It looks great, but I wish the video had a real coaster running in it and not a 3Ds object. =/

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