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NoLimits Coaster News! (Updated DECEMBER 31th 2013!!!)

I want tunnels. As said above. O! and be able to go under ground. Without make ALL the terrain higher. But be able to make a little bit lower.
 
www.nolimitscoaster.de kg said:
Not much happened within the last two months. It is summer time and I more or less tried to enjoy the good weather, which kept me from making serious progress on NL2. I thankfully accepted Kay's (Buster) offer to write a couple of lines from his point of view of the state of development to keep the *cough* monthly *cough* news going. Thanks! [ol]
Since Ole is busy with coding ;-) I got the chance to talk a bit about NoLimits2 and how it develops. Being a beta-tester allows me to look at the software as a normal user and not as a developer. So, here's what I can say about NL2 (as it is now):

The first thing that is very different to NL1.x is the combination of editor and Sim in one program. At first I didn't think this was a good step. It turned out that my doubts were mainly due to the experience I have with NL1. Having played around with NL2, or rather what is to become NL2, for quite some time now, I must say that Ole’s decision to combine Sim and Editor was brilliant. It will be a big advantage to see how everything will look the moment you build it. Will these two objects align? Will it make the tunnel test? How will this effect work out? Just check while you build. Easy. No need for repetitive switching between Sim and Editor anymore. I think that this will be one of the most useful innovations when it comes to building...
More news and a few more pictures from the simulator on this link: http://nolimitscoaster.de/news.html
 
Sounds like a good combination. But it also sounds like the process of making this new version is quite slow.
 
You have no idea :D

My personal favorite:
nl2_2_1.jpg


Yes, it's fully animated.

As for trigger objects, Ole is debating wether or not to do them. But he said tunneling will be the same as NL 1.X, for now that is ;)
 
^ I just want to see a tunnel that you can use that is the same as the "reach fan" they use to test coasters for clearances. To be able to make TÛV approved stuff and so that supports looks the way they should.
 
Dunno why but this is all looking very... meh.

Theres nothing wrong with NL 1.x anyway. It Isnt looking dated or anything.

So in the words of joey.

Why?
 
Because. Ole (and his mathnerd team) are getting tired of updating NL 1.x, so they're making it for the sole purpose to stop making updates. The next update will be another version of the sim (NL3.0), which he is not even thinking about right now, but he said he would like to do it by 2020.

Also, not to mention the fact that this sim will be way more detailed.
 
www.nolimitscoaster.de said:
I spent the first half of August with finishing some advanced Scene-Object features. Everything turned out pretty much I wanted it to be which is a good motivation for the next weeks. Advanced users can expect a nice bunch of new features regarding Scene-Objects in NL2 to play with. Most features are designed to add life to the scene, but there are also features which will help increase framerates such as the ability to have multiple LODs (levels of detail) depending on the viewing distance. Multiple levels of detail are very important especially for better looking foliage. Next to 3DS mesh-files, NoLimits2 will also support LWO (LightWave) mesh-files, this file-format has a couple of advantages compared to the very old 3DS format.
Think that we might have to learn to make new kinds of 3d objects...

More on: http://nolimitscoaster.de/news.html
 
It sounds like it's going to pretty good for all of the "hard-core" 3Ds users.

I'm not really that stunned by the news yet as I'm not really into building 3Ds.

I want to see some pictures of some new coaster models. :p
 
More news:
Ole said:
This month I fixed up again a couple of things here and there that used to be half way done. Most things were related to the user interface and to the file management. My goal for September was to increase the useability of the software so that my dev-team will have an easier life playing with the new features which are not documented yet and are probably not very intuitive unless you are an experienced programmer.

Read the full report at: http://nolimitscoaster.de/news.html

Yay, over 50%done now!!
 
Well that was a useless update...

Atleast we now know that a vast majority of us thicko's won't be able to use some of the new features in Nolimits 2. Good work Ole.
 
Ole said:
I will take charge in creating good demo parks and tracks that will make use of the new features to revive the interest in the new features because a lot of time was spent in making them possible.

Slip of the tongue? Not so subtle hint at what's to come?
 
^ We can always hope! Since that is something I have wanted to do for a long while.

Ole said:
Unfortunately a couple of new features are so advanced that I am afraid only a minority of users will actually use them in the future.
Sound's like he have built in Purgatorium or other track-building tools...
 
The only thing I can make out of Purgatorium is the tutorial stuff lol

I hope they include a feature where say you want to create a perfect round corkscrew, you can copy the first segment and it will automatically attach in the direction the last node is pointing... Does that make sense?

It'd make element creation a lot easier!
 
Multiple coasters in the same file? Yeah right. Like they'll do that..

Ole said he is going for ultimate realism, does this mean that woodies will have steel plates, nails and bolts on the wooden structures? Hmm.....
 
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