Here are more details about the upcoming release. We are in the final stage now and close to release. Most of the critical bugs have been fixed. All the features are done. All that is left is create the manual and demo tracks/parks.
Here is an incomplete list of features you see in the screenshots.
- New wooden coaster track (with bump mapping, specular mapping, reflection mapping)
- Improved wooden catwalks
- Improved and retextured wooden coaster trains
- Improved generated wooden supports (layered with offsets)
- Realistic wooden coaster bent spacing
- Realistic wooden support beam sizes
- Park with multiple coasters
- Dynamic day-time simulation
- Experimental Depth of field effect
- Automatically generated dual station (will detect parallel station tracks)
- Special dual station switch for Flying Dutchman coaster (and other coasterstyles using same track)
Here is some information about the differences between standard and professional license. It will be possible to upgrade from the standard license to the professional license. The upgrade price will be US $59.99.
|Standard License||Professional License|
|Allowed to use screenshots or|
videos for commercial usage
|Maximum Video output size||720x576||1920x1080|
|Video motionblur effect||No||Yes|
|nolimitscoaster URL watermark||Yes||No|
|Transparent background screenshots||No||Yes|
|Password protection for tracks||No||Yes|
|Price||US $45.99||US $99.99|
Kevin has created a video showing another example of what is possible with the scripting. He created a scenery object and a script that will attach the scenery object dynamically to the coaster car. The scenery object contains an animated texture effect.
* Poster screenshots are special screenshots with very large resolutions. The program will automatically create anti-aliased high resolution screenshots with optimal quality (without levels of detail). Here is an example.[ol]
We are working hard to finish NL2. It will be released this year for sure. Let me give you some more information and screenshots about this upcoming great product.
Here is an incomplete list of features you see in the screenshots.
- Dive Coaster station platform (fully animated)
- Hidden track (can be used for all kind of effects, including special mainenance tracks)
- 4D Coaster bogie and car (insane detail)
- 4D Coaster prefabs
- Optional railing lights (the color can be customized)
- Station lights (will switch on/off depending on time of day)
- Improved older coaster styles (higher detail of wheels etc.)
- Vertical rotation switch track (shifting switches are available, too)
- Graphical user interface of editor (OS independet GUI, tab based work flow)
- Multiple viewports in editor (optional)
- G-Force comb in editor (updates in realtime, works similar as radius comb)
- Track nodes (position, roll and segment border nodes are independent from each other)
Here is some information about the product and release.
- This is no game anymore, we are targetting realism
- There will be different licenses (standard and pro)
- Pro license will contain additional features for high quality video export and screenshots
- Windows XP is required, Windows Vista/7/8 or newer recommended
- Renderer uses Direct 9.0c in Windows version and OpenGL for other OSs
- Renderer requires ShaderModel 3.0 graphics hardware with at least 256MB VRAM
- Initially there will be a version for Windows only, Mac version is planned for next year
- 2 GB RAM recommended.
- Fast graphics hardware highly recommended (seriously)
- Will make use of multi core CPU, 2 or more cores highly recommended
- Release will be this year, probably not before begin of November, we will keep you informed
- Price not decided yet, will be around $45 for standard license
- Price for pro license not decided yet, will be around $100
- There will be discounts for NL1 customers, amount is not decided yet
- Since NL2 is way more professional and complex, we might continue to offer NL1
- It will be offered over the internet as download only, no CD version
- There will be lots of free updates that will add new features
- Download size will be around 500MB
Now back to work, I need to finish the control panel and write some tutorials and help files. I will keep you informed as soon as I have more details about the release. Please do not offer your help for beta testing. There will be no public beta test. [ol]
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.
Tech Demo Video 'Tango'
Here is an incomplete 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]
There was a longer debate within the team about what to show this year. We had the idea to turn NL into a fun fair simulator with a strong focus on flat rides. We were actually thinking about getting rid of all the coasters, but decided to leave them in. We all got quite distracted with flat ride programming, lately, and our idea is very close to reality by now. I am sorry to disappoint you, if you came to this page expecting any fooling jokes. You can leave this page now, because this time everything shown is meant for real. Enjoy and Happy Easter!
Here is a short list of what you see on the screenshots above.
- Scripted and fully animated Tango flat ride
- Dynamic spot lights
- Volumetric fog effects
- Animated textures on loops
- Dynamic sky at night
- Rain effect
- Station platform with improved gates
The Tango flat ride is not fully finished. It needs more work in light pattern programming, darn this is time consuming, but otherwise it is fully working already. It is scripted using the built-in scripting language and it can be ridden using external ride view. The ride program is pretty close to the real thing. It is a user-land scene-object, which means that everything can be created by users. You only need some talent. The animated light textures used on the loops were generated automatically by a built-in tool. The total animation is about 15 seconds long and contains typical pattern effects. Happy Easter! [ol]
The NoLimits team wishes you a Merry Christmas and a Happy New Year.
What you see on the screenshots above: Radius comb in editor before and after hand smoothing, catwalks and rusty track, improved shadows for objects close to viewer, switch tracks for dual stations, 4D track.
The radius comb is a very powerfull tool for hand smoothing out a track, the blue points control the track spline and the green discs are roll points that control the banking. Both points are completely independent from each other and allow very flexible editing. The new catwalks can be added to every piece of track. In NL1, they were limited to brakes, lift and transport sections. The improved shadows are more blurry and look more realistic. The special switch tracks were added to make dual stations, they can also be used for other applications such as storage tracks. The 4D track is quite detailed, please notice that the position of the extra rails that control the 4D rotation will vary along the track depending on the 4D rotation angle. And last but not least: It is done when it is done, it is that simple. There is not much left to do, I am working on the station building right now. I need to transfer a couple of older coaster styles to NL2 yet, and there is some small stuff to be done like creating the manual etc. Since this will be a completely new software product that has not much in common with NL1, basically everything is different, it will not be a simple update. Releasing the product requires more planning, so I cannot give you a release date at this point, even if it would be done right now. [ol]