Here we go again :

Here we go again :

visualized:


Special Thanks to JetStream for the awesome idea! This wouldn't have happened if it wasn't for him!
This pack takes the existing NL2 trees, but adds nicer textures and shading to them
(This doesn't replace the in-game trees, these are seperate objects!)
Example:

Outer = Stock, Inner = Remastered
Here's all the trees that I remastered (all of them except Tree8, because nobody likes Tree8)

I hope you get good use out of them!
We'll ride again
Don't know where
Don't know when
But I know we'll ride again some sunny day
Keep smiling through
Roundup like you always do
'Till the blue skies drive the dark clouds far away
You create it, you share it, we feature it!
-Ride_Op
Well, time to be honest.
The Loopys and Wheelies were built by a friend, who also bought the raw materials and shipped them out, including internationally. The Glowies and the upcoming ride posters from Made To Thrill I bought and paid for out of my own pocket to ensure you guys all had a cool prize to work for. With the Coronavirus causing tons of economic devastation, including getting my wife laid off, the extra funds to buy another set of prizes for 350 just aren't there. Not helping was a huge tax bill from dipping into my IRA to buy the house. Thought we put enough aside for taxes, but, we did not.
So, given all of that, and the community leaning toward taking the year off, this year's roundup 350 will be a normal roundup. Our next Mega Roundup will be 400, when I'll be able to afford another cool prize, including shipping half of them (or more) internationally.
Yes, prizes for 200 will still happen, even though they may change shape or form somehow. And the ride posters are being designed now. And there are 2 Wheelies we had to remake which are slowly being worked on. We'll make good on all of it.
Thank you all for your patience and understanding. I want these to be fun, and we all look forward to watching the videos every year and seeing who made the roundup. But, need to take a year off and return again for Roundup 400 when we're ready to go again.
Thanks folks.
-Ride_Op
^ That's a good point, but these aren't editable after being placed which for something as basic as a circular arc seems like a handy option to have.
Btw, if someone is interested, a derivation of the formula in question can be found here. In that case it's sin(angle/2) instead of cosine because it's using the angle inbetween two edges of the control polygon. Oh, and that formula works for every angle inbetween 0 and 180°.
Let us also not forget the left and right turn elements that come with the game
(The examples are for a 45 degree turn, try it for yourself! )
1.Make an isosceles triangle with 3 vertices with right angle trigonometry
Example points(x,z): (-10,0)(0,0) (7.07107, 7.07107)
2.Plug in the angle of turn (a 45 degree turn makes up an 8th of a circle) into this equation:
Cos(angle of turn/2)
Example: cos(45/2)=0.9238795325
3.Enter this value as the weight for the the vertex in the middle of the turn
Example: In the vertex (0,0), enter 0.9238795325 into the weight slot (default is 1)
For a visual, turn on the Radius Comb Single
This is showcased in a roller coaster I've uploaded called "The Dips."
I remember there were times when Arborak or FjallFall broke but all I did was turn on the ride's control panel, then press the reset button and then it worked perfectly after that.
Nice. I'm excited to see this completed!
Hi Andre.
I have discovered this project a few months ago and first of all let me truly congratulate you for your hard work. I would truly dare to say this is the best park as a whole I have ever seen created in NoLimits 2.
Next, and to add up to the ongoing conversation, currently I am not having any issue with any of Terra's rollercoasters nor rollercoaster-based rides (neither the scripted ones nor Zephyre) using NoLimits 2.6.0.1 64 bits.
Nevertheless, I would like to offer some help: some time ago I tried to code myself an improved version of Musickid43's Script Generator. I wanted to fix some of the ugliest things Musickid43's generator does and potentially extend its functionality (one of the core goals was to produce cleaner code, more readable so as to manually edit it more easily afterwards). I never released my generator anywhere, because although it's perfectly usable as of now, I never considered it to be "finished" enough to be released, so I kept it for my personal usage. Nevertheless, it works perfectly and I'd say it does better than Musickid43's in many aspects (with all respects to Musickid43: he will always have been the first one in doing one and mine is just an improvement based on his program).
Considering that, I would gladly help you out with the scripted coasters if you want. I would even be up to connecting the storage sections to the main Block System Controller so that Full Manual Mode doesn't need to be enabled to move trains in and out. As I said, I truly love this park and although I don't have problems with it, if it's in my hands to help others enjoy it, I'm willing to.
Just make sure to leave me a message if you want to talk about it ^^ ;)
Keep up the good work!
Shortly after Wildfire was constructed at Kolmarden, I was inspired to build my first RMC coaster in a very similar style, while also taking elements from various other RMC's around at the time. This file has sat on my pc for the last few years and has gone through several major changes, I had practically finished the ride, including theming and environment, when I decided to completely redo it all from the ground up. The layout and support work was completely overhauled and with this a completely different theme and environment was chosen too.
It went from being this:


Wilderness Springs
to this:






Welcome to Libertalia! Themed around an abandoned and hidden pirate town built centuries ago. Let me know what you think.
All the pictures are poster size if you wanna look at em big.
I haven't really looked into it yet to be honest. I think it might have been something to do with the scriptgenerator's scripts. I used that program to make the scripts for several coasters, and the rapids. In one of the more recent updates to NL something has changed, but frankly I have no idea or clue what it is. If someone has any scripting knowledge, maybe they could look into this?
It also affects Zephyre occasionally (the only ride affected without a Scriptgenerator script), which I'm guessing is because of the double station set up. But your guess is as good as mine.
That station looks very pretty, really like the aesthetic you are going for. However, something that bugs me is the boring cattle-pen queue design. I would say a more free-flowing queue into the station building would look a lot nicer than just a couple of concrete boxes. Isn't a be all end all or anything, but it's just my two cents
I there a way to implement the track trigger listener into a block script?
Have you been able to fix the issues with the block brakes yet??
there is unfortunately no way to use a script to set the E-stop, the only way i could think of doing it would be to set the brakes on and the transports off
Just an update, the queue is getting completed at the moment and planting is in place under the ride, with a small woodland walk to a viewing area by the first drop.


I am trying to make a script that causes ride errors and stops the train along the course. I have figure out how to do this on a coaster that has a lift but I am having some trouble on a launched coaster. My idea is to use a track trigger to decide when to stop the train. The issue is that I have not found a way to use tack triggers in a block script and don't know if it's possible to link two scrips together. My thinking was to somehow activate the Emergency Stop using a script but so far all I have found is isEmergencyStop which only returns if the E-Stop is or isn't activated, Is there a way to make the emergency stop active? I was also thinking of maybe somehow thinking that F8 on the keyboard was pressed without having to press it. I am relatively new to scripting so I apologize if there is a simple solution I am overlooking.
This looks awesome! RNRC is one of my favorite coasters of all time so I am super excited to see this being made.