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Version Change Log
2.6.6.2 - Feature Update Hotfix
- Bugfix: New scattering effect was used when environment has custom static skybox. The effect is now only used for the dynamic sky box.
- Bugfix: Conflicting Numpad keys in Editor was resolved. Numpad keys now work differently depending on the Numlock key toggle (Windows version only). When Numlock is on, keys will change views, when off, they will behave as arrow and page up/down keys.
- Tweaking: Slightly reduced shininess of new PBR track and supports
- Workaround: Using special reflection cube map for White Environment, in order to prevent overly bright reflection.
- QoL Fix: Twisted support prefabs slightly changed. Default pipe size is 24 inch now for all Twisted prefabs. Twisted Double prefab has a new default leg spreading mode.
- QoL Fix: Round steel footers are displayed round in wireframe mode now.
2.6.6.1 - Feature Update Hotfix
- Fixes a bug in the Editor Spline selection.
2.6.6.0 - Feature Update
New Path System
New path system added, that makes it possible to create walkways directly inside the editor.
- Easy to use
- Works similar to a paint program.
- Draw simple straigths and perfect curves.
- Create more complex paths by simply painting multiple straights or curve elements on top of each other.
- Paths will automatically be placed on top of terrain and will then stay there fixed.
- Height of terrain can afterwards be changed without affecting paths.
- Curb Styles
- Select from 5 different styles
- Will be generated automatically.
- Surface Materials
- Select from 10 different materials.
- All materials are with PBR textures and parallax occlusion mapping effect.
- Built-in variation cloud layer for hiding tiling effect.
Engine
- Materials
- Track and supports are rendered now using true PBR materials.
- Both steel roller coasters and wooden roller coaster materials were changed.
- Specular highlights should be more realistic, especially on steel supports and track.
- The conversion makes the wear effects to look slightly different.
- Dynamic Environment
- New Rayleigh scattering effect.
- Simulates the light scattering by air molecules, which makes distant objects to appear slightly more blueish and brighter. Most noticeable on the far horizon.
- The effect is similiar to fog. See http://en.wikipedia.org/wiki/Rayleigh_scattering for details
- Fog can still be used on top
- Game Controller Support
- Using Steam Input now instead of XInput (Steam version only).
- The real buttons of the used controller type should now be displayed on the Controller Mapping panel, instead of showing a general XBox controller layout (Steam version only).
- The switch to Steam Input should benefit the Steam Deck compatibility (see below for details)
Editor
- Coaster Properties
- Can now be opened and changed even for frozen coasters. Coasters that are frozen will automatically be unfrozen and frozen when specific settings get changed that require unfrozen state.
- The Chassis color option is now automatically hidden when the coaster style's train model does not support this color slot.
- Colors reorganized on the panel so that the train colors order is matching the order on the Individual Color Setup panel.
- Added 4D Range Offset and Angle on transfers values for 4D coasters (see below for details).
- Scenery
- Added Choose From Selection button. Can be used to quickly choose a scene object from a currently selected instance. Works the same as the Choose button on the Scene Objects Overview.
- Supports
- Added Free Node Panel. Can be used to precisly set the free node's position.
- Atomizing a selected prefab will now automatically select the atomized components.
- The beam length is now displayed at bottom of the screen when a single beam is selected.
- Added specific support connector for 4D coasters. See below for details.
- Terrain
- Added Flatten Terrain option. Can be used to make a region of terrain to an average height easily. Works similar to the Set Height option, but instead will set the height to the average height. Might be usefull to prepare the terrain for paths
- Each terrain layer now has individual texture scaling (Repeats) values. Before, there were only four global terrain scaling values that affected all layers. Now it should be much easier to create individual layers, because tweaking the scaling will never affect other layers.
- A single layer can now be saved and loaded to/from a new type of layer setup file. These files have an internal format that is identical to the format used for storing the whole setup, with the difference that they store only one layer.
- Fixed a bug in undoing a Terrain Settings change. The original layer intensities were not restored properly.
- Added keyboard short cuts for switching views (similiar to how it works in Blender)
- Numpad 1: Switch to Front view
- Numpad 3: Switch to Right view
- Numpad 5: Switch to Perspective view
- Numpad 7: Switch to Top view
- Numpad 9: Toggle view (Right/Left, Front/Back, Perspective/Track)
- Color Picker Panel
- Added HTML Notation (HEX) input/output.
Track Hardware
- Several coaster styles: Antirollback on lifts with friction tires, won't be rendered now when they would intersect with tires
4D Coaster Style
- Added 4D Range Offset angle option to Coaster Properties panel.
- This can be used to shift the range of available 4D rotation angles. The total range is 540 degrees.
- The default value of 0, results in a range of 4D rotations going from -270 degrees to 270 degrees.
- Added 4D Angle on transfers option to Coaster Properties panel.
- This can be used to change the angle on tracks where it is not possible to add 4D parameter points, such as transfer tracks and switches.
- Added rail support connector '4D Special Horizontal' which is found on typical 4D coasters.
- Renamed rail support connector '4D Special' to '4D Special Aligned'.
- Fixed a bug in the 4D Horizontal rail support connector rotation.
- Fixed 'Two Arrows park' to make use of the 4D Angle on transfers option.
Shadows
- Improved smoothened shadows with less jaggy artefacts.
- Fixed a problem with shadows looking weird or dissappearing on some VR headsets (e.g. Quest 3).
- Shadow Detail Level can now be changed without reloading current park.
Scripting
- Improved Coaster.getSection(String) behaviour. Will now return non-null for non-block lifts and transport sections
- Added method String.startsWith(String, int)
- Added method String.indexOf(char, int)
- Added method String.indexOf(String, int)
- Added method TrackTrigger.getName()
- Added class nlvm.util.HashMap: An associative container (map) class for storing key/value pairs
- Added method Object.hashCode(): Helper method for implementing the HashMap class
- Added hashCode() implementations for classes Boolean, Integer, Float, Double, String
- Added method nlvm.util.Vector.insertElementAt(Object, int)
- Added method nlvm.util.Vector.removeElementAt(int)
Steam Deck
- Improved Steam Deck support
- Using Steam Input with a default Steam Deck controller layout added.
- Entering text in text boxes (such as the search field on the help window) will now open the Steam Deck virtual touch display keyboard.
- Improved Steam Deck detection which will make NL2 start in fullscreen mode, when started for the first time.
- Added a few Steam Deck and Linux related optimizations which should increase FPS slighly.
Misc
- Several smaller optimizations for improved load time and reduced memory usage
- Window version: Updated Soft OpenAL DLL to a newer version, because of a rare crash.
- Zamperla Spinning Coaster
- Slightly fixed ride exit position
- Onboard Music.nl2sco
- Now also allows Train index = 0 for all trains
- Help
- Improved documentation of .NL2BGP files (see Reference -> File Formats for details).
- Parks
- Added paths to Crystal Beach Cyclone park.
2.6.5.5 - Small Patch
- Impulse Coaster: Fixes missing ride camera bug introduced in 2.6.5.4
- Editor: Zero snap value will not affect cursor key movement in editor any more
- Several Gerstlauer coaster styles: Catwalk supports slightly changed (Vertical beam to track removed)
2.6.5.4 - Maintenance Update
Track Hardware (Brakes and Transports)
- Some specific (track default) rail connectors now intersect less often with track devices (brakes, transports) on some coaster styles, see each coaster style below for details.
- Available brake and transport device types are now properly labeled in the section settings for each coaster style
- Before, the labels were generic and were not representing the actual rendered device types for each coaster style properly.
- Improved track device placement
- Tries to minimize intersections between cross ties and track hardware even further.
- Track hardware will now be placed on a segment level, to avoid crossing through segment start/end ties. Before, long segments that were splitted into smaller sub-segments, did not cause the track hardware to adjust.
- For some coaster styles, the use of linear motors might force to generate longer segments to avoid ugly gaps at segment borders.
- Classic Looping
- Improved friction tire (Replaced by model with higher quality)
- Support Rail connector on 2-tube spine not intersecting with friction tire anymore (tire will be ommitted or shifted).
- Classic Looping (Modern)
- Slightly improved friction tires (Less glossy, slightly more rounded)
- Improved Brake B model (Generic LIM model got replaced by eddy brake model)
- Corkscrew
- Slightly improved friction tires (Less glossy, slightly more rounded)
- Improved Brake B model (Generic LIM model got replaced by eddy brake model)
- Inverted 2-Seat
- Improved Brake B model (Generic LIM model got replaced by eddy brake model)
- Impulse Coaster
- Support Rail connectors not intersecting with some track hardware anymore (hardware will be ommitted or shifted)
- Hyper Coaster
- Improved friction tires (Replaced by model with higher quality)
- Support Rail connectors not intersecting with some track hardware anymore (hardware will be ommitted or shifted)
- Gerstlauer Bobsled
- Support Rail connectors not intersecting with brake and friction tire anymore (brake and tires will be ommitted or shifted)
- Gerstlauer Euro Fighter 1 and 2
- Support Rail connectors not intersecting with brake and friction tire anymore (brake and tires will be ommitted or shifted)
- Gerstlauer Infinity 1 and 2
- Improved Transport B model (Eddy brake like model got replaced by LSM model)
- Support Rail connectors not intersecting with brake and friction tire anymore (brake and tires will be ommitted or shifted)
- Mack Launch
- Slightly improved friction tires (Less glossy, slightly more rounded)
- Improved Brake B model (LSM like model got replaced by static brake fin model)
- Support Rail connector not intersecting with brake and friction tire anymore (brake and tires will be ommitted or shifted)
- Maurer Spinning
- Slightly improved friction tires (Less glossy, slightly more rounded)
- Support Rail connectors not intersecting with some track hardware anymore (hardware will be ommitted or shifted)
- Rocket Coaster
- Improved friction tires (Replaced by model with higher quality)
- Improved Transport B model (Eddy brake like model got replaced by LSM model)
- Support Rail connectors not intersecting with some track hardware anymore (hardware will be ommitted or shifted)
- Vekoma Minetrain
- Improved Brake B model (Generic LIM model got replaced by eddy brake model)
- Vekoma Motorbike
- Improved Brake B model (Generic LIM model got replaced by eddy brake model)
- Vekoma Flyer Dutchman
- Slightly improved friction tires (Less glossy, slightly more rounded)
- Improved Brake B model (Generic LIM model got replaced by eddy brake model)
Track Cross Ties
- Added chain and anti-rollback mount objects
- 4D Coaster
- Corkscrew
- Vekoma Flying Dutchman
- Wooden Coaster
- Slightly improved cross ties on Mack Launch (diagonal beams better adjust to segment start/end ties)
- Fixed smoothing bug on Rocket Coaster Modern Spine cross ties
Scenery
- Added New Foliage Objects
- Added high quality Cactus using experimental high speed sprite based LOD morph system
- Added high quality Date Palm using experimental high speed sprite based LOD morph system and wind flutter effect
- Added high quality Coconut Palm using experimental high speed sprite based LOD morph system and wind flutter effect
- Added high quality Banana Plant using experimental high speed sprite based LOD morph system and wind flutter effect
- Added high quality Old Tree using experimental high speed sprite based LOD morph system
- Added Purple Flower using experimental high speed sprite based LOD morph system
- Added Red Flower using experimental high speed sprite based LOD morph system
- Added White Flower using experimental high speed sprite based LOD morph system
- Added Yellow Flower using experimental high speed sprite based LOD morph system
Prefabs
- Giga Box prefabs
- Added more size options on Giga Box Single and Giga Box Double
- Improved adjustment to support connectors that have connecting flanges or plates
Editor
- Added 'Add On Plane' option to Scenery tab. When enabled, new scenery objects will be added on top of the plane under the mouse cursor.
- Moved Snap distance and angle setting from preferences to top of editing view. For faster access.
- Moved Grid drawing option to Display menu
- Display menu can be used with ALT key for alternative selection mode
NL2MAT Editor
- Added Internal Texture Format option to Mode tab with additional Linear RGB mode
- NL2MAT Texture Unit Setup
- The Linear RGB mode is usefull when linear intensity values are stored in the color channels of a texture.
- Roughness, Smoothness and Metallic information is typically stored as a linear value.
- See NL2MAT Editor Help page for more details
Scripting
- Fixed a scripting bug when BlockSystemController events were not fired properly
Lift Section
- Added 'No Block' option. No Block lifts will behave similar to transport sections.
- Added drive device option 'None'. This is for creating Anti-Rollback only sections.
Parks
- Kings Land - Brakes and transports adjusted for new LSM model
- Rock-it Man - Brakes and transports adjusted for new LSM model
- Flatride Park - Using 'No Block' option for short lift after station
Misc
- Improved station roof material (with experimental parallax occlusion mapping)
- Fixed a bug in editor for light volume effect when using MSAA anti-aliasing
- Fixed a bug in debug panel (GC timing was completely wrong)
- Fixed a bug with wrong heights of supports when using copy/paste for support structures with footer
- Fixed a bug in editor where rotating locked vertices was possible
- MK1101: Fixed spine on short connecting tracks on horizonally shifting switch tracks
- Added Windows Defender Controlled Folder Access check at startup
- Informs user when NL2 was disallowed to access the documents folder
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