-----------------
Jeff - Webmaster/Admin - CoasterBuzz.com
"From the global village... in the age of communication!"
Watch the grass grow!
Velduanga said:
That dll. problem is Direct X. It requires Direct X 8, but unless you have a 1.5 Ghz processor, its not worth it. Scream Machine is also as buggy as an anthill.
What do you mean? I run Scream Machines on a P2-350, and it's smooth! For the most part, SM is easier to use, but doesn't have the graphics or sound that No Limits has. No Limits also seems to have a much more powerful editor. They're both good, but I think No Limits will end up being better in the end.
-----------------
Jman
Webmaster: Gravibulb Coasters
http://balder.prohosting.com/gravibulb/coasters/
Velduanga said:
That dll. problem is Direct X. It requires Direct X 8, but unless you have a 1.5 Ghz processor, its not worth it. Scream Machine is also as buggy as an anthill.
What does DirectX have to do with processor speed? Every new version has additional API calls available to developers, it doesn't strain your system anymore. In fact, many benchmarks made when 8 came out seem to indicate a lot of optimization in code.
Even then, it doesn't matter, since the game talks to OpenGL, not Direct3D.
-----------------
Jeff - Webmaster/Admin - CoasterBuzz.com
"From the global village... in the age of communication!"
Watch the grass grow!
The demo release was buggy, but you can't imagine how much things have improved. Brian was a bit regretful about releasing the demo in that state, and has since vowed not to bow in to pressure from eager fans.
As for performance - unfortunately, it's all over the map. Scream Machines (especially in it's earlier builds) is a memory hog. The more available memory you've got, and the more RAM you've got, the better things will be. Processer speed isn't really going to affect your gameplay too much at all. I run SM on a AMD K6-2 533 with 312 MB of RAM and GeForce 2 MX PCI (32 MB) and I get a consistent frame rate that's above 50. With all of the new graphical enhancements on, it runs at a respectable 40-50 fps.
And, after all is said and done, keep in mind that both developers have done all of this work because they wanted to, and for no other reason. They're not trying to make a fortune off their work, but they were kind enough to release it for everyone to enjoy. So, please, remember that when you create some sort of false competition between the two games.
~ Michael ~
Even more hateful on Scream Machines is that when I had my Voodoo 3500, it was completely missing ground textures. Also, the sound very quiet & some ripped from RCT it felt.
Once I got the GeForce3, the problems with the ground textures were fixed, but still... it was a very frustrating program with its building interface.
I found that just with one day playing around, I really got to enjoy No Limits. I sincerely cannot wait until the full version comes out.
I DEFINATELY cannot wait until the additional downloads come out, such as different trees, objects, water, and land height adjusting.
If all those come out as seperate downloads, I bet that you can create your own coaster that may even rival Badnitrus!
-------------
Proud to be an American!!
-----------------
Jeff - Webmaster/Admin - CoasterBuzz.com
"From the global village... in the age of communication!"
Watch the grass grow!
No Limits seems at this time to be graphically superior. Scream Machines isn't bad looking mind you... but No Limits is friggin' pretty.
Both run decently on my machine, though I wonder how much No Limits takes advantage of the T&L capabilities of the GeForce line of cards.
I must admit that I've only edited with Scream Machines becuase I can't stand not being able to save my work... it's a veritable pet peeve of mine. That said, I find Scream Machines to be a very good editor that I can control rather handily. No Limits we'll just have to see about...
Scream Machines appears on the demo surface to be much buggier than No Lmits... but I attribute a great deal of that to its pre-release nature (the new screenshots already look light years ahead in terms of user interface if nothing else).
Scream Machines has one ace in the hole, however, in that it has the terrain editing feature. I just love being able to build terrain coasters. No Limits dropped that ball on not having terrain, IMNSHO.
So putting the two up side to side... I'd say it's a draw.
That said... I plan on buying both :)
-----------------
I like SM's editor based on the fact that you can play around with text and numerical values. I like to build a 160' coaster and know that it is 160'. I guess NL wouldn't have this problem once Ole puts the American (or Medieval) system in there for all of us crazy yankees...
Both have their ups and downs, but at this point, if you take the time to really understand NL's editor, you would find it more satisfying than you do now. As for the camera system, NL has this one down outright...
-----------------
Loopscrew.com: Your brand new, and only, editorial based coaster site!
6/8/01
Just to let everyone know, SM supports the bezier curves just like NL. You edit them in a different way, but they are there. The SM demo only included one of six editing modes. And that one mode was missing a couple of major features. The only thing NL has that SM doesn't as far as editing features is the custom supports. I had them in a while back, but dropped them when I switched from OpenGL to DX8. As far as kinking in the track, that is caused by using the Z Axis rotation when you aren't supposed to. The correct way was stated in the help files that came with the demo. The game now has code to totally block using the Z Axis in the wrong way. The current version of SM is A LOT better than the released SM demo. I know everyone wants to compare the two, which is unfortunate. But you should at least wait until the final versions of each game are released
*** This post was edited by FloridaCoasterRider on 10/10/2001. ***
Terrain can be nice, and it might be something Ole would look into for a future release. Terrain does also cause a bigger framerate hit for all those extra land polys. But do remember that terrain doesn't make or break a coaster, and in fact most of the best coasters ever built were built on flat land.
-Ride_Op
-----------------
Visit my old Ultra Coaster page: www.geocities.com/ride_op
You must be logged in to post