Popular Post Cyrem Posted February 25, 2013 Popular Post Share Posted February 25, 2013 Cafeteria! 1.0 BETA 7 Cafeteria is a Game Launcher and Mod Loader for LEGO Rock Raiders. It allows you to play LEGO Rock Raiders mods without manual installation and also allows you to configure the various parameters of LEGO Rock Raiders/LEGO Rock Raiders Community Edition. Installation - First, download the latest version of Cafeteria at the bottom of this post. - Extract Cafeteria and all its files into the installation directory of LEGO Rock Raiders. This is usually: C:\Program Files (x86)\LEGO Media\Games\Rock Raiders - Your installation is finished. Whenever you want to play, start Cafeteria and launch the game through it instead. Requirements Most new computers already have these installed, however if you are missing one, you may get errors in the program. - .NET Framework 4.5 (Download) Installing Mods Mods come in files with the extension *.wadp. You can find mods in topics on this forum. To install a mod, simply place the WADP file inside the "Mods" directory or use the "Add Patch" button. You can confirm a mod has been installed and is valid by visiting the "Mod Manager" tab in Cafeteria where it will display. Ordering Mods Using the arrows on the interface you can move mods up and down. Mods at the end of the list are considered "low priority" and mods up the top are considered "high priority". Mods are installed in order from Low to High Priority. As some mods overlap others or must be applied after other mods, you can order them in the correct installation order. FAQ I heard this allows playing LRR in high resolutions? You did hear correctly. Old versions of Cafeteria did allow this, however this has since changed. Playing LRR in high resolution has now been moved to the Rock Raiders Community Edition project where it will be built into the game. How do I make my own Patches? Please see this topic: Patch Documentation for Cafeteria Changelog 1.0 BETA 7 Added "Addons" to Online Mod library for installing things like D3DRM. Fixed case sensitivity on CFG:Open Added Context Menu Items "Remove Patch" and "Open in File Explorer" Added "Create New Patch" under Tools. This will create a new patch with file structure under "Mods" and added it to the Mod list. 1.0 BETA 6 CFG:AddBlock will not duplicate an existing block. CFG:AddProperty will not duplicate an existing property, instead it will update an existing property. 1.0 BETA 5 Fixed encoding issues with languages other than English. 1.0 BETA 4 Renamed JMP command to CMP command Added new JMP command to simply jump to labels without compare. Added online library for mods (not much yet still adding) Mod description tooltips. Added patch log to see the last log of patch applications. Added "FileAdd" "FileRemove" "DirectoryMerge" to replace "WAD:..." equivalents. These have enhanced debugging messages. Old commands have not been removed. 1.0 BETA 3 Added variables & related commands: VAR / VAR:FromCFG / VAR:Increment / VAR:Decrement Added the ability to Jump in a script with JMP <variable> <opcode> <value> <jumplabel> Added format specified to variable output {var|D2} = 01, {var|F2} = 1.00 Added the ability to work with ANY config file, CFG, AE, PTL, OL etc. Just CFG:Open <path> and CFG:Save when done. 1.0 BETA 2 Removed case sensitivity from AddFilesFromDirectory. Added Patch Extract and ReBuild into right-click menu. Automatically saves and reloads mods before rebuilding. Misc changes. 1.0 BETA 1 Too many changes to list since 0.9.3 Download 1.0 BETA Ashketchum22, Starrocks923, LUModder and 25 others 28 Link to comment Share on other sites More sharing options...
McJobless Posted February 25, 2013 Share Posted February 25, 2013 Absolutely brilliant! I'm working on a 1366x768 version, although I might also do larger resolutions if people ask. Link to comment Share on other sites More sharing options...
Tracker Posted February 25, 2013 Share Posted February 25, 2013 Lair now needs to do high-res letspalys. Link to comment Share on other sites More sharing options...
LUModder Posted February 25, 2013 Share Posted February 25, 2013 Quick question, is it Full Screen only? Not like I care to play in full screen but with a better res, I could play in full screen. EDIT: Another question, is it meant to freeze your mouse until you Alt-Tab? Link to comment Share on other sites More sharing options...
TheDoctor Posted February 25, 2013 Share Posted February 25, 2013 MMmmm, I'm going to need some command line arguments if I'm going to implement this into LMS. Link to comment Share on other sites More sharing options...
nik Posted February 25, 2013 Share Posted February 25, 2013 Wow, this is incredible. Can't wait for someone to publish panels coordinates for 1920x1080 Thank you, Cyrem! Link to comment Share on other sites More sharing options...
TheDoctor Posted February 25, 2013 Share Posted February 25, 2013 Wow, this is incredible. Can't wait for someone to publish panels coordinates for 1920x1080 Thank you, Cyrem! I assume you just do: [new coordinates] = [old coordinate x + (new resolution x - 640), old coordinate y + (new resolution y - 480)], so in your case, [x + 1280, y + 600]Edit: Obviously you'll need to make sure you're applying it to the right panels. Some won't need to be moved on one axis. Link to comment Share on other sites More sharing options...
ExtremeDude2 Posted February 26, 2013 Share Posted February 26, 2013 Well that was quite interesting , nice work Link to comment Share on other sites More sharing options...
Cyrem Posted February 26, 2013 Author Share Posted February 26, 2013 MMmmm, I'm going to need some command line arguments if I'm going to implement this into LMS. What do you need? Just -apply ? You would need to make sure LRR is running first though. Link to comment Share on other sites More sharing options...
knowledge1991 Posted February 26, 2013 Share Posted February 26, 2013 high poly models/enhanced textures Where to find?? =) Link to comment Share on other sites More sharing options...
Cyrem Posted February 26, 2013 Author Share Posted February 26, 2013 high poly models/enhanced textures Where to find?? =)Take a look around in the Mods forum, there are a few around. Some are: http://www.rockraidersunited.org/topic/2762-enhanced-biomes/ http://www.rockraidersunited.org/topic/2776-enhanced-rock-raider-skins/ http://www.rockraidersunited.org/forum/129-custom-buildings/ http://www.rockraidersunited.org/topic/705-high-poly-rock-raiders/ Link to comment Share on other sites More sharing options...
McJobless Posted February 26, 2013 Share Posted February 26, 2013 (edited) high poly models/enhanced textures Where to find?? =) Cyrem has pretty much only just released this. It's being worked on, but slowly because I have assessments and I'm still learning texture upgrades. That said, these old ones exist and might help for now: http://www.rockraidersunited.org/topic/248-high-poly-rock-monters/ http://www.rockraidersunited.org/topic/3269-karsies-full-mod-package/ (This one contains all of Karsie's mods http://www.rockraidersunited.org/topic/705-high-poly-rock-raiders/ DAMMIT CYREM. Edited February 26, 2013 by McJobless Link to comment Share on other sites More sharing options...
Cyrem Posted February 26, 2013 Author Share Posted February 26, 2013 DAMMIT CYREM.Well you got some others in there :P Link to comment Share on other sites More sharing options...
etk72 Posted February 26, 2013 Share Posted February 26, 2013 thx a lot! Link to comment Share on other sites More sharing options...
McJobless Posted February 26, 2013 Share Posted February 26, 2013 DAMMIT CYREM. Well you got some others in there We make a nice team Link to comment Share on other sites More sharing options...
LUModder Posted February 26, 2013 Share Posted February 26, 2013 Cyrem, I have a bug on my end that I hope you know how to fix. It loads perfectly, then it just shows the game screen really small in the corner. Any way I can fix it? Link to comment Share on other sites More sharing options...
TheDoctor Posted February 26, 2013 Share Posted February 26, 2013 MMmmm, I'm going to need some command line arguments if I'm going to implement this into LMS. What do you need? Just -apply ? You would need to make sure LRR is running first though. The thing is that I'd like to run your program silently. Just pass -w 1600 -h 900 to it and it starts. I can use multiprocessing to run the game and the tool. If you wanted I guess you could stick a quick little overlay in the frame buffer while the game is loading. Edit: Preferably I'd like to be able to run it with one thread. You could have the program run the game as a child process, do its magic, then just hide until the game terminates. Link to comment Share on other sites More sharing options...
viennae Posted March 1, 2013 Share Posted March 1, 2013 This is a wonderful tool. Indeed a step towards to future. Thank you so much! Link to comment Share on other sites More sharing options...
Cyrem Posted March 3, 2013 Author Share Posted March 3, 2013 Update! This update now allows the playing of music in levels. Add a "Music" folder and insert any MP3's you want. Cafeteria will pick a random song to play when you start levels. When a song is finished it will choose another. You can also set the volume before starting LRR. I have also embedded the MemoryEditor.dll in the exe, so thats not needed, however there is now 2 new ones due to sound handling. I can't embed these, but I am trying to find a solution. Cafeteria now needs to remain running while LRR is running for handling of the music. Doc, I haven't added the params yet. Download in the first post. Link to comment Share on other sites More sharing options...
Nishliau Posted March 3, 2013 Share Posted March 3, 2013 I'm rocking NVidia Surround, 3840 x 1024 to be exact. Sometime tomorrow I'll give this a shot to see how it holds up to ridiculous resolutions. Link to comment Share on other sites More sharing options...
McJobless Posted March 3, 2013 Share Posted March 3, 2013 Cyrem, a suggestion for this. With overhauls, would it be possible to make some kind of audio coding system so that we can make specific music play on a specific trigger? So, if Cateria detects an NPL script is passing a certain line (such as GetPoweredCrystals > 10 ? TRUE), we could have scripts for Cafeteria which make it play a certain song? Maybe even then be able to also set conditions for the randomiser when that song is done? Link to comment Share on other sites More sharing options...
Cyrem Posted March 5, 2013 Author Share Posted March 5, 2013 Cyrem, a suggestion for this. With overhauls, would it be possible to make some kind of audio coding system so that we can make specific music play on a specific trigger? So, if Cateria detects an NPL script is passing a certain line (such as GetPoweredCrystals > 10 ? TRUE), we could have scripts for Cafeteria which make it play a certain song? Maybe even then be able to also set conditions for the randomiser when that song is done? Yes I was considering a system where you could trigger such things when crystals/ore/oxygen gets to certain amounts. McJobless 1 Link to comment Share on other sites More sharing options...
Shaleblade Posted March 15, 2013 Share Posted March 15, 2013 I'm having difficulties getting the music folder to work properly - it turns out it was reading it off the disc. I'm running Windows 7, and I've got the folder in C:Program Files (x86)LEGO MediaGamesRock Raiders. Is it supposed to be somewhere else? Link to comment Share on other sites More sharing options...
Cyrem Posted March 15, 2013 Author Share Posted March 15, 2013 I'm having difficulties getting the music folder to work properly - it turns out it was reading it off the disc. I'm running Windows 7, and I've got the folder in C:Program Files (x86)LEGO MediaGamesRock Raiders. Is it supposed to be somewhere else?That is correct. Have you put MP3 files inside the 'Music' folder in there? Or is both the CD music and the Cafeteria music playing at the same time? Link to comment Share on other sites More sharing options...
Shaleblade Posted March 15, 2013 Share Posted March 15, 2013 Edit: Forget what's in Spoilers. I've figured out that I've been needing to run this as administrator. That would also explain why the resolution section never changed anything. Going to tinker a tad and see if I can get all of this working properly... Edit 2: Alright, so, the music works, but I'm not interested in getting a custom resolution working right now. However, when I told it to load it up in 640x480, the side panel (with beaming down rock raiders, building buildings, etc) was situated behind the resource counter. What should I do? I've put MP3 files inside that folder, and the reason I thought it was working is because I just had the default CD music inside that directory. However, it turns out the Cafeteria music never plays. This is all-but-guaranteeably related: http://i.imgur.com/N5KlHDa.jpg Here's the full text of the error: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ComponentModel.Win32Exception (0x80004005): Access is denied at System.Diagnostics.ProcessManager.OpenProcess(Int32 processId, Int32 access, Boolean throwIfExited) at System.Diagnostics.Process.GetProcessHandle(Int32 access, Boolean throwIfExited) at System.Diagnostics.Process.OpenProcessHandle(Int32 access) at System.Diagnostics.Process.get_Handle() at MemoryEditor.Memory.OpenProcess(String sProcessName) at LRRTest.Form1.Apply() at LRRTest.Form1.button1_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- LRRTest Assembly Version: 1.0.0.0 Win32 Version: 0.5.0.0 CodeBase: file:///C:/Program%20Files%20(x86)/LEGO%20Media/Games/Rock%20Raiders/Cafeteria0.6.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1002 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1001 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1001 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- irrKlang.NET4 Assembly Version: 1.0.4534.25937 Win32 Version: CodeBase: file:///C:/Program%20Files%20(x86)/LEGO%20Media/Games/Rock%20Raiders/irrKlang.NET4.DLL ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Link to comment Share on other sites More sharing options...
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