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Showing content with the highest reputation on 12/30/2012 in all areas
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RRU Quotes 2008-2013
Alcom Isst and 3 others reacted to lol username for a topic
fun: "Why do people say a tomato is a fruit?"4 points -
RRU Quotes 2008-2013
Zephyria and 3 others reacted to Lair for a topic
Alcomisst: "Oh hi Toolraider! Long time no see! Did you get psychiatric help or are we going to have to eject you into deep space again? Well it's obviously the latter, but interesting to see you again! "4 points -
RRU Quotes 2008-2013
STUDZ and 2 others reacted to IceHusky for a topic
[10:49:57 PM] jamesster: I'm on sites with many more snapped people than RRU [10:50:00 PM] Akienza: okmokokokok [1:47:56 PM] Joe9412: ... [1:48:10 PM] Joe9412: I just found out what Steampunk is.. [1:50:26 PM] Nova Storm: it's when you play buy games on Steam while listening to Daft Punk [1:50:52 PM] Nova Storm: alternatively while listening to Harder Faster Stronger Gaben3 points -
LEGO Racers Menu Font?
AcePilot90 and one other reacted to RocketRacer for a topic
Yeah, that is pretty weird! Whats with you lately replying to old threads with little to no help?2 points -
Custom Racers
aidenpons reacted to RocketRacer for a topic
Hello! Im gonna post some custom stuff here, hopefully I will be able to do something decent. First dude (I think it´s recognizable):1 point -
Things We Know About Modding LRR
trigger_segfault reacted to Cirevam for a topic
Since there have been enough new members thinking that they can mod something that is outside of LRR's limitations, I felt it was necessary to make a topic that logs what we know about modding this game. As I don't know everything about modding, please post what you know, what I missed, or what has yet to be confirmed here and I or another mod will add it to the below list. It might also be a good idea to list examples of modded content along with known stuff. What We Can Change and How Textures: All textures, except menu pictures, must be 256-color BMP files, with dimensions that are powers of 2. Such dimensions include 128x128, 16x16, 64x512, and so on. Interface images don't seem to care about what dimensions you use. Example: Armored Rock Raiders, Enhanced Biomes We can animate textures on any object with an animation. Example: Animated Textures on Models Models: All models must be in Lightwave 5 format, no exceptions. LWO6.5 or higher is incompatible. Models sometimes crash the game during the first loading screen if they have no texture or pseudotexture applied, and always crash if the game cannot find their textures. Example: High Poly Small Wheel, High Poly Cabin Animations: All animations must be in Lightwave 5 format, no exceptions. Anything other than LWS5.6 will crash the game when they are encountered in a level. Example: Extended Dynamite Countdown You can force an animation to use an object in the World\Shared folder by opening the LWS file in Notepad, finding the LWO, and changing the path of the LWO to look like "\\object.lwo" Sounds: All sounds must be uncompressed WAV files. Sample rate seems to have no effect on playback in-game. Needs more evidence. Raiders, Creatures, Buildings, and Vehicles: Many aspects of these objects can be altered, including their speed, size, damage values carrying capacities, and overall behaviors. We can also add more of all of these to the game, including multiple raider classes. More than 11 buildings can be added and used, but the game will crash without specific EXE hacks. Example: Rideable Slugs, Multiple Minifigure Classes, Inferno Monster Upgradeable Objects: We can add new objects that can be attached to vehicles or buildings when they are upgraded. There seems to be a limit of about 75 objects that can be defined as UpgradeTypes. Any more will crash the game when loading. Levels: We can edit and add new levels in all aspects. The design, goal, and specific AI behavior for each level is customizable, including adding level specific variables. Example: Regroup, The Algorithm Weapons: We can change how the handheld beams work to a small extent, such as damage and range. Increased fire rate requires an edited animation. We can also change the damage, range, fire rate, and energy drain of vehicle and building weapons. Dynamite damage values and range can also be changed. Custom movies: I have personally tested my own AVIs and WMVs. Specific settings don't seem to matter too much. For the sake of saving space, use WMV. Scenery: Things like foliage or structures can be added into levels to give a unique look, but they must be coded as a creature, vehicle, or building. Creatures work best for this. Example: Ice Pillar Adding Priorities and Properties: In the CFG file, we can mix and match different properties to change how objects and levels work, and even activate ones that are not used by the original game. Some are not interchangeable. Example: Add New Priorities Notifications and Messages: We can activate unused notifications (the little tabs on the left side) so you can be annoyed twice, or even thrice, as often. Example: Monster Class Messages Tiny Monsters doing stuff: Tiny monsters can do everything regular monsters can do but only if they're placed in the OL file. Tiny monsters spawned from a dying monster can do nothing but run away and enter walls. Pathfinding: We have limited control over how paths are drawn for units. In the unit's CFG entry, either comment out the RouteAvoidance line or set it to FALSE. The unit will attempt to follow the center of a tile instead of drawing a smooth curve. Some, if not all vehicles do not use smooth curves in their paths. More testing will need to be done to confirm how this affects other vehicles and monsters. Interface Elements: We can change the position of all of the main game's interface panels through the use of Cafeteria. What We Cannot Change and Why Materials: We cannot add more materials to the game and we cannot edit the existing materials' behaviour. Energy Crystals will always be used for power, and ore and bricks will always be used for building. More than one teleportable raider: There is nothing in the code that allows us to add another Teleport Rock Raider to Planet button. You are stuck with whichever raider comes first in the CFG. Changing the trained skills: Geologists will always scan, explosive experts will always kill themselves, and engineers will always try to repair buildings that are being eaten by lava. Vehicles that only cross land will always require drivers, vehicles that only cross water will always require sailors, vehicles that cross both land and water will always require pilots, and vehicles that cross lava will always require pilots. Tiny Monsters: Rock Monsters and Lava Monsters always turn into Tiny Rock Monsters, and Ice Monsters always turn into Tiny Ice Monsters. Slugs and custom monsters can never turn into tiny monsters. Pathfinding Algorithms: Though you can prevent raiders from taking shortcuts over lava, there's no way to change how the game handles pathfinding. Dynamic Lighting: The only light sources in the game are the cursor light and track object view light. We cannot add other lights. Priorities and Properties: We cannot add new, original entries of either of these since their functions are hardcoded into the game. We're limited to what already exists. NPL Scripting: We can't do anything with NPLs other than what's listed here: http://www.rockraide...=Nerpsreference Saving Progress During a Level: You can only save your game after you complete a level. If you need to go to the bathroom, pause the game. Adding Wall Types: We can't add more wall types. We're limited to what was programmed into the game, and even then, some wall types can't be used because of changes made to the surf and dugg maps during development. Speculations Some members are digging through the game's assembly code to find ways around the game's limitations. Implementations of many such discoveries require editing the game's EXE.1 point -
LEGO Racers Menu Font?
I Am Not Here reacted to Jimbob for a topic
Yeah, that is pretty weird! Whats with you lately replying to old threads with little to no help? It's only less than a month old When ripping the textures myself, I found another which seemed to be used for the start of races. I can't remember exactly, but it was ordered something like '1 2 3 4 5 6 G O F I N S H'. So, it's in the order that the characters are required. I.e. the I wasn't placed twice as it was already used before. So I reckon it's to do with the order they're required... About the TTF, I'll see if I can make one. EDIT: I hadn't realised that most free font creation programs don't support using images, so I don't about that. However, I did make this directly from the BMP file, you can upload it to Fontifier and pay $10 for it if you're really interested: LR Font.1 point -
Building Shape Coordinates
Lair reacted to Cirevam for a topic
I'm not sure exactly what you mean. In Time Raiders, my overhaul mod, the Tool Stores do not have yellow tiles and they work fine (usually). Granted, I did change the tool store animations so that might have helped. Could you please explain more about how Tool Stores don't work without yellow tiles? Thank you. :)1 point -
~The Brony Herd~
STUDZ reacted to Shadow322 for a topic
Yes I am and I'll tell you why, the "You saved my life so I'm in your debt" plot is one of the most used cartoon plots of all time, almost every show has done it in some form at least once. I mean they at least made it work but still it's a really big cliche to be honest. Also I don't want to know how they would bring back Discord, I want it to be a surprise.1 point -
Greetings fellow racers!
STUDZ reacted to Lair for a topic
This is sort of why I always praise the island from Island Xtreme Stunts. It's so much larger than in the earlier two games and has so many more locations.1 point -
My LEGO City Collection (Mostly Vehicles..)
Lair reacted to AcePilot90 for a topic
He is a Mechanic, I used that piece because it looked sweet as a mechanic. If you noticed, a guy also has Norman Osborn's hair. The power of LEGO.1 point -
Building Shape Coordinates
Lair reacted to alan for a topic
I'd like to see what happens. You can delete all the yellow tiles from the buildings. But there are some bugs then. When the tool store has no yellow tile, every level where you start only with the tool store won't work because you can't remove the message sign at the beginning of each level. So you could only start levels like Air Raiders where some other buildings are placed (they can be without yellow tiles, strange ) or levels where RRs are already on the ground. So you should actually let the tool store be with one yellow tile. But the cool thing is that all other buildings really work without the yellow tiles. Even the teleport buildings. Vehicles and RRs thus will be teleported down to the normal ground, no power path. And the funny thing is that the vehicles can also be teleported onto a wall (when the teleporters are placed in front of one) or onto other buildings. The problem with that is that you can't move the vehicles until the blockade is gone (drill the wall, delete the building). You can also put away all power paths of the Docks, even the water path. You just have to put the Docks the right way to the water. Otherwise the vehicles also don't move Power Station and Ore refinery can be reached by RRs when their front is placed towards a wall. THey can only not be reached when they are towards another building. So remove the power paths from each building except from tool store. To visualize all that, here a screenshot:1 point -
Early pictures of Island Xtreme Stunts sets?
AcePilot90 reacted to Lair for a topic
Well then ignore me because I can't read HURRRR1 point -
LEGO Racers 1 Cheats
Mr. Eight-Three-One reacted to lol username for a topic
Oh bloody heck. Read the previous replies.1 point -
100_1750.JPG
Wognif reacted to Sadie Meowsalot for a gallery image
From the album: Sadie's LEGO Creations
1 point -
Building Shape Coordinates
Lair reacted to Cirevam for a topic
It's no secret that foundations can't be destroyed by monsters. Don't act like you just figured this out today. Plus, they're defined as Power Paths, yet you seem surprised that they transmit power... Anyways, underwater cables seem like a good idea, but I'm not sure how they would be implemented effectively. Since we can't construct buildings that are completely in the water without a raider that can walk into the water, you might as well stick to Power Paths unless the cable has a component that must be built on land. That might work the best, and depending on the distance you could connect it to the other side of a river, put a Tool Store down, and completely negate the need for a Dock.1 point
