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How did you create your signature?
Lair and one other reacted to Cyrem for a topic
(Some posts removed) Ben24x7, Stop telling members to get back on topic, especially when the posts are on-topic. If you feel the topic is too far gone, report the off-topic posts (there is a button on the left side of each post to do this). Using this button alerts the moderators a lot faster than posting "get back on topic". It also avoids aggravating members. Creating a topic does not give you 'ownership' or the ability to decide what people can and cannot do in a topic. Proceed.2 points -
Lego Time Cruisers comics
aidenpons and one other reacted to Aokpisz for a topic
From what I read there, the small bubble says This would mean Are you ready, Doc? in English. I also guess that the bubble leading to Sparks is misplaced and should belong to Tim. So, feeling bored, I plugged what you said into the Translator... and got this: Original text: "This would mean Are you ready, Doc? in English. I also guess that the bubble leading to Sparks is misplaced and should belong to Tim." ...35 translations later, Bing gives us: "In other words, the doctor will be ready and everybody on the team I think Hulk power." I THINK HULK POWER!2 points -
Tutorial: Changing car sound
Nouche 92 reacted to Noob Slayer for a topic
Have you ever noticed that you (the player) has a lower, rumbling engine, and the AI has a higher sounding engine? You can change this. In GAMEDATACOMMON, you will find a file called GENERAL.SBK. Open it in notepad and all you have to do is scroll down until you find an entry called engine.pcm. That is the player's engine sound. All you have to do is substitute eengine.pcm (the AI engine), and you will have their engine sound. To give the AI the player's engine sound, scroll down to the bottom of the SBK file until you find the second eengine.pcm entry. Change it to engine.pcm and the 2 engine sounds will be swapped!1 point -
Loco Dev Found!
The Ace Railgun reacted to le717 for a topic
And I don't mean crazy either. A lot of people on here have been in contact with various LEGO game devs. Many have contacted Wes Jenkins (LI), Jamesster has contacted Jeff James (LR dev), and he knows the YT username of someone who worked on the music from LR2/DR. And I've heard there is a LRR dev floating around here somewhere. But in most, if not all of these cases, someone went out and found the dev. Well, a LEGO LOCO dev just found us. Well, my brother at least. I will explain more after this short video, which you should watch before reading the rest. Of course, the main star of the video above is Super Station Master. And we all know that SSM (or his non-superhero counterpart anyway) is the minifig that gives you help around LOCO, while at the same time speaking in such a strange language that LEGO had that in their FAQ of LOCO. (And admit it, we all like to mock SSM's voice. ) Well, just yesterday, my brother (called rioforce, or rio for short), was checking his YT inbox and he had some comments (Not surprising, it seems he always has some). I was standing beside him, and he had one on the above video. We quickly read it, deleted it, and moved on, But I got him to read it again, and when we did that, I was surprised. Quote the comment: LOL. I designed this guy (and the game) in 1998 when I worked for Intelligent Games. (creators of the original Lego Loco game) Really enjoyed this vid. Thanks tahoomie 1 day ago A look at the user's channel reveals that they have uploaded only one video, and that comment was their most recent activity. I know people will go out and say that they created a game when they did not, but I'm not too sure if someone would claim that they made LOCO, considering how it really didn't fly, and how IG was closed in 2002. From all this, I'm pretty sure we have a genuine LOCO dev here. (No pun intended). Now the question is, what is this person's real name? The credits of LEGO LOCO don't list many people, and tahoomie can't be pulled out of list. Now all we need to do is find the loco SSM voice actor and see if they did Irena's voice in LIJ2. :P1 point -
My Life As A Composer
Lair reacted to Drill Master for a blog entry
Dear All, Some of you may know that I like music a lot, And that I have actually composed my own music. I have posted a few of my works on Skype and have gotten good feedback, so I am posting my works here for all of RRU to hear. Feel free to comment, criticize, suggest changes, or request anything. I have been composing since Freshman Year 5 years ago. I have played the Alto Saxophone in band for 6 years, and I also play the piano. I have loved the piano ever since I was young. My first keyboard had 32 keys but it was very small. Next I moved up to a 37 key keyboard which was bigger, but I quickly grew too old for it. My current keyboard has 61 full size keys. My choices of music are Soundtracks (video game and movie), New Age (relaxing instrumentals and ambience), Inspirational/Motivational, Classic Rock, and Today's Music. I can play music well by ear, and I have also written piano sheet music. I will update as I compose new works, or dig up some of my old ones. My first work is called "Rise", which some of you have heard on Skype: Rise.mid You need a MIDI Player to listen to it. I use Synthesia. It is free and works well. Other choices are also available. Synthesia Link: http://www.synthesiagame.com/ So have a listen, and see what you think! Notice: I take all of my work seriously. This music is not to be reproduced in any way, unless given permission by me. DM1 point -
10236 Ewok Village Unveiled
The Ace Railgun reacted to lol username for a topic
The next exclusive Star Wars set has been unveiled, and... It's big. As in, it contains just under 2,000 pieces, has 17 minifigures (16 if you don't count R2-D2),and is $250. It's set for release in September. Here's the press release: Brickset has uploaded high-res photos to its Flickr stream, you can see them here. Sources: Brickset1 point -
Alpha channel and semi-transparency
Sluicer reacted to Brickulator for a topic
So I just worked out how to do semi-transparency, I haven't seen it posted before so forgive me if this has already been discussed I think you can only make whole objects semi-transparent, rather than just parts of the texture like with alpha channels. To do it, you need to go into an MDB file, like BODYPART.MDB, and add the following to one of the material entries: k_46 [number from 0-255] 0 is fully transparent, 255 is opaque. So for example, I added this: k_46 127 To the entry for vv_chst, which produced this:1 point -
.bmb files
Fifi La Fume reacted to Cirevam for a topic
JLG still uses Creo Pro, or at least some people haven't upgraded to the current one yet. I can confirm that it's a CAD program and it seems to do nothing with pictures or textures. I can also confirm that it constantly melts the GPUs of their crappy engineering laptops. This might be a case where the IXS textures just happen to have a file extension used in another program.1 point -
Tutorial: Changing car sound
Nouche 92 reacted to Jimbob for a topic
I understand you changed the PCMs, what I wanted to know was the exact steps you took in doing so and saving the JAM file. Standard procedure would be to: Decompile the .JAM file. Locate the GENERAL.SBK file in GAMEDATACOMMON Rename the PCM files to match the ones you'd like to replace them with. Ensure the file names are spelled exactly the same. Save and close the GENERAL.SBK file. Recompile the .JAM file. Replace the original .JAM file with your new one using the same name. If you've done all this I can't help you any more On a side note, don't speak of illegal copies of games. This forum doesn't deal with them.1 point -
Tutorial: Changing car sound
Nouche 92 reacted to alan for a topic
I bet you use Windows Vista? Windows Vista has always trouble with accepting changes in the program files. You can deactivate it somewhere but I only know the names in German, not in English. Well, it is not possible for a player to act (drive) like the DEMO car or any other NPC because they are programmed to (a) specific path(s). That's why they seem to stutter a bit in the turns.1 point -
Tutorial: Changing car sound
Nouche 92 reacted to Brickulator for a topic
It's probably because you're trying to save it in Program Files. Try copying the LEGO folder somewhere else and do you modifications there. Then eithen copy the LEGO folder back to your LEGO Racers folder, or rebuild the JAM file if your version of the game needs it to run, and copy that across.1 point -
Rock Raiders' Tunnel Drilling Machine [v1.105]
Wognif reacted to alan for a topic
Hey there! I haven't built anything with LEGO for ages (really!). But yesterday in the evening - when I brushed my teeth - I designed a concept for a Rock Raiders vehicle in my head (yes, yes... a weird place for inspiration). The name of the vehicle is Rock Raiders Tunnel Drilling Machine do you have a better name for it? It is my first LEGO creation in LDD (4.6). The concept is based on these mining vehicles which I know from the movie Ocean's 11 (12?, 13?) where Ocean and his fellows cause earthquakes to damage the statics of the casino. Parts: 810 Screenshots: All the screenshots are broken, better see the images in my gallery For more screenshots and changes go through the thread. I tried my best to keep the classic Rock Raiders style. I would like to hear read some feedback and I hope you like it. If you have any questions about the model (ect.) feel free to ask.1 point -
PSX JAM
Lair reacted to Brickulator for a topic
Here's another video, this time I kept the PC track folders but replaced everything else. The results were...interesting. I can't help but wonder about the cursor though. If it is an older version of the PC cursor, I wonder if there is any more removed/replaced PC content hidden in the PSX JAM? The PC version's code is littered with references to PlayStation and memory cards so it wouldn't surprise me. EDIT..... Turns out the game is actually slightly playable in this state...I managed about a lap and a half, anyway:1 point -
How did you create your signature?
Drill Master reacted to The Ace Railgun for a topic
OffTopicish: Also if he is telling people to get on topic isn't he off topic him self? I think he has power issues.... OnTheOtherTopic: @DrillMaster Music is the best inspiration I used a quote from a song that fit the main character of my sig...1 point -
Moving gas station
Lair reacted to lol username for a topic
I've heard of mobile tool stores, but this is just ridiculous.1 point -
Moving gas station
lu9 reacted to RobExplorien for a topic
He's advertising for his portable gas station supply kit obviously.1 point -
How did you create your signature?
Lair reacted to McJobless for a topic
Cyrem... um... I can't see your signature and I have no idea why. I checked my ignore preferences to see if I accidently had you in there by accident (thankfully I didn't ) So I don't know what's going on.1 point -
Taste of Music
Lair reacted to Drill Master for a blog entry
... Coming from a composer, I don't get stumped when creating music. I sit down at my piano, play some random notes, and when I hear something that clicks, I get to work. "What better way to start creating music than cheating?" Um, explain what you mean by this because what I am hearing is the equivalent of plagerism and breaking copyright law. All the music I compose is strictly from my own creation. I listen to music for inspiration, but I don't take any elements from them. Also, you can add that song to the blog by editing it and adding the file. It will come up as a download, so members will have to download to listen to it.1 point -
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Lego Time Cruisers comics
STUDZ reacted to Lair for a topic
"Please wait while your Web browser displays what is happening below the surface of the water." i need one of those weird gifs right now1 point -
Lego Time Cruisers comics
STUDZ reacted to Cyrem for a topic
Translation of the comic is still on-topic. While Google Translate isn't perfect, it gets it right some of the time. Additionally, different cultures have different tolerances of words. So a word you might think is bad, might not be viewed that way somewhere else. Due to the way language works, you can't get 1:1 word translation. PeaBodySam wasn't trying to translate it, he was captioning that picture for a joke to... you know... make people laugh.1 point -
Calcite Copter VS Cybernetic Rock Monster
aidenpons reacted to PeabodySam for a topic
Hence why I specified the PC game. Although... to be fair, I thought about what Ben24x7 said, and I have come the conclusion that he's right. The Calcite Copter is simply not a Rock Raiders vehicle. Despite the existence of the Hover Scout, Rapid Rider, Helicopter Transport, Tunnel Transport, Small Transport Truck, Cargo Carrier, and many other Rock Raiders vehicles, the Calcite Copter is severely inhibited by its lack of necessary Rock Raider tools such as drills, shovels, pickaxes, and chainsaws. Therefore, I have decided to take Ben24x7's ever-so-constructive criticism to heart and modified the Calcite Copter. Now... it is a true Rock Raiders vehicle. Although, if you ask me, it still needs more drills.1 point -
Make non-drilling vehicles drillable?
aidenpons reacted to Cirevam for a topic
I believe the drilling sounds are defined in the CFG. I'm not on my normal computer so I can't check right now, but I will when I get home. You can define sounds to play in the LWS if you'd like, and you do that by adding a null and naming it after the CFG sound entry with the frames for when the sound will be played. If I wanted to make dynamite beep when it is first placed, I might create a null called "SFX_beep,1". I think it might actually be "SND,SFX_beep,1" but it will be clear when I can look at my files.1 point -
Tutorial: Changing car sound
FeebTube reacted to alan for a topic
I tried every of the 80 sounds in the GENERAL.SBK and now created a list of which sound is what: 80 Amount 321.pcm 3,2,1 sound or Kahuka's honk block.pcm sound when sth. hits the shields brake1.pcm brake of player brake2.pcm brake of player btmout.pcm hit sth. hard canhit.pcm hitting bullet e.g. in Race 2 of Basil's Circuit cansht.pcm launching bullet (not from player or opponent) cansus.pcm Basil Race flying bomber at end-sound cursehit.pcm curse while driving cursesus.pcm curse of mummy 'gate' engine.pcm player's engine enhan01.pcm collected 1 white brick enhan02.pcm collected 2 white bricks enhan03.pcm collected 3 white bricks form.pcm Respawn of power ups go.pcm GO!-Sound gpwdrdrp.pcm two vehicles scratching with their sides against each other (thanks to RobExplorien) gpwdrsus.pcm Yellow and 1 White: flying backwards grphit.pcm grapple Metal Hit grppull.pcm grapple pulling grprel.pcm another sound of grapple grpsht.pcm throw grapple grpsnap.pcm Metal grapple Fail grpsus.pcm another sound of grapple hitcar.pcm car hit sound hitenv.pcm ANother hit sound horn01.pcm Player 1 Honk horn02.pcm whistling honk (high-low) horn03.pcm Player 2 honk horn04.pcm Old Honk with Kinda Fail horn05.pcm Old working Honk horn06.pcm Redbeard's Honk idle.pcm player engine in idle position mdrop.pcm place 'Yellow with 2 White bricks' mmine.pcm 'Yellow with 2 w. bricks" tractor beam sound mtrap.pcm caught in tractor beam octact0.pcm Green (0 white) startup octact1.pcm Green (1 white) startup octact2.pcm Green (2 white) Startup octact3.pcm Green (3 white) Warp sound Startup octexp0.pcm green (0 white) extinguish octexp3.pcm Come out of Time Warp octsus0.pcm light rumble sound, Belongs to Green0 octsus1.pcm light rumble sound, Belongs to Green 1 White octsus2.pcm flying rumble sound, Belongs to Green 2 White octsus3.pcm belongs to TimeWarp, same as octsus2 oildrp.pcm drop Oil (yellow0) oilhit.pcm opponents slipping on oil oilsus.pcm oil bubbling power.pcm drive through time warp rockhit.pcm rocket (red, 3 white) hit rocksht.pcm Rocket launching rocksus.pcm (Rocket flying sound) Unknown to me shield1.pcm Blue 1 white shield sound skid.pcm Unknown Sound??? skrcar.pcm Dangling car sound (fast hits) skrenv.pcm Another Car hit sound slide1.pcm Powerslide start slide2.pcm Sliding sound soff.pcm Shield fade out spin.pcm Player on Oil or sth else spinning around sput.pcm Deceleration sound (thanks musiclover350) start.pcm Player engine startup tire1.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) tire2.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) turbo.pcm Sound when opponents drive into Time Warp and tire sound when starting any turbo wndexp.pcm wand going away wndhit.pcm wand hitting wndsus1.pcm Lightning active sound of wand wndsus2.pcm Lightning passive sound of wand block1.pcm sound2 when sth. hits the shields block2.pcm sound3 when sth. hits the shields enhbonus.pcm Exchange of power ups grphtenv.pcm grapple failing mrel.pcm tractor beam (yellow 2 white) fade out octexp2.pcm Some sound belonging to green with 2 white bricks shield0.pcm shield blue 0 white sound shield2.pcm shield blue 2 white sound shield3.pcm shield blue 3 white sound eengine.pcm opponent's engine sound One bad thing is that you can't change the sound of when you stop accelerating (so you put your hand away from Arrow up when driving). This sound seems to be hardcoded anywhere. Maybe anyone can find it? A cool thing with the engine.pcm is that you can insert any other sound there (it has then different pitches, depending on how fast you drive). A cool engine sound is shield2.pcm or shield1.pcm and as idle sound use shield0.pcm. The bad thing about that is the sound that is probably hardcoded and so you still hear the normal engine sound when stopping to accelerate (in german: 'den Wagen rollen lassen'). When you want to change some sounds, make sure they are placed there where you want to have them. For example you want to remove the player's honk and give him redbeard's honk. Then you write horn06.pcm where the player's honk is set (horn01.pcm). So you just change horn01 to horn06 and then you recompile, ...1 point
