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Showing content with the highest reputation on 09/20/2013 in Posts
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RRU Quotes 2008-2013
IceHusky and 2 others reacted to lol username for a topic
[6:56:05 PM] Triangle717: My standards are somewhat low. [12:04:28 AM] jamesster: http://images.slashdot.org/articles/08/08/22/0242231-2.png [12:04:44 AM] Lair: mister cheesewiggle sounds like tom baker on helium while drunk [12:04:54 AM] Lair: oh god [12:05:20 AM] Lair: you ruined my night [12:05:29 AM] jamesster: :33 points -
Raiders Untitled
BaronVonBaron and one other reacted to tmo7452 for a topic
So I see now that there is much going on with regards to a potential RR sequel. Despite that, I have my own project I started a few weeks ago that I'd like to show off. It looks terrible for now, but a lot of the foundation is there. First get the Visual Studio 2012 Redist (x86) then you can try it yourself. I wrote it from scrach in C++ using SDL2 and OpenGL 2.1, so while this build is only for Windows, it could easily be ported to other systems in the future. I plan to go into game programming and I learn best by diving in the deep end, so I started this project to learn C++ and have something to show potential employers. QWERTASDFG control the camera, Z and X will destroy two hardcoded walls (to show real-time collapsing and exploration), CVB will spawn objects under the cursor. Everything can be selected, raiders can be ordered to move to a location with a right click. I'm not insterested in hearing the many ways you can crash the program, but if any of the above features don't work for you, let me know. As for the map file, it's an ugly but effective text based format. Designed so I could make maps by hand and expand features without breaking old maps. The parser is extremely stingy and will complain about anything, but it should all be in the console. Use Notepad++ and watch your end of lines if you want to mess around. I'm going to need some help with the non-programming stuff later. I hope to be able to import the original RR resources (if you own the game) at some point, and could use input on other features as I add them. Right now though, if anyone does want to make a simple map editor/creator, I would appreciate it.2 points -
Character Skinner
Ben24x7 reacted to Jimbob for a topic
This is a simple modding tool for LEGO Racers which makes the process of inserting custom skin textures into the game easier. Using the GUI which is designed to look like the in-game character builder, you can scroll through all the textured body parts in the game (note that some parts don't have textures, but are defined separately in the binary files), select your desired part, and import a custom texture. The application then gives it the correct name and places it in the correct folders on your desktop, structured as an extracted LEGO.JAM file for ease. I made this tool as I discovered that the process of naming textures became laborious, as I had to frequently check my parts list and in some cases decipher which textures matched which character. The Character Skinner is therefore intended to aid this process, and is aimed at both beginner and advanced modders. I would like to give a huge thanks to le717 for helping me on the Python side of the tool, having never used Python before you really helped me. And thank you for your support along the way, despite my frequent nonsensical outbursts whenever I hit an error. Note: There are two keyboard shortcuts to make modification through the app faster. Pressing the Enter key performs the same function as clicking the 'Modify Texture' button, and the arrow keys can be used as an alternative to the on-screen arrow keys. Download Character Skinner v1.1 Character Skinner v1.0 Requirements - 24MB hard disk space - Windows operating system - The latest versions of Adobe Flash Player and Adobe AIR Installation Simply extract the .ZIP file and place it anywhere you have read/write permissions. For administrators this includes Program Files; for limited users this is restricted to folders such as My Documents and Desktop. IMPORTANT: Everything inside the Character Skinner folder must stay as-is, any changes to names or folder positions will crash the program. If you wish to hide the folder, just create a shortcut to the Character Skinner.exe file in the root directory. Note: This cannot currently be done, I will patch it in v1.2. Version History Character Skinner v1.1 - Added higher quality music and sound on/off button - Matched 'Close Help Window' text to other text buttons - Added file conversion for non-BMP images Planned Updates Note: Items with a strike through have been completed, but not yet updated. - Modification of expressions - Cycle menu options using up/down arrow keys - Mac support - Option to save to GAMEDATA and MENUDATA folders individually I have already started work on a Track Skinner, however this will take significantly longer due to the amount of different tracks and textures.1 point -
My ideas for LRR
STUDZ reacted to Masiaf for a topic
This is where I will post my vehicles, buildings, and other stuff I have an idea to add towards LRR. They are mainly for show, unless someone wants to use them as a mod. All are designed on LDD _____________________________________________________________________ The Mobile Crystal Extractor Moves around to collect crystals as long as there are alot shown. Best for large scale operations where you want to get alot of crystals. It is like a mobile power station, but doesn't power any paths. Stats: Cost: 7 Energy Crystals Upgrades: None Speed: Slow-Medium Health: Alot _____________________________________________________________________ More to come later.1 point -
A little of my history.
Jimbob reacted to tmo7452 for a topic
For one of my classes a few semesters ago, I had to write a story of something interesting that happened to me. The story I wrote is relevent here, so I thought I would post it.1 point -
Raiders Untitled
Sharkly reacted to sheepandshepherd for a topic
Looks very nice already! I like the co-op idea -- especially on larger maps, it would be fun to have multiple players working on the mission from multiple bases. And I would agree that LRR's design was already pretty decent. It's mostly the little bugs and primitive AI that need changing (slugs, Rock Raider pathing, resource collection, stuff like that). I could update my LRR map converter to also save maps in your map format, since my next update is adding most of LRR's map info anyway. It can't edit maps yet, but until then, it could still take any original or custom LRR maps and convert them to your format.1 point -
A Rock Raider's favorite meal
STUDZ reacted to LimeKiller for a topic
I think they get the sandviches from the same supplier that the heavy does.1 point -
Raiders Untitled
Sharkly reacted to Jimbob for a topic
Why not? It's a text file designed for easy parsing, just read the #comments and it should be pretty straightforward. I would suggest making a 2D array of mapNode objects, as that is how I designed it. Map coordinates start at 1, not 0, which may throw you off if you are a true programmer. Ah yes, I always find it annoying how things start at 0, arrays in particular... I'll download the file and take a look tomorrow1 point -
LEGO Sopwith Camel
STUDZ reacted to Jack Bluebeard for a topic
Another of my creations with the old and loved Lego bricks. This time it is a plane of the 1st World War, French. Guys, here is the Sopwith Camel. I took inspiration from a game of Snoopy and I think it came out very well. Now lacks only your opinion1 point -
LEGO Digital Designer LIF Extractor
le717 reacted to bartvbl for a topic
I can confirm that .g files contain geometry data:1 point -
Damn Crystal Glitch!
Lair reacted to Oboe Shoes for a topic
In the CFG, find this: WeaponTypes { ;SlowDeath <initial damage percentage of normal damage>:<duration> Lazer { SlowDeath 3.0:10.0 DefaultDamage 1.0 RechargeTime 30.0 Add DischargeRate 0.0 on the line directly under rechargetime. This should fix it.1 point
