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Golden Brick Power-Ups
ShadowDraikana and 4 others reacted to lol username for a topic
Replaced YELLOW_BRICK.MD2 with GOLDEN_BRICK.MD2. Looks kinda cool IMO.5 points -
More unused/weird models
Car CrazeXVI and 3 others reacted to lol username for a topic
Bonus game vortex placeholder: Pit lane mockup: More on the way, but I don't have the time to crop and upload more screenshots right now.4 points -
Underdog Digger
Wognif and 3 others reacted to Yajmo for a topic
Special thanks to le717 and JrMasterModelBuilder. Coming soon to theaters... http://youtu.be/CDbUS_tbSl4 GET TO THE CHOPPAH DIGGAH! So... yeah, This happened when I copied a DIGGER.MD2 model and renamed it POLICE_CHOPPER.MD2 replacing the current police chopper model. Sorry for such a bad view of the actual flying digger. I threw this together very quickly and did it in one take for the recordings. Also i didn't know whether too put this under Mods,Screenshots or Fan Fictions.4 points -
RRU Quotes 2008-2013
Alcom Isst and 3 others reacted to lol username for a topic
1:20 AM - Merdon: The government shot itself about an hour and a half ago and here I am modding Lego Racers 2. 1:20 AM - Merdon: what is life.4 points -
PODIUM.MD2
aidenpons and 2 others reacted to lol username for a topic
Cirevam mentioned the idea of replacing gold bricks or their sparkles with giant podiums so we'd get several giant podiums spinning around. I bumped it up a notch and replaced the power-ups with podiums.3 points -
All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)
Quisoves Potoo and one other reacted to Fluffy Cupcake for a topic
Hi! Just thought I'd make a dump on my discovery with WRLs so far. They are located in \GAME DATA\SAVED WORLDS\ Index: (N/A Means I haven't looked at that section yet) Starting Position Static Object & Golden Brick Mobile Object, Bonus Pickup & Vortex Award Display Boulder Spitter Map Marker Ambient Lighting Point Light Directional Light (N/A atm) Model And Spot Light Checkpoints Checkpoint Supervisor The Pits Weapon Pickup AI Quad AI Section AI Supervisor (N/A atm) Camera Cinematic Camera Cinematic Target (N/A atm) Spinner Spline Spline Linker Spline Skeleton (N/A atm) Skeleton (N/A atm) Land Patch LEGO Terrain Surface Manager (N/A atm) Water Sheet Foyer Hot Spot Sea Water Course (N/A atm) Waterfall (N/A atm) Steam Point Kill Boxes Kill Sphere Sky Box Clouds (N/A atm) FlareCircle (N/A atm) Sun Flare (N/A atm) World Rain World Snow LEGO Stomper Mech Firework Layer Manager (N/A atm) World Properties Reverb Gateway (N/A atm) Reverb Area (N/A atm) Reverb Init (N/A atm) Sound (Very Incomplete) Minifig Script Trigger Wheel (N/A atm) Thruster Mobile (N/A atm) Layer List Rotation Reference: R1 = Forward Backwards Tilt R2 = ??? R3 = Side to side tilt R4 = ??? https://en.wikipedia.org/wiki/Quaternion Starting Positions (cRaceStartPos/cFoyerStartPos): Description: The starting position of a vehicle, weather it be in a race, exploration, battle, or bonus. The following list goes in chronological order of how they appear in the file. 78 Bytes in Length These are offsets from the beginning of the section, header included. Position: Px = 58-5B Py = 5C-5F Pz = 60-63 Rotation: R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Static Objects (cGeneralStatic & cGoldenBrick): Descriptions: Static: The majority of objects in the world that don't move when touched. Golden Brick: The bricks that help you proceed though adventure mode. These are the ones that are not collected by winning races. 100 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory = 80-FF Mobile Objects (cGeneralMobile/cBonusPickup/cBonusVortex): Descriptions: Mobile: The majority of objects in the world that move when touched; Bonus Pickup: The pickups that are in the bonus game. Bonus Vortex: What you touch in adventure mode to enter a bonus game. Mobile Objects: 114 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 X = 58-5B Y = 5C-5f Z = 60-63 R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Collision Type (sound) = 7C-7F 82-83: Setting this to anything higher than 00 4A will make the player unable to push the object. Model Directory = 90 Difficulty [Vortex Only] = 100-103 Award Display (cAwardDisplay): Descriptions: Basically a static object, but with two models. One model or the other gets shown based on win/lose conditions. 183 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory (Goal Incomplete) = 80-FF Model Directory (Goal Completed) = 100-183 Fireworks (cFireWork): Description: Basically a simplified version of static objects. All fireworks coordinates seem to play follow the leader to the last firework entry that appears in the WRL. 63 bytes long Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 64-67 = ??? Boulder Spitter (cBoulderSpitter) Descriptions: It spits out boulders. You know, like the craters on Mars or the Volcano area on Dino Island. 84 Bytes in length XYZ = 68-73 Rotation = 64-83 Launch Power: 78-7B ?: 7C-7F Frequency: = 80-83 Map Marker (cMapMarker): 6C Bytes in length Layer: 24-27 XYZ...?: 58-63 Ambient Lighting (cAmbientLight): 5C Bytes in length 58-5A = RGB Values (Last remaining following offset, #5B, is unknown, possibly alpha) Point Light (cPointLight) Length = A0 XYZ: 88-93 RGBS#1: 58-67 RGBS#2: 68-77 RGBS#3: 78-87 (S = Strength, defaults are 3E and 3F) Dirrectional Light (cDirectionalLight) Length = 94 RGB?#1: 64-73 RGB?#2: 74-83 RGB?#3: 84-93 Model And Spot Light (cModelAndSpotLight) (Found on Xalax, those lights at the top of the area) Length = 13C Light XYZ: 68-73 Light Rotation: 74-83 Model Location: 88-93 Model Rotation: 94-A3 Model Path: BC-? Checkpoints (cCheckPoint): 1C0 bytes long Layer: 24-27 Label = 28-3F [Posts] Visual Position: X = 58-5B Y = 5C-61 Z = 60-63 Visual Rotation: 64-73 Model Directory: 80-99 (unsure about 99) (there are different types!) ID: 100 4 bytes (offset) after the ID comes the 'next' checkpoint setting. This determines what checkpoint comes after that one. 4 bytes after this are alternate 'next' checkpoints, there can be up to three. ???: 114-117 Pass-Thru(?): Bottom Left Corner: X: 12C-12F Y: 130-133 Z: 134-137 Top Left Corner: X: 138-13B Y: 13C-13F Z: 140-143 Top Right Corner: X: 144-147 Y: 148-14B Z: 14C-14F Bottom Right Corner: X: 150-153 Y: 154-157 Z: 158-15B ???: 15C-1A3 ??? (This part is vital nevertheless): 1A4-1A7 ??? 1A8-1AF Arrow (yes, you can be a little bugger and missguide the player. ): X = 1B0-1B3 Y = 1B4-1B7 Z = 1B8-1BB Checkpoint Supervisor (cCheckPointSupervisor): 11F bytes long Layer: 24-27 Starting Lights Glow Appearance: 58 (at which checkpoint does it appear) The Pits (cThePits) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF Weapon Pickup (cWeaponPickup) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF AI Supervisor (cAISupervisor): FC in length AI Quad (cAIQuad): BC in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Bottom Left Corner: X: 58-5B Y: 5C-5F Z: 60-63 Top Left Corner: X: 64-67 Y: 68-6B Z: 6C-6F Top Right Corner: X: 70-73 Y: 74-77 Z: 78-7B Bottom Right Corner: X: 7C-7F Y: 80-83 Z: 84-87 Center: X: 88-8B Y: 8C-8F Z: 90-93 Next quad?: 94-97 Alternate Next Quad?: 98-9B AI Section (cAISection): 1C4 in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Next Section?: 58-5B Alternate Next Section?: 5C-5F ???: 7C-7F ???: A0-A3 Point 1 Coordinate: A4-AF Point 1 Unknowns: B0-C7 The last x is repeated 7 more times (each section being 24 bytes long). Here is a guideline anyway. Point 2: C8-EB Point 3: EC-10F Point 4: 110-133 Point 5: 134-157 Point 6: 158-17B Point 7: 17C-19F Point 8: 1A0-1C3 Camera (cCamera): 8C Bytes long Untested:(when jumping to these positions they seemed logical) XYZ Location: 70-7B Rotations: 7C-8B Cinematic Camera (cCinematicCamera): 78 Bytes long Layer: 24-27 XYZ Location: 58-63 Rotations: 64-73 Spinner (cSpinner): 7F Bytes long Label: 40-? Layer: 24-27 Spin Speed: 64-67 Splines (cSpline): X Bytes Long (Dependant on number of points) Layer: 24-27 Label = 28-3F Binding = 40-57 58-5B = ? Ammount of Points: 5C-5F 60-63 = ? 64-67 = ? For the remainder of the class it is just points. For every point this is the structure breakdown: XYZ: 0-B Rotations: C-1B ???: 1C-1F Spline Linker (cSplineLinker): Layer: 24-27 Label: 28-3F Names are what is being linked together Spline Name: 40-57 Spline Name 2(?): 58-6F Object Name: 70-87 ???: 88-8B ???: 8C-8F ???: 90-A7 Land Patches (cPatch) (Use: Land patches, like the ice on Arctic for example) XYZ: 58-63 Rotations: 64-73 (see static objects for more details on XYZ and Rotations) Terrain (cLegoTerrain) Description: It's the terrain you drive on! Length: 187 Layer: 24-27 Label: 28-3F Px: 58-5B Py: 5C-5F Pz: 60-63 R1: 64-67 R2: 68-6B R3: 6C-6F R4: 70-73 Terrain Directory = 80-FF ???: 100-103 X Scale: 104-107 Y Scale: 108-10B Z Scale: 10C-10F Note: Changing scale seems to affect the world's edge boundaries ??? (Seems to crash when changed): 110-113 & 114-117 Textures X Scale: 120-123 Textures Y Scale: 124-127 ??? (Usually alawys FF FF FF FF): 130-133 Some Kind Of Listing....?: 14C-??? Foyer Hot Spot (cFoyerHotSpot) XYZ = 58-63 Spot #: 68-6B Water Sheet (cWaterSheet) 1F8 long Layer: 24-27 Texture Directory: 58-80 Reflection Texture Directory: -157 (leave blank if no reflection) Location X: 158-15B Location Y: 15C-15F Location Z: 160-163 Rotation 1: 164-167 Rotation 2: 168-16B Rotation 3: 16C-16F Rotation 4: 170-173 The Sea (cSea) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Height: 170-173 Rise & Lower Magnitude: 174-177 Fade Out Distance: 178-17B RGBS Tint: 17C-17F (used for things like evening on Sandy Bay for example, S = Strength) Material: 70-? (can either be a .mip, although you refer to it as .tga or .ifl which is a text file with a list of textures (aka animated)) Steam (cSteamPoint) Layer: 24-27 (untested, but most likely) Location: 58-6C Rotation: 64-73 (untested, but most likely) Colour: 74-77 (I believe there might be more to this section, but there will be a lot of trialing to do) Kill Box (cKillBox) 6F in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 ???: 64-67 Box Size: 68-6B ???: 6C-6F Kill Sphere (cKillSphere) 67 in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 Sphere Size: 64-67 Sky Boxes (cSkyBox) Length: 90 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Model Directory: 58-?(D7?) World Rain (cWorldRain) Length: 5C Layer: 24-27 World Snow (cWorldSnow) Length: 60 Layer: 24-27 World Properties (cWorldProperties) Length: 5C Gravity: 5A-5B (Default: -19 float) Sounds (cSound) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Object of attachement: 58-6F(?) (see label under objects) Sound Path: 88-? Fade In: 13C-13F The point between the outter rim (max distance) and 100% volume. http://i952.photobucket.com/albums/ae10/Segatendo/LR2/OMBGcSoundFADEIN_zpsvzhsz2to.png Maximum Audible Distance: 140-143 Minifig (cMiniFig) Length: 78 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Minifigure: 58 (range: 00-36) Location of minifig: 5C-67 Rotation of minifig: 68-77 Script Trigger (cScriptTrigger) Length: 16C Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Location of trigger: 58-63 Triggerable Distance: 64-67 Directory of 1st script: 68-E7 Directory of 2nd script: E8-167 ???: 168-16B O.T. Perhaps this info could be a start to someone making a tool?2 points -
The Brickster's Super-Jetpack Thingy
aidenpons and one other reacted to Jimbob for a topic
Overview During the events of the >Adobe Incident on LEGO Island, the Brickster used the mass pandemonium as a distraction to escape from jail again. This time, he stole a jetpack prototype, and is now on the loose causing mayhem and destruction... I haven't built my own LEGO models for a while, and have been gradually building my LEGO collection up to start again. This is a small little creation I made, a jetpack with lots of gadgety bits and bobs, but I thought I'd share it with RRU anyway. Photos The jetpack fits tightly around the minifigure, and is operated by a control stick in either hand. Pipes lead from the main generator into two lasers, which are capable of firing hot energy equivalent to eating a spicy hot chili pizza. The back of the jetpack has lots of pretty lights The main generator (red) is powered by being fed pizza, and breaking it down. The hotter the pizza, the more energy it produces. The main thrusters are at the base, while directional thrusters are attached at the top for steering. See More View a 2Ï€-radian rotation of the model below: Jetpack MOC (36MB) Note: Use the arrow keys to rotate the image. You may need to click on the image first. Additionally, the first rotation may lag while it loads the images. I'll update this soon to be viewable online, currently it isn't working (perhaps it's too big).2 points -
A random glitch
aidenpons and one other reacted to Cirevam for a topic
This is actually not a glitch, but a feature. From the Hover Scout's AE file: FPPoly { ; When selected as the first person view object. Camera1 { vlphead NULL vlptorso NULL vlpthighl NULL vlpthighr NULL vlpfootr NULL vlpfootl NULL VLP_standard_hoverboard null VLP_hbcockpit null } Camera2 { VLP_standard_hoverboard standard_hoverboard_new VLP_hbcockpit hoverboard_cockpit VLPhead lphead VLPtorso lptorso VLPthighR lpthighR VLPthighL lpthighL VLPfootR lpfootR VLPfootL lpfootL } } You can see that you can turn off parts of a raider's body in 1st and 2nd person view. If something is specified as NULL, it does not show up. This helps with optimization, since late 90's computers could be strained by all the 3D stuff happening in LRR.2 points -
Raiders Untitled
Sharkly and one other reacted to Cirevam for a topic
I don't remember it being that small. It's great to see how far this has come in such a short time. You're really giving those ORR guys a run for their bricks.2 points -
BoB Rock Raiders Vehicles
Lind Whisperer reacted to Fush for a topic
First note: BoB is an acronym I personally use, standing for Back-of-the-Box or Back-of-the-Booklet, for those models that are shown on the back of a LEGO set's box or booklet that serve as 'idea' models and lack instructions. I don't know if there is an official or fanon term for these models but that's what I call them. I wanted to recreate some of the BoB models from the Rock Raiders sets, so I found some instructions online and took a shot at it. However, only the RRHQ set had BoBs on it, and the pictures were incredibly low-res, but I did my best. The images I was working from can be found here, on the last three pages. Here we go. Note that all these names are made up by me, feel free to suggest better ones. Tall Dumper This one is I'm about 90% certain about. It was one of the clearest pictures, and was shown from two angles. I find it interesting, but I don't like it much. Side Dumper This one I'm less certain about, but it seems relatively accurate. This is a truck, similar to the Small Transport Truck, but with a larger bed and which dumps to the side (obviously) Small Mobile Crane this one was the smallest, blurriest picture, so it's probably the least accurate, but also the one I'm most proud of. I like this model, but it doesn't seem balanced. IT looks like it'd fall over all the time. Blue Hover This one was the clearest picture, so I'm certain it's almost completely accurate. A boring blue hovercraft. Energy Craft This one gave me trouble, as the picture is a little confusing, but eventually I figured out exactly what was going on (the box on the left wing is open, which threw me off). The 'cockpit' is too blurry to see, but the rest of the craft I'm certain of. Landing Craft This was another really small image, I had to improvise a bit but the bulk of it is accurate. I have no idea what's going on in the front though. So what do you guys think?1 point -
Uhh... need some help Infomaniac?
aidenpons reacted to Fluffy Cupcake for a topic
You seem to have your head stuck in the dock. O.T. But on a side note, I figured out mini-figure positions.1 point -
Rock Raiders: Team Exploration
STUDZ reacted to Jimbob for a topic
This is a fan fiction story I started writing a few months ago. It is set during the events of the LEGO Rock Raiders PC game, although it does not detail events that actually take place in the game, and focuses on the main named characters - Chief, Axle, Bandit, Docs, Jet and Sparks. The story has a slightly darkened atmosphere in comparison to typical jolly LEGO stories and comics, giving a more life-like (perhaps) view of the experience the Rock Raiders would have. Additionally, it is structured like a play-through of a level in the game, for no particular reason other than that I could draw from better knowledge. I have never written a piece of writing over 500 words that wasn't an essay, let alone the fact I've hardly ever tried my hand at creative writing, so don't hold high expectations for this story. All I ask is that, if you do decide to read it, just enjoy it I have yet to finish this story, but don't plan on doing so immediately. However it is somewhere on my huge RRU to-do list. I've decided to post it up anyway to get feedback, and also so it wasn't sitting around doing nothing. TL;DR? Then you probably shouldn't be in this section of the forum This story currently clocks in at over 4,500 words, not huge but also not something you can skim over. Anyway, I hope you enjoy reading my story! Side note: the name of this book, the Flash game in my blog post and a LRR mod I started a while back are all the same, as I hope one day to finish all three and have them linked together. Chapter 1: A Dangerous Mission Chapter 2: What Lies Below Chapter 3: Red Alert Chapter 4: Reunited Chapter 5: Burning Sensations1 point -
More unused/weird models
Jimbob reacted to Biorune for a topic
Though it would have been much harder to accurately drive through it, I would assume.1 point -
Wish Corruption Game
aidenpons reacted to Biorune for a topic
Wish granted, every LEGO piece you create is bright pink. I wish the surviving members of Pink Floyd would reform.1 point -
All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)
Fluffy Cupcake reacted to JrMasterModelBuilder for a topic
This is some great info! Keep up the good work!1 point -
New version of ROCK RAIDERS - update
TheTopHatMaddMan reacted to The Ace Railgun for a topic
Yeah this sounds awesome just as long as we don't have this harmonizing with "A landslide has occurred" And every other alert in the game...1 point -
Raiders Untitled
le717 reacted to Sharkly for a topic
I've almost finished the new map loader. Do you guys remember The Path to Power?1 point -
BOB Aircraft 2
Car CrazeXVI reacted to Fush for a gallery image
From the album: Mah Shtuph
One of my BOB models, rendered by JimbobJeffers.1 point -
BOB Aircraft 1
Car CrazeXVI reacted to Fush for a gallery image
From the album: Mah Shtuph
One of my BOB models, rendered by JimbobJeffers.1 point -
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New version of ROCK RAIDERS - update
TheTopHatMaddMan reacted to Baz for a topic
I'm a little late to the bandwagon here but this sounds fantastic. I look forward to seeing how this project plays out!1 point -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
Maybe you told multiple raiders to perform the same task or told one to perform the same task twice. I don't remember adding any checks for that. The queue is actually a stack, First In Last Out. He does the most recent task, backwards from the order given. Handy if you gave someone lots of orders, but suddenly need him to do something else first without losing those orders. Not sure on the long term plan of that. But yeah, ordering them all over the place is fun, can't wait until they initiate tasks themselves. I'll probably have to slow down on the project for the next few days.1 point -
Raiders Untitled
Car CrazeXVI reacted to tmo7452 for a topic
Update: Fixed more bugs, Raiders can now dig rubble and retrieve ore/crystals. It's coming together folks! Now I have reached the point where bug reports would be appreciated. By the way, the "Untitled" part is open for suggestions. "Unlimited" is the obvious choice, but if someone has something better, I'm listening.1 point -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
Updated. Better looking power station, slight change in .rum format, raiders can now drill walls ! I see now pathing is in poor condition, they run along the left edge. Digging is also tricky with the way raiders should move around as they dig. I might just ignore that bit at first.1 point -
Raiders Untitled
Sharkly reacted to Cirevam for a topic
Making a wall get darker as it is drilled might be a good start. Fancy effects like rocks dropping off could be added later. That would keep the texture modders from going crazy. Erosion has a few different properties that work together in LRR. In an Erod.map file, each block is defined with normal erosion, independent erosion, or no erosion. Speeds are also included with each block. There are also level-specific CFG properties that seem to control erosion speed. Here is an example from Level22, Lake of Fire: ErodeTriggerTime 20 ErodeErodeTime 40 ErodeLockTime 300 http://www.rockraidersunited.org/wiki/index.php?title=Erod.map1 point -
Raiders Untitled
Sharkly reacted to Jimbob for a topic
I'm pretty much on par with TheDoctor with the first questions. As for question 4, the growing crack texture Minecraft uses could work well but it might not look so great on some textures. LRR is meant to look 3D whereas Minecraft blocks are deliberately 2D on each facing, and for this reason cracks may not work so good in LRR unless they somehow match the textures too. An alternative could perhaps be a wall that actually changes texture as it is drilled, but that would require a lot more effort (especially for texture modders). I can't help with question 5 either, sorry.1 point -
Raiders Untitled
Sharkly reacted to aidenpons for a topic
Why red? I'd personally think of some sort of lowering down effect, (sort of when it's 1/3 drilled a couple of rocks fall off, 2/3 more rocks and then bang. Or they slowly collaspe.) But the texture idea sounds good. With erosion, don't ask me. I hate erosion. You could ask Cyrem - he's the person who made our current Map Builder.1 point -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
Valid point, but I think you are confusing the transfer of energy with the transfer of crystals themselves. The power station taps the energy from the physical crystals and distributes it through the paths. Either way, there should still be some limitation when you have 2 bases unconnected by path. From what I remember, LRR either bugs out here or simply doesn't care. Part of this issue probably comes from being an object oriented programmer. Nothing should be "global", everying should have a distinct owner. I apply this to crystals and ore. For example, this would help interactions when co-op is implemented. It's much easer to share when you know exactly where the crystals are "There are 12 in my tool store", not "I gathered them at some point so they exist in that number in the corner of my screen." I have more questions though, and then I'm off to bed. Q4) In LRR only seams have any indication of how far you have drilled. And the method they used for that looks very strange to me. I plan to either have all walls gradually fade to red as they are drilled, or have some texture effect (like minecraft.) Thoughts? Q5) How is erosion control implemented in LRR? I have never used a map builder. Does the map designer control the time/chance for each tile? Is it a mapwide variable that is affected by height? How would you want it in RU? Same questions for landslides.1 point -
Raiders Untitled
Sharkly reacted to aidenpons for a topic
I'm not sure about the energy crystals having to be put down... Isn't that the point of Power Paths? To let the power go through them? The ore idea does sound nice, though it would be a pain (as you have said) to put down large amounts of ore there... perhaps they could just be small amounts? Passing through buildings, I think anything/anyone can pass through the tool store, and raiders can go through the Upgrade Station (if you're looking at the RR files then it is mounted on scaffolding - it's not solid. Passing through the Docks might also be nice. With the edges, I don't really care.1 point -
Raiders Untitled
Sharkly reacted to TheDoctor for a topic
Oh lovely. I get to reply. 1) The legacy system for resource storage works fine. What I don't like is the actual use of the resources. Crystals, specifically. Consuming crystals for mundane tasks would require a renewable source of crystals. Recharge seams in every level would be a bit silly. I would like to think that crystals would have "infinite" power for the sake of the game, but could only output a certain amount of power. Each building would require some amount of power to function, maybe with additional functions using more power. Teleporters, for example, would require a burst of power to function. A teleport enabled building would have teleport capacitors to enable teleporting. The tool store you have at the start of the game would have precharged capacitors, obviously. The Power Station distributes power out to connected buildings, charging capacitors, etc. When more power is requested from the system, you manage it from some interface menu somewhere instead of switching each building on/off from the building menu itself. The ore transportation issue could be easily resolved by making the Ore Refinery useful. Make it a bit cheaper, but make the refining process longer. Perhaps much longer. Parallelization yay! 2) You could have an image file with the layout of walkable areas, or you could have interface spots along the side of the building. Impassible buildings means choke-points along the side of two buildings right next to each other. Make your base better! 3) I'll get back to you, but the legacy system works fine at the moment.1 point -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
Funny thing Jimbob, your sig just crashed my flash plugin . Anyway, thanks thanks to both of you! I was hoping to be able to import LRR maps at some point, Sheep, you converter would be extremely valuable with the ability to output to .RUM. Remeber though, the game will not currently accept height values. Sadly, adding height to the engine as-is would prove a significant challenge, and is honestly not as important to gameplay right now. Also, remember the map standard will be evolving as features are added (although map compatibility should never break.) I am currently working on giving the raiders the ability to drill and dig. Meanwhile, I thought up some questions. I will have a lot of these as I progress. Q1) How should power and the depositing of crystals (and ore) work? Stick with the uber leniency of LRR? I was thinking of making each building have it's own stock. Once you get the power station up, the required number of crystals would need to be moved from the tool store into the station to power the buildings. Separate bases not connected by path would require raiders to transfer crystals from one to the other as the power requirements of each change. The summoning of vehicles would require crystals to be deposited in the appropriate teleporter/dock. I think this would boost strategy and immersion immensely. Not sure about the same for ore though, having to move hundreds of ore into the upgrade station would get pretty annoying. Q2) How should movement through buildings be handled? Right now they are impassable. At a minimum, raiders will need to be able to grab stuff from the tool store. Should certain buildings (tool store, teleport pad, docks, support station) allow movement through them? Should I make raiders able to walk the edges of all buildings? Q3) Currently raiders are not able to cross corners, the pathing will not let them walk on anything other than floor (no walking up walls, no lava suicides), or diagonally unless the path is completely clear. The map will, however, be revealed through these corners (this bit is easily changed.) If anyone has reasons these should not be, speak now or forever hold your peace I would love everyone's input on these before I code them in. I want to make this game for all fans of LRR.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 -
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 -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
I suppose I should go into my long term plans for how this will compare to LRR. From looking around, I feel I am in the slight minority in that I enjoy the design of LRR very much as released. In my playthroughs my strategy was to drop down as many Transport Trucks, Loader Dozers, and Chrome Crushers as I could, and not complete the level until I had mined every bit and constructed a massive network of bases. The current list of planned changes include: - Support for modern hardware and OSes. OSX and Linux come to mind, but with SDL and OGL2.1, I could port the game to Android and beyond. - Bug fixes. I might not even bother adding slugs as I have only once seen one do what it was supposed to and not totally ruin the game. - Better support for larger, more epic maps ( <3 Baz's Mod). Specifically fixing the long power path bug. Note the "size=020x020" in the example map, I may expand that to "size=0020x0020" in the future. The picker function supports up to 256 objects (ore, crystal) and 128 raiders in a single 3x3 section when selecting with the mouse. Other than that the only limit is that the 32-bit program caps at ~2GB memory I believe. - Better pathing. While not enabled in the current build, I will add the ability to check the entire map for the fastest path, thus raiders will always use power paths if possible. - "Complete" the vehicles. Vehicles with unused buckets will be able to use them. Vehicles designed to carry other vehicles will be able to do so. Transport trucks will only drop the needed amount on buildings... ...Loader Dozer drivers will learn the word "efficiency" - Despite apparent popular opinion, lasers will be added as I enjoy using them. Recharge seams will not cause landslides if that is any consolation. - Better support for custom campaings. I'm not a level/campaign designer, so I don't know what you guys would want. Just say it and I'll add it. - Possibly some new buildings, mainly ways to make erosion control and crystal recharging easier. And last but certainly not least... - Multiplayer co-op, something too many games lack. Not a complete list, and I'm all ears if y'all want to just say what you would want in a remake. As for look and feel, I figured it would run stand-alone with the "dumbRenderer" seen above, with the ability to import the original LRR or custom textures, models, sounds and maps. 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.1 point -
Raiders Untitled
Sharkly reacted to Jimbob for a topic
This looks pretty impressive! I may sound silly here, but I take it your goal is to recreate LEGO Rock Raiders? As in, you're not trying to create a different game with similar environments and objects. I could have a go at making one in Flash, if you like. I've got a fair bit of experience - a simple nav box in my signature, and the Character Skinner are examples I have to show.1 point -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
Updated the download. Fixed pathing, less crashing, better looking raiders. I originaly called it RRO, but I quicky changed it for 3 resons: - I didn't want "Rock Raiders" in the title. Changing it early is easier than changing it later. - In my mind, projects with "Open" in the title are poorly organized and fail to deliver. - I'm still not ready to release the source. I'm not against it, but since I don't use any GNU GPL code, I have no reason until someone offers to help. I have a good handle on all the coding, but outside of that I'm pretty useless. On that note, I'm rapidly approaching the point where I need an interface. If anyone has any designs, I'll take what I can get. So far I don't plan many features beyond the original RR, just wanted to kill the bugs, improve compatability, and expand the limits. So any design that contains the core RR commands and supports a rescalable window works for me.1 point -
Raiders Untitled
Sharkly reacted to Antillies for a topic
Keep it up mate. Really neat work. There are/were a handful of projects under the umbrela title of "Open Rock Raiders" (ORR) that are/were trying to accomplish the same thing. Most have pettered out but a few remain, so you're in good company.1 point -
Raiders Untitled
Sharkly reacted to tmo7452 for a topic
Works for me. Perhaps you were thinking the power paths+buildings in the middle was water?1 point -
Raiders Untitled
aidenpons reacted to lol username for a topic
That's freaking glorious compared to some of the horrors I've seen. It actually communicates a point, for starters. It's rather hard to give feedback on things this early on, but I noticed that while you can't tell them to stand on it, raiders can cross water without a problem.1 point -
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BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]
Guurahk204 reacted to McJobless for a blog entry
I was interested until you said Unity. No more.1 point -
BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]
Guurahk204 reacted to Trydeltix for a blog entry
Holy Makuta Teridax, Guu, I didn't know you shelled out $1,500 for this! I hope the whole Pro vs Free thing doesn't cause us problems.1 point -
BIONICLE 2: The Game [Developed by Guurahk Entertainment for SolisMagna.com]
Guurahk204 reacted to lol username for a blog entry
Scripting or game making? At this point, anything. Thanks for reminding me of that. ... So what kind of game is this?1 point
