Leaderboard
Popular Content
Showing content with the highest reputation on 10/21/2013 in all areas
-
7 points
-
LEGO STRINGS Binary Format
Car CrazeXVI and 5 others reacted to JrMasterModelBuilder for a topic
UPDATE: >Convert tool available here. Also, some of the information below is probably inaccurate. Alrighty, I've reverse engineered most of the format, there's just one thing I don't understand yet. I will detail it below, so if you can lend some knowledge, let me know! In GAME DATATEXT there are almost all of the text that is used thoughout the gameplay, in the different languages the game supports with a 3 letter file extension that denotes the language. There is also a plain text version of the BRI (British English) copy of the text that is presumably the source file. Now for the format specifications: Sources: {4} = The number of characters. {4} = 0x20000000 {2} = The last character that will appear in the character set. {2} = 0x0000 //Repeat for the number of characters. {2} = DBCS character. {2} = Incremental counter. {4} = UINT32 = The number of key value entries. //Repeat for the number of key value entries. {12} = CHAR = Key name, NULL terminated {4} = UINT32 = The offset of the string, from the offset of this value. //The remaining bytes are the NULL terminated DBCS strings that are the values for the keys listed above. As you may have noticed, I called the characters DBCS characters, as 2 bytes are devoted to each character in the strings that appear on screen. I do not presently know what DBCS format they are using, but except for the "Æ" character, they all match up with extended ASCII plus a NULL byte. The "Æ" on the other hand is designated by 0x1320, for reasons I cannot comprehend, because "Æ" is actually in extended ASCII. Anyhow, if anyone knows anything about this peculiarity let me know, but this should be more than enough to write a compatible converter with a little extra logic to deal with this oddity. I won't be finding myself with any excess time this week, so if anyone else wants to have a go at writting a tool, go right ahead!6 points -
Xir's LR2 Mod Hub
aidenpons and 2 others reacted to Fluffy Cupcake for a topic
Here are mods I am currently working on. Bunch of spoilers cause lots of big (not SUPER large...) images. Devastated Island (Dino Island Retexture) Download. LEGO Racers Font Download Font (goes in FONTS folder) Speechless Sparky: Download: http://oresome.rockraidersunited.com/download/56 Hudless Arrowless Download: http://oresome.rockraidersunited.com/download/55 Alternate Lazer Fence (Pit) Colours http://oresome.rockraidersunited.com/download/54 Alternate Sparky Colours Alternate Slizer Disc Colours Unique Music Everywhere Sounds+ Relocation Mod My Player Character Roster WIP Additional Bricks Colors: Repositioned Hud3 points -
The Schism
Darkestnoir reacted to Yourself for a topic
Back with my second released map. This one is also quite challenging, but in a different way than The Algorithm. It requires some careful micromanagement, while puzzles play only a minor role. Map Name: The Schism Back Story: A Rock Raider was separated from two others by a lava stream that had suddenly erupted from under the surface of the cavern. The three Raiders were part of a lightly equipped expeditionary force tasked with recovering a Hover Scout. Map Objective: Reunite the Raiders and evacuate them from the rapidly growing lava lake. Help them find their way back to the HQ to the South, and bring the Hover Scout to the HQ. Scans indicate the presence of Lava Monsters near the HQ; be prepared to defend it. Difficulty: Hard / Very Hard Download Link: Patch: http://www.rockraidersunited.com/files/dl-r114/ Manual: https://ore.rockraidersunited.org/legacy/TheSchism_407462.zip Manual Installation: Put the folder TheSchism in Levels and replace Level22 in Lego.cfg by the supplied code. (It's wise to backup Lego.cfg first, in case you want to undo installation). Note: - It is recommended that you play this with unupgraded raiders. If you play it with upgraded raiders, the difficulty is easy/medium. - you will not automatically win the level once you have brought the Hover Scout to the HQ. This is because I could not find a way to do this with the game's script commands. You can use a debug key (Ctrl+S) to win if you want. Some screenies of the starting areas:1 point -
The smiley story game
Cyrem reacted to Wirza for a topic
To play this game,first i start a story using emotes. use ones basd on characters like , and and put reguler smileis next to them to show their expressions. :i hate this. it is alot less wierd once started. LET THIS COMMENCE!!!! :what is that guy in the suit with the green and red bricks doing? :GREENREDBRICKYOUSTAY!1 point -
Words Cannot Properly Describe This Game
le717 reacted to lol username for a topic
http://www.bzpower.com/board/index.php?showtopic=8668 http://www.mediafire.com/download.php?yzse5ylrhedseg6 I spent 50 minutes playing this "game" last night. I've seen terrible LEGO fan games before, but never before have I experienced anything even half as torturous as this. This is pure hell in 2D sidescroller form. In fact, this is so utterly broken, the process of playing it so amazingly infuriating, that I'm wondering if it's a troll game. If that is the case, I tip my hat to the person who created this, as it is a thousand times worse than my own attempts (Legos in Space). Except I don't wear a hat. So what makes this so unbearable? The sprites and overall art. Oh dear wad, it's like somebody dumped MS Paint, Minecraft, and modern art into a blender. The controls. This is apparently trying to be a platformer, but... Well, just try it. The writing. "Takanuva,Can you go to bohroks' house? Yes, I can. I go to there." The first six levels or so took me about 15 minutes to get through, and all had their own set of graphics that made my eyes bleed and characters that were at least slightly different. The other 35 minutes of gameplay were all spent running around in bland tunnels as the same character. Over. And. Over. Level after level. Speaking of the levels of the last 35 minutes, they're all pretty much the same in design. The developer seems to have a fondness for making you run all the way to the right with nothing stopping you, drop down a level, run all the way to the left in the same way, etc... An endless stretch of boredom. Later in the game, you will encounter Bohrok. They can't actually hurt you. Yes, they spawn endless amounts of green pellets which home in on you, but those don't do jack squat. Oh wait, those green pellets actually DO cause something to happen - insane amounts of lag. The collision detection on these is so poorly programmed that when you have a couple hundred of them pressing against a wall, trying to get to you (on the other side), the game will drop to only a couple frames per second. Combine that with the zig-zag level design mentioned above, and a lot of the latter portions of the game consist of nothing but slowly jerking from one side of the screen to the other, making something that would take only a few seconds without lag take several minutes. You will finally encounter Bohrok Kal... And as far as I can tell, this is where the game ends. They appear to be bosses, but you can't defeat them - I had one at -25,000 HP (according to the text slightly above the Bohrok Kal and behind the scenery!) and nothing happened. I was stuck with nothing but a Bohrok Kal and a wall I couldn't destroy to get past. Yes, after 50 minutes of pure agony, the game just left me stuck right at what appears to be the last level. So, RRU, here is my challenge. Play through this game. Keep whatever sanity you have. Try to figure out a way past this "boss". The first player uses the arrow keys to move, and Z and X to attack. If the "Apple 2nd player(helper)" is enabled, you can use WASD to move him around too. Good luck. Oh, and Kini Nui is a d***. Literally.1 point -
Mafia: The Game
le717 reacted to The Ace Railgun for a topic
Don't worry If you're the doctor you'll just reincarnate, and I'll probably be the next to follow you JJ, considering what happened last vote... then we can haunt people with DM if you don't reincarnate...1 point -
Mafia: The Game
Jimbob reacted to Fush for a topic
Well... Um... Xiron is voting Ace, and Yajmo was voting Ace but now doesn't want to vote at all, DM is haunting the hotel now, and Ace is voting Yajmo but will vote Xiron if Xiron changes and will eliminate himself if you change your vote, and you were voting Ace last I checked. I think that's the current situation? So That means the majority votes.. Ace? I think?1 point -
RRU Quotes 2008-2013
Car CrazeXVI reacted to Yajmo for a topic
"# SPARKY waves goodbye from a safe distance to let the # stupid f***ing kids know not to stand next to # f***ing space ships when they take off ... w***ers" -Unknown Attention to Detail employee1 point -
I can't sir, it's liquid
Jimbob reacted to The Ace Railgun for a topic
it's called falling with style... Hit an apple with a tiny bullet, while the apple is on a train and you are riding a horse. Also you have one shot.1 point -
LEGO The Simpsons Minifigures
aidenpons reacted to ProfessorBrickkeeper for a topic
Finally found a perfect animated gif to express what I think of these minifigures. http://images1.wikia.nocookie.net/__cb20130309231004/random-ness/images/d/d5/Head-Exploding.gif1 point -
Mafia: The Game
Car CrazeXVI reacted to Drill Master for a topic
Then, amongst the arguing, a ghostly wail was heard by all. "WooOooOOOooOOooOoo!" The lights flickered, the hotel began to get cold, things started falling off shelves. Then, all the hotel doors opened at once, and slammed shut one by one. SLAM! SLAM! SLAM! And finally, an apparition appeared at the end of the hallway that looked like Drill Master. He raised his hand and pointed to one of the people, it was uncertain which one though. "It was YOU!" Drill Master's ghost shouted. Suddenly, he rushed down the hall towards them, screaming all the way. He then vanished upon reaching the group. The hotel then became quiet. O.T. I really wanted to post because this is the best round yet, so I added this little piece.1 point -
Mafia: The Game
Car CrazeXVI reacted to Drill Master for a topic
*My final words* I... s-s-should have t-taken... the eleva-a-ator... *inhales deeply, exhales*1 point -
LEGO The Simpsons Minifigures
aidenpons reacted to Cirevam for a topic
(this is now a gif reaction thread)1 point -
LEGO The Simpsons Minifigures
Cyrem reacted to Yajmo for a topic
wow such brick much yellow very head wow amaze much terrible1 point -
Fixed facial expressions while playing as NPCs
ShadowDraikana reacted to lol username for a topic
While you can play as NPCs via Cheat Engine, it doesn't always work perfectly - most NPCs only have face textures for the expressions they normally show in-game, and when they're plopped into a cutscene that needs a texture they don't have, it can cause some weird stuff: While I hope we'll eventually be able to create full sets of face textures for the NPCs, in the meantime, it's pretty easy to patch things up a bit: Go to GAMEDATAGAME DATACHARACTERSHEADS and open FACES.TXT. The developer comments should be enough to explain how it works. What you wanna do is turn something like this: # Frankie Solido (Brick Hauss) # # (individual) # frankie solido happy1 null null null null null null null Into something like this:# Frankie Solido (Brick Hauss) # # (individual) # frankie solido happy1 frankie solido happy2 frankie solido sad1 frankie solido sad2 frankie solido angry1 frankie solido angry2 frankie solido surprised1 frankie solido surprised2 ... For whatever NPCs you wanna fix. Then go into the TEXTURES folder, make copies of whatever facial expressions DO exist, and rename them to match up with the edit you made to the TXT file. Frankie Solido actually has an unused HAPPY2 texture already, so simply cloning those two and renaming them for sad, angry, and surprise should make things work right. Of course, they won't actually show the specified emotions as you're probably gonna be copying the default happy texture(s) around, but it still looks a heck of a lot better than glitchy hair or a big red X. Also, I tried just editing the TXT file to list the same textures repeatedly (instead of actually duplicating the textures in the assets), but the game didn't recognize them and glitched out as it did before. I also haven't tested this with any NPCs aside from Voltage and Frankie, but it should work on all the other minifigures (martians and ramas don't even have multiple face textures).1 point
