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Showing content with the highest reputation on 01/29/2014 in all areas

  1. McJobless

    New version of ROCK RAIDERS - update

    It's not the that raiders are dumb, it's that the Monsters are smart They'd need to be improved mechanics though. Animation speed slowing down based on how little energy a raider has, more time spent dropping ore and wiping their face etc. And it has to be called "Snax 4 U" Didn't seem like it to me, but okay. That said, you can do it manually. Yes, an automatic behaviour would be nice, but there is a method to accomplish it already. Then again, I never recharge crystals. My bad. I didn't realise Rock Raiders were careful drivers. http://www.youtube.com/watch?v=AJXKVOxqkWM
    4 points
  2. STUDZ

    RRU Quotes 2: Reckoning

    [19:09:15] jamesster: hold on to your buttocks I'm going in [19:09:17] McJobless: What. [19:10:16] Cirevam: Begin aerobraking maneuver! [19:10:54] jamesster: bkdlgzg [19:10:58] jamesster: i don't wanna go in [19:11:04] jamesster: you may release your buttocks [19:11:11] jamesster: ... [19:11:23] jamesster: OK I SHOULD THINK MORE CAREFULLY ABOUT WHAT I'M SAYING I THINK [19:11:45] McJobless: I'm going in. [19:11:49] McJobless: Hard and fast. [19:11:50] jamesster: WOW DELAYED REACTION MUCH [19:12:19] Joe9412: Do you think I think about what I say? [19:12:55] Stan McStudz: No, we don't Joe. MOAR: [22:14:04] Philip: it's 1 AM [22:14:10] Philip: I've been up for nearly 20 hours [22:14:58] Philip: the earth should be flat like a potato chip and the sun should be a light bulb so we can all have the same time zone [22:15:03] Philip: real thing I just thought [22:15:53] jamesster: what about potato chips with ridges all over [22:16:01] Stan McStudz: EARTHQUAKE [22:16:26] jamesster: what happens if somebody eats our planet [22:16:33] Philip: On 1/29/14, at 1:15 AM, jamesster wrote: > what about potato chips with ridges all over hum, well, we could have oceans in the ridges and live on the other ridges [22:16:35] jamesster: does our planet taste like sour cream and onion or dill pickle [22:16:38] Stan McStudz: DEVOURER OF THE WORLDZ [22:16:53] Philip: i think i will go with sour cream and onion, i like sour cream [22:17:00] Stan McStudz: THE WORLD IS MY PRINGLE [22:17:04] McJobless: But what about those air popped ones? [22:17:15] McJobless: Where you barely touch them and they explode? [22:17:24] McJobless: Do we jump and die? [22:17:36] Stan McStudz: afghanistan [22:17:53] Philip: we gently tunnel into the air popped ones and we go in there when it rains [22:18:00] jamesster: our solar system is a tube of pringles [22:18:15] jamesster: I really don't like pringles [22:18:23] jamesster: are they even potato chips [22:18:28] jamesster: what are they made out of [22:18:29] McJobless: What if Earth was a plate of Natchos. [22:18:37] jamesster: I WOULD EAT THE FREAKING WORLD [22:18:42] McJobless: Is rain salsa sauce? [22:19:00] jamesster: so the rain dance and the salsa dance would bE THE SAME [22:19:02] jamesster: AHAHHAHAHAISHOUDSLEEP
    4 points
  3. lol username

    LEGO Universe Playthrough

    I spent too much of my life on this freaking game. A game specifically designed to keep me playing and interested while simultaneously cringing at its fundamental design, to make me love its developers for being awesome people who put their hearts into it while also making me wonder just what the hell they were thinking when they created it. Ladies and mentlegen, I give you LEGO Universe. Playlist Part 1 Part 100, end of the main Sentinel playthrough Part 101, Paradox exclusive missions Part 102, Venture League exclusive missions Part 103, Assembly exclusive missions During the last three months of this game's determined but confused existence, I recorded as complete of a playthrough of it as I could. Seeing as the game was designed to sap up as much of a kid's time as possible, that meant 39 hours (perhaps closer to 40 counting stuff I cut out or sped up) of recording just to complete every mission (including the missions exclusive to certain factions) and collect every collectible. In the end, I got all of the core content recorded, but if I had actually been playing the game for the sake of playing it, then I would have been only beginning... With many, many more clothing and weapons and armor sets to complete, and what was for all practical purposes an endless barrel of achievements that required smashing what was likely a grand total of hundreds of thousands of enemies to complete (side note: if somebody could actually figure out exactly how many enemies one would have to smash to 100% complete LU, I will laugh and hug you as a fellow nutcase should). After a bit of a break, I will be uploading another series of videos about LEGO Universe, recorded around the same time as this playthrough: Tours of all the worlds, showing both how players normally saw them on foot, and broader overviews from the sky via jetpack. The point of this second video series will be twofold: First, to show how easily the illusions used by the level designers used break when viewed at the wrong angle. Second, to show how amazingly little time it takes to simply explore them, thus accentuating the fact that this game dragged a few hours of world exploration (at most) into solid days of running back and forth as a little yellow plastic FedEx wannabe/zombie slayer. Enjoy. Except I seriously don't expect anybody to actually watch the whole thing. LEGO Minifigures Online, coming later this year! Oh dear wad.
    3 points
  4. MisterGryphon

    RRU Quotes 2: Reckoning

    [1/29/14 1:23:53 AM] Philip: im in love with winona rider's character from beetlejew [1/29/14 1:23:58 AM] Philip: she's adorb [1/29/14 1:24:04 AM] McJobless: then f**** the vhs [1/29/14 1:24:04 AM] Stan McStudz: Beatle Jew? [1/29/14 1:24:09 AM] Stan McStudz: You mean Ringo?
    3 points
  5. Jimbob

    Tutorial: Adding Custom Decals into LDD

    Adding Custom Decals into LEGO Digital Designer As great as LEGO Digital Designer is, it doesn't contain all the textures ever produced by the LEGO group. This tutorial will show you how to mod in custom textures to LDD so that you can use them in your models, and includes a little section at the end on setting these models up for rendering in POV-Ray. In order to add custom decals into LDD, you will need the following: LIF Extractor by JrMasterModelBuilder Notepad++ (or any decent text editor, this is free and recommended) A decal in PNG format Step 1: Preparing LDD Before you can add in custom decals, you'll need to prepare LDD for modding. To do this, you will use the LIF Extractor you downloaded previously. Navigate to your Application Data directory, and locate LDD's folder. On Windows 7 this path should be: C:\Users\YOURUSERNAME\AppData\Roaming\LEGO Company\LEGO Digital Designer Inside you will find, among other files, a large file called db.lif. This file contains all the decorations that are loaded into LDD, in addition to various other files. Now open the LIF Extractor in a new window. Navigate inside the folder relevant to your operating system - for my 32 bit computer, this is LIF_Extractor_Win_32bit. Drag the db.lif file onto the LIFExtractor.exe file inside, and it will begin the extraction process. This might take a while depending on your computer - on my Windows 7 netbook it took almost an hour, but on my old Windows XP laptop it took about a minute - so feel free to pop off to the nearest Support Station for a sandwich. Do not get impatient; just wait for the command window to disappear. Once it does, the extraction is complete. Ta-da! You'll see a shiny new folder called db sitting next to the db.lif file. Now, to set LDD to run from this folder rather than the db.lif file, simply rename the db.lif file to something else (don't delete it - you'll want to keep it as a backup). In this example I'll rename it to originaldb.lif. Your folder should now look like this: That's it, Step 1 is complete and you're all set! Step 2: Adding Custom Decals Now to the main part of this tutorial. Adding custom decals into LDD is actually very easy, and you probably won't need to refer to this tutorial any more after your first few tries. Open the db folder you extracted in Step 1. There are several files and folders here, but the only two we're concerned with are Decorations and DecorationMapping. I have highlighted them in the image below. The Decorations folder contains over 1,500 PNG images, all of which are used as decals on bricks and minifigure parts. The DecorationMapping.xml file is just one big list of all these files, and tells LDD which parts these decals should be available to. To add your own decal into LDD, simply save it in PNG format (if it isn't already) and copy it into the Decorations folder. The important thing is that you must now name it with a unique 5-digit number (plus the extension, of course). You can give it any number, so long as no other file in that folder already has it, so in this example I will use 10001. Here you can see I've created a masterpiece of a face decal and placed it in the Decorations folder. Now that the decoration is in the correct location, go back out into the db folder, and open DecorationMapping.xml in Notepad++ (or another decent text editor). You will see, after the first two lines, an indented list many lines in length. The format is: <Mapping decorationID="54580" designID="3626" surfaceID="1"/> The decorationID number is the name you gave your decal in the Decorations folder, excluding the extension. If you remember, in this example it is 10001. The designID number refers to the part that the decoration can be placed onto - in this case, it is 3626, which is the minifigure head piece. Tip: To find out the number of a particular piece, look for a decal that the relevant piece currently uses in the Decorations folder (for example, 55071). Then search this number in the DecorationMapping.xml file, and the associated designID is the part's ID (55071 has designID 3070, hence the 1x1 tile piece's ID is 3070). My custom decoration is intended to be used on a minifigure's head, so I'll leave it as 3626. Copy any line you wish and paste it at the top of the list, after the first two lines (or manually type a new one). Then change the decorationID to your decal's name, and the designID to your part's ID. By placing your decoration at the top of the list, LDD will read it first, so it will appear at the top of the decorations list in the application. Save the file, close it, and you're done! Step 3: Checking Out Your New Decal Launch LDD and enter LDD Extended mode. You can do this by selecting View > New themes > LDD Extended. Place the part you added a new decal to, select the Decoration tool (found by first selecting the Paint tool), and click on your model. If all goes well, the first decoration in the list should be your newly modded one! But what happens if you want to distribute this file? Well, the decoration ID of each part is saved to the file. If you save your model with a custom decal on it, then load it into an unmodded (or modded without the current decal in it) version of LDD, it simply won't appear. The part is still registered as containing that decal though, as mentioned previously, and therefore if you open the file in a correctly modded version of LDD it will reappear again. This means that you can distribute your .LXF files either with standard decals, for users with unmodded version of LDD, or containing the modded files so that other people can use them too. Or both, which is probably better. One final note: le717 pointed out that updating LDD will cause any current mods to be lost, so you will need to backup your decals somewhere else and reinsert them into LDD each time there is an update, starting from Step 1 of this tutorial. Rendering Models with Custom Decals You've just finished building an AWESOME model using custom decals, and want to render it in POV-Ray*. But the POV-Ray converter requires that you use an unmodded version of LDD, so what do you do? It's very simple. After saving your model, change all the decals in it to any standard decals that LDD uses by default. Save a new copy of the file, and then rename your originaldb.lif file back to db.lif. When you load the LDD-to-POV-Ray converter, there is an option to render with custom decals. Just tick this, and replace all the decals with your own ones. Remember, if you want two of the same part (a minifigure's head, for example) to use different decals in the same model, you will need to give them both different standard head decals. The LDD-to-POV-Ray converter changes each individual decal for all parts that use it in a model. *Not sure how? Check out le717's tutorial here.
    2 points
  6. Fush

    Rock Raiders Snowmobile

    FINAL VERSION: IRL photos Original OP:
    2 points
  7. Drill Master

    RRU Minecraft Server

    No.
    2 points
  8. lol username

    New version of ROCK RAIDERS - update

    Don't forget that the canteen was merged/turned into an all-around support station which, well, supports more minifigures - which (IMO) fits the theming and gameplay much better than having an entire building in a sci-fi gritty mining game that's dedicated to simply passing out sandwiches. Which then leaves them open for monsters to nom. What do?
    2 points
  9. McJobless

    New version of ROCK RAIDERS - update

    It was a glitch. So, what you're saying is that people should not be able to build however much they want? If they want to include Surge as a legitimate threat, then it needs to be completely redeisgned. Simply punishing people for building big bases is not good gameplay. Don't drive them into monsters. I think that's absolutely ridiculous. The fences then become completely useless. Fences were designed to be a powerful security measure which required important resources, and as such its up to the player if they want to make the trade-off. Simply nerfing them to the point where they defend against nothing is ridiculous, and you might as well remove them from gameplay completely. The f**** are you on? This is not The Sims. Priorities was made to resolve the problem of idle AI, because they always have active tasks to attend to. Yes, it didn't work properly, but the solution theory was pretty good. If you remove the AI from the AI, what do they become? Slaves, puppets, anything that isn't AI. Your command overrides their thoughts, but ultimately those units need to be able to automatically respond to any situation, otherwise they just seem extremely dumb. Also, no, food is not an interactible object and should never be. Food is meant to be a challenge whereby you need to carefully cycle your raiders so that some are working, some are recharging their energy. Leaving food on the ground is unhygenic and adds an element to gameplay which breaks this challenge. What's the point of the AI eating and having a hunger/energy bar if you can just make them do whatever anyway? If the next game has a thing called a "Sandwich Shop", I quit. That would be a useless and downright out of place idea. Why are you building fences in the middle of an attack? Why aren't you getting guns and shooting the damn monsters?! Fences are a protective measure, not an offensive weapon. Except, raiders DO carry those tools, and vehicles can't. They're not regular objects and can only be used by Rock Raiders. Why have the truck pick up the recharged crystal if they're right there? They need to be there to recharge the crystal, last I checked. The f**** is this?! VEHICLES ARE NOT PEOPLE. VEHICLES CAN'T GET SCARED. The drivers might be scared, BUT THEY'RE IN A VEHICLE. Tanks can flatten monsters easy. Cars can outrun them. At least, that's how I assumed people and the RRs thought. There's no real danger for the DRIVER of the vehicle to be scared about, until it's too late. Because when they're in a vehicle, the game uses a different movement and control system. Energy is not counted while in the vehicle because the RR is no longer counted, the vehicle is. You're assuming also that people can't multitask and can't eat while driving. How would you know they're not eating in there? There's no animations for it, but that's because it's a ridiculous idea that Raiders need to eat when gameplay dictates they're not the ones you're controlling.
    2 points
  10. grappigegovert

    GHB Recorder

    GHB Recorder It records ghost paths! The only thing is, it saves as TXT file, not (yet) as GHB file. So you'll have to copy the contents into 's binary editor. The readme file in the archive explains how to record a ghost path. (in short: F2 starts/stops recording) Many thanks to RobExplorien for explaining the GHB format. Download: https://www.rockraidersunited.com/files/dl-r18/ Changelog: v1.2 Actual time is now correctly saved Recording will stop automatically upon finishing the race (don't press F2 after finishing, or it will start a new recording, overwriting the previous one.) v1.1 Fixed rotation for 2001 version v1.0 Initial release
    1 point
  11. dead_name

    RRU Quotes 2: Reckoning

    [00:11:35] McJobless: See, I recognise Jamessters deep sex voice. EDIT: [00:19:46] McJobless: Jamesster is no longer just a guy with a deep voice. [00:19:53] McJobless: He is now a complete sex god.
    1 point
  12. McJobless

    New version of ROCK RAIDERS - update

    Didn't seem like it. What. So MOVE THEM YOURSELF. I'm sure if they didn't have weaponry their AI would also make them move automatically if a monster got in range. Vehicles still operate as entirely different units. You can verify this with a one-way ticket to the CFG and the .ae files. Or you could not change anything, since the electric fence is pretty balanced as it is. Your main threat is never the monsters, they're just a temporary distraction. The biggest problems are erosion, air depletion (which requires power), landslides and trying to find the resources. Electric Fences are designed to stop Monsters from attacking the main base, so you can focus on completing the map objectives faster. Remember, this is a kids game. But how could you tell which ones can and which ones can't? You're completely nerfing their purpose. They are a DEFENSE WEAPON. This was confirmed by their introduction in the tutorials. I don't want to go walk my guys after some stupid rock monster breaking my electric fences, I just want the fence to deal with him so I can focus on killing everything else on the level and get my resources back in the fastest time possible. You're absolutely incorrect. The death animation was never made, so instead when they reach low health, they automatically move back to a slimy slug hole. You can confirm this yourself by going to the CFG and .ae. And where's this wall idea coming from? Yous aid it up there like it's a great idea, when all you've done is suggested a block which would stop Rock Raiders as well. Meaning, they can't access the base either. Fantastic. You've now made gameplay overly complex and not fun. Thank you for being a brilliant game designer. In future, I'll take all my design lessons from you, since you're clearly well ahead of me. Leave them alone, SINCE THERE IS NO PROBLEM. The Electric Fences work as was printed in the manual, and serve their purpose well. You're making a big fuss over things working as they should, and it's absolutely ridiculous. What? Earthquakes and dams, two things that don't exist in the game. I was wrong about the above. THIS is the worst idea I've ever heard. I could deal with the shop, but this is just ultimately ridiculous, even for LEGO. O.T. Yeah, and now your smug attitude has completely killed that. Good work.
    1 point
  13. Jimbob

    RRU Minecraft Server

    No. *AHEM* Allow me to rephrase that. Do you like mining in Minecraft? Do you enjoy farming and collecting resources in the company of good friends? Do you love to build, build, build? If the answer to any of the above is 'yes', then sign up to UltraHardcore today! This excellently fun game is great for all ages, and all abilities. Whether you're new to Minecraft or a veteran player, UltraHardcore will be sure to give you the best three hours of gaming you've ever had. Meet new friends, learn new skills, and build wonderful creations. All in the lovely peaceful environment of Minecraft. Surround yourself with chickens, cows, and other friendly creatures, and see what you can achieve in a short space of time. Will you be the best player in the round? The answer is: It doesn't matter! Everyone wins, in UltraHardcore. So go on, sign up today - you know you want to!
    1 point
  14. Fush

    New version of ROCK RAIDERS - update

    http://knowyourmeme.com/memes/u-wot-m8
    1 point
  15. McJobless

    RRU Quotes 2: Reckoning

    [10:47:44 PM] McJobless: HAHAHAH [10:47:45 PM] McJobless: Well. [10:47:54 PM] McJobless: Sorry about the frantic responses. [10:47:57 PM] McJobless: Just...s*** happened. [10:48:03 PM] McJobless: But I'm feeling a lot better now. [10:48:09 PM] McJobless: So, I'll probably cool off. [10:48:26 PM] McJobless: I was going after aidenpons because he was an easy target. [10:49:17 PM] Cirevam: Yeah, I understand that [10:49:39 PM] Cirevam: You have to take a jab at the New Zealanders every once in a while.
    1 point
  16. McJobless

    New version of ROCK RAIDERS - update

    You didn't address Jamesster's post. You simply restated your original point. That's originally why they stop for a cry. This should be something to consider, but the developers would need to built a system that allows RRs to get braver as they level up from doing jumping jacks. So, vehicles are now sentient? I didn't know all LEGO cars were Kiff. But seriously, maybe. They're using a different logic than the normal RRs for avoidance. I'd have to check the CFG to see if it was ever implemented. I still believe that the logic here is that Rock Raiders in vehicles don't assume they're going to be damaged and so they simply wait. Game speed 0%? So, time paused? Just because you can doesn't mean you shouldn't. That's like saying that during war, you should setup turrets directly after the enemy has begun dropping bombs from airplanes. As I said, their intention was to be defensive protection, not offensive weapons. You need to consider that gameplay needs to offer challenge, and that's one of the challenges. The Wiki is A) Not the be-all-and-end-all of LegoRR knowledge (and was mostly active at a time when we still were discovering things about the game) B) Not written by the actual developers Power surge is a glitch, and there's no evidence anywhere to show it as a supported feature. I believe it's caused by a lack of memory, meaning that the game can't process large bases at one time (even though new systems use much larger RAM spaces, LegoRR still uses a tiny amount). The cap on the buildings is made by limiting resources, NOT BY CAPPING THE AMOUNT OF BUILDINGS THAT CAN BE PLACED. Limiting what you can build is a stupid idea that enforces terrible logic. This is a LEGO game. It's about creativity. You should build to your heart's content and make what you want to make. Maybe it might make an interesting challenge for some missions to limit buildings and force the player to make very tough management decisions, but it's not a good overall gameplay element. Because it's a bug which, as I mentioned above, causes limits on the size of your base, and therefore caps creativity and the rewards for taking your time and mining resources. People should feel like they mined the entire map for hours as a positive thing by being able to create a behemoth base, not feeling like 90% of all resources on the map should go to waste. Surge has no proper introduction or challenge associated with it, yet. It'd need to be designed in a way that it actually becomes a persistent threat (such as sapping oxygen supplies fast and injuring raiders close to the power station). It'd be pretty cool if surge was caused by a malfunctioning power station, because then you have a new gameplay challenge of making sure to keep your buildings in good repair, and it justifies surge existing. You're saying to allow Raiders to drop sandwiches at anytime so they can continue work. What that does is nerf that challenge of fighting against Raider's energy levels. Hunger is designed to stop a Rock Raider from doing the work you want them to. It shouldn't be bypassed so easily. Having them drop sandwiches adds a useless element and could potentially break animations and a number of other things. You should already have provided weapons to your Rock Raiders. Preparation is everything in this game. They become useless because now nothing can be killed by the fences (that's in the game by default). Last I checked, Slugs are immune to fence effects (because they never had a death animation programmed). Monsters are the only people who get damaged by the fences. If you take that away by allowing them the ability to just destroy the fences from afar, then there's no point to them. Maybe as a random behaviour for "smart" Monsters, but certainly not all of them. And suggesting that different monster types should...that still doesn't solve the problem. Unless you make it so that each type of monster has a different ability that needs to be thought of and countered, just making 3 types of monsters either have or not have a single ability is stupid.
    1 point
  17. Cirevam

    New version of ROCK RAIDERS - update

    You act like raiders don't do this on their own. It's not useless if the hunger mechanics are kept. And don't forget that there's evidence in the original game that a canteen-type building was planned which could have been very close to a snax shop. He said the raiders should drop the crystals after they've finished recharging so the trucks can pick them up which frees the raider to do something else. Try again. We know they're not eating in there because you can still see their hunger meters go down, and drivers are typically at max hunger after driving around for a while. 5/10, needs work.
    1 point
  18. JrMasterModelBuilder

    Tutorial: Adding Custom Decals into LDD

    Thanks for this! Now when people ask me how to do this, I will direct them here! Ouch! I can't imagine why it would have taken that long.
    1 point
  19. lol username

    New version of ROCK RAIDERS - update

    Agreed nearly completely with McJobless, though repairing vehicles (either by a mechanic/engineer or at an upgrade/repair station) would be nice.
    1 point
  20. Lucas W

    Extreme110's Traveller's Tales Game Research Blog

    On the .pac files, yep, same method as the DAT files. I found some quickbms script somewhere (I forget) that can extract the pac files and then I just put that output into where the pac file was. On level editing, I'm afraid that it's most likely impossible to edit the levels without editing the files bit-by-bit (Which I know nothing about) or somehow obtaining TT's level editor. The models are also in a encoded file format that has yet to be decoded too though you could change the textures in the levels, if that's anything. EDIT: Saying so, you can probably somewhat edit the level, I only have Lego LOTR to go off but in that the level script files are not encoded and are partly commented so you could 'modify' the level scripts. I'm not sure about with Harry Potter/Batman. EDIT 2: Here's the link to the .pac extractor: http://forum.xentax.com/viewtopic.php?f=10&t=10716
    1 point
  21. dead_name

    RRU Quotes 2: Reckoning

    [00:53:11] Will Kirkby: tbh Outside is really bad [00:53:19] Will Kirkby: I mean a linear leveling system? [00:53:23] Will Kirkby: who the f**** came up with that [00:53:40] McJobless: Worst problem is the difficulty curve. [00:53:57] McJobless: It's okay for like the first little while, but then it becomes a f****ing loop-de-loop. [00:54:03] Will Kirkby: yeah [00:54:13] Will Kirkby: and don't even get me started on the lack of character creator [00:54:31] Will Kirkby: devs were like "nah who wants that" and decided "basically random" was the way to go [00:54:39] Cirevam: Random character stats with no chance to re-roll [00:54:42] Cirevam: And permadeath [00:54:44] McJobless: Well, you change your apperance, but it's really costly. [00:54:49] jamesster: the police chases are quite realistic [00:54:57] Will Kirkby: [00:54] McJobless: <<< Well, you change your apperance, but it's really costly.and often doesn't work out as intended [00:55:08] jamesster: the AI for the politicians is really dumb though [00:55:23] Cirevam: The random status effects are annoying too. They're almost always debuffs and it's hard to pronounce them. [00:55:27] McJobless: Also, that physics engine...dafaq is that about? [00:55:32] Will Kirkby: [META] @jamesster all humans are players. No "AI" [00:55:55] Cirevam: The physics are pretty consistent at least. I don't have to worry about my car flipping when I drive over a pebble. [00:56:00] Will Kirkby: this is true [00:56:03] jamesster: But they act like robots [00:56:16] Will Kirkby: I've yet to see anyone flip and embed their plane in the ground upside down [00:56:17] jamesster: They gotta be bots [00:56:20] McJobless: But no double-jump? What if I have to go destroy a poster on top of a roof? [00:56:57] Cirevam: Grappling hooks and ladders exist. Rope physics are top-notch, but there's the tangling bug. [00:57:02] McJobless: And what's with gunplay? Recoil is way too unrealistic... [00:57:29] Cirevam: In what way? Too low or too high? [00:57:53] McJobless: Way too high. It's like you'd need to be a trained professional to use weapons... [00:57:56] McJobless: That's ridiculous. [00:58:11] McJobless: And what's with the player economy? [00:58:43 | Edited 00:58:50] Will Kirkby: Be nice if we could get a standardized currency system across all regions [00:59:15] McJobless: The very least would be access to all the deleted content. [00:59:23] McJobless: I'd like to see what those Dodos were like. [00:59:40] Cirevam: Maybe they were just alpha content [01:00:02] McJobless: Earth Version 0.0.01: Now a ball of lava [01:00:12] Will Kirkby: no that's like [01:00:25] Will Kirkby: that was the patch after famed player "Jesus" was born [01:00:39] Will Kirkby: currently we're on 20.1.4 [01:00:39] McJobless: Wasn't his K/D 10? [01:00:49] Will Kirkby: No idea [01:01:04] Will Kirkby: gotta commend him on that item duplication glitch [01:01:14] McJobless: All I know is he used noclip and /quit. [01:01:45] Will Kirkby: nah he didn't /quit [01:01:52] Will Kirkby: a bunch of other players got rather annoyed at him [01:01:57] Will Kirkby: something about claiming to know the developers [01:02:00] McJobless: He just changed servers. [01:02:20] Cirevam: I heard he was hacking [01:02:20] McJobless: Went to a private dev server, of course...those sneaky devs. [01:02:27] Cirevam: Some resurrection cheat after the roman team killed him [01:02:35] Will Kirkby: yeah [01:02:50] Will Kirkby: btw, anyone know any tricks for the girlfriend questline? [01:02:52] McJobless: That guild disbanded a long time ago. [01:03:03] McJobless: [01:02] Will Kirkby: <<< btw, anyone know any tricks for the girlfriend questline?Use +1 b**** Slap [01:03:15] McJobless: Sometimes it helps if you /give chocolate [01:03:25] Will Kirkby: noted, thanks! [01:03:29] McJobless: Other times you might need a 10 minute timeout. [01:03:41] jamesster: I just like the mini games and vehicles [01:03:43] Cirevam: You have to be careful. Random character stats means they have random preferences. [01:03:43] McJobless: I can't wait for the zombie mod addon. [01:04:48] McJobless: You also have to watch out for their 12-day AoE attack that happens once a month. [01:05:16] Will Kirkby: yeah I've heard about that one [01:05:30] Cirevam: 12 days? Aussie women have really long attack periods... [01:05:30] Will Kirkby: last time I tried the girlfriend questline it kinda seemed like she had it active all the time [01:06:12] McJobless: As it turns out I activated the quest too late because the devs put a stupid time-limit in secret. [01:06:40] McJobless: Too bad this game doesn't have a guidebook. [01:06:53] McJobless: Well, it does, but they're pretty old. [01:07:08] Will Kirkby: there's a player-made one called "Wikipedia" but it's a bit unwieldy [01:07:39] McJobless: I heard "The Bible" works when you go to some of the less updated areas. [01:07:48] Cirevam: I've heard of "life hacks" that are supposedly legal but they're really fishy. [01:08:25] McJobless: Apparently you can obtain "The Anarchist Cookbook", but the police ban you for griefing. [01:09:15] McJobless: I gotta go now, my Hyngine level is dipping into the red. [01:09:26] McJobless: Need to play the "Shower" mini-game. [01:09:33] Will Kirkby: okiedokie [01:09:35] Cirevam: Good luck with that [01:09:54] McJobless: Hopefully will make it to level 12 this time : D
    1 point
  22. -DoNe-

    Lego Rock Raiders HQ [MOC] 7000 parts!

    After 2 months of building I where able to finish this giant! I don't even know where to start, it have taken so long and it have been so fun to watch it grow over the weeks (but I have to admit it got a little boring to build some of the rock sections). At some points I had my doubts that I would be able to finish it of due to how massive it was and when I constantly realized that I had to make it bigger too fit this and that but in the end it was worth it! The finished models weights in at 7,7kg (around 20 pounds/16lbs and have something between 7000-8000 parts! Sorry for the bad picture btw! by =DoNe=, on Flickr by =DoNe=, on Flickr by =DoNe=, on Flickr
    1 point
  23. LimeKiller

    New version of ROCK RAIDERS - update

    Despite my earlier excitement about DDI registering the Rock Raiders trademark, I've started to think about it and I think Fushigisaur summed up my thoughts nicely. Based on what this game sounds like it will be, Block Raiders might be a much better title. Dams are a fantastic idea. Seriously, sounds awesome. Just as long as I don't hear "A dam break has occurred!" every 10 seconds.
    1 point
  24. Lair

    New version of ROCK RAIDERS - update

    Can I leave my own thoughts on the block matter? I think what I was thinking of, was walls and stuff like in LRR but made out of many "blocks" of some sort (not necessarily like minecraft, but that's the closest example). An individual Rock Raider could drill/pick/mine the wall down block by block (may go faster depending on upgrades and tools), while on the other end the Giant Drilling Vehicles could bring down dozens/hundreds of blocks all at once (aka an entire "wall" as the original LRR would see it). A Rock Raider could eventually bring down a whole wall but depending on the material it may take a while and might be easier to just drill a small tunnel through it just big enough for a Rock Raider to get through. If the wall were unstable, though, it could risk collapsing on a Raider or vehicle, so it's safest to drill the wall down but that takes a long time - your decision, player: risk it for the speed, or take a while to play it safe? Additionally, the blocks may become rubble, so drilling down a wall will leave its pieces scattered around for you to somehow clear out. It would make landslides more realistic too, since they could break down a wall as they're pieces of a wall. The floor and cieling would work this way too, so you could mine down or up, and the roof could cave in on you, so you'll have to use rienforcement wisely. I assume crystals and ore would be inside the blocks, or maybe be whole blocks in the wall if it's a seam or something. So anyway, that's just my thoughts. Basically LRR with blocksandboxminecraft-inspired elements, not so much LRR + Minecraft. I don't know if it would work or if anyone cares, but oh well, I might as well leave feedback. EDIT: I have no idea how water and lava would work with this, but it would make slug holes cool. Also I use wall liberally, because that basically means a fairly verticle surface. I assume that there would just be lots of patches of rock types and not literal single-unit walls like in LRR, and you could flatten out ground to make buildings or something and dirt is bad for building on but you can dig into it vertically and maybe make huge mining pits? But be careful not to fall into the lava caves below or the lava monsters will come up and wreck your brick? I guess this idea is a lot like Minecraft, but on a larger and more management/RTS scale. EDIT 2: My thought on the terrain style was blocks but realistic looking so they're not perfect cubes on their own, and when they're in a wall/roof/floor they smooth out to look nice but you can still tell individual blocks a little bit. The third picture in the realistic photo set is closer to what I'm thinking of than minecraft, but not really. Maybe I'll draw something because I have no idea what I'm saying at this point.
    1 point
  25. Lair

    New version of ROCK RAIDERS - update

    That's honestly pretty unprofessional, even for a facebook page. It looks to me like it's just some dumping grounds for someone just dreaming about a Rock Raiders remake and throwing out stuff about liking Rock Raiders. There's even a typo in the page name. The random pictures of minecraft and other minecraft-style games gives me the impression of uncertainty on what you want to do with this project and concern that this is going to end up as another Minecraft clone, and I have no idea what's even going on with that picture of minifig next to the Mega Man enemy and some Minecraft character skin render that isn't even from or possible in that game. The avatar being "Rock Raiders + Minecraft" especially scares me (and feels really uncreative). The thing that really got me to leave this post though was the "'LIKE' if you prefer this style of levels to a more realistic look." If this is serious, it's a pretty terrible way to decide on the art style for the project. Don't do polls off of a meaningless facebook thing, and don't take the results of this meaningless facebook thing as an answer to what you should do for the art style or anything else in the game. EDIT: I just double checked, and yes indeed you are holding a poll between Minecraft ripoff and realistic terrain using facebook likes > Please don't do that.
    1 point
  26. StewartG

    New version of ROCK RAIDERS - update

    OK a bit more on the design ideas: It is still being fleshed out, but it answers some questions that have been raised. STORYLINE: The year is 3099 and the far reaches of the universe are being colonized with the search for valuable resources. Sending men to these remote and far away lands is dangerous, so instead we teleport a remote controlled android. For some strange reason these look like a Lego MiniFigure, but it’s not exactly the same, as there are still copyright laws even in the 31st century! Your Minifig wants to explore and discover resources, such as minerals, gems and power crystals. These are usually hidden beneath the surface, and unless you can discover caverns and tunnels, your minifig will need to dig deep underground to get these. When you find a good seam, you can choose to chip away at it with your pick axe, or you could teleport back some of your wealth and rent some serious, upgraded excavation equipment. Crushers, or laser drills can get the work done in short time, but for big equipment you need big power supplies and support buildings. Its up to you, choose to build a large mining complex or keep it simple. Then there are the ‘local’ inhabitants to deal with. The more disturbance you make, the more local wildlife you will disturb. Some of the locals are easy to catch, and we call these ‘food’ but many can bite back, and they will call YOU food. You will need to build defenses to protect you and your base. In some cases, if they dislike water, this might be a simple ditch, but in the case of a Rock Monster, I would recommend a river of flowing lava, and make it wide as these monsters can jump! The universe is a pretty big place, so big in-fact that there is a type of world to suit everyone. Planetoids are in zones, which are rated 1 (peaceful) to 5 (wild), so you can choose your neighbors and style of world for the style of game that you want to play. Some people may want to build a magnificent city, design buildings, and create landscaped gardens, and these can be on worlds where you can build, without interruption from other minifigs. Or you can goto a high risk and reward, ‘5 zone’, where you will have to spend as much on defense equipment as you do on mining. You will want to craft or buy, defense towers, weapons and armor. If you want combat and action in these zones you can also choose to be a mercenary, flying from planetoid to planetoid taking what you can steal from the inhabitants.
    1 point
  27. Cyrem

    CHI Eris, LEGO does an accidental rule 63?

    It looks like an eagle that has had all it's feathers ripped off then it's wings replaced with bones.... some sort of half dead/rotten eagle.
    1 point
  28. lol username

    CHI Eris, LEGO does an accidental rule 63?

    lol, chima
    1 point
  29. Oboe Shoes

    Bahaha, Had An Awesome Rock Raiders / Classic Lego Dream Recently...

    I blame college-induced lack-of-sleep for this, but I just had to share this thing Anyway, the entire dream consisted of me watching a trailer for a new LEGO television show. At first, i thought it was going to be another "Ninjago-esque" thing, just a crappy miniseries to promote a new product, or whaever. Then, to my suprise, the show was revealed to be about the classic LEGO themes featured in the 90's era PC games... The rest is a bit hazy, but it was mainly a selection of action shots with dramatic music, including Professor Voltage's time machine, The Alpha team running through a corridor, a dramatic shot of Rocket Racer's car, and my personal favorite: Docs wrestling The Brickster for an Energy Crystal over a Lavafall. ... I dunno about you, but I'd watch that show no matter how unbearable the writing was for it. Haven't had a LEGO related dream in years...definately one of the more memorable dreams I've had about anything in a long while. ...Seriously... Docs trying to get The Brickster in a headlock... highlight of my week right there.
    1 point
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