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Showing content with the highest reputation on 05/03/2014 in Posts

  1. Fush

    Sonic Stinger Redux

    Hey guys, new model. I did this for a competition over at /r/lego, wherein one had to reimagine an existing set. I of course went with my all-time favorite, the Insectoids' Sonic Stinger Wish me luck in the competition :D
    6 points
  2. Ac_K

    TT Games Explorer

    Hi, I updated my first post, the first BETA version is release, I hope you like it!
    5 points
  3. Oboe Shoes

    LEGO Racers 1

    I like LR1 much more than LR2. I know LR2 wasn't made by HVS, which is most of the reason it has a different feel to it, but overall it feels much less polished, and I don't really like the driving physics in LR2, they always felt rather sluggish and awkward. That, and I really loved how LR1 featured so many of the current themes at the time, and was rather disappointed LR2 only focused on a few. While it was kinda neat, I really don't care for the overworld freeroam gimmick that much, as it really limited the themes, and the tracks were just different paths around each hub world, while LR1 was set up more like a standard Mario Kart or other racer and allowed for the tracks to be more-or-less unrelated. As said, LR1 obviously has some gameplay flaws, and rather low difficulty, as the only things that generally come close to being challenging are a few of the Time Trials, and Rocket Racer Run can still be a bit of a crapshoot, but I still think it's a really good game, even without nostalgia goggles. The car creation is much better than LR2, and honestly works very well considering the game's age. (Also, Rocket Racer's LR2 redesign is terrible. There, I said it.)
    3 points
  4. lol username

    Ctrl + V

    3 points
  5. aidenpons

    LEGO Racers 1

    RACRES IN SPEES: Teh retun of Rokit Raser
    2 points
  6. Fluffy Cupcake

    All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)

    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?
    1 point
  7. McJobless

    RRU RPG GDD

    That's a lot of acronyms... So, basically, for my portfolio, I want to show off my writing skills. Since I'm quite obsessed with KotORII at the moment, I thought I might consider doing a concept document for an overhaul mod. I've decided my target is RRU. Whether or not the result becomes public, or even a real mod, is skeptical at this stage. The important thing is that there's a lot of interesting backstory and characters to draw from here. Before I start writing anything though, I figure I need to know a little more about my characters. So, if you please, I'd appreciate some votes as to what you'd like to be in this "mod". I figure that the mods would probably be like the Jedi Council, but less stubborn and with better sideburns, and that I'm going to be one badass sith mofo. We'll see what happens though. Remember, this is an RPG, so there's a lot of possibility about what *might* happen in the story. EDIT: Just to clarify, Neutral means you use the force, but you're not sided with Jedi or Sith. Civilian means you have no force power, so you'd probably be something like a merc, a solider, a smugger or something to that effect.
    1 point
  8. McJobless

    RRU RPG GDD

    "Game Design Document"
    1 point
  9. aidenpons

    The Five-Word Story Game!

    promptly then hit the snakes. [End of sentence] O.T. CHALLENGE ACCEPTED
    1 point
  10. Cyrem

    The Five-Word Story Game!

    a few ice-creams that hated.... O.T. Who's going to compile these 50 pages into something readable? lol.
    1 point
  11. TheDoctor

    Anyone play Space Engineers?

    This is an early access game. The basic framework is done and they have weekly content updates every Thursday. Unless you intend on recreating some famous ship from Star Wars or literally any space movie, there's not a whole lot to do yet. You can choose to start with the easy scenario, or with basically nothing. Really you need a goal and friends to play with. MSSSSM, Acmex and I played it for a bit and got bored fairly quickly. Half the weapons are non-functional, and the game runs horribly when you start having any appreciable amount of blocks in the world. There's simply a lack of content, so unless you want to create the LMS Explorer or do some silly faction wars thing, there's not much else to do.
    1 point
  12. Fluffy Cupcake

    LEGO Racers 1

    That is one thing I really love about LR more than LR2, the diversity of tracks, and the amount of themes. The only real issue I have with LR2s physics is the random rare (though common for others) 180° turn. Though I do agree the phys in LR handled more nicely. For the main gameplay LR was less on the easy side than LR2 is, LR2 has almost nothing for a challenge in the main line of gameplay. Powerups... for LR2 I never felt much satisfied with the weapons, except the slizer disc, at least with that I could snipe people from a distance. One thing that always annoyed me was getting the Nemesis or Thunderball weapon in second place on a two player only race. It is absolutely useless then. Stealth weapon, only really useful for dodging bloodhounds, and I always found the wait for the weapon to expire a bit too long for my taste. The corkscrew would be okay if it went slightly faster. You have to be near a group of racers to do any good damage with it. At least with LR you could pick your weapon, and choose to upgrade it if you wish to, as well as use multiple at once if you happen to use it near another weapon spot. Not being forced to use some unwanted crap weapon and wait for it to finish whatever action it does before you can grab another. Someone (or a group) needs to get out there and make a LR fangame and take the best of both games, then everyone will be happy! Yeah, I know, in my dreams. Much easier said than done. But I really think that would be awesome.
    1 point
  13. Seaborgium

    Bad Translations

    We take from Johny Cashes "Folsom Prison Blues" and get after 35 translations. About ninth translation we get this *cough* gem, that somehow manages to be more disturbing than shooting a man just to watch him die. So not only is he shooting the guy, he is somehow watching him die of a cocaine OD at the same time. Wow. BadTranslator, you are seriously messed up.
    1 point
  14. Quisoves Potoo

    Bad Translations

    Now you're pontificating! So, let's see what happens when we feed Bad Translator Some T.S. Eliot: "This is how the world ends. This is how the world ends. This is how the world ends. Not with a bang, but with a whimper." Which Gives us: "But by the end of the world, but at the end of the world. No answer, yet at the end of the world, but it's not annoying." OK, not the wackiest of translations. Let's try giving it something a little less sophisticated: "The friendly cow all red and white, I love with all my heart: She gives me cream with all her might, to eat with apple-tart." We get: "In the Red or white color and good arguments. My love, my heart is strong and has apologised." Is that better?
    1 point
  15. Ayliffe

    Ctrl + V

    http://incompetech.com/
    1 point
  16. Fush

    Shale Monster

    HAVE I MENTIONED HOW MUCH I LOVE MIXELS RECENTLY? YES? WELL TOO BAD. The cragsters reminded me of rock monsters... so I built a rock monster out of them ^_^ It's similar in scale to the old single-piece monsters, maybe a bit larger, and it is fully articulate ^_^ I actually built this months ago and never bothered to post it. But now I have!
    1 point
  17. Tauka Usanake

    Minecraft Movie

    So I honestly can't be the first one, let alone the only one, to just learn of this that happened about two months ago. The title says enough: Mojang is coming out with a Minecraft movie. After the success that was The LEGO Movie, headed by Warner Bros. and produced/co produced by Roy Lee, it only seemed logical that Minecraft, an equally amazing and blocky product, should get the same treatment. WB approached Mojang to acquire the rights to make the movie and got Roy Lee from The LEGO Movie to produce it. They also got a Jill Messick from movies Mean Girls and Mean Moms to help out in production (and that can only be INTERESTING). Add to that, it's planned to be a live-action film (MOAR INTERESTING). It's already been acknowledged by Notch on his Twitter feed that they are working on it. As traditional of him he wanted to be the first one to release the news. Other than that, I haven't seen much else come out of it save for those first days. As said, this is old news and I just learned of it, but I didn't see anything on RRU that made mention to it (I did a search at least). If anyone else has any information on this it would be nice to share it around. Otherwise it would be nice to hear what everyone thinks about it. My two cents: Sources: http://www.cnet.com/news/minecraft-movie-in-the-works-at-warner-bros/ http://www.deadline.com/2014/02/minecraft-movie-warner-bros-lego-movie-producer/
    1 point
  18. mumboking

    LI2 BOD/BOB Extractor v1.0

    This is correct. If you leave LI2 running while you change some textures, when you go back to the game you'll see those new textures.
    1 point
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