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Showing content with the highest reputation on 07/17/2014 in Posts
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RRU Quotes 2: Reckoning
aidenpons and 4 others reacted to The Ace Railgun for a topic
[7/16/14 10:18:33 PM] Stan McStudz: http://store.steampowered.com/app/310080/?snr=1_4_4__105_5 [7/16/14 10:18:39 PM] Stan McStudz: What the everloving f**** [7/16/14 10:19:12 PM] Hugh Wotmeigh: the f**** [7/16/14 10:19:42 PM] Alcom Isst: Oh good, it's on Steam. [7/16/14 10:20:05 PM] Alcom Isst: I love that Hatoful Boyfriend exists. [7/16/14 10:20:20 PM] Stan McStudz: Tumblr loves it too [7/16/14 10:20:32 PM] Ace: What The f****… [7/16/14 10:20:34 PM] Ace: Is that... [7/16/14 10:20:39 PM] Lexi: http://store.steampowered.com/sub/42721/ [7/16/14 10:20:45 PM] Lexi: it's a pidgeon dating simulator. [7/16/14 10:21:02 PM] Hugh Wotmeigh: f****ing burn it. [7/16/14 10:21:03 PM] Alcom Isst: It's the world's greatest pidgeon dating simulator. [7/16/14 10:21:10 PM] Hugh Wotmeigh: Get rid of it. [7/16/14 10:21:13 PM] Hugh Wotmeigh: I don't want this. [7/16/14 10:21:16 PM] Ace: On 7/16/14, at 10:21 PM, Hugh Wotmeigh wrote: > f****ing burn it. Kill it with Fire [7/16/14 10:21:16 PM] Hugh Wotmeigh: I want this off Steam [7/16/14 10:21:21 PM] Hugh Wotmeigh: I want this out of the Steam library. [7/16/14 10:21:26 PM] Alcom Isst: On 7/16/14, at 10:20 PM, Hugh Wotmeigh wrote: > I don't want this. But you need it. [7/16/14 10:21:27 PM] Hugh Wotmeigh: I want this out of the Internet. [7/16/14 10:21:27 PM] Stan McStudz: On 7/17/14, at 10:21 AM, Alcom Isst wrote: > It's the world's greatest pidgeon dating simulator. Only*5 points -
Let's Make a Community Project
McJobless and 3 others reacted to le717 for a topic
I'm with Xiron on this one. I would much rather see a Racers community mod, as 1. I've only played the three intro levels in LRR and that was some time late last year/early this year, and 2. I think Racers would be a much more fun game to mod, but our current modding ability is really limited compared to LRR. O.T. Yo @WillKirkby, how's Goldp.dll reversing/LibLR1 reworking coming? Considering LRR is the namesake of this community, I think it would be a fitting if the first successful community overhaul mod (the LR2 voices project is not technically overhaul) is for LRR. There's plenty of tutorials, tools, and resources available, we know our limits, where we can expand, and what issues to workaround. I'm not casting my vote yet, but right now I'm leaning towards LRR for the game of choice (despite my strong wish for Racers). As for ideas, sorry, I'm fresh out. If I have any I'll post them, but I'm not the super-creative type. So much this. As I said in your social experiment, one of my biggest grips in Batman 2 was the 5 minute long cutscenes where the story was told. I'd much rather watch shorter cutscenes with humor, a bit of cannon, and whatever else thrown in and learn from gameplay instead of sitting through those things (refer back to any TT Games before Batman 2; I particularly like the Indiana Jones 2 cutscenes). EDIT: Don't forget the shark LANDSLIDES HAVE OCCURRED! I don't care if it is part of the vanilla game. TEE VEE Landslides are a big deal in this community, and they certainly cannot be taken out.4 points -
RRU Quotes 2: Reckoning
aidenpons and 3 others reacted to STUDZ for a topic
[9:24:40 AM] Hugh Wotmeigh: The Internet knows exactly how to run any good joke into the ground faster than Usaine Bolt can do a 100m sprint.4 points -
Unique Music Everywhere Mod
coffins and one other reacted to Fluffy Cupcake for a topic
Ever gotten tired of hearing the main menu playing in every place you go that isn't a race? Or maybe you've gotten tired of hearing the same song for 4/5th of the races in a world and in battle, or perhaps even the same bonus music for every world? If any of these match your case, then this mod is for you! Pros: Unique music everywhere. Cons: Music will be in Mono (doesn't sound as good as Stereo), and the in-game volume control is with sfx not music. Installation: There are 2 ways to install this mod. It all depends on how difficult you want to make your life. 1) Beginner: Download away! [Part 1 | Part 2] Place everything except the "moosic folder" (this is folder is for expert mode and is not a requirement) 2) Expert: Perhaps you only want this mod to be effective in specific parts of the game and not everywhere? Or you want to merge it with another modified WRL? Then manually install it yourself edition is for you! 1. In your Hex editor of choice, open up the WRL and corresponding file for the world. 2. Before or after the beginning of a section (sections start with OBMGcType) insert the data into the WRL. Additional Info: I find that this mod works out better if you lower all engine sound files by 5 or so dB. Otherwise they will be too noisy and just cover up the music. The included music files mute all songs in the game, because even at the lowest volume in the game settings, the music is not mute. The custom music is located under GAME DATA/SOUNDS/MUSIC/WORLDNAME/SONGNAME, they are all blank because I do not own the rights to any music. You can make your own using this tutorial by le717 (yes sfx is correct).2 points -
Let's Make a Community Project
Jimbob and one other reacted to McJobless for a topic
Thanks Drill Master! One of the things I've been working on recently is the concept of an RRU community project. I figure it would be a good way for the game designers to get some practice working in teams, and for us to just make something really cool and meaningful. I've really wanted to work alongside quite a few of you for a long while, so this would be a great chance to do something we might have some fun with. So, let's make this a proposal topic. Before we can even make a project, we need to get a few things clear: The Concept RRU is (sort of) famous for its modding of classic games. Most of us have at least some experience in programming, design, graphics, audio etc. Therefore, modding seems to be the most desirable kind of project we can work on. We need to decide on a few things, however: What game do we mod? RRU has tools and knowledge to do a pretty complete overhaul of at least 2 games (Rock Raiders and Racers). We need to figure out what interests the community most, and also what more of us have. We can absolutely get around members not having a certain game, but it'll help if most of us have a copy. What theme do we go for? Candy Raiders was not successful for several reasons, but mostly due to disinterest. One personal reason I had for not being involved was that I didn't like the theme. I figure that we, as a community, need to find a theme we all can enjoy. I personally think we should maybe do RRU as a whole, making members into characters, but you guys can discuss. How do we make the mod better than the original game? We want this mod to be a bit like Baz's Mod. It needs to be incredible enough to be memorable. Let's not just make some bland levels with a few new colours. Can we warp gameplay enough to be different? Can we balance the games in a way that's interesting? Can we make our knowledge of exploits and bugs turn these things into gameplay features? I think the bulk of this topic will be used to discuss these points. Organisation & Motivation Another reason Candy Raiders probably failed was due to a lack of organisation. Nobody felt motivated to do anything as time went on, deadlines (if they even existed) started to slip and eventually the project was left to rot. We need to treat this as something professional. Not because we want to make money or make us hate it, but to try and keep us from burning out. Let's get people motivated and push them to actually produce some sweet content for this project. What we'll need: Project Lead: We need somebody clearly in charge, specifically to manage the community, enforce deadlines, receive all the content and work on blending it together (a "master copy" if you will), do QA on the project and blah blah blah. I propose we find somebody with plenty of time on their hand and is motivated. They don't need to be in charge of the designs or concepts or content. They just need to make sure the project is taking shape. Creative Director: Design-by-Committee almost always ends horribly. It's important to make sure everybody's ideas are considered, but if there isn't some form of unified vision, the end product will appear inconsistent. We need somebody to have a clear idea of what they want and what's in the best interest of the community, and to strive to achieve that. They will work with the Project Lead and all of the community, taking their ideas and ultimately choosing what makes it and what doesn't. I propose we get an Admin or Moderator for this position, since they are really good at consistency, listening to multiple parties and management. A clear hierarchy: Management is great, but the canon fodder will also need to have some dedicated positions. While it's good to have people doing a little bit of everything, for consistency sake, we should have people who focus on specific things, such as level designs, artists, musicians, audio engineers etc. It's alright if people want to pick up multiple positions, just so long as we distribute the roles carefully. A clear Design Document WITH timeline: We need a powerful, specific design document that clearly outlines what we want to achieve, how we want to achieve it, and the specific deadlines we want to achieve these things by. This document should be the product of this topic. It will need to be managed by the Project Lead and Creative Director. I have multiple layouts and templates we can use once we've got some good ideas to go off. I've got more to say, but I'll save it until I know you guys are ready and interested in working as a team. Skype and RRU will be helpful for communication, and Dropbox will be great for file sharing, and I'm sure there's many other services we can use. So, what do you think? Is RRU ready to undertake a serious project? I think we are. LEEEEEEEEEEEET'S MAKE!2 points -
Let's Make a Community Project
Ben24x7 and one other reacted to Cirevam for a topic
I'd honestly prefer a Racers overhaul since we haven't done one yet. But like you said, LRR is much more moddable, so that's where I'm placing my vote and my support. We need more than one insane programmer to reverse-engineer everything, but maybe this could be a good opportunity to get people interested in figuring out all of Lego Racers' formats. For now, I could at least offer a consulting role where people ask if certain ideas are possible with LRR's limitations and give a yea or nay. We had better make sure our ideas are even possible. Having to ditch half of your plan because of some bad programming practices is what led to RtPU's decline and it gutted Time Raiders.2 points -
Hello, I'm McJobless' sister
STUDZ and one other reacted to Shadowblaze for a topic
https://www.youtube.com/watch?v=GArVT8rcnuc2 points -
LEGO LOCO Decompression Tool
Jack Bluebeard reacted to shinyquagsire23 for a topic
Greets all, So it's been a while since my initial research on the "mysterious bitmaps" from LEGO LOCO, and after a small splurge of research and coding I finally figured out this mysterious format. First and foremost, the format used by the bitmaps is not bitmap specific at all, it's a compression format used by any and all files which appear to be 'unreadable'. The loading order of the game appears to be as such to detect the difference between the two types of files, compressed and uncompressed: Find requested file If it doesn't exist, return 0 If it does exist, request a file handle and copy it to RAM Check the value at 0x5. If it's 0x1, it's compressed. Otherwise, return RAM offset of already copied file Load 32 bit word at offset 0x0, malloc that amount of space Pass compressed file and malloc location to decompression function Now for the good stuff: The compression format and the entire file format demystified. The file is stored with an 8 byte large header and as large of an actual file space as allowed (limited to highest 32 bit value in this case). While the file is being decompressed, the file is considered to actually start at byte 0x8. The file is divided into two parts: The table and the data. The table is technically only 0x400 bytes large starting at offset 0x400 (0x408 with the initial header), but it can extend larger if needed. The data goes as large as needed. The data and table itself use a Huffman compression method, with the table being the Huffman tree and the data being the binary array. The word value at 0x4 in the header determines the seed position in the huffman tree. The seed position is multiplied by 4 to get the actual offset of the seed. This offset does not include the header. Once the seed is loaded, each 32 bit word is loaded from the data and is divided by 2. If the far-most right bit was a 1 before division by 2, the next tree offset is shifted by 0x2. The next offset is determined as such: (((seed * 2) + flag) * 2). A 16 bit value is then loaded from that offset and used as the next seed. If this seed value is less than 0x100, it is interpreted as a byte and the byte is written and the seed reset to the bottom of the tree. This processes is done continually until all bytes have been written. If that was a bit difficult to grasp, you might be able to tell it a little better by viewing the source code of the decompression tool. With that said and done, the compression tool. It's written in Java and is executed from the command line using java -jar locodecomp.jar <infile> <outfile>. You can download the precompiled version here or view the source code on my GitHub here. The source code is fairly straightforward so if anyone wants to port it to any other languages feel free to do so. As a note, I included a small bitmap fixer which can patch in a header for certain bitmaps. How it works is it takes a blank bitmap header and stitches certain pieces of the raw bitmap together to form a readable bitmap. Since the bitmaps are a bit inconsistent in terms of defining width and height in the raw file, it calculates it using the .dat file associated with it. The width and height can be adjusted in a hex editor. Since it uses .dat files to get width and height, it usually only works with buildings due to the buildings being the only bitmaps that define it's size inside the .dat file. For sounds I'm not sure what header information is missing, but I do know that most of the sounds can be played in Audacity by importing it as a raw file and changing the format to use unsigned 8bit PCM and a frequency of 22050. Questions, comments, concerns? Feel free to let me know. I'm pretty excited for this myself since if we can convert all the bitmaps to a normal format we could potentially open up more expansive modding between the bitmaps and the .dat files.1 point -
New version of ROCK RAIDERS - update
coffins reacted to StewartG for a topic
I thought I would share some good news on the remake of Lego Rock Raiders, we were going to call it Block Raiders (due to Lego trademark on the RR name, however the good news is that the trademark has expired and also the extra time they have to renew it, and we have just registered the 'Rock Raiders' trademark ourselves. The name will live on.1 point -
LEGO to Minecraft Collection
Jimbob reacted to Drill Master for a topic
Hello everyone, and welcome to my project called the LEGO to Minecraft Collection. What is it you ask? Well basically I create LEGO bricks in Minecraft from the instruction booklet of a random LEGO Set. All the pieces are on a preset and accurate scale (mostly accurate) according to my calculations. After all the bricks are created, I then follow the instruction booklet that I've downloaded and, with the help of WE SPC, create the LEGO model in Minecraft. I will not reveal the Set that I have chosen until the end of the final build, but feel free to guess along the way. I will say, that as the first build in the collection, this one is a small Set. I will reveal no more until the final build. Things to note: I'll work on this every night or so, depending on if I have the time. I'll upload every few days or as I see fit to do so. I am trying to be as detailed as I can be with the bricks. As you can see below, I even build the underside of each brick. I will follow the color palette as close as I can. ***IMPORTANT INFORMATION*** I did some measuring, and if you want me to build a set, the build height allows for 63 plates stacked up, with the top being a flat tile. Make sure that the set does not exceed 62 plates tall. (I say 62 so it allows the studs to be shown on the top bricks.) Hope you all enjoy this project. Any questions? Ask away! BUILD 1 STATS: Total Progress Completion: 63.34% Piece Completion: 100.00% NOTES: The Pieces are all built and ready for assembly! The only problems I had were getting the 2x2x2 red cone piece and the 2x2x1 transparent curved piece into shape, but I'm satisfied with the results. Model Completion: 26.67% Visual Updates: (This area represents the LEGO Bucket, where all the pieces are. Duplicates are float-stacked. The multi-colored part to the right is my quick-click color palette.) (This area represents the model assembly, where the model is built) BUILD 2 STATS: Requested by RobExplorien Pending... BUILD 3 STATS: Requested by Ben24x7 Pending...1 point -
Gypsy Moth
Rock Monster reacted to BadDream for a topic
After some crashes and errors I managed to create this: This overwrites eskimo helmet, eskimo girl(?), arctic torso and blue legs. BLUEST HEAD_HOLE.MIP goes to: game data/common/textures. PLAYER EIGHT FACEs goes to: game data/characters/heads/textures. PLAYER EIGHT TORSO.MIP AND PLAYER EIGHT LEGS.MIP goes to: game data/characters/bodies/textures. PLAYER8.MD2 goes to: game data/characters/heads/models. Remember to backup your files! Download LR1 Version Download LR2 version1 point -
Let's Make a Community Project
aidenpons reacted to McJobless for a topic
I don't think we can do an RRU mod without them. We'll have to stick my chair (that McStudz stole) in there somewhere too. Replacements for the Raider tools? Joke props that appear during the idle animations? We'll figure it out at some point. As you said, we're still figuring out the storyline. But, I have a hunch it's going to end up leaning more towards humorous. A serious mod might come off as dull and only for the hardcore fans, whereas something more light-hearted might appeal to more people. We can absolutely merge a serious plot with funny elements. People getting stuck in a situation and then the unexpected happening is a staple of Hollywood. We'll see what happens though.1 point -
Unique Music Everywhere Mod
Shadowblaze reacted to Fluffy Cupcake for a topic
, no it does not work like that. Even if a file is one second of silence (like all I've included) it will still work. Honestly if you followed the instructions (which is hard to screw up) I don't see how it would not work, unless the problem is not with the mod itself. So, you tried running the game in its state just before running the mod, yeah? (I'd suggest doing so if not to make sure the mod is the problem.) And immediately after you installed the mod with doing no action with the game (like extracting GTC and getting it to run GTCless) the game suddenly stopped working? Hmm...1 point -
LEGO to Minecraft Collection
Drill Master reacted to Ben24x7 for a topic
How about for BUILD 3 you recreate the first Lego Minecraft set in Minecraft (if that even makes sense). I don't have the set so I don't know if it exceeds 62 plates but my suggestion is that if it does exceed the 62 plate limit then just do the top-half. Other than that I look forward to the completion of BUILD 1.1 point -
Let's Make a Community Project
McJobless reacted to Cirevam for a topic
No they aren't. Each level has an "EmergeCreature" setting which can be set to any monster with an "Emerge" activity. CarCraze is correct. We can choose which monster will emerge from walls and which monster will emerge from slug holes on a per-level basis. We can also add more monsters into the OL file, so you can have as many types of monsters as you want, but only two types can ever emerge. And you can have more than three biomes in LRR. Time Raiders has four.1 point -
Let's Make a Community Project
McJobless reacted to lol username for a topic
There are supercharged purple energy crystals in LEGO Battles. No ideas to add at the moment, really. Sorry.1 point -
Let's Make a Community Project
McJobless reacted to Car CrazeXVI for a topic
Just gonna say some things… Isn't that good? Purple crystals are, after all, crystals too drained to be of any use until they're recharged. Unless you want to go for different kinds of crystals. No they aren't. Each level has an "EmergeCreature" setting which can be set to any monster with an "Emerge" activity. Har har har. Sorry, no ideas right now. Maybe later.1 point -
Let's Make a Community Project
Wirza reacted to McJobless for a topic
I'm going to modify the OP in a bit, but basically we need to get a list of people willing to be a part, and then we need to start working on a design document. You can make some prototype stuff now if you want, but I reckon we should focus on design. Monsters were a core part of the original LegoRR, so I presume they'll also be a big part of this one. We can probably change them into LMBs (zombies from the LEGO Message Boards) or similar.1 point -
Let's Make a Community Project
STUDZ reacted to Drill Master for a topic
To help speed up voting, here's a poster promoting this project.1 point -
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RRU Quotes 2: Reckoning
The Ace Railgun reacted to STUDZ for a topic
[8:47:40 PM] jamesster: and no I will not make legos in space 5 while drugged [8:48:17 PM] Triangle717: nor tired. [8:48:39 PM | Edited 8:48:44 PM] Triangle717: Drugged and/or tired is the worst time to make anything. [8:49:17 PM] Triangle717: And for your resolve on this topic, I applaud you. (clap) [8:50:20 PM] Triangle717: Now I me must go be there to bed pillow pajama jeans mypillow now time cookoo clock cloud land [8:51:52 PM] Triangle717: before I go any more silly get tired BIONICLE DRUGS!!! lego island 3 flying car "i am going to up!" whatever all that was [8:52:53 PM | Edited 8:53:08 PM] Triangle717: bye so long farewell cya later brickulator nice knowing you wildstyle lucy ball [8:54:10 PM] Triangle717: the room is awake with the sound of sleeping by julie andrew- no thats not it oh yes le7171 point
