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Showing content with the highest reputation on 09/07/2014 in all areas

  1. Alcom Isst

    RRU Quotes 2: Reckoning

    [7:16:14 PM] Will Kirkby: http://kirk.by/s/1484d77030d [7:16:19 PM] Will Kirkby: I AM SO DONE WITH THIS WEBSITE [7:16:45 PM] High Weedmeigh: *sigh* [7:17:37 PM] Alcom Isst: Crowd source comedy is best comedy. [7:18:52 PM] Will Kirkby: Kickstarter and Indiegogo run a bar. [7:19:08 PM] Will Kirkby: Everybody walks in and pays for the promise of a drink at some indeterminate point in the future [7:19:15 PM] Will Kirkby: Several do not receive their drinks. [7:21:21 PM] Alcom Isst: Several still do though, but with mixed results. Some got their drinks but half full, and were promised the other half later. [7:21:35 PM | Edited 7:21:46 PM] bartvbl: Others are wondering what on earth they're drinking [7:22:32 PM] Will Kirkby: The best part is this works on multiple levels [7:22:40 PM] Will Kirkby: we just crowdsourced a joke about crowdsourcing. [7:22:47 PM] bartvbl:
    4 points
  2. Quisoves Potoo

    Mafia: The Game

    As the voting progressed, Seaborgium saw that events were not unfolding in his favor. He became quite frantic, even hysterical. He was, it seemed, a believer in reincarnation, and seemed to have more than an inkling of one of his past lives. aidenpons cast his vote for noghiri, dooming Seaborgium. Noghiri was having an understandably difficult time deciding which one of his fellow men to execute, and was more than a mite relieved to be spared the choice. Seaborgium screamed "Do not do this! Have mercy! Be reasonable! Can you not see! Are you utterly blind? Fools and blind! A plague o' all your houses! Have pity!" He was allowed a final, sumptuous meal, consisting of beef, boar, venison, and a variety of other roasted meats, laced with Mr. Winsey's finest fruits and vegetables. He was calmed a good deal by this. Little did he know that it was also laced with a certain specimen from Mr. Winsey's botanical collection. It was not clear whether Seaborgium realized what was happening as he lost consciousness, but he seemed resigned to his fate. "My compliments to the chef" was the last thing he said. The hemlock had done its job. The remaining passengers were not particularly hungry, so theirs was a light dinner, after which they all retired to bed, hoping that they had saved themselves. Night Two Night roles, send in your PMs. Day Two The passengers of the Trepidation of the Spheres were enjoying a glorious dawn, a veritable cornucopia of light, when they noticed something unusual. No-one was missing. They were quite elated at first, thinking that Seaborgium had indeed been guilty. However, when they came into the dining room for breakfast, they discovered a parcel upon the table. Upon the parcel was a business card, reading Inside the parcel was a crude explosive device. The fuse had been cut, seemingly with a knife. The implication was clear. Seaborgium was Innocent, the murderer still living. The fact that all the remaining passengers survived the night was down only to one of their number. And so, after breakfast, voting commenced again.
    3 points
  3. Jimbob

    Let's Make a Community Project

    I guess I'm a little late to this, but I'll lend my two cents. I'm in the "I'd like a LR mod, but modding is too tedious/restricted for a decent overhaul, hence RR" boat (the guy who named that vessel was subsequently crushed by landslides). While a LEGO Racers overhaul would be nice, changing the AI paths - which is perhaps the most integral part of the game, being as it is a racing game - at the moment is just too laborious for people to stay interested, I think. Whereas I can see much more interest and freedom in a Rock Raiders mod. Going with my vote for RR, I very much like the idea of the RRU Tower* and featuring RRU members as characters in it. To further this, I think it would be great if each level had a small team of RRU members to start with, and then generic workers can be teleported down later. This way we could both enhance the RRU members to be much better skilled than generic workers, and also the potential loss of a member would be much more impacting to the game. As for actual modding though, going from memory I think we have a few model editors, a few musicians, several coders and several texture modders. Whereas with LR there aren't many people who have done/are willing invest time in path modding, the main aspect of it. So... Yes, I'm up for this, let's draw up a design document, kick everyone up the plastic backside and get this done right! *On that subject, with regards to the level selection screen... Can we flip it by changing all the positions, so that you actually start with levels at the bottom and work your way up? EDIT: It just occurred to me that, regardless of what game we choose, there will always be a problem with texture modding in a community project: How do we deal with different texture artists coming along with their own styles and working together? I can see three solutions: 1) Mish-Mash: Just let everyone work on their own textures and slap it all together. 2) Grouped: Each texture artists works on a specific element - environment, buildings, entities, user interface, etc. 3) Combined: In the original Star Wars films, the star destroyers were physical models painted by artists. However, with so many ships a team was required, which meant that each individual would be painting slightly differently. To deal with this they each worked on a specific part, then moved somewhere else while someone else added to that part, etc. So for texture modding, perhaps one person adds the background of the texture, next someone adds basic shape, then details, and so on.
    3 points
  4. Cirevam

    Let's Make a Community Project

    This is why games have artistic directors. They have a mindset for the game and artists pass things by the director to get their approval before anything is added to the game. Unfortunately this doesn't work so well for a community project unless the potential director is highly respected by the community and everyone involved is willing to take criticism and prepared to change their works to fit the vision of the final product. A bunch of that was mentioned in the first post. We'll have to decide if that's the best way to approach this.
    2 points
  5. aidenpons

    Ctrl + V

    Actually waged at Template:The Beatles and Portal:The Beatles/Intro, was an edit war over the order in which the four members of the group should be listed. Should they be listed in the "traditional" order or in alphabetical order? Another edit war which flares up continuously in The Beatles involves whether to identify the band as "The Beatles" with a capital T or "the Beatles" with a lower case t. One such installment of this saga was brought before the arbitration committee (by an administrator, no less) where it was quickly declared "silly."
    2 points
  6. Hoithebest

    LEGO Racers Online

    It's been a dream for all of us for a very, very long time... I'm proud to announce: LEGO Racers Online! Me and my brother have been working on this very hard for the last couple of days and the result is amazing. Please note that I'm not posting anything yet but a little teasing screenshot, but we are working REALLY hard to make something that we can all use and enjoy this game like when we we're kids! 02/08/2014: New video added. Scroll to the bottom of this post to watch it! 04/08/2014: New status update added. 20/08/2014: New status update and video added. 05/10/2014: New status update added. 12/10/2014: New status update added. 20/10/2014: New status update added. 27/10/2014: New status update added. 05/11/2014: New status update added. 16/11/2014: New status update added. Current status: Currently, the following functions are implemented and working properly: Play online with two players real-time (1 VS 1) - INCLUDING POWER-UPS! Patch the game automatically. However, we do have all the required information to drive all the opponent from within the software (tested and working). We are working on an implementation of playing against eachother with up to five other players right now. We can't say when this is finished, but we don't expect a very long time. Added 20/08/2014: Power-Ups are now working properly. This means, whenever someone uses Power-Ups, this is getting fired on your client too! Although it is now possible to patch the game automatically, this is not a perfect solution and we are working on something that makes it possible to play online "on demand". Added 05/10/2014: Although I have not been developing actively on game functions, I am now working on and completing a critical step to split the software accepting both TCP and UDP network traffic which is required for some functions, for example connecting to a game server. PLEASE NOTE THAT I AM CURRENTLY BUSY WITH SCHOOL AND I DO NOT ALWAYS HAVE TIME TO DEVELOP ON THIS PROJECT! I HOPE YOU CAN UNDERSTAND THIS! The following things must be completed and working before release: Full implementation of TCP and UDP traffic; Starting a new Race; A chat function, if people are interested in this function. Added 12/10/2014: Last week I have not been developing very much and this will continue for a few more weeks due to school. The good news is that Grappigegovert has proven his immensive skills again and developed and gave me the code to disable the loading of AI paths so patching the game can be removed from the software now. Also, he created functions to start a Race from the software so the Server can tell the Clients to start a specific Race. All credits go to Grappigegovert for his massive research and developing. Added 20/10/2014: Due to school, I have not been developing actively on the online functionality again, but Grappigegovert and me made some nice improvement with the API. This API will be released in the open source (near) future and will give developers the opportunity to create mods very easy. Added 27/10/2014: Due to school, I have not been developing actively again. The good news is, the software is now fully compatible with TCP and UDP, more structured and the API has been put into a seperate project which will result in a release of the public API soon. This API will be discussed in another thread that I will make in the near future. Please note that the project is not dead and I am still developing, but unfortunately due to school I just do not have much time for this great project. Added 05/11/2014: Good news. Last week I was able to develop more actively on the software, which resulted in the possibility to start races from the Server, which brings us a step closer to the release! I will create a new video of the current progress in the near future. Also, the API is getting prepared for a release with the last bug fixes and comments above the functions. Stay tuned! Added 16/11/2014: I am currently facing problems with the starting of the game client and additional events regarding to the API. I am still not satisfied with the way the API currently works. These problems must be solved in order to continue with the online functionality. Don't think that this project doesn't gain any progress, it just takes a lot of time. Please note the following things: It's not guaranteed that this mod will be ever online for public since this project has still needs many, many development hours; The Server and Client are both only in alpha stage at this moment. We are working really hard to create something that just works and anyone would understand; It is very hard to find all the addresses and the correct pointers, so this takes a lot of time; Currently our main goal is to make everything work on a basic game copy. This means that mods are NOT SUPPORTED (YET) and will likely crash the game when used! On the bright side: We currently do have something that works and we are working so hard to make it possible for everyone to enjoy this with us. It was our dream for many years and finally we took the step to actually create something, and not just for ourselves but for everyone who just loves LEGO Racers. I will keep you guys regularly informed. Make sure you check this post at least once a week as the project is under heavy development. Special thanks: We would like to thank Grappigegovert for his great help which resulted in massive improvement of the software. Thanks to this guy, a lot of things are now working (like using Power-Ups). Videos: The following videos show a demonstration of the system in action:
    1 point
  7. McJobless

    Let's Make a Community Project

    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!
    1 point
  8. Ben24x7

    The Person (?)

    I have literally no idea what I was thinking when I wrote this story other than it was just a random thing. I don't feel this story has much point and also its probably either a Poem or a Dramatic Monologue, I just have no idea. Enough about me repeatedly saying 'I have no idea' from Meet The Medic, here is the story (It may look long at first but trust me its really short when you come to reading it): Please leave me a reply on what you think.
    1 point
  9. Ben24x7

    ...

    From the album: Random/Misc stuff

    No one asked for this, and I also have no idea why I made it. Also I didn't get around to cropping it.
    1 point
  10. Shadowblaze

    Freedom Planet

    There, have my definitive times. I'm too bad to beat either Aiden or Latias, so I don't think these times require any more updates. http://youtu.be/oBRufWOtbA0
    1 point
  11. Ayliffe

    Ctrl + V

    https://www.youtube.com/watch?v=RXKlC8ph7mM
    1 point
  12. Sluicer

    LEGO Soccer Mania Texture Rips

    What I did: I wrote a tool that can create .bmb files with one entry or replace an entry in an existing .bmb file (I did not remember - I had to refresh my mind ). I created one with the torso from Princess Leia (512x512) and replaced the 003.bmb in the game folder 'LEGO MediaSoccer ManiaManiaCDMinifigBitmapsTorso_F'. And I changed the values for the '003_Grey' entry in the Colours.bmb (that is the reason for the flesh colored arms and hat). But I do not know where the characters are defined. And it still works (left ): Here is the tool to create .bmb files: https://ore.rockraidersunited.org/legacy/CreateBMB_920148.zip CreateBmb <inputfile> [-o <outputfile>] [-m <mipmap>] [-r <replaceAtIndex>] <inputfile> - source file <outputfile> - output/destination file <mipmap> - number of mipmaps <replaceAtIndex> - replace <replaceAtIndex> file in destination file
    1 point
  13. lol username

    I actually joined in 2012.

    I like that pooh gif. Welcome.
    1 point
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