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Showing content with the highest reputation on 11/16/2014 in all areas

  1. emily

    Modular Detective's Office's Cover is Blown

    An image of the box of the next modular building, 10246 Detective's Office, has surfaced. It continues the trend introduced with the Parisian Restaurant by implementing a unique and distinctive architecture, while maintaining the same footprint as its predecessors. We'll have the titular office, a barber shop, a couple of apartments and by the looks of it possibly even a pool (EDIT: and by that I mean I obviously know it is talking about billiards, thats obvious and I wasn't confused) all packed into this one model, with an ally to inspect for evidence to boot. Sources: Eurobricks
    8 points
  2. Hoithebest

    LEGO Racers Online

    New status update added. I'm sorry that the project is already on this forum for over three months and you people still are not able to play anything. I'm doing all I can to develop, but sometimes I'm facing problems. But there is one thing I can guarantee: this project is getting finished, no matter when.
    4 points
  3. Ayliffe

    Modular Detective's Office's Cover is Blown

    ...aaaaaaaaaaaaaaaaaaand here's a picture of the back of the box (from merman on Eurobricks): My wallet died
    3 points
  4. Cyrem

    LEGO Racers Online

    As long as there is progress and you're still posting updates, I am happy to wait until they are resolved
    2 points
  5. someswedish

    LRR Pictionary

    Part 2 Steam Group Logo "We are Rock Raiders and we are mining a Wall" The Milkman Cross-dressing Warrior Dude If Sandwiches where replaced by Energy Crystals Lazergun Warfare How Ben24x7 draws faster than everybody else
    2 points
  6. MaelstromIslander

    Vac Raiders

    From the album: Artwork

    Because some areas on Planet U are too cold or too hot to access, the raiders on the LMS Explorer developed hazmat suits to survive the harsh temperatures on the planet's surface.
    2 points
  7. Cyrem

    Stunt Rally Rf Tool V1.1

    Well I think a good two year wait was long enough I've released v1.1, which now decompresses the files when they're extracted! DL in OP. No archive builder yet because there is a part of the format I'm not sure about yet. Ehhh, I didn't test the re-write on the demo...
    2 points
  8. Fluffy Cupcake

    LEGO Racers 2 Cheat Engine Hacks

    Alright time for an update post. So I've got several new (and old) videos to show. The cheats can be found here, and is currently 100% up to date. http://www.cheatengine.org/tables/moreinfo.php?tid=1163 FOV Non-Rear Camera Tracking Global Stats Modifer Have whatever speed, grip, and shield values you want, and in any game mode. Stats for each individual racer included! There is also the Two Hidden In-Game Cheats that I haven't spoken about in my general Cheat Engineness, topic (and video) for that is here: '?do=embed' frameborder='0' data-embedContent>> I may have missed a crapton of stuff, but really, I'm not keeping track, so I only posted the most important and recent things.
    2 points
  9. le717

    6 billion names

    That is how many alternate JimbobJeffers mathematically exist. The evening of 13 November, Yajmo was joking how should have some code randomize the spelling of his name, with a new spelling appearing upon every page load. Since such a task would be best accomplished client-side using JavaScript, I wrote up some code that did just that, available at gist.github.com/le717/4c2188ca814f56575a26. The above code loops through each character of the entered name, randomly picks a letter and concatenates it to the existing string. It also ensures it does not use the same letter twice unless it already exists. I have checked each output for my name, "le717", and every single one only has two sevens in it, never three. The trick is not checking for the character used, but the index chosen. If the index has been used before, then it will choose a different one. Since the sevens have two different indexes (3 and 5), they are both included and a third is never added. Cyrem liked the idea, so he and I worked together to get it implemented. The next morning, most everybody here had already seen the name scrambling and either loved it or hated it For fun, I decided to run it on a few names on my end and see the results. JimbobJeffers' name in particular produced some really scrambled names. He wondered if it were possible for the code to generate a name containing "Bobjim". Since I knew it would be a trivial bit of code to write, I said I would try it. I started by calculating the possible permutations of his name using factorials. His name is 13 characters long, producing a possible 6,227,020,800 (six billion, two hundred twenty-seven million, twenty thousand, eight hundred) combinations. I then found some JavaScript to calculate that number for me (I did not want to type it in manually) (although I should know how to write code to calculate the factorial already ). Because he wanted to see if any of them contained "Bobjim", I made it store any names that matched in an object along with its index. Finally, once it had generated and checked all 6 billion names, it would either display the object or report such a combination does not exist, depending on the outcome. After some small-scale tests to ensure the code worked, making his name and check all lowercase to remove possible misses because of case differences, and a false start in order to implement a 100-increment progress counter, around 10:22 AM I let the code loose, powered by none other than the awesome Node.js. The progress of this code was amazing. While I failed to check the processing speed after I started it, I later started calculating the speed (names processed at the 10 second, 1 minute, and 1 hour levels), current number of names processed, and projected time until completion. A mere 10 minutes after starting, an amazing 64 million names had already been processed. That is a rate of 6.4 million a minute, roughly 106 thousand a second! 40 minutes after starting, when I formally starting performing logs, I clocked it at 6 million names a minute, or 36 million names an hour. Within an hour after running, 419 million names had been run, with a projected time until all 6 billion were processed looking at 15 hours, or 2 AM the next morning. Yikes. I knew it would take a long time, but not that long. After that, it slowed down drastically. Two hours after starting, it ran at only 54,000 names a minute, or 3,240,000 names an hour, an 11-fold decrease. Within that time, a staggering 419,159,500 names had been generated. Finally, nearly 4 and a half hours and a CPU priority increase to High (in an attempt to make it run faster), it chugged along at 13,000 names an hour, with a projected 49 years remaining for it to calculate the remaining 5,807,484,800 names. Yea, that is totally happening. Finally, I killed the code, having processed 419,750,000 names in a few minutes shy of 5 hours running. So, what did I learn from this experiment? JavaScript, like any other language, slows down the longer it runs. 6 billion is a lot larger than you might think. I brushed up on my factorial and permutation knowledge. I had fun doing it. Does there exist an alternate JimbobJeffers that goes under the name "Bobjim"? The world may never know. http://www.youtube.com/watch?v=O6rHeD5x2tI In case you wanted to try this experiment yourself, I have posted the exact code I used in a GitHub Gist. This was not the most scientific experiment ever, so there may be some issues with it, but that's not the point. Well that was fun. Perhaps I should try to calculate the meaning of life next, as Ayliffe suggested. After all, if I can get it to retain the speed it starts out with constantly, it should only take a month. :P
    2 points
  10. le717

    LEGO Racers Custom Audio

    History This post was written almost a year and a half before I came along and began expounding on his research. Around October 2, 2011 I started on my hunt for a convertor for .TUN files. I found out that is no such audio file. The file type had actually been known since bartvbl made that post: VOX. The LEGO Racers music is actually VOX audio with a TUN extension. I soon found a command-line program that was able to convert normal (MP3, WAV, such like that) to VOX, namely, Sound eXchange (SoX). I found a piece of music that I liked, and converted it. I sapped it in the game files, and gave it the proper name. I loaded the game, and the music played. But it was really low in volume, and it was really, really slow. I figured out that the file hertz was what made the file slow. I raised it, converted the music, and loaded the game again. This time, it was even slower. I lowered the hertz next, and to my surprise, the music went faster! I finally found the right hertz after a few more tries. During this process, I discovered an interesting... issue, for lack of a better word. The higher the hertz of your custom music, the slower it will play in game.The lower the hertz, the faster the music will play. The real music was produced at 44100 Hz, and it plays at the correct speed in Audacity when imported However, the custom music has to be produced at 22050 Hz to play correctly in-game. Once I figured that out, I started working on the volume. I said earlier that my music was way too low in volume in-game. Combined with the fact that the official music was loud in raw form, I deduced out that the game lowers the volume of the music. I tried amplifying the music in Audacity, but every time I did that, I got an error from the SoX that it was really loud, and that it lowered the volume. When that file was put in-game, the audio volume would be in flux: It would be loud for a second, then low for a while, the loud again. I found out that the convertor lowered the really loud parts, and the lower parts that were not too loud, it left alone. I tried to amplify the music using the tools built into SoX, but that did not work. Amplifying in both Audacity and SoX did not work either. The result was the same: the music volume was in flux. rioforce (my brother) had been watching me every now and then, and of course I told him what was going on and what was happening.. He said he might know what was going on. The raw files, are very load when imported but, the waveforms are all the same: flat on top and bottom. rioforce suggested this: Amplify the music, normalize it, then export the file and convert it. I did that, and the results were better than what I was doing before. SoX did not give me an error, and the music was not in flux in-game. I figured out a SoX command so the amplified music would not be clipped when being converted. Using that command, I got good results too, though not as good as amplifying then normalizing. In addition, with the command, the converted music was not distorted in-game, unlike the other method. In the end, I chose to use the command over the amplifying and normalizing. After being amplified and normalized, some of the music I choose was back to its original volume, and completely wiped out my changes. Fast-forward to the third week of February 2012. I had found out the month before that Audacity could export VOX files in addition to importing them, but it was very flaky. Sometimes it worked, sometimes it didn't. I had decided to wait for the next release of Audacity to update this tutorial to use only Audacity. But Audacity updates were spread far out, and I didn't really want to wait for the next one. So I started messing with VOX exports again, and I got it to export every time, even though I got a phony error message most of the time. I tested my files, and they did worked in LEGO Racers, a bit better than using SoX, but not perfectly. I proceeded to update this tutorial with the new info and method. On April 29, 2013, rioforce began looking at creating working custom music for Racers. He actually had been developing a method for a few months, and had actually uploaded a video showing off his WIP method. But on the 29th, he really began finalizing that method. Once he had the proper settings, he recorded a video showing how to do it, and wrote up a new tutorial on LEGO Racers Audio Modding, releasing it all on April 30, 2013. The next day, May 1st, I updated the tutorial here, ushering in a new and very nosy wave of LEGO Racers modding. Directions Note: the following tutorial was written in the voice of rioforce. Anytime "I" or a similar reference is used, he is referring to himself. Videos
    1 point
  11. Jimbob

    JimbobJeffers' Campaign Mod

    Welcome to JimbobJeffers’ Campaign Mod. This ‘mod’ is an overhaul of the original campaign in LEGO Stunt Rally, replacing all of the tracks with custom tracks of my own design. If you would like a greater challenge in the game, or just something different, then this mod is for you. All of the tracks in this mod were created with the in-game track creator, as – I assume – the creators did (or at least they used exactly the same parts and limitations as are available in the creator). Additionally, they follow the same development as the original campaign, using only parts available to the player, in addition to a new part that is unlocked after completing the track. Each level gets progressively harder and larger, and often requires the use of all arrow keys rather than standard pressing/releasing of the up arrow. I have put a lot of time and effort into making this mod, and I very much hope you enjoy playing it. For maximum reward, backup and remove your current save game (if you have one), so that you can play the game from the beginning.* Download JimbobJeffers' Campaign Mod Installation Instructions - Backup the ‘CampaignTracks’ folder in your LEGO Stunt Rally install directory. - Unzip the downloaded ‘JJ’s Campaign Mod’ file. - Copy the .trk files inside and paste them into the ‘CampaignTracks’ folder, replacing the files it contains. - Run LEGO Stunt Rally. *I assume the save game can be modified, having a brief skim-read of >this topic, but if not a second installation of the game should work (and indeed would probably be better).
    1 point
  12. Zed

    Rama Pack v1.0

    This pack includes the following: Two variations of the whole pack; one where the round "mohawk" head Ramas have added teeth, and another where they are left without them. Skin textures and head models for all eight Ramas excluded from LR2 Tweaked versions of the unused car textures A few added textures, including wheel colors and textures for Pulse's and Rip's cars. Mirrored Chill and Warrior faces Tweaked body texture for Warrior (I simply replaced his red foot pattern with the black and silver one his Lego counterpart has Depending on your preferences for the Ramas, setting everything up can take a short while as you'll have to override several files. For setup information, view the read-me included in the .zip Screenshots: Notes: The other car parts won't display correctly on Lightor's car for some reason. I have tried fixing this by creating different .md2 files and testing them, but I can't seem to find a solution to the problem. Download: https://ore.rockraidersunited.org/legacy/LR2_Rama_Pack_V1.0_391944.zip Future Plans: I plan on eventually adding the >Unnamed Ramas to the pack , but skins, names and custom cars will need to created for them. If it will ever be possible, I would also add the new parts and chassis into the car builder so that they are all accessible. Until then, it will be a while.
    1 point
  13. Fluffy Cupcake

    Nancy and Nubby (LI) Skins

    Here they are, Nancy and Nubby from LEGO Island! Nubby Stevens Nancy Nubbins Note: I switched the brown and white pant leg colours around because the hat Nancy uses (which is originally white in LR), uses that texture file. Oh, and blink and default faces are same because you can't see blinking behind those glasses. Nubby & Nancy LR Skins.zip
    1 point
  14. lol username

    Modding Stunt Rally

    Having fun swapping levels around. Custom jungle track in the stadium A multiplayer track in the staduim Playing multiplayer tracks in single race mode Right now, I am working on a new set of 21 levels for a whole new story mode. Stay tuned!
    1 point
  15. Oboe Shoes

    Fixing The Ai Voices.

    Ooook. I'm not sure what HVS was smoking when they coded this, but it must have been some pretty good stuff, seeing as by default, only one ai character uses the correct voice. Each circuit (not including mirror versions) has a .sbk file accociated with it, listing all the voice files that should be used during the circuit. The game actually chooses the voices based on the text of these files, so they're not just references. The sbk for Circuit 1/4 is written like so: Each racer is set up to use a certain 12 lines of text from these files, however, for whatever reason, the racers don't use the correct lines of text in the files. At first glance, the solution seems easy. Just rearange the lines of text in the files, right? Wrong. Some racers mistakenly try to use the same lines of text from the files, causing them to have the same voice no matter what you change it to. Circuit 1 has one such instance, and it only gets worse from there. I've done some testing, and i've figured out which racer uses which voice by default: (Note: each entry is 12 lines of text, entry 1 being the first 12, and so on. Circuit 1/4 (Uses VOICEC0.sbk) Captain Redbeard uses Johnny Thunder (entry 6) Governor Broadside uses Mummy (entry 4) Robin Hood uses Captain Redbeard (entry 5) Ann Droid uses Robin Hood (entry 2) Mummy uses Ann Droid (entry 3) Johnny Thunder uses Ann Droid (entry 3) Circuit 2/5 (uses VOICEC1.sbk) King Kahuka uses None (Will use Entry 7 if added) Islander uses Royal King (entry 2) Royal King uses Commander Cold (entry 3) Commander Cold uses Royal King (entry 2) Achu uses Baron Von Barron (entry 6) Baron Von Baron uses Royal King (entry 2) Circuit 3/6 (uses VOICEC2.sbk) Basil uses Alpha Dragonis (entry 4) Willa the Witch uses BlackJack Hawkins (entry 2) BlackJack Hawkins uses BlackJack Hawkins (entry 2) (The ONLY AI racer to use the correct voice by default!) Sam Sinister uses Basil (entry 5) Alpha Dragonis uses BlackJack Hawkins (entry 2) Gypsy Moth uses Basil (entry 5) Circuit 7 (Should use VOICEC3.sbk, but instead uses VOICEC1.sbk) Rocket Racer uses Royal King (entry 2) Admiral uses Achu (entry 4) Black Knight uses Commander Cold (entry 3) Gail Storm uses Royal King (entry 2) Nova Hunter uses none (Will use entry 7 of VOICEC1.sbk if added) Veronica Voltage uses ??? (Veronica Voltage is listed as the sixth racer for circuit 7, but you never actually race her, so...) Anyway, I've altered my own files to fix the voices the best I could, but due to the shared voices and circuit 7 just being completely broken, I can't fix it completely. You can help by joining me in the search for the files that actually control which racer uses which line of text from the sbk files, and pray that it's not hard coded.
    1 point
  16. Cyrem

    Stunt Rally Rf Tool V1.1

    Stunt Rally RF Tool v1.1 This tool will extract the resource archive (not build yet) (*.RFD,*.RFH) files LEGO Stunt Rally uses. v1.1 Changes: UI Decompression Download v1.1: here And no this is not the LEGO LOCO RF Tool renamed, the formats are similar but different.
    1 point
  17. Alcom Isst

    Rocket Racer Red Run

    So with the PWB editor, I decided to mod Rocket Racer Run to have all Red bricks, for a more combative and close race. Then I entered that race. It was the best LEGO race I've ever been in. PWB Downloads: Rocket Racer Run, Red Brick: http://www.mediafire...w60kjkmm7gxo6ux Rocket Racer Run, Blue Brick: http://www.mediafire...jp47gzjjdsycbh3 Just change the name of the files to POWERUP.PWB and place them in GAMEDATARACEC3R0. Don't forget to make back ups and all that fun stuff.
    1 point
  18. someswedish

    LRR Pictionary

    This one is a big one, enjoy Players:(Part 1) Arthuriel and Someswedish (part 2) The Ace Railgun*, MaelstormIslander*, Ben24x7 and Someswedish (*For one reason or another, this players could not participate in the whole session) Part 1 Questionable Sleeping Spots Food Alternative For Rock Raiders A New Sim Game Vegetables From Outer Space Rock Raider Murder Mystery Stick Raiders Next part will be put up soon...
    1 point
  19. MaelstromIslander

    My LEGO Racers Mods

    You just blew my mind. How did you get it to work!?! Thats amazing! That thing was a broken hunk of junk and you fixed it?! MaelstromIslander, what problems are you having? Have you tried renaming the files? Quite hilarious, but i never actually used the pack myself. The computer with LEGO Racers on it is some place and i dont know where it is. However, i took people's feedback which was how they didn't know how they were supposed to get it to work. Could you give me a screenshot of it in-game? Seriously, i never even got to see the textures actually in-game because the computer with LR is missing. MaelstromIslander, there are a few subtle differences with your mod. For example, look at this screenshot: -snip- On the Imperial Grand Prix track, the sky is a different colour. It belongs on Magma Moon Marathon, but it changes the sky on imperial grand prix? Weird... Whats it look like when actually used on MMM?
    1 point
  20. kapitein knoest

    Installing LEGO Racers In Windows 7

    It's working for W8.1
    1 point
  21. Knux567

    LEGO Alpha Team OST

    Bumpity-bump. I've updated the download so now it's less than half the file size. Read the OP for stuff.
    1 point
  22. lol username

    Minifigures Series 13

    Refresh the page if you get a 403 and they load fine.
    1 point
  23. Fluffy Cupcake

    RRU Quotes 2: Reckoning

    I got the full story (I cut out the unimportant bits)
    1 point
  24. Jimbob

    DC Superheroes Textures

    Unfortunately the download for this mod used the attachment system, and I just deleted it by accident while trying to transfer it to the new database. My old WinXP laptop which had the mod died a while back, and I have no other copy of it... Does anyone have the original ZIP file for me to re-upload? I'd really appreciate it. Thanks! I'm glad you enjoy it.
    1 point
  25. apemax

    MOC: Nebulon-B Frigate in LDD WIP

    Been working on the Nebulon B Frigate over the weekend so here what I've got done. I've added some more colour to parts of it and I've also added a few small details here and there as well. What do you think? LDD Screenshot. Pov-ray render.
    1 point
  26. someswedish

    LRR Pictionary

    Another game, another batch. Players: Someswedish and Ben24x7 The (Not so) wonderful things about winter Little bookshop of idiots Rock Raiders as amateur detective's L.M.Rage Explorers If dinosaurs DIDN'T go extinct Crude versions of our avatars King of the chickens King Potatoes castle
    1 point
  27. someswedish

    LRR Pictionary

    You get the idea by now. LEGO Video games covers Rock Raider's as kids If Rock Raider's was replaced by dragons (Yeah... my idea...)
    1 point
  28. someswedish

    LRR Pictionary

    So Ben and i manage to do a pictionary and here we got the results. Enjoy! LDD Vs MLCad Cat Raiders United aftermath ERROR. Picture could not be found. Godzilla's time off How to train your Rock Monster Jobs dogs can do better Ben and i made this after we where done, enjoy this bonus
    1 point
  29. Quisoves Potoo

    2spooky4lu

    On a serious note, is this Anti-Anti-Haxinator publicly available? If so, could you please link to it?
    1 point
  30. Fluffy Cupcake

    Rock Raider

    Image http://oresome.rockraidersunited.com/download/62 Edit: Fixed Torso (beltless) version here: https://www.dropbox.com/s/vmbd7ugfe08mpsd/PLAYER%20FIVE%20TORSO.MIP?dl=0 It replaces Player 7 Torso (Workman), and Player 3 Head (Fireman). The torso texture was taken from 's >Enhanced Rock Raider Skin.
    1 point
  31. BadDream

    Gypsy Moth

    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 version
    1 point
  32. Creator

    New Power-Up Layout: Ice Planet Pathway

    Hey, there, Creator here. It's been some time since we actually had ourselves some new Powerup Layouts, so I decided to take a break from learning for my end of term exams and instead do something creative with my time. So, here we go, a new PWB layout for Ice Planet Pathway. https://ore.rockraidersunited.org/legacy/POWERUP_429019.pwb Also, if you're interested in seeing what you're getting before you download it, below is a video of me racing against Ogel, Dewey Cheatum, Minerva McGonagall and Brains on Ice Planet with the new PWB layout. Now, I don't know what's going on with that frame rate, it all looked completely smooth ingame. Notice, however, how dxtory causes a weird glitch in the beginning, with my car kind of shivering in it's starting position. Also, there isn't a boss racer, because Dash is still very much WIP
    1 point
  33. Cyrem

    Welcome to RRU - Start Here!

    Welcome to Rock Raiders United, we're glad to have you here. This forum you are in now, the "New Members" forum is the place for you to introduce yourself to the rest of the community. You can tell us where you are from and how you found this place, your interests and maybe stuff about projects you've been working on. If you are unsure about what RRU actually is, it's a community dedicated to LEGO & Classic LEGO Games. We discuss a variety of subjects such as LEGO Games & modding, game fixes, general LEGO news, MOCs and more. Now that you know what we talk about, why not take a look around? To get you started, here are some helpful links: Posting Etiquette RRU Forum Rules and Information LEGO Rock Raiders FAQ LEGO Racers FAQ LEGO MOCs Forum I hope to see you around!
    1 point
  34. RobExplorien

    PWB: Ice Planet Pathway

    Here it is, the last part of the trilogy of custom power-up lay-outs I made. I don't have much to say, just try it out and see if you like it. I put more focus on AI path alignment with the power-up bricks. I will use an adjusted version of this lay-out for the difficulty increase mod for LEGO Racers, which I'm working on with Creator at the moment. Have fun racing on slippery ice! IPP custom power brick layout
    1 point
  35. henkspamadres

    AI opponents in versus mode

    A few day's ago, I my LEGO Racers disc again. I played it for a few hours, and tryed the versus mode with my lil brother. Then i came up with this idea: what if we we're able to race against AI opponents and another human opponent at the same time, as in: 2 player controlled racers, and 4 (random/fixed) AI opponents Is it possible to mod this into the game? (sorry for any bad grammar/spelling)
    1 point
  36. Creator

    AI Vehicle Spawning Glitch

    So, yeah, here we go again. Another extremely specific opponents-related question by me. After CaptainGolem explained .RRB-files to me (once again, a big thanks to you), I used that knowledge to get rid of Captain Redbeard's annoying cannon ball spam by swapping his path-file with that of King Kahuka's car from the demo (one that focuses on blue and green bricks, you probably know the one). It worked just fine on Imperial Grand Prix, Dark Forest Dash and Desert Adventure Dragway, even though Redbeard's car now spawns in the exact same spot as the player's car - the game simply reacts by moving the player's vehicle a few feet to the left or right in order to make room for Redbeard. It's not much of a deal, and this new version of Redbeard actually gave me some entertainment But here is the problem: Instead of moving my car out of the way, loading Magma Moon Marathon causes the game to spawn Redbeard in the centre of the track and then has him fly around the skybox for the remainder of the race. I take it, most of you are familiar with the Gypsy Moth glitch on the U.F.O track (If not, you can find it on Youtube, I believe), because this is basically the same glitch. Now, my question are: Why doesn't this happen on all of the tracks, Redbeard spawns next to the player? How does the game determine, who's car it's gonna move out of the way? And what can I do to make Redbeard's new AI work properly on Moon Magma Marathon, i.e. keep this glitch from taking place? I know, these questions are very specific, but maybe someone with a better understanding of Lego Racers can help me find an answer. I'm counting on you EDIT: Forgot to mention that the game plays a weird, glitchy sound effect upon loading Moon Magma Marathon now. Maybe that's of importance.
    1 point
  37. Noogah

    Mod Screenshot

    This forum absolutely made my day. I've been playing Racers for years, and now I can do all the ridiculous stuff that I want with it.
    1 point
  38. CaptainGolem

    Tutorial: Change the Brick Colors

    Now you can create cars like this one!
    1 point
  39. le717

    Car Sound Changing

    Hello! Welcome to RRU! Are you saying that you want the AI cars to have different voices, or you want to change the AI voice, or change the sound of the cars themselves? I'm kind of having a hard time understand your question (don't feel bad. I've had trouble getting my questions across before ), but since it relates to audio, I can help you, for the most part. Yes, the audio is located in the gamedata, namely, LEGO.JAM. You will need to extract it in order to access the audio. Pick up JrMasterModelBuilder's JAM Extractor, and extract it. Next, after you locate the audio you want to change (it will have a .pcm file extenstion), read my tutorial on how to mod the LEGO Racers audio. Be sure to take into account the fact we don't completely understand the audio format yet, so the audio you add will not sound perfect in-game. Also, the AI voices are completely broken, so you'll need to consult that topic for the files you'll need to change. Once you mod the audio, recompress your files back into a LEGO.JAM (be sure to back up the original one!), and load the game. If everything works, you have sucessfully modded the audio! Those are general steps on how to mod LR audio. Once I can completely understand your question, I will be able to give you more detailed info. Greetings from the US -le717
    1 point
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