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Showing content with the highest reputation on 03/08/2015 in all areas

  1. Hello there! I'm one of the original developers of LSR, and I found this site while looking for a way to get the game running on my PC again. Before I post my question, let me say I'm really chuffed to see so much enthusiasm for this old game. I've seen some really cool stuff on this forum. I'll happily chime in on some of the posts with some development trivia. I should also have some development artwork lying around which I'm guessing will interest you too. Anyway, I'm trying to get the game to run on Windows 7, 64-bit. I saw another thread about getting it to run on Windows 7, and I followed the instructions there, but still no luck. I've not been able to run the installer properly. After clicking the install button, the buttons go grey and nothing happens after that. So I tried extracting the cab files using the Universal Extractor, and so I've got _msr.exe and all the rest. When I ran that, I received an error about MOTO.rtb missing from c:\windows\system32. After copying the file there (and rebooting), I no longer get the error. However, when starting _msr.exe now, I get the splash screen, then a black screen, and then the game crashes and I'm back in Windows. I'd be very grateful if you can help me out, and I can get the game running again. Many thanks in advance. KG
    6 points
  2. Fluffy Cupcake

    High Quality Renders of LEGO Games

    ....It's mainly been just the classic game's posted in here so far though.. One day someone decided to contact me asking for some IXS rips. I proceed to do a few. While doing a couple vehicles I decided to take a few mini-render pictures of the alternate colours, but in doing so, I got carried away and did much more. With that being said, enjoy all the renders I have done over the last week! All renders (except the last which is larger) are 1920px X 1080px. As RRU scales the images down to fit in the post width, click on the image for larger version of it, or simply go to the DeviantArt page! (highly recommended!) 1. Motorbike Mayhem Airport One of my first renders, the airport on Motorbike Mayhem. It's quite cool to see what the level looks like at a different angle I must say. 2. Duckies! 3. Pier Viewing Beautiful day to hang by the pier eh? Oh wait... the ships are causing WAY too much of a racket to enjoy anything! 4. After a long day's work.... ...the studio is empty and everyone is taking a nice restful break. 5. Copter in the Warehouse While making this picture I wanted to make an image within the warehouse, but I wasn't sure what to do. Sure I could of just done a render of one of the minigame's levels, or even my own custom one, but I wanted to be a bit more original than that, so here you have it, the copter being shown off in all its galore inside the warehouse! 6. Sunset on the Island The sun is setting (FINALLY!?) on the Island. You'd almost think they never get nighttime here. Anyway, this is my first test at doing a time of day aside from the full bright day time, and as well as being a first for adding a minifigure, with a bit of a pose on top of that (raised arm and slightly rotated head). The image didn't turn out exactly how I wanted, but I'm satisfied enough with the results to stop messing with it and show it off. 7. Main Island Northwest Isometric Press the "Download" button on the art's page for the full size of the isometric image, which is 7680px X 4320px Warning! Make sure your computer won't explode from such a large image before opening. =P Q. Tools? Programs? Etc? A. 3D Ripper DX (for ripping), Windows 7 32-bit (for ripping), 3DS Max Student Edition (2010 for import and 2015 rendering). Q. Will you be doing other classic LEGO games? A. Maybe. I've already tested one other non-LEGO game with success. Just keep in can only do what I can rip after all, which to say is not all LEGO games, and even then the whole process takes a while. The large isometric image took 3 hours in rendering time alone. Q. Will you do requests? A. Maybe, but not highly likely.
    4 points
  3. McJobless

    The (slightly disturbing) Running Man

    My reaction to everything in this thread.
    4 points
  4. Packer

    Cave Raiders (Rebuild of Rock Raiders)

    '> New cave pieces, I've updated them to be more round and showing off some of the lighting plus updated buildings.
    3 points
  5. Jimbob

    RRU Minecraft Server

    The new Minecraft servers (yep, that's plural) will be live tomorrow at 6pm UTC! There are now separate Creative and Survival servers, each with 2GB of RAM to keep things running smoothly. You can check out the updated rules and information here. If you're interested in playing, please join us for an opening party at 6pm UTC tomorrow on the Survival server!
    2 points
  6. Alcom Isst

    RRU Quotes 2: Reckoning

    Will Kirkby: f****, I remember, Will Kirkby: I remember calculus, Will Kirkby: f****ing calculus. Will Kirkby: ~ a haiku about calculus
    2 points
  7. maver1k_XVII

    Models and textures (Research and Tools)

    Some of you may already know from my posts in the "Game Archive Extracting (Research and Tools)" topic that I was working on scripts that would allow to view and extact the models and textures from Bionicle: the Game. Well, I think developed them to the point where I can make a public release. The model script became quite complicated with all those "Choose the model" things and the way I made the whole choosing process is not the best, but I think it's bearable. You can find the scripts here: https://mega.co.nz/#F!go8SGQZC!Xk3MTMLc-AlIAUYI3mT3Hg I've explained how to use them in the Readme file included in the folder above. Model script is currently v0.1 beta Texture script is currently v1.0 Here is a research I did on the game's resources: If you have any issues with the scripts - feel free to ask me . Oh, and also I don't remember if the models of turaga Matau, Onewa and Whenua were in extras, but I can't find them anywhere. The same goes for Onu matoran. If you happen to find them or any other interesting model/texture - please be sure to post it there .
    1 point
  8. lol username

    LEGO Ninjago VR Demo

    Hollis just linked me to this: http://www.reddit.com/r/oculus/comments/2u71gh/lego_showing_ninjago_demo_with_dk2_at_the/ ... Huh.
    1 point
  9. lol username

    Superman

    1 point
  10. lol username

    LEGO Ninjago VR Demo

    Noticed this URL in the videos... http://legomen.de/ It's amazing I haven't seen this thrown around in online debates about LEGO and gender stereotyping yet. It's almost hilarious how "manly" it's trying to be.
    1 point
  11. emily

    LEGO Ninjago VR Demo

    1 point
  12. Toa_Of_Justice

    Drome Racers in-game-only models in LDD

    All right, if you insist. I pick the Hornet in Metallic Green. (This is not one of the official color variants I posted before. The connector at the front of the car and the connector near the top of the steering mechanism aren't available in Metallic Green, but the fairings are, and I really like that color.) Here is the model I plan to build in real life, with some modifications at the rear for added stability and improved appearance. Click the image for a larger picture, or click here to download the LXF file. Anyone else can volunteer to build and photograph other models/colors if they want.
    1 point
  13. Fluffy Cupcake

    Mafia: The Game

    Look. A big landslide occurred on the last game. With the current status being unknown and forgotten, and with nothing having really happened much over the last few months, as much as I hate to do it, I'm calling termination on this round. We are starting the 4th month now, and I think one month (holidays aside) is long enough max as it is. I mean, this is an average sized group (on the small side) for Pete's sake! So I've already given plenty enough extensions.
    1 point
  14. 1 point
  15. McJobless

    The RRU Cards Against Humanity Deck! (Check OP)

    I've got to go ahead and add Yajmo's cards, but otherwise the deck is up! Enjoy guys.
    1 point
  16. Drill Master

    The RRU Cards Against Humanity Deck! (Check OP)

    Black Cards: The (slightly _) Running Man. The Running Man got a new pair of _ running shoes. The Running Man is fully cured of his _. The best part? It runs on _! White Cards: the Running Man Explosive LEGOExpand runs from weirdness to insanity the Running Man's Derpmobile little Runina the Super Running Morph Bot I really wanted to add the Running Man to this, because why not? He's an important part of RRU culture now.
    1 point
  17. lol username

    Drome Racers in-game-only models in LDD

    Eh, if I were you I'd just pick one and do it.
    1 point
  18. Fluffy Cupcake

    The (slightly disturbing) Running Man

    Oh boy, it's finally been done. THE FIRST FANART!!!
    1 point
  19. Ben24x7

    The (slightly disturbing) Running Man

    *Topic Bumper-car* I have regretted to do this, but it must also be done. I don't care if I have to Double Post to show the world what I've created. I don't care if I am killed by a mob of disturbed RRU Members. I MUST show this to you...
    1 point
  20. Toa_Of_Justice

    Drome Racers in-game-only models in LDD

    Here is Stealth Roadster version 2, now with more accurate doors and a couple of minor tweaks. Click any image for a larger one. I hid the rear fairings in the above image so you can see how I attached the doors. Below is a look from the inside, with a seat hidden. LXF File
    1 point
  21. Toa_Of_Justice

    Drome Racers in-game-only models in LDD

    It seems my theory about the Dune Striker being built from pieces of set #8468 Power Crusher was mostly correct. I only needed a couple of half-pins to attach the flex axles. But then I noticed that some of the parts appear to have been edited in the in-game model. For example, the quarter-oval liftarms don't have their curved sections, and the orange liftarm in the middle appears to have been straightened out. So I made two versions of this model. Click any image for a larger picture. Here's the first version, using only pieces from #8468 Power Crusher. Color variants (all possible to build in real life): LXF File Here's the second version, made to look like the in-game model. Color variants (all possible to build in real life): LXF File After I have finished rendering the other in-game-only Drome Racers vehicles, I plan to build, photograph, and post the Dune Striker version made from #8468 Power Crusher in addition to whichever other in-game-only vehicle proves to be most popular. (My real model will have the actual Gali hooks up front instead of those mockup structures.) Next up: Stealth Roadster! jamesster, when you have a chance please provide screenshots of Stealth Roadster. EDIT: Oops, wait a minute! I almost forgot about the TECHNIC/BIONICLE/Hero Factory version of the cow! I'll do that one first, then Stealth Roadster. EDIT 2: dromestars already posted a real life version of this model >here, so I have canceled my plan.
    1 point
  22. Polaris

    New version of ROCK RAIDERS - update

    I've got some things to say. This little rant is meant to be read by both the developers of the new Rock Raiders game and the fans and forum posters alike. So this is going to be a long post - I apologize in advance - but it is only because I feel very passionately about this issue. The final word count clocks in at 2,100+ words, but good words, I believe. I encourage you to read through what I have to offer because I think it is some of the most CONSTRUCTIVE advice you're going to receive. Also included in this post are several illustrations I made trying to convey the concepts I have in my head. I'm sorry if they are confusing or difficult to read - I'm not the greatest artist, but I'm also not a tech guru, and I felt that a pencil and paper would better represent the thoughts and suggestions I had. Okay, let's dive in! First things first. There is great concern for the whole "Minecraft" thing being a large part of this game's inspiration. Though I too share this concern, I want to explain and possibly defend the developers stance on this. Minecraft is a game which is so deceptively simple to learn and universal in its approach that it has won the world over. What developer wouldn't want to make a game like this? Also, the obvious connection between mining in Minecraft and mining in Rock Raiders is valid and an understandable conclusion to make. In addition to this, there are many great features of minecraft that would serve a Rock Raiders game well - like a large sandbox to explore and mine in! I remember being a kid and playing the mission "Frozen Frenzy", (one of my personal favorites). I knew darn well where the Tunnel Transport was, (it was in the only spot of the map that when you scrolled over it, the screen dipped down because of the hidden waterfall!) but I would play the level just to collect resources and build my base as big as possible, just like a sandbox game. And that's where the similarities end, and honestly, should end. Someone once told me that Minecraft is the Pac Man of our generation. I wholeheartedly agree. 20 years from now, people will remember the cultural legacy that this game has created and any game that follows too closely in its footsteps will be forgotten in its wake, just like all those Pac Man clones of yesteryear. I'll get back to the Minecraft thing in a bit, but for now I'll move on. So from the looks of this discussion, it seems the developers have come to conclusion that there are two ways to approach the mining in this new Rock Raiders game - I'll lump them into two categories titled "Freeform" and "Grid". Here's a picture comparing them both: In a previous post, there was concern for "Freeform" mining because it would be tricky to fit vehicles into tunnels you create and I 100% agree. "Freeform" is not the way to go. Well that leaves us with "Grid" mining like Minecraft right? Wrong. "Blocks" are the devil. Remember that. It's important. If you make a game world out of blocks, you are making Minecraft. Simple as that. I could stop now honestly. Minecraft's influence over culture is so strong that simply making your game world consist of blocks that are breakable and buildable, you are creating a game that can and will be seen in the public eye as a Minecraft clone. Same with making an objective-less open world sandbox game with an emphasis on mining - you are making Minecraft. Simply put, do not make Minecraft. But let's get real. There is money in Minecraft. And money is important! It should be! You, as a game designer, have every right to make money off of your product. Hopefully, a lot of money! But I have to explain something that is vitally important to this new game's success - as it stands, there is literally NO market for this game in its current direction. Let me explain. You have two fundamental fan bases you are targeting: fans of the original Rock Raiders and fans of Minecraft. Original Rock Raider fans aren't actually that hard to please! They understand that legal limitations restrict certain things and mainly just want a game that plays much in the same way and recaptures the spirit of the first game. For the most part, they don't care that it's not Lego, or that you can't reuse music or textures or whatever. They just want something faithful to the original. Not really a tall order if you ask me. Then you've got the other targeted fan base: Minecraft fans. This is where the real money is. It's important that you get these people to buy your game! But here's the truth: Minecraft fans don't want this game. At all. I'll try to explain why by using an example. I'm a big guitar guy. I have many electric guitars and one of my favorites that I own is my Gibson Les Paul. If you're not familiar with guitars, think of the first guitar shape that pops into your head. Then think of another - it's that one. Anyways, say there is a new guitar company coming out, and for the sake of this comparison, let's call them "Raider" guitars. So Raider guitars come up to me and tell me that they've made a guitar they think I'll like. So I take a look at it - and it looks just like the Gibson Les Paul I own and love! Not only that, but they've got new features like and 3rd pick up and a whammy bar - things I don't have on my guitar! For intents and purposes, this guitar could sound even better than the one I have right now! But I hate it. I can't explain it, but for some reason I hate it! Logically speaking, it meets every criteria I look for in a guitar so I should naturally like it, right? Well, there's a little part of my brain that shouts "it's nice and all, but they just copied my Gibson! They just emulated the Gibson and added fancy features. They didn't innovate on an original idea". This is so important to understand. The Raider guitar didn't fail because it was a bad guitar, or because it was competing against an already well established guitar - it failed because it tried to take on a powerful BRAND. It's stupid, I know, but we are but animals and brand loyalty is a powerful, sometimes unbeatable force. I'm somewhat partial towards Gibson guitars, so I passed up the opportunity to play that Raider guitar. I gave up the chance to play a better guitar. And now, more to the point. Minecraft is the Gibson of gaming. No matter how great your product is, if it specifically emulates Minecraft features to reach that audience, they will hate it. If you try to take on the brand of Minecraft, you will lose. So how do we fix this? We hide our influences. Right off the hop, "blocks" are a dead giveaway, so we can't do that. Also, marketing your game as Lego + Minecraft isn't doing anyone a favor as you own the rights to neither, so what are we left with? Rock Raiders. Of course! The answer was there all along! So let's look at the original Rock Raiders and what it did right. IMPORTANT: Now is the time to really tune in, because this is where things get CONSTRUCTIVE! So here's the basic layout of an RTS game, like the original Rock Raiders: It's awesome! Keep it. So let's look at the basics that made the game great. The game was based on a single flat plane in which a grid system dictated where you could build, mine, and move. Mining was done in the form of breaking down rock "walls" that allowed passage to new areas previously unseen. I have to stop for a second to point out that this is brilliant. This format of mining based solely on "walls" is so brilliant, creative, and easy to understand, it baffles me why you would look anywhere else for inspiration. Game designers should be copying your system of mining, not the other way around. So this is my proposition for the direction you should take with this new game. It should be a grid based RTS mining game set on a flat plane that utilizes the "walls" mechanic from its predecessor, with the option to play the traditional "mission" styled gameplay, or a sandbox mode. That should be the basics. Forget "blocks", (they're the devil, remember?) "walls" are where it's at, brother. So now I'll give you some ideas expanding on this premise that may inspire you! First off, I understand the need for verticality. You want to mine deeper and deeper for new materials - I get that! I do too. But the flat plane is essential to make the "walls" format work, so here's my solution: Multiple planes. This diagram will show it better: So let's say you start on Level 1, (LV1). There are some materials and resources for you to gather, limited monsters, and that's about it. You don't have access to the better materials you need to make better buildings and vehicles. So you need to dig deeper. The deeper and deeper you go, the more difficult the game becomes, with more monsters, landslides, and other hazards. In addition to this, this allows for interesting color schemes and level features as you progress to deeper layers, greatly expanding the creativity you can pool into your project. Now, either at predetermined spaces or at viable spaces based on what's underneath them on the lower level, you will have the ability to build "ramps", allowing you to travel into a deeper level, in this case LV2. These pictures will show it better: Now you may be thinking, "how will I keep track of all these different levels during gameplay?". Well to be frank, that's your job as game developers, but here's one way I think would work great - basically, only one level will be "active" on your HUD at a time, the others will move to the top or bottom of the screen and become greyed and translucent, moving them effectively out of the way, while still keeping them "within reach", so to say, so each separate level doesn't feel like a whole new map. Then you simply could scroll the mouse wheel up and down to switch between levels quickly. In this instance you'd scroll up to move to LV1 and down to LV3. On the Wii, all it'd take is a quick upward or downward sweep of the hand. Simple. Effective. Awesome. Beyond that, please continue with some of your great ideas - the vehicles, (and possibly buildings) based on parts is also brilliant! This would work flawlessly in the format I have suggested. Basically, make this game an expansion on the direction you originally took with the first Rock Raiders and you'll please everyone. The original fans will love it because it gives them what they already love. The Minecraft fans will like it because it is DIFFERENT enough not to offend them and offers things that Minecraft doesn't have. This makes it appealing to everybody - the true thing that made Minecraft so successful. If you've managed to read this far... thank you. I am very passionate about this matter and it made it very easy for me to go on forever about this, so I apologize again for the lengthy read. And if the developers of the original game actually are reading this, I only have one more thing to say to you. Thank you. I cannot express in words how much your original game meant to me in my childhood. It was basically my first step into the world of gaming. I spent countless hours playing and replaying missions, (never could beat that last one though! And I love the Rocky Horror Picture Show reference there!) and even had to get my dad to buy me the Lego sets from the game, which he later told me was very tough to do, as they had discontinued the Rock Raiders line before I had played the game. I tell you honestly that the Rock Raiders series is still my favorite Lego series that they have ever released, no matter how short lived it was - largely due to the awesome game that you produced. Me and my brother still say words like "Dirt!" and "Tool Store!" like the characters from that game time to time. And when it comes down to it, even if you screw up this next installment, I'll always have the original to play. I hope you don't, mind you, but if "blocks" are in any way a fundamental part of this games structure, you can consider it DOA. Finally, I'd LOVE to hear feedback on my points made, as I feel all are constructive and supportive. We all want to see the best final product possible. Thanks for reading.
    1 point
  23. Drill Master

    Colorful Raiders

    1 point
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