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Rest in Pieces LDD Final Boss.
STUDZ and 9 others reacted to Alcom Isst for a blog entry
People of Rock Raiders United, I bring terrible news.On Thursday, 2015-19-06, after some recent contributions by LEGO Message Board users, the LMB topic LDD Final Boss is Too Hard was brutally murdered by an albino alligator. This is a devastating loss for myself, its contributors, and all those it entertained. LDD Final Boss was an incredible creation. It was a sample of pure uninhibited imaginative human thought. It was an example of the incredible things that teamwork can accomplish. It was a bold and successful experiment in online social interaction. Despite it not involving a single brick, I rank LDD Final Boss among my greatest LEGO Creations. I would like to thank those and all my friends who contributed to this incredible endeavor. Rest in LEGO Pieces, LDD Final Boss.10 points -
LRR Pictionary
Jimbob and one other reacted to Ben24x7 for a topic
We'll try at a later date, but for this session, its been held off for at least a week, so apologies, not now, but no confirmation that it'll never happen. Anyways! Its time for the big finale... "PICTIONARY WARS. EPISODE III [/Half-Life 3 joke here, har har] THE WAITED-A-WEEK-TO-FINISH-THIS-OFF LONG SESSION" "Medieval Space Program" "When Rock Raiders go on strike" ""PICTIONARY WARS. EPISODE III [/Half-Life 3 joke here, har har] THE WAITED-A-WEEK-TO-FINISH-THIS-OFF LONG SESSION" "The filan Boss of LDD" "All right, thats it, I'M DONE"2 points -
Rest in Pieces LDD Final Boss.
Shadowblaze and one other reacted to Zeb for a blog entry
WhiteAlligator is a girl.2 points -
Rest in Pieces LDD Final Boss.
aidenpons reacted to PeabodySam for a blog entry
Contrary to popular belief, WhiteAlligator did not close the topic to suppress creative thought. She saw it as her solemn duty to stop naysayers such as jonencloud (page 12) and legosuperfan55 (page 13), who dared to use the topic as their soapbox to proclaim that the LDD Final Boss was merely a hoax or a prank, demanding that the topic be shut down as a result. WhiteAlligator could not let that continue, for if too many of them used the topic as their soapbox, then the unfortunate populace would never be able to discover the truth about LDD amidst all the whining and complaining. Therefore, she took it upon herself to make a very difficult choice, and decided that the best solution was to lock the topic, preventing such naysayers from continuing to say nay, and forever preserving our masterpiece of crap. Now, the LDD Final Boss topic can forever be remembered fondly as a piece of history whose time was cut too short, and we must thank, not blame, WhiteAlligator for her role in setting our legend in stone.1 point -
Cave Raiders (Rebuild of Rock Raiders)
le717 reacted to Packer for a topic
Maybe, never thought about it to be honest. Seems like a lot of work to get right though, so I'll consider it in the far future. Thanks for the messages guys, I will likely keep working on it for a while yet. Really depends on my workload more than anything. Another small update, I've added Cross-hairs now. No more guessing what you're aiming at, if you swap to free hands however the cross-hair hides. Added wall cave-in animation when you destroy a wall piece, feels like the original I have to say. It also includes theme support so you can adjust it with your custom themes. Fixed couple of bugs here and there, whenever I find them and can fix them I try. Created a character station in the main menu for naming yourself. Updated Build Station UI, its now smaller and has pictures instead of text! Added auto drop off in Tool Store, now you automatically drop all your resources by opening the menu. Much faster and nicer overall, you can still easily pickup crystals and ores from it. Increased Crystal and Ore capacity to 2, you already know this but it works properly now! Added x button to the top right corner of the Start Game menu, I was instinctively trying to press it and it didn't exist, now it does. (Same as Back button) Fixed Ice City, now doesn't end when you collect anything; It was set to collectObjective 1 which means you need to collect x amount to win; which was zero. Updated Engine: You won't notice anything drastic change, mostly fixes crashes I was getting while developing. Less bugs! Improved resources spawning on shoveling, resources are way less likely to land in the same location as each other (This was confusing people) Rebalanced Upgraded Rock Raider, upgraded Rock Raiders are faster now! They felt a bit too slow for the scale of the game. Things I've started work on or going to: Removing Friendly Fire, did you know you can kill your friend with drills. Reworking the Drill, currently the way the drill works isn't great for visuals so I'm redoing it. Hence why when you drill you see nothing. Finishing Power and Power Paths, currently this is the highest thing to do on my task list and of course one of the hardest. Mod Support, the game already supports custom levels and themes, I just haven't explained how they work! If you have any suggestions on a wiki or a way I could write up "How To"s online post below! Monsters, Rock Monsters will be appearing soon. For now they'll only go for you instead of buildings. Weapons, Pew pew, good for shooting Rock Monsters. Likely only one functional weapon on release. Look into vehicle functionality, I broke the Small Digger on release and never fixed it. Any suggestions on what you'd like to be done sooner than later, or bugs that you want to see fixed? Post below.1 point -
Rest in Pieces LDD Final Boss.
aidenpons reacted to Shadowblaze for a blog entry
Goodbye, LDD Final Boss, you will be sorely missed. WhiteAlligator has done nothing but hamper creativity, and not only in this case, from what I've heard of him, and thus he does not deserve to work for the LEGO Group.1 point -
Getting Custom Models to Naturally Spawn
Wognif reacted to Zeb for a topic
WHAT HAVE YOU DONE?!?! It's beautiful!1 point -
LEGO Racers in Unity
Ayliffe reacted to Seaborgium for a topic
@Zeph: I think it's fair to assume that people appreciate the work that went into it, even if it isn't all that much yet. It will make custom tracks and stuff a great deal easier. You may not see the point in transferring Lego Racers to Unity, but I certainly don't see the point of popping in, spouting an expletive, and bringing everyone down when it was not your time or work that was, as you seem to think, wasted.1 point -
Lego Worlds Mod Manager
Quisoves Potoo reacted to lol username for a topic
The devs are considering official modding support once the game is more stable, but we don't really know what that means yet... Do you think it's worth putting effort into a mod manager that has a chance of becoming obsolete, potentially as soon as the full launch of the game early next year? For reference, here's what the devs have to say about modding: Also, do we have enough mods to make such a thing worthwhile? So far it's been more of just exploring how the game works and unlocking new stuff than adding entirely new things. And as the devs said, it's likely that mods will likely be broken by updates to the game, as it's still in development. So while modding may take off (or may not yet, who knows), will there be enough working mods for the current version of the game at any given point to make a mod manager helpful? As for my opinion - I'd just stick to modding the game data by hand. Most of the modding so far is just changing lines in text files, and I don't see how a mod manager could help with that. As for minifigure textures (which I expect are what people will be modding the most, going by how popular they've been for other LEGO games we've modded), I'm fine just downloading and sticking in the textures myself. Running another program to do as simple of a task as that, and then having to make sure it did its job correctly... Nah.1 point -
TT Games Explorer
Quisoves Potoo reacted to darkel for a topic
I've finally beaten Batman's hat problems. It happened, textures didn't show up, because Batman's hat doesn't use textures. And colors are defined inside .CD file segment. Also, it seems that structnumber1 entries in .GSC header are perfectly editable. I don't know yet, if additional entries would break anything, but careful resizing works. You'll need to change size, numberOfCharacters and textOffsets accordingly. Sluicer: Is it possible to convert mesh data from dx11 GSCs into nxg GSCs (not whole files, only mesh data) and vice versa, or are they too different?1 point -
TT Games Explorer
Quisoves Potoo reacted to Sluicer for a topic
In the first versions of the *nxg.ghg and *nxg.gsc files there was no such header. They started with the NU20 chunk. And that is what I still do when I look into these kind of files. But this prearea appears also in other file types. It has always the same structure: struct preFile { dword size; char _4CC[4]; char HSER[4]; char HSER[4]; dword version; dword number1; struct structnumber1 { dword unknown; dword numberOfFiles; dword numberOfEntries; dword numberOfCharacters; byte names[numberOfCharacters]; struct entries { word lastContentAt; word prevContentAt; dword textOffset; word parent; }[numberOfEntries]; }[number1]; char ROTV[4]; ... }; If you map this for example at the file beast.cd you will find something like this file structure: [number] name lastContentAt prevContentAt textOffset parent 2 chars.. 0003 0000 00000007 0001 3 minifigs.. 0004 0000 0000000E 0002 4 super_characters.. 0005 0000 00000018 0003 5 hair.. 0007 0000 0000002A 0004 6 hair_peaked_dx11.gsc.. 0000 0000 00000030 0005 7 hair_peaked_nxg.gsc.. FFFF 0006 00000046 0005 8 material_remap.. 000A 0002 0000005B 0001 9 material_remap_beast_dx11.gsc.. FFFE 0000 0000006B 0008 a material_remap_beast_nxg.gsc.. FFFD 0009 0000008A 0008 b minifigs.. 0025 0008 000000A8 0001 c sharedanims.. 001E 0000 000000B2 000B d specialmoves.. 000E 0000 000000BF 000C e blackwidow_specialmoves.. 000F 0000 000000CD 000D f blackwidow_specialmoves.as.. FFFC 0000 000000E6 000E 10 common_shared.. 0012 000D 00000102 000C 11 ability_dig_wolverine.as.. FFFB 0000 00000111 0010 12 ability_crackedlego_wolverine.as.. FFFA 0011 0000012B 0010 13 mechanics.. 001C 0010 0000014D 000C 14 walljump.. 0015 0000 00000158 0013 15 ability_walljump.as.. FFF9 0000 00000162 0014 16 twirl.. 0017 0014 00000177 0013 17 ability_twirl.as.. FFF8 0000 0000017E 0016 18 ability_technogadget.. 0019 0016 00000190 0013 19 ability_technogadget.as.. FFF7 0000 000001A6 0018 1a swordlever.. 001B 0018 000001BF 0013 1b ability_swordlever_wolverine.as..FFF6 0000 000001CB 001A 1c climbwall.. 001D 001A 000001EC 0013 1d ability_climbwall_wolverine.as.. FFF5 0000 000001F7 001C 1e sharedanims.as.. FFF4 0013 00000217 000C 1f sabretooth.. 0020 000C 00000227 000B 20 sabretooth_combat.as.. FFF3 0000 00000233 001F 21 beast.. 0024 001F 00000249 000B 22 beast_default.as.. FFF2 0000 00000250 0021 23 beast_vo.as.. FFF1 0022 00000262 0021 24 beast.dno.. FFF0 0023 0000026F 0021 25 super_characters.. 0031 0021 0000027A 000B 26 faces.. 0027 0000 0000028C 0025 27 face_beast.cd.. FFEF 0000 00000293 0026 28 glasses.. 0029 0026 000002A2 0025 29 glasses_beast_right_nxg.tex.. FFEE 0000 000002AB 0028 2a body.. 002C 0028 000002C8 0025 2b body_beast_back_nxg.tex.. FFED 0000 000002CE 002A 2c body_beast_front_nxg.tex.. FFEC 002B 000002E7 002A 2d lego_colours.. 0030 002A 00000301 0025 2e lego_lightnougat_nxg.tex.. FFEB 0000 0000030F 002D 2f lego_brightblue_nxg.tex.. FFEA 002E 00000329 002D 30 lego_earthblue_nxg.tex.. FFE9 002F 00000342 002D 31 super_minifig.. 0032 002D 0000035A 0025 32 super_minifig.cpd.... FFE8 0000 00000369 0031 Thats it for now.1 point -
TT Games Explorer
Quisoves Potoo reacted to darkel for a topic
Some more info. To add a character: 1. Put character resources in chars/ folders. That's .CDs, .TEX, etc. 2. Delete or blank chars/charstxt.fpk. If valid .FPK exists it will override changes. Game works perfectly without it. 3.Add character data string into chars/marvelminifig.cpj. This is tricky, but doable, there are straightforward string lines and several size/offset pointers. 4. Add character data into chars/collection.txt or __dlc2__/chars/dlccollection1.txt. Instantly available char data would look something like: collect "CHARNAME" no_progress or collect "CHARNAME" no_progress dlc_only Done. There is still a problem with icons, but I've mentioned that. Basic char mod management tool will have to be able to move/rename/delete files, edit TXTs, edit .CPJs and resize/copypaste .DDS pieces. Also, almost any character's ability and/or item can be used with another character. Though that which require additional animations have to be included into .CD file. Also, I've poked a little more (specifically, copypasted hat_batman's mesh part 0 onto hat_betaraybill's mesh part 0 and moved several bytes) and managed to do this: This is still unusable, because this happens if camera turns: However, that's already something. And char more or less behaves like Batman.1 point -
TT Games Explorer
Rozurabu reacted to Sluicer for a topic
I had a first success: This is the hat of the 66 batman. The biggest change is that they have changed the endianes of the vertex and index data.1 point
