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Showing content with the highest reputation on 08/13/2015 in all areas

  1. ProfessorBrickkeeper

    PS1 Ogelites

    Correction: There still aren't any good pics of these guys on the Internet, and never will be.
    6 points
  2. lol username

    PS1 Ogelites

    There weren't any good pics of these guys on the internet so I fixed that.
    5 points
  3. le717

    RRU Quotes 2: Reckoning

    [8/12/2015 10:47:04 PM] Pereki: all I know is that the ps1 version [of LEGO Island 2] is kind of like playing a compressed jpeg version of the pc game
    3 points
  4. Alcom Isst

    E3 2015 Games you are Looking Forward to Playing

    You tasteless imbesile... imbecele... imbe- how do I spell this? Anyways, I am looking forward to playing all of the new and fancy mech games for PC that were featured. There were no new and fancy mech games for PC featured, just a mech game for PS4 and a second of MechWarrior Online during the PC conference. I feel uncatered to.
    2 points
  5. Cyrem

    Rock Raiders Release Differences

    Since I own several LRR releases and thanks to Origamiguy's little checksum tool, I decided to make a differences topic like that of the LEGO Racers one. I'll try to get pictures of these soon. Original Big Box Disc Burn Type: Data and Audio Track No Disc Version: No Language: English LegoRR.exe: 5e0d7df8586ca77f2033773ae20ac8c1 280311 bytes 12/10/1999 02:32:36 LegoRR.icd: f6eb3f92f9242949cd126372eebb6cef 736813 bytes 12/10/1999 02:32:36 data1.cab: b01134e4aa28b989299f99edbbb80bf3 83291494 bytes 12/10/1999 02:40:06 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10 Lego Re-Release (Jewel Case with printed manual) Disc Burn: Data and Audio Track No Disc Version: No Language: English LegoRR.exe: 5e0d7df8586ca77f2033773ae20ac8c1 280311 bytes 12/10/1999 02:32:36 LegoRR.icd: f6eb3f92f9242949cd126372eebb6cef 736813 bytes 12/10/1999 02:32:36 data1.cab: b01134e4aa28b989299f99edbbb80bf3 83291494 bytes 12/10/1999 02:40:06 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10[/code] [b]SelectSoft Re-Release[/b] [code]Disc Burn Type: Data and Audio Track No Disc Version: Yes Language: English LegoRR.exe: 435e1919e9c68e533240d0fac8a278c8 735744 bytes 27/03/1999 02:46:10 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 19:41:36 data1.cab: ab2688c2c2158d37906a563fd326da3c 83298583 bytes 26/09/1999 04:25:02 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10[/code] [b]FocusMM (Fun Club) Re-Release[/b] [code]Disc Burn Type: Data track only No Disc Version: Yes Language: English LegoRR.exe: 576902df88d164300ca8eee047b4f478 736768 bytes 27/09/1999 11:42:04 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 19:41:36 data1.cab: e1d6cf9b45bb29929bd511c1c1c77b40 83291494 bytes 29/09/1999 13:06:14 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10[/code] [b]Reflex Re-Release[/b] [code]Disc Burn Type: Data track only No Disc Version: Yes Language: English LegoRR.exe: 576902df88d164300ca8eee047b4f478 736768 bytes 27/09/1999 11:42:04 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 19:41:36 data1.cab: e1d6cf9b45bb29929bd511c1c1c77b40 83291494 bytes 29/09/1999 13:06:14 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12[/code] [b]Dice Re-Release[/b] (Thanks MCHover) [code]Disc Burn Type: Data track only No Disc Version: Yes Language: Swedish/Norwegian/Danish LegoRR.exe: 4cd346585dbe04ac314ea9a6e44b80b6 736256 bytes 04/10/1999 13:35:10 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 17:41:36 LegoRR0.wad: 65f14254d581d3eb6084728feaf30eac 76772227 bytes 05/10/1999 09:52:38 LegoRR1.wad: 66e7cde6f24fdcb648d3881640887d3c 3211194 bytes 01/10/1999 08:09:08 CLGen.exe: 8b7e8c7a6de2c47da132100ce253db79 40960 bytes 30/09/1999 14:18:58[/code] [b]Masterpiece Edition [/b](Thanks s0d3rberg) [code]Disc Burn Type: Data track only No Disc Version: Yes Language: Swedish/Norwegian/Danish LegoRR.exe: 4cd346585dbe04ac314ea9a6e44b80b6 736256 bytes 04/10/1999 13:35:10 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 17:41:36 LegoRR0.wad: 65f14254d581d3eb6084728feaf30eac 76772227 bytes 05/10/1999 09:52:38 LegoRR1.wad: 0b8cb770bb3c2c3c0d7dab6c370af464 3288198 bytes 09/10/1999 10:48:36 CLGen.exe: 8b7e8c7a6de2c47da132100ce253db79 40960 bytes 30/09/1999 14:18:58 [/code] If someone has the "XP Compatible" Jewel case release, please gather this info. From this information you will notice a couple of things things: The SelectSoft Re-Release is the best version of LRR. No Disc Required and it has the audio track burnt. Reflex, FocusMM and Dice re-releases do not have a audio track burnt. This means there is no game music in these versions!
    1 point
  6. Yellowkey

    *.BLX Format

    Okay, I uploaded program and source code to Oresome Bucket. download here.
    1 point
  7. dsdude123

    Model Ripping Update: August 12th, 2015

    Hello all, Since my last post four more models have been ripped. Much to my surprise, these models came in many more pieces than I expected. I was also surprised to find the toll that ripping has already taken on my hard drive, despite the low number of characters that have been ripped, my folder where the rips are stored already totals 625 MB. It seems that the number of textures used in the cantina are to blame which each texture costing about 1-4 MB. There is also an issue with the battle droids where some of the parts of their legs are missing. I also need to fix the bartender as for I realized I have the wrong head piece (the current one has a different facial expression). In my next post, I will be discussing and diving into the structure and format of the unusual GHG models that The Complete Saga uses. GHGs are painful, dsdude123
    1 point
  8. le717

    RRU Quotes 2: Reckoning

    [8:25:22 AM] JAL: It's always fun when you wake up and your hair has gone full anime
    1 point
  9. lol username

    The Sins of LEGO Island 2

    LEGO Island 2 is a hilariously strange beast under the hood. Here's some fun things I've noticed while poking around. First, the game is hardcoded as hell. All the assets themselves are stored in the bob/bod files, but absolutely all of the information linking them together in any way is in the exe. The exe is filled with huge lists of file paths for every asset in each bob/bod file. The exception seems to be textures - these are stripped of meaningful names and referenced by number (like, say, text420.tga instead), and all the info on what textures go on what models, where those models are located, etc is all in the exe. But each level in the game seems to be pretty much entirely isolated from the rest. There's a small amount generic assets shared around, but 99% of the time, if an asset - a texture, model, whatever - is used in multiple levels, it's just duplicated, saved in each bob/bod individually. You know all the different hats the NPCs have, and how you can swap them around in any level with NPCs? And how trees/plants/sign posts can be swapped around in the same manner? And how there's usually 3-5 levels of detail (LODs) for each of these? Those are hundreds and hundreds of models, collision files, and textures - and that's fine, but all of that is entirely duplicated for every scene that uses them. Duplicated in the bobs/bods, taking up hard drive space (and what was likely not an insignificant amount in 2001), and of course that means a lot of duplicated stuff in the exe too. This also means the game wastes a lot of time re-loading assets that already had their duplicates loaded for the previous level. But wait, there's more silly duplication of assets! There are some exceptions like the standard minifigure model, but generally, if two models are identical, but merely have different textures, the meshes and collision files are duplicated anyway. So for example, every minifigure has a unique model for their head, as they have unique face textures... And each of those has several LODs... And alllllll of those are once again duplicated per level they're used in. Minifigure heads alone account for hundreds and hundreds of duplicate files. But there's sillier examples. There's two switches you flip in the Brickster's Palace minigame - and they account for four models. Wait, what, four? Yep - switch 1 up, switch 1 down, switch 2 up, switch 2 down. Because apparently sharing a model and then changing its rotation when it's flipped is too hard. There's plenty of other silly things like this, but I think one deserves special mention... Every single asteroid in the Asteroid Belt minigame is its own 3D model. I'm serious. There are 235 3D models for asteroids, and 235 corresponding collision files. They're divided into three sets/variations - 66 copies of asteroid variation A, 70 copies of asteroid variation B, and 99 copies of asteroid variation C. But it gets better, variations B and C are identical! (Thanks to Will for using a tool of his to automatically check which of the asteroid files were identical to each other.) So instead of just having two asteroid models (with collision files) for a total of four files, there are 470 files being loaded to achieve the same result. There's also a lot of inefficiencies in the models themselves. Excess polygons, using a bunch of smaller textures instead of a larger atlas... But here's my favorite. You know that skeleton in the desert on Adventurer's Island, holding a gem? It's a pretty low poly model (though it could be lower poly and look identical), with 1416 triangles... And 3065 vertices. Wat. Let's take a look at the UV map... The face is the only part of the model that's properly UV mapped. The rest is just given the plain white texture (text027.tga if you wanna try swapping it out), and while it's UV mapped, it's done in a pretty horrible way. If you're curious about the details, read this article, originally published in 2003 (two years after LEGO Island 2 was released) but still relevant today: http://www.ericchadwick.com/examples/provost/byf1.html http://www.ericchadwick.com/examples/provost/byf2.html The bits relevant to the vertex count are explained in part 2. In short, splits/seams/breaks in UV maps split/duplicate vertices... And the UVs for the skeleton's body are doing more splits than a masochistic gym instructor. What you're seeing in the first image there are all the triangles for the body UV'd on top of each other. If you lay them out separately (and I've moved the face elsewhere as it's not relevant), it looks something like this... This is a UV map straight out of hell. Just by fixing it up I got the vertex count of the model down from 3065 to 1686. And as you might expect, that's not an isolated case... Lots of models are like this. More coming, maybe. I think the point has been made.
    1 point
  10. rrcoder

    Cutscene base

    This is exactly right, from what I remember. The cutscenes were started/created before the models had been finalized (and while the game itself was still very much in its infancy), so while it was very easy to update and change the in-game models, there are a number of things in the cutscenes that either didn't make it into the game itself, or that were changed during the game's development.
    1 point
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