Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 11/16/2015 in all areas

  1. le717

    [LR] Voiced Cutscenes

    This is not a "I claimed him first!" project.
    3 points
  2. Fluffy Cupcake

    [LR] Voiced Cutscenes

    As we forever wait for a certain someone so we can finally wrap up the Voiced Scripts project for LR2, I thought it would be a nice idea to start a small new voice project, and that would be, LEGO Racers! Aside from Rocket and Veronica, each characters has about only two lines at most, and there is only 8(9?) characters so this project will be short and sweet. Characters who spoke in LR2 are already reserved for those who voiced them in the other project to maintain consistency. What are your lines? See this video here: List of Characters: Captain Redbeard - voiced by ??? King Kahuka - voiced by Wognif[?] Basil The Batlord - voiced by ??? Johnny Thunder - voiced by Mcjobless Baron Von Barron - voiced by LR2-VA or J Reggie or Ben24x7 Gypsy Moth - voiced by ??? Rocket Racer - voiced by whoever voices him in the LR2 project Veronica Voltage - voiced by ??? You won X car set announcer (??? - still clueless as to how this will be implemented yet, cutscene editing?) Remember, just because it is claimed doesn't mean you can't challenge someone for their position. I will make a comparison video for the voting session should there need to be one. Ruley-Guidelines: (pulled from other thread =P) Recording should be in 44100 Hertz or higher (remember, just because you can record in that hertz, doesn't mean the sound quality is equivalent to it). Recording should be no less than 192 Kbps Preferred file format: .wav; Secondary preferred is anything uncompressed. You can voice one character. If one is left unchoosen for a long period of time, then you may pick up another. You have a month to voice the character after you pick it. If you need an extension let me know with reason why. Try and be in time synchronization with the cutscene if you can, it is not required, but it looks much better. I'm not going to stop you from picking a character someone else already claimed, in the case two or more people want to do the same character, they will have to compete by uploading a voice clip of the character, with a line said from the game, and the community can choose who's voice they like better for the character. Please think responsibly and know if you would have a proper voice for the character before going: OH MY BRICK I WANT TO VOICE THAT CHARACTER!!! If these guidelines are not even closely followed and are repeatedly infringed I have the right to revoke your position. They aren't hard to follow! Questions and Answers: Q. Do I need to own the game to help? A. Nope!
    1 point
  3. bobsayshilol

    Got bored, made a thing

    Hi! Newbie here, but I got bored and made a thing: I used to love this game as a kid, and recently I found the disk buried under a pile of, well, other disks. (I used to love RR and LI1+2 too, but not as much as this - I can't even remember if RR/LI1+2 had a theme, but I can hum LR's theme and the building room song without even thinking!) So now that I have more free time the idea popped into my head to reverse-engineer the game, because why not! Currently it can read the JAM file and create the main menu (well all apart from the man in the corner: just need to look at animations then once that's done it seems like a simple 3x3 matrix maps it into screen space) with sound playing (albeit in a very quiet and crackly way because I messed up the ADPCM converter and cba to redo it yet), but nothing is interactive yet. I wish I'd seen http://www.rockraidersunited.com/topic/6624-lego-racers-in-unity/ before I'd started working on this, but ah well. Almost all of this is from reverse-engineering/guesses (no copy-pasta of libLR1 or anything else, except possibly the BMP format) and I prefer to work out and implement stuff myself rather than rely on other peoples implementations, so everything you can see I've written in C or C++ (it originally started in C as a JAM dumper but then expanded into a full C++ project with a single C file that doesn't want to change into C++ (Logging.c)). It relies on LEGO.JAM being in the same folder (although it also searches the parent folder as it makes the build folder setup easier) and the .tun files being in the same folder if you want audio. If it finds the folders "MENUDATA" and "GAMEDATA" next to it then it'll read from them and ignore the JAM file since that's what posts on here seem to suggest happens (note that I haven't been running the actual LR at all - only looking at the data and guessing what each bit does - and hence never needed to modify a file, but I guess having those folders would make that easier). Currently the only command line args from the original game it accepts are "-horzres" and "-vertres" (no support for "-fov" yet, although can't wait to add that!), and additional ones are "-runtests" that runs unit tests (currently all #if 0'd out in the code, except for the image dumping) and "-headless" which was used when I used to dev on my really really old machine (had lower specs than a raspberry pi) but should probably be removed now. It requires OpenGL 3.1 because that's the highest version my machine with an Intel GPU using the Mesa drivers can go, although it doesn't actually need that high a version and I should probably lower it, but chances are most machines nowadays can run it. Maybe if I lower it back down we can get LR running on a raspberry pi or phone... maybe one day. Binaries are attached (debug and release in both Windows and Linux formats - the Linux one was built on Ubuntu 14.04 LTS, but the code requires no dependencies other than SDL2 (I think)) so have a go at running it if you feel like it, although all it does is draw what the picture shows. I think I have the 2001 re-release of the game, and from brief looks at libLR1's code when I got stuck reverse-engineering the file structures it doesn't seem to match my data exactly (unless libLR1 has never been tested against the 2001 data?). Also note that since most of this has been developed on Linux there might be subtle bugs in the Windows version - I gave it a test run and it all seems OK, and seeing as it doesn't do anything yet I don't see how it could go wrong Anyway, thought you lot might want to know about this, and don't expect regular updates at all on this or even from me (I busy). Although if you want a statement of progression: on Friday morning it wasn't drawing anything, on Saturday morning it was drawing the images (so background and the logo in the top left), and last night I added the ability to print text on the screen, albeit in a bit of a hacky way (only 1 of the fonts works "OK" since they do something weird with glyph locations - just look at the location of the "Q" in "QUIT"). Oh and the reason the labels don't match what's in the game is I haven't found the mapping between what the internal names are (ie those shown atm) and where the translations are stored in the string files, but once I've found that out then it should be fine contents.zip
    1 point
  4. Fluffy Cupcake

    [LR] Voiced Cutscenes

    Do I even need to make it a rule that you should read the guidelines section before joining the project? Because this is the second time in 24 hours you clearly have not read it. Three strikes and you're out buddy. This is a community project, not a "first come first served" basis like le717 said. Hertz is like rate, and Kbps is like quality (Kbps = kilobytes per second).
    1 point
  5. Fluffy Cupcake

    [LR] Voiced Cutscenes

    JHUYSER, how do I say this.... If you're going to quote my mega post in whole don't, at least read its contents, even the posting etiquette thread created the site's founder sides with me. Also, denied Learn to read what you quote. Long period definitely does not mean 5 minutes, more like a month or so. Please choose either one of the two for now.
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.