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no intro, no cd, debug info & level select, windowed mode, long load times fix
grappigegovert and 3 others reacted to Iran for a topic
https://github.com/Iran/LegoIsland2Patches/blob/master/README.md I did the following so far: -No CD (still requires movie files in the game folder on your hard drive) -No intro videos -Debug level select (replaces game credits menu, apparently has already been done before) -Windowed mode (game doesn't have parsing code anymore for it, but only parsing code was removed) -Debug info window: Press F9 when in windowed mode (doesn't require any game patches other than windowed mode) - I found a /force & -force command line arg, it sets a variable but I'm not sure what else it does (I can modify the code to change it in a -win command line arg for windowed mode) -Slow loading time fix: in fullscreen mode (not windowed mode) the game make sure the loading screen pizza animation is smooth by executing a game frame after every small file read, removing this logic speeds up loading time by 10-20 times. -In windowed mode pressing F8 makes the game start loading new levels/subgames every 5-15 seconds. -Running the game with the /nomutex command line arg allows you to run multiple copies of the game simultaneously Offsets are loaded memory offsets (as shown in OllyDbg and IDA) The EXE I'm using has the following hashes CRC32: C0824FAC MD5: C839F8ECDBD582770B7B4ED69927F047 SHA-1: 0D43741E15BC309C3BB370D4EB49EC142D149CA94 points -
Your Bricks Are Toast
le717 and one other reacted to ChangedUsername123 for a topic
[comment redacted]2 points -
LEGO Awesomeness
Ben24x7 and one other reacted to mumboking for a topic
Maybe something based on this?2 points -
A Review of LEGO Stunt Rally & Drome Racers
Edwin and one other reacted to Vectrex4Life for a topic
Hi everyone! I recently finished reviewing LEGO Stunt Rally and Drome Racers on my Forgotten Games show. Any feedback you all may have is welcomed. Thanks! I also referenced and showcased the manual steering and de-spawning mods in LEGO Stunt Rally.2 points -
no intro, no cd, debug info & level select, windowed mode, long load times fix
Zeeslag and one other reacted to lol username for a topic
Locked to 640x480 in windowed mode for me as well. Normally the game is capped to 60 FPS, but windowed mode disables this (explaining why it loads faster in windowed mode without having to make any additional modifications, given the game is limiting itself to how work it can do on loading per frame). Also, I'm getting around 200 FPS while walking around on LEGO Island. Can't wait to see all the new bugs this introduces, given how many things in the game are tied directly to the framerate, not the actual passage of time. (For example, look at the butterflies and animated waves on the water in windowed mode...) (Though, I just loaded Pepper's house and it seems to be capped to 30 FPS in that area specifically. Go figure. And to clear up any potential confusion, that's Fraps' FPS counter, not an in-game one.) The GOB list debug tool is awesome, lets you move around game objects on the fly (including Pepper himself of course). Only seems to move the collision of some objects though...? Edit: Abusing game state changes can result in some fun borkery Edit: Uh... Oops. Edit - Just tried the load time fix on its own. Holy crap the game loads everything instantly now. Also, lol:2 points -
1:1 scale L.M.S. Explorer (+ldraw/studio 2.0 file downloads) - 2021-10-21: "Oh hey, this thread is 10 years old and still going!"
Ben24x7 reacted to Arthuriel for a topic
Download Links: 1:1 L.M.S. Explorer (LDraw file that also works in studio 2.0): https://www.rockraidersunited.com/files/dl-r195/ 1:1 L.M.S. Explorer bridge (LEGO Digital Designer file): https://www.rockraidersunited.com/files/dl-r358/ 1:8 L.M.S. Explorer (LEGO Digital Designer file): https://www.rockraidersunited.com/files/dl-r194/ 1:16 L.M.S. Explorer (LEGO Digital Designer file): https://www.rockraidersunited.com/files/dl-r193/ 1:32 L.M.S. Explorer (LEGO Digital Designer file): https://www.rockraidersunited.com/files/dl-r192/ [NEWS]: (2021-10-21): With a delay of about three weeks I noticed that this thread is 10 years old XD. Let's see, if I can come up with something insightful on the spot to distract from my "perfect" timing^^: I still think that this is a cool project and I would probably do it again . With today's software and hardware that's easier to do than 10 years ago and makes you appreciate the effort that the people at DDI & LEGO put into designing the ship over 20 years ago. In regards to what I expected from making this thread/model and what actually happened the results are a bit all over the place: on one side I hoped that it would get featured on blogs and websites besides RRU and maybe even getting the attention from the LEGO Company itself, but that didn't really work out (I only remember two times, where the model was featured in a blog or video). Maybe I am too introverted and not annoying enough on social media to make the existence of this ship known to everyone XD. On the other side this thread has gotten a ton of views and replies over the last decade and people started to integrate the ship model into a game (like Manic Miners from baraklava) or game engine or make MOCs based on the digital models. Also a big thanks to Cyrem and Cirevam, because otherwise RRU wouldn't exist as a central hub for Rock Raiders related content. Archive of older Announcements, News, Errata and Updates Development Story (original Text from 2011 + 2013 Update) Separate Bridge Model In LDD Links1 point -
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"LEGO Star Wars: The Force Awakens" announced!
Brigs reacted to McJobless for a topic
Wow! It looks as awfully tedious and crap as every other Tt Game! What a surprise!1 point -
LEGO Worlds News And Discussion
Lind Whisperer reacted to Ayliffe for a topic
DAMN TT BACK AT IT AGAIN WITH THE LIGHTING IMPROVEMENTS <31 point -
LEGO Awesomeness
emily reacted to Dazzgracefulmoon for a topic
seeing how generic the pizza music was in LI2/legoland I'd just imagine it's a coincidence, really.1 point -
BIONICLE RETURNING 2015
emily reacted to aidenpons for a topic
This.... doesn't actually look terrible. Surprisingly. Merely "bad." Pereki, I really appreciate your plot summaries - they give me an excellent idea of what's going on and they save me from burning my eyes1 point -
no intro, no cd, debug info & level select, windowed mode, long load times fix
lol username reacted to Iran for a topic
Yeah those OllyDbg instructions are the exact same way I patched the game. Did you guys try F8 in windowed mode? I'm not sure what it's doing when it presses F8. I figured windowed mode disables the frame limit cap, as I also noticed butterflies are really quick now. Resolution changing is broken for me in BOTH windowed and full screen mode, that's my issue...I want to try and force the game to load higher res and widescreen resolutions but the game won't even change to 800x600 mode. Have you guys tried using the windowed mode with some special dlls like dxwnd? To fix some of its issues. I haven't had time to try. Where does the game store the graphics and controller settings btw? I noticed it tries to read them from multiple files but it doesn't make sense. The debug info menu has 2 options in the options menu, Color list and sound test but they don't work....from an older topic I saw that the color list dialog is still there. Have you guys noticed anything different when running with the /force or -force command line? To force the '/force' command line arg change: 004029B3 C685 F0FDFFFF 00 MOV BYTE PTR SS:[EBP-210],0 into 004029B3 C685 F0FDFFFF 00 MOV BYTE PTR SS:[EBP-210],1 Some fun facts about the game: - It's compiled with the debug memory checker enabled, the game checks memory integrity A LOT. Patching out some of the functions doesn't seem to affect the game (but I haven't checked for memory leaks after disabling some). -For textures, models, animations etc the game will do about 6-12 file read calls, with at least half of them reading just a single byte (which MS C runtime library than changes into a 512 byte ReadFile call. - The game will actually read into the *.bob files a lot with 1 byte file read calls...instead of just reading in the whole .BOB file and then loading all that's needed from memory. -The game also checks the validity of the stack pointer, which is another Microsoft Visual Studio debug option1 point -
A Review of LEGO Stunt Rally & Drome Racers
aidenpons reacted to Vectrex4Life for a topic
Wow, super interesting stuff! I have seen that 2004 ad and it looks pretty cool. I had no idea about LEGO Racers 4 though. Thanks for sharing!1 point -
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A Review of LEGO Stunt Rally & Drome Racers
Vectrex4Life reacted to lol username for a topic
1:19 is gold. Overall a nice vidya. Fun fact, the freeform driving mode in Stunt Rally was how the game was originally intended to be played, but LEGO thought the game would be too difficult to the target audience and asked for the developers to make cars steer automatically. The developers didn't like it, but hey, that's what LEGO wanted. At least they left it in the game, even if it's rather hidden. Another fun fact, the career intro for Drome Racers is actually edited from this animation that plays/played in theaters at LEGOLAND theme parks: ANOTHER FUN FACT: Drome Racers is internally named LEGO Racers 3. ATD was working on a LEGO Racers 4 (what its real name would have been is unknown), which would have been an open world game, but LEGO/EA weren't confident in the new tech for it and it was canceled very early in development. There's also this bizarre advertisement in a catalog from 2004 for a game that hasn't been seen anywhere else - all we know is that it's "definitely not" LEGO Racers 4 according to people from ATD (plus ATD didn't even exist anymore in 2004): There was also YET ANOTHER canceled LEGO racing game in 2009, for the DS and developed by Firebrand Games: It doesn't look terribly impressive though, so we didn't lose anything, really.1 point -
A Review of LEGO Stunt Rally & Drome Racers
aidenpons reacted to Vectrex4Life for a topic
Thanks dude, appreciate it!1 point -
BIONICLE RETURNING 2015
aidenpons reacted to emily for a topic
Buncha summer-wave stuff is trickling out. Even though the Beasts are coming from the volcano in this image, the pack-in comics show them emerging in disparate locations and converging on the volcano, so there's probably something hidden in there that they're aiming to nab. Some set descriptions in Russian say they're after what translates as the "Mask of the Universe" so probably the Mask of Ultimate Power, though the same descriptions also definitely refer to the Mask of Ultimate Power as "mask of absolute control," so there may be some leeway if you want to run with an out-of-left field theory like the Vahi being brought into the thick of things already. I guess the main question I have now is "what the actual hell happened to the island to transform it into this heckscape?" Is Umarak putting on Makuta's mask just that potent? Anyway, stuff is more or less making sense now. Makuta wanted his old mask specifically so he could get it onto Umarak, so that he'd be able to control an ultra-powerful guy who is able to get what he really wants: the Mask of Ultimate Power. So if/when they get that this summer, the next step is Makuta waking up for 2017. The poster definitely plays up the parallel to summer 2003, what with the 7th Toa figure and all. Now that they've basically done their take on 2001-03, I wonder if the idea is to go off completely in their own direction next year, or even to do something with 2008.1 point -
Rebuilt Rock Raiders Models + Other Errata
aidenpons reacted to elrunethe2nd for a topic
And the Rapid Rider. I'm tidying up the thread after a request. After five years, it's a bit of a ruin. Also, as stated in the OP, I am still willing to share these on request.1 point -
Something Terrible I Made 4 Years Ago
Zed reacted to Fluffy Cupcake for a topic
After seeing that I: I'm writing this on my phone now, so thanks. Gonna have to wait for the stores to open so I can go buy a new one.1 point -
Rebuilt Rock Raiders Models + Other Errata
aidenpons reacted to elrunethe2nd for a topic
It's thin compared to Lego's concepts and the videos, but proportional to the in-game model. I can make it fatter without much difficulty, though. Today, transport truck.1 point -
LEGO Awesomeness
eagleeyedan reacted to Ayliffe for a topic
Bumping this thread because... well, this: https://www.flickr.com/photos/125619484@N02/24940383935/in/dateposted/1 point -
The Sins of LEGO Island 2
RobberBaron reacted to lol username for a topic
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 -
The Sins of LEGO Island 2
Lair reacted to lol username for a topic
Will ran his tool on a completely extracted LI2 install, and it seems that there's 178.21 MB of redundant files in total.1 point -
How to unlock any characters/vehicles
aidenpons reacted to Fush for a topic
It gets better. I was missing the face... which cannot be selected from the menu. And for good reason. The only way to equip it, like with the skeleton hands, is to choose the minidoll as a full costume... and when you do, this is the result.1 point -
SLUGTENDO 64 OH MY GOD
Yajmo reacted to Cirevam for a gallery image
From the album: Cirevam
So when do I get that Basic Modder award? I'm pretty sure THIS qualifies for it.© Cirevam
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