Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/04/2016 in all areas

  1. emily

    REVIEW: Final Fighter 2166 Sea Malefic

    Set Name: Sea Malefic Number: 2166 Theme: Blocko Final Fighter Brand: Kimboli Toy Company This review is image-heavy! I would like to take a moment to thank Google's cache for saving this review for me. You're lovely, Google's cache!
    4 points
  2. lol username

    REVIEW: Final Fighter 2166 Sea Malefic

    This is pretty interesting for a bootleg. Production quality aside, the design seems mostly alright aside from the arms being single piece. (BTW, I made the first topic hidden but moved its replies to the second one)
    2 points
  3. Brigs

    Nexus Farce: Ingress of Imagination

    Chapter 7 is up. Enjoy the exposition while it lasts, folks.
    2 points
  4. bphillips09

    LEGO Island REDUX

    v0.9.7.5 ------------------------------------------------------ Pick an OS, download and unzip anywhere. I recommend that you delete any previous version before unzipping. For Windows and Linux, the "data" folder needs to be in the same root folder as the executable ------------------------------------------------------ *WARNING*: Please remove or uninstall any existing version of the game prior to installing v0.9.7.5 What's New: Bug fixes Patcher implementation Added a brick-building system (click on the green brick base in the Information Center) Fixes for AI Fixes for pizza throwing Fixes for choppy audio (using the original game's monoaural audio) Added some more phrases to test lipsyncing Code optimization Added radio to all vehicles and the brick builder ------------------------------------------------------ Still to do: For v0.9.8: Continue working on NPCs and Pathfinding Switch between "Classic" and "Redux" controls (due to the way the terrain is set up, this will be put off for a later build) Fix more bugs More interiors For v1.0.0: Begin implementation of objectives/missions All 3D interiors Add animations and character rigging Add more character models to the island with animations Overall: Island model smoothing Downloads: WINDOWS :: MAC :: LINUX Visit our Discord channel for quick feedback or general information. Default Controls: E / Left Mouse Button: Interact F: Exit Vehicle G: Throw Pizza Z: Spin Trees Y: Unstick Q: Quit ESC / P: Pause/Resume SPACE: Jump W A S D : Move N: Nightmare Mode ------------------------------------------------------------------------------------------------------------------------------------- Common Troubleshooting: Game crashes frequently or textures aren't displayed properly on Windows: Try selecting a different graphics API Game won't open on Mac: You may need to enable read/write/execute permissions; To do so, open Terminal and run "chmod 777 path/to/game/LEGO Island REDUX.app/Contents/MacOS/LEGO Island REDUX" -------------------------------------------------------------------------------------------------------------------------------------
    1 point
  5. Fifi La Fume

    Cool Skeleton Face (Custom)

    From the album: Decals

    ???
    1 point
  6. Fluffy Cupcake

    Games You Played A Long Time Ago

    What were some of the games you've played a long time ago that you haven't really played in your current days? I'd say 8+ years is roughly around "a long time ago" demos/trials are allowed so long as you've played them a lot! Here's a few of mine: Developer: WildTanget Game: Cannonballs! I recall a little bit about this game, but not much as if I remember it didn't run too well on the computer or something. It's a turn based game (if I'm recalling correctly - again I didn't play it much) and the goal of the game is to destroy the other cannons around the map. It's too bad WildTanget discontinued, because I wanted to try out the demo again and I can't find it, and to top it off I can't even find any videos of this game on the internet! Developer: BraveTree Productions Game: ThinkTanks (buy or get the game's trial here) This game is a live action tank shooter. It's pretty simple - destroy all other enemy tanks (I'm not sure how online works in this regards - maybe you get lives). There's powerups, game affecting objects i.e. boost pads and jump pads. I recall going on a server once and everyone was UFOs. That was pretty interesting. This was a game I've only ever played the trial of. Developer: Aliasworlds Game: Snowy the Bear I never played the full game, dunno why (looking now, is it freeware or not...?), but the objective here is to defeat all the enemies on the map using snowballs, if a snowballs gets big enough it can roll and bounce all over around the map and freeze enemies if it touches them, or destroy them if they are already frozen - you yourself can even get caught in the crazy snowball, so be careful! Developer: Team17 Game: Worms 3D - Demo 2 (amazingly the game's site is still up) For those unfamiliar with the Worms series, Worms is a turn-based combat game where the goal is to destroy all other worms on the other team. Worms 3D demo 2 consisted of one single player mission on the titanic map, and the 2 player vs. multiplayer map (mode I played most - and with my brother). This demo was the first 3D worms game I ever played. After this came Worms World Party (2D) and Worms Forts Under Siege (3D - but different play style) demos. Developer: Microsoft Game: Motocross Madess 2 Goal of this game? Dunno. I've only played the demo, never watched any videos (not even the one above it was just the first grabable media link). But it sure was a heck of a lot of fun driving a bike around and doing this. You wanna know what was also fun in this game? Driving to the edge of the map and getting blasted like a bullet into the air back towards the map when you hit a boundary! Developer: Ingava Game: Outbound (not the original developer's site which is dead, but this freeware game can be downloaded here if you're interested) In this arcade-type game you're an Armored Mobile Vehicle taking down enemies bases across 8 different worlds. The game is pretty simple but the stages are pretty lengthy and no save feature exists. I never can be bothered to make it past level 1. Again this is another game that has no videos on the internet sadly, and there isn't even any good screenshots larger than 300px. I think I might have a few more games out there, but this is all I'm going to list for now. We didn't own very much games back in the day, so my siblings and I played a lot of demos, and any new games we got were a big thing! Have any you'd like to share? Do you share any of the same games as being old or has someone brought up nostalgia? Leave a comment!
    1 point
  7. mumboking

    Games You Played A Long Time Ago

    It isn't the law, it's only a recommendation. You can play games with a higher age rating.
    1 point
  8. lol username

    LEGO Universe Environment Tests/Prototypes

    Forgot if I even posted this here before the rollback but eh whatever Just gonna copy what I wrote for the video description: There's a TON of unused stuff in LU's assets and documenting it all would be a monstrous task. I figured I'd show some of the most interesting stuff though. Maybe more to come. This is all pretty well known stuff to those who have explored the game's contents, but there hasn't been much public documentation of it before, so I'd like to fix that. This first video focuses exclusively on artist's test objects. It appears that each artist working on the game usually had (but was not limited to) two dedicated test objects to call their own. The models for many don't exist, but most of the ones that do are pretty interesting. Note that the client had to have been set to full download for these models to have been downloaded. All of these objects were spawned in the LEGO Club as it had a lot of free space and flat terrain. 0:00 - Objects 8247 and 8251, model names are env_won_wt_testobject1_ma.nif and env_won_wt_testobject2_dm.nif. Interior and exterior of the "Ruins" (of the Nexus Temple) that were supposed to be on the other side of Rivendark Canyon on Crux Prime. 3:37 - Object 8261, model name is env_won_wt_testobject1_sr.nif. A snowy canyon with a bunker and crashed spaceship. Collision doesn't match model. 5:36 - Object 8267, model name is env_won_wt_testobject1_mh.nif. A portion of the Earth Gauntlet. A complete version (as complete as it was, anyway) of this world was left in the game, Neal has a video of it here: https://youtu.be/kbt663Hbu6c I didn't check to see if this model is any different from the ones used in that map. (A developer then commented on the video confirming that it is indeed an earlier version.) 7:26 - Object 8263, model name is env_won_wt_testobject1_ra.nif. A Ninjago Monastery door test. Nothing much. 7:58 - Object 8259, model name is env_won_wt_testobject1_sw.nif. Ninjago Ice Dungeon room test. 9:26 - Object 8265, model name is env_won_wt_testobject1_tk.nif. Ninjago art R&D. 10:26 - Object 8257, model name env_won_wt_testobject2_ad.nif. Crux Prime rocks previz. Nothing amazing. 10:57 - Object 8249, model name env_won_wt_testobject2_ma.nif. Culling test. 12:09 - Object 8260, model name env_won_wt_testobject2_sw.nif. Ninjago Ice Dungeon test. There's plenty of Ninjago dungeon tests and many of them are blocky rooms like this, but this video is just focusing on this group of artist test objects, so the rest will come later. 13:52 - Object 8254, model name env_won_wt_testobject1_jd.nif. A Ninjago test, but apparently very early as there's only three elements - water, earth, and fire, going by the texture/mesh names. Neal uploaded a video of this, but two textures (env_nj_desertrock.dds and env_nj_waterrock.dds) are missing, and LU replaces missing textures with pink. So in Neal's video a lot of it is... pink-ish. I replaced those two missing textures with nj_rock.dds, which is probably pretty similar to how it was meant to look. Definitely closer than pink. 17:02 - Model env_won_testobject1_mh.nif. There was no object or even rendercomponent that used this model, and going by how it's a prototype of a Forbidden Valley crypt and how it doesn't follow the naming convention of the others, I'm assuming it's an earlier test that just never got deleted. The collision file no longer exists. Made it spawnable in-game via the magic of modding (swapped out the file for another object with it and removed the collision file of the object I changed).
    1 point
  9. mumboking

    REVIEW: Final Fighter 2166 Sea Malefic

    It's too late. All the images get downloaded even if they're spoilered.
    1 point
  10. Fluffy Cupcake

    Lego Racers... Online!?!?

    LEGO Racers has its pros and cons, and Racers 2 has its pros and cons (we recently had a conversation debating which is better which you might have already seen). I honestly think a mash-up of the two games is the best choice.
    1 point
  11. origamihero

    Lego Racers... Online!?!?

    Im willing to help but I have no coding experience but I can help with models if that helps.
    1 point
  12. Fluffy Cupcake

    Lego Racers... Online!?!?

    Anything is possible with collaborative efforts when we put our minds to it. Unfortunately, I already know that the people on this forum are to busy with their real life stuff to deadbeat when it comes to being dedicated to such a project (lazy/not-motivated?). We never make it far past the conceptual phase; when it comes to putting work into it, it seems in the end no one just really cares enough to have a desire to do it. But hey, if such a project was going on you can be sure I'd be in on it though, as real-life exhaustion/busyness ain't no excuse for me. This is something I've always wanted, so. As for donations, that's just asking for a C&D from LEGO. Now that I've lashed out at the community. WHO'S INTERESTED AND WILLING TO WORK ON A PROJECT LIKE THIS? You all know it won't happen if you just stare at this post and move along waiting to see who else will join in. Just keep in mind there is no obligation for you to be working on this the entire time, no one is stopping you from dropping out at any time. Any little thing you can contribute is more than welcome. And don't try being a downer by shooting this post down with negativity (you know who you are), that's the last thing we need. We don't know what we can do if we don't even try, am I right?
    1 point
  13. lol username

    cool skeleton

    From the album: Stuff

    from pereki's lego magazine scans http://biomediaproject.com/bmp/files/LEGO/gfx/LegoManiaMagazine/1995/3 May/
    1 point
  14. ticketstoloservile

    What are you listening to right now?

    1 point
  15. Ben24x7

    Worst Lego sets ever

    I had a quick look in a Reddit theme regarding the blog post linked earlier about "16 awful LEGO Sets", and someone brought up this; Plump-man and Blobbin.
    1 point
  16. CrashDSB

    What are you listening to right now?

    1 point
  17. 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
  18. lol username

    pepper's horrible car crash

    1 point
  19. lol username

    I Couldn't Have Written A Better

    1 point
  20. TheDoctor

    Find another meaning for RRU

    Randomly Ranting Users
    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.