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Showing content with the highest reputation on 08/04/2016 in all areas

  1. Brigs

    Nexus Farce: Ingress of Imagination

    It seems the bureaucratic interlopers on the Elimbiers have found the entirety of my magnum opus to be so insincere, so offensive, that they had the gall to strip it from the public forum. Publishing my work on the Elimbies was an act of charity; a sanctuary from the standard OC-centric bollocks people in their ignorance call art. I only sought to provide the denizens of the Elimbies an escape from their repressive society, an optimistic ideal for them aspire toward. Prior to this, individual posts have been singled out for scrutiny due to allegations of offensive content such as implicit homicide and allusions to intoxication, which I reluctantly purged in compliance; such restrictions must be lifted to produce a climate of civil openness, but those reforms can wait. Now, everything I have worked for has been utterly demolished for the sake of ideological purity. The rationalization? I've not seen one. This is tantamount to a declaration of war, and I intend to retaliate with all means at my disposal. Potentially. Likely not. But you can expect a more comprehensive reprimand at some point in the future. Right...chapter 9 is up. Ahoy, mega-blokkers.
    2 points
  2. 2 points
  3. Fluffy Cupcake

    Unused HP Trees

    LEGO Island 2 has some unused higher quality trees almost the quality of LDD. Unfortunately due to their sad unfortunate life they got drunk and decided to get down with font. Fortunately, I was able to help them recuperate and they are now contently living their own independent lives in flat world. http://oresome.rockraidersunited.com/download/378 (not for original LI2 game use)
    2 points
  4. Fluffy Cupcake

    High Quality Renders of LEGO Games

    So I came across the unused edition of Pepper's House today.... I'm not sure what the deal is, the lighting was better before the island was put in the background, Sorry about this. Alternate color version of shot above can be found here. have some more sub-par screenshots of the place. As a note: I didn't venture far out of the pepper house folder for textures so I got a bit creative on what it would look like, the only one I did was the yellow wall, I'll speak more on the walls in a bit. Ground floor: Alternate wall colour: The alternate wall color came from the fact that it is the color of the walls when you look inside from the outside. As well, on the model itself UV maps didn't originally exist meaning something simpler had to have been there before the wallpaper existed, so I honestly wasn't really sure what to put there prior to mapping, so I chose one of the simplest solutions. Bonus Pic (sorry I didn't get around to HDing it):
    2 points
  5. Zed

    GBA Maps

    Since there was only a GBA map of LEGO Island already on the internet, I decided to piece segments together and create full-scale maps of the other locations. OGEL Island: Castle Island (credit to @Xiron for providing me a hacked save state) Space Port: Adventurers Island (not explorable, but this is displayed in between the minigames)
    1 point
  6. Wirza

    The city of Dornwich

    Hello! This is a tour of my lego city as of August 3rd, 2016. This post is image heavy. The table is made of ply-board painted dark grey. The Road lines are made of pin-striping tape, applied by me. (that's why they aren't very straight!) I hope you've enjoyed the tour, please leave constructive criticism below.
    1 point
  7. McJobless

    Ideas Scratchpad

    I'm going to just dump notes here whenever I feel like; they could be relevant of they could be completely garbage. Also, I have been offered the chance to bring the Vertical Slice to a public exhibition in 5 months time, but I'll need to really step on it and start producing content. Vertical Slice = Murder Investigation: It'd be easier to do an investigation about a character you find in pieces on the street, rather than having to deal with the complexity of making a bus explode into lots of pieces. Since they're LEGO, we can pretend that the person can be put back together again to be friendly with the kiddies. "Slots": In the Simulation Mode, each different slot of the chain that you put events in is not in just some random chaotic order; each investigation has a set order, and the variation comes from what changed in each slot. As an example, pretending that each number denotes a slot, this is how it might look in a murder investigation: Entrance - How the deceased entered the scene. Suspect - What the suspect was doing before the murder. Weapon - How the suspect acquired/primed the murder weapon. Distraction - What caused the deceased to not notice the murder? Murder - How was the deceased actually killed? Escape - How did the murderer leave the scene? Call - Who alerted police to what happened? Potential Chain-of-Events #1: The deceased was killed by a careless banana-salesman who got into a fight with a monkey, tried to pull the banana off it but ended up launching the banana into the deceased so hard that he fell apart. Potential Chain-of-Events #2: The deceased was squashed when two men who were guiding a crane carrying a piano got into an argument and misdirected the crane. Animation: While we could try to pay someone to rig and animate the models, it's probably going to be best (given the 5 month timeframe) to simply cut down the animation content and keep it simple. Rely on rotating the body parts rather than deforming for things that absolutely MUST be animated, and try to use programmatic-animation where possible to reduce animation work. This demo can be graphically blocky so long as the gameplay is present and polished. Those PCoE's are probably s***, but I'm tired and I'm not getting any big sparks coming to me. Feel free to bounce more ideas my way. EDIT - 05/08/16 -> Face of the character gets rubbed off, falls to pieces -> A character resembling Ogel should be present in every sequence, but despite how outwardly evil they appear, they should only be guilty in one minor crime scenario. This can help push a message about prejudice and assumptions, and help players understand why they need to find all the facts before drawing a judgement. -> Forget FP for now; use Alpha Team-style cameras. This will make selection easier (for each camera, hold a list/array of the selectable items to cycle through) and gives a bit more cinematic control back to the designer. Should also reduce almost all physics-related work down to pre-designed cutscene stuff. -> Work on one specific chain, and get those mechanics perfect. Forget randomisation for now. Once Chain A works, then work on being able to add more events and build in more content. EDIT - 23/08/16 -> Floating Worlds: Each level is just a tiny chunk that floats in space, which has a camera that allows you to completely rotate the entire level around
    1 point
  8. lol username

    hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD

    was messing around with cutscenes tonight and decided to test the limits of the FOV setting stuff let's just get the best results out of the way first if somebody could please figure out how to use cheat engine to lock the camera to this FOV outside of cutscenes and thus put everything in low poly mode all the time that would be great god knows WHY that's the result for... whatever value I used for this (I wanna say 999.9, if that doesn't work try adding or removing 9s lol). but. that's the result. and it's glorious. if you wanna do that I'd recommend modding a cutscene to just change the camera FOV over and over so you can use cheat engine on it as it does that. remember that with windowed mode enabled you can press F9 to bring up a window that, among other things, lets you select and play any currently loaded cutscenes. ALSO if you've never modded a cutscene before - have the game running from an extracted folder instead of the bob/bod pair for the level. make your desired edits to the cutscene's .txt file, then delete/rename the .cut file for that cutscene. the game will rebuild a new one from the .txt file. ANYWAY THE REST ^ 0.1 I think? ^ 0.0 (lol... I don't know what I expected) ^ 9.9? maybe? I forgot whoops ^ from this point onwards I was just increasing the number of 9s over and over to see what would happen ^ ... this is what happened I should have probably just kept adding 9s until it crashed or something even though I'd already added a lot HOW FAR CAN IT GO maybe I'll poke at it more later it's nearing 6 AM again hahaha whoopsies
    1 point
  9. you have given the world something new and... beautiful? (also oh god you actually used my joke title idea lol)
    1 point
  10. Ayliffe

    RRU Quotes 2: Reckoning

    [03/08/2016 22:32:42] The Ace Railgun: https://ideas.lego.com/projects/130941 [03/08/2016 22:32:48] The Ace Railgun: WELCOME TO JAPAN [03/08/2016 22:33:25] Stan McStudz: COME ON AND SLAM [03/08/2016 22:33:28] Stan McStudz: AND WELCOME TO JAPAN
    1 point
  11. Zed

    hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD

    wow! the sky can travel at the speed of light!
    1 point
  12. Zed

    IMG-0058.JPG

    1 point
  13. Volar Astraeus

    Various Rock Raiders models in LDD

    Hey everyone! So, this is officially my first topic on this forum. Ha, ha. Like many before me, I have tried to recreate several non-commercial models from the Rock Raiders franchise (in-game models, alternate models etc.). I'll be updating this topic with new models for the foreseeable future. The first model to make the list is an unnamed vehicle driven by Axle (and Docs) in one cut-scene, right before it plummets into a bottomless pit. I have always loved the design a vowed to recreate it one day. That vow took fruition two days ago, when I spent hours pausing the low-res cut-scene every other second to see the model at various angles. All-in-all, after giving the model two hours of my precious life, I have managed to create a model that I'm 95% certain with. Please, feel free to point out any mistakes I might have made. The second model is the Small Mobile Laser Cutter. It was based on the one in the high-res manual, not the in-game model. On this one I have spent hours, and am 100% certain of. For now, cheers ya'll! EDIT: Hm, I seem to have trouble inserting pictures into the post. Any help would be greatly appreciated!
    1 point
  14. Fluffy Cupcake

    hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD

    Haha, fun stuff. FOV for Cheat Engine: https://www.dropbox.com/s/42925jiycstl3nj/LEGO Island 2.CT?dl=0 It also works on the main menu. I've also got some other stuff in there I'm sure you haven't messed with before.
    1 point
  15. Dazzgracefulmoon

    hello infomaniac it is ME the POLYGONAL PIZZA DELIVERY CHILD

    intense pizza delivery
    1 point
  16. Lair

    Axel's Mod 1.5 (Updated, 4/10/2015)

    Not fixable, it's an obnoxious thing the game does sometimes, sorry. The Small Digger by default doesn't have a cargo null, I'm not sure what Axel changed here. Not fixable Alternatively, they could turn down the first-person draw distance, since that's probably what's making the game crash as it can't handle looking down long hallways. AI is not upgradable. This is just a mod, not a new game. The input can't be changed. Again, this is just a mod, all we can change are models, textures, object entries, and level layouts. Not possible. Not possible. I'm not entirely sure what you're trying to say here. This is doable, but why would a hover scout be able to clear rubble? Adding new wall types isn't possible. There are already four wall types since seams have their own drilling values, and I personally was gonna turn ore seams into "hard rock" when I used to mod, since one stick of dynamite couldn't bring them down like other walls. Laser cutters are just kinda crap in general tbh. Not possible. Isn't this already how it works? Not possible. Not sure what you're asking here. Already how it works. Not possible, not sure how that would work even if it was possible. Already how it works. Not possible. Not possible, they stop teleporting when the air can't hold any more. This is one of the first things you've suggested that can actually easily be changed with just a line of code. Go complain to Stewart about that. lmao I think this is possible, but I'm not sure. It really just involved using different models per upgrade, like vehicles do, but in this case ones that are shaped the same but have different textures. The first eight missions don't save level percentages, and any after the 33rd mission don't count towards your total score. This is obscenely stupid, but again, that's just how DDI coded it. Aren't they already? I think you expect way too much out of us. A lot of this stuff is hard-coded. It'd be easier to make a new game from scratch than try to reverse-engineer this, and a lot of people are already doing just that. Throw your ideas at them, not us .WAD modders.
    1 point
  17. lol username

    goodbye brickster

    1 point
  18. emily

    goodbye brickster

    new director's cut special edition with alternative joke sequence
    1 point
  19. lol username

    goodbye brickster

    1 point
  20. Zed

    goodbye brickster

    1 point
  21. Alcom Isst

    Super Station Master does not like uncapped framerates.

    I got him to do an infinite loop elsewhere, but this one was funnier.
    1 point
  22. lol username

    Inside the Information Center

    I noticed that when you load the infocenter in LI2, the camera is initially placed looking backwards from where it usually does. It corrects itself after a few frames, but this allows you to see what the rest of the building looks like inside: The PS1 version is actually a bit more detailed, with the Infomaniac working at a computer, and also allowing you to walk around freely. And of course, the inside of the building is detailed on the model loaded on the main island, too - most buildings are, actually, but you get to see the infocenter's interior up close in the cutscene where the Brickster escapes. Combined with the Whack-A-Bot minigame... Which one is the "real" one?
    1 point
  23. Zed

    Inside the Information Center

    Sorry to bump this, but I took screenshots of the PSX Infocenter's interior: I was going to include the image in my own topic, but then I saw this and figured it belonged here instead. Thanks for capturing the PC version BTW!
    1 point
  24. lol username

    The Tribeswoman Speaks

    I think there's a more pressing issue with these islanders: EDIT A LONG WHILE LATER: Turns out most of the stuff being discussed in this topic is actually from a beta version of the game and isn't in the final version. The nude islanders are in the final game though. More info here:
    1 point
  25. lol username

    Texture quality set to low by default

    I'm not sure if this happens to everybody or only some, but it happens to me and I've seen it in a lot of YouTube videos as well: LEGO Island 2 says "High Detail" is on by default, but it might not actually be on. To make sure high detail is on, you need to go into the options, turn it off, and on again. If everything is suddenly sharper, and you've never tried this before, congrats, you've been playing LEGO Island 2 with textures downscaled for your entire life. And you'll have to do that every time you start the game. Here's the difference: (Psst, bump up the screen resolution too)
    1 point
  26. lol username

    LEGO Island 2 GBC Text Dump

    I was bored so I ripped the English text from LI2 GBC and made it a bit more readable. There's some unused stuff, some stuff that may or may not be unused but I haven't seen before, and maybe some stuff you'll just find amusing. There's no direct indication of where the text is used, it's all just shoved together as you see it - I just replaced some of the formatting stuff with line breaks and stuff. Maybe this will lead to us discovering some yet undiscovered secrets in the game... Who knows. I still don't know where to find some of the cards. I do somewhat like the writing from time to time... It's not really trying hard, it's just slightly quirky sometimes, and there's no voice acting and such to get in the way. Assorted NPCs around the bank... I haven't seen the second block of text. Is it used? Appears to be stuff for the pirate cave, but the only line I recognize is "Creepy and spooky!" for when Pepper falls in. Could the roars and clicks have been intended for the Rock Monster and skeletons, respectively? Bologna Roni's text for if you talk to him without a shovel... Only the second line is used. The unused first line is pretty noteworthy. I've only seen the first line in-game. Obviously, they're for Johnny Thunder. Is the second one used? All of these seem to be unused variations on lines of Adventurer's Island and Phanta Sea dialogue. Weird. No idea who this would be for, but it seems to be for the Imperial jail.
    1 point
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