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Showing content with the highest reputation on 01/28/2017 in all areas
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How To Install LEGOLAND on a 64-bit Computer
Firanda reacted to Mr. Eight-Three-One for a topic
As most of you may know, LEGOLAND is one of those annoying games that is perfectly 32-bit in every regard, except for its installer -- it's 16-bit, which basically means it's impossible to run on a 64-bit computer, regardless of what you try. For the longest time, most people believed the only way to solve this was by installing it from one computer and copying the files to another, but you lose the registry values in the process. I thought about writing an alternate installer, but I can't figure out how to extract any of the files manually. Thanks to the guys at ReactOS though, I found a simple way of doing it. First, you must copy all of the files from your disc to the hard drive. Now download this file. Extract and place it in the directory where you copied all the game files to, and launch via it. It's basically a 32-bit version of the InstallShield V3 setup program. Install as you typically would, and the game should be good to go! Word of advice though, this is also one of those that ignores the default installation directory and just puts it into C:Program Files instead of C:Program Files (x86), so you may want to fix that. I don't know if that's a quirk with you, but it is for me. Enjoy the game!1 point -
LRR won't start on Windows 10
Lair reacted to lol username for a topic
quite a leap of logic you've got going there - as said before and as you can see in many other support topics, we don't care where your copy came from, just don't share pirated stuff. again, simple as that.1 point -
LRR won't start on Windows 10
Feldtmann reacted to lol username for a topic
what, do you think we pretend such things don't exist? we just have a rule about not uploading or linking to game ISOs and the like lol, simple as that1 point -
Cave faces have weird collision
Lair reacted to lol username for a topic
My guess is when they were added in the collision wasn't updated or something. You can poke yourself and the camera through the blue and purple ones with the flying cheat code, and even see an occlusion culling bug where part of Space Mountain vanishes when the camera's in the right spot (gee it's almost like the camera isn't supposed to be there, lol). The green one has weird collision too but you can't poke the camera in as easily. Pics:1 point -
Cave faces have weird collision
Lair reacted to lol username for a topic
Just to be interesting I guess? Reminds me of some of the things Silicon Dreams included on the LI2 GBA map (full res):1 point -
LRR won't start on Windows 10
Lair reacted to olimarmaster for a topic
Ok, I guess my disk was too scratched up and I got a bad rip. Odd that it installed properly. I've got the game running now by finding an alternate iso online. Thanks for your replies anyway!1 point -
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POLYGON ATTACK: The LEGO Animation Thread
Lair reacted to emily for a topic
Hah, I was just thinking about that when I saw you posted it. It was put up by Amazon as a trailer for Battles Ninjago, and it isn't even the first time they've messed up and publicly shared an early pitch trailer. They did it for the Bionicle sets in 2008 (thereby accidentally revealing Mata Nui's true nature months in advance) and with the Legend Reborn in 2009 (which was mostly just the 08 Ghost animation of Mata Nui rising, lol). It's cool that we have this vid, and they actually voluntarily screened the original Nexo Knights pitch at Comic Con last year. I appreciate that they're being more open about sharing this stuff with the dawn of social media. We still haven't gotten to see the original Bionicle video, but there's an inkling of hope it might be on show at the LEGO House when that's finished. that tweet is unfortunate but at least someone cut the idea down instead of letting another Roodaka happen1 point -
POLYGON ATTACK: The LEGO Animation Thread
Lair reacted to Ayliffe for a topic
this tweet by an actual member of the ninjago show staff makes me yearn for death1 point -
Reskinned Vehicles
Lair reacted to Cirevam for a topic
How would you feel if I brickified some of the custom vehicles I've made and painted them with LRR colors? Modding has pretty much stopped until an ORR branch that will let me do what I want is released. I'd have to learn how to use Patchman unless people don't care about adding the files manually. Here's something that would be easy to add; the Bulldozer is a few new animations and models and replaces the Loader Dozer entirely. I would improve it a bit before an official release, so please let me know if you want me to do this. Maybe someone will get inspired and develop some stuff too, who knows?1 point -
Where in the world is LEGO Island?
le717 reacted to IncogM for a topic
Looks like it belongs in an alternate timeline where the eastern and southern portions of Africa came free to form Lego Island.1 point -
Where in the world is LEGO Island?
le717 reacted to Wognif for a topic
Well, that makes sense, as there's always perfect weather on LEGO Island, you'd expect it to be in a place that doesn't experience Winter. However, with that location, I'd assume they'd have to deal with typhoons and the monsoon season. Maybe when we get on LEGO Island we somehow always manage to arrive when there are no storms, and this whole "always perfect weather" thing is really just their propaganda to attract visitors.1 point -
Changing textures for vehicles
ShadowDraikana reacted to Axel for a gallery image
From the album: Modding
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Chrome Crusher
Lair reacted to Axel for a gallery image
From the album: Modding
I may or may not be using some of Karsie's models to augment the regular game models >.>1 point -
Replaced Low-Poly Transport Truck with the higher-poly one seen in first person view
Lair reacted to Axel for a gallery image
From the album: Modding
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Updated IceRock Biome, New Power Paths
Lair reacted to Axel for a gallery image
From the album: Modding
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Modding Individual Rock Raiders
Axel reacted to Cirevam for a topic
From beta screenshots we know Jet used to be the Rock Raider you would use instead of the generic Pilot (in fact that's probably why it's called Pilot), and two of her textures still exist in the game. There's also an image containing low-res textures of all five class raiders, so that and the commented-out names of the different raider classes that line up with trained skills is good evidence that trained raiders would either change their models or you would teleport down specialized raiders. The only thing we can do with multiple raiders is change their skins, basic stats like running speed and drill times, and their animations. You can only teleport in one class of raider at a time and it's always the first one that appears in the CFG. The only reason to use extra raider classes is as a limited resource that should be better than the standard ones you can teleport in endlessly.1 point -
Modding Individual Rock Raiders
Axel reacted to Cirevam for a topic
Unfortunately no. Named raiders are stored in a separate save file (.osf I think) and they're brought down in order when you start a level or teleport in new raiders. Even with additional raider classes, the game assigns a named raider to whatever minifig it comes across first in a level. Example: In Time Raiders I could name a Technician "Bob." If I finish the level and the next level starts with a lot of Bruisers, one of them will likely be named "Bob." If not, one of the regular Time Raiders that get teleported in will be Bob.1 point -
How To Add More Levels To Rock Raiders
Axel reacted to Baz for a topic
You can add more upgrade levels, but I'm not sure TRUE FALSE statements work for multiple upgrades (since CrossLava TRUE is what allows them to cross lava). Usually having different properties between upgrades is separated by colons. So, for example the route speed at various upgrades would look like: RouteSpeed 1:2:3:4:5 so that it's 1 for default, 2 for first upgrade, 3 for 2nd, and so on. I'm not sure you can do CrossLava FALSE:FALSE:FALSE:FALSE:TRUE1 point
