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Avant Gardens gameplay part 2 - lcdr & humanoid's server project
Lind Whisperer and one other reacted to lcdr for a topic
We're continuing where we left off, with the main questline after having completed survival. Featured in this video are mostly free-to-play missions, which have the additional complication that their scripts have been removed from the client, so replicating the behavior is more difficult than usual. As mentioned last time, Movement AI is not implemented, as it's too complex to justify a prioritization over other features. Other than that the implementation is moving along pretty well, with functionality almost indistinguishable from the original server.2 points -
Avant Gardens gameplay part 2 - lcdr & humanoid's server project
Lind Whisperer and one other reacted to lol username for a topic
Geez, AG sure got grindy after the F2P update. It's good to know people are able to re-live that grind all these years later though.2 points -
LEGO Island 2 patches (Using a hex editor)
skyboxeye reacted to mumboking for a topic
Using the patches that @Iran found (see here), I have found the HEX offsets to patch LEGO Island 2 using a HEX editor. This is probably much easier for people to do rather than using OllyDbg. I've also found some more patches myself, just by pure luck... These patches have been tested and found to be working on "LEGO Island 2.exe" with the following checksum: SHA-1: 0D43741E15BC309C3BB370D4EB49EC142D149CA9 MD-5: C839F8ECDBD582770B7B4ED69927F047 Note - There's at least two versions of LEGO Island 2, with different EXEs. Not all of these patches may work on your version! Make a backup before doing any patching. - Terrev Instructions: Backup the original .exe. Open the original .exe with a hex editor (I use HxD). Go to the hex offset for the patch you want. Overwrite the data with the patch's data. Repeat for all the patches you want. Save your modified .exe. OVERWRITE DATA FROM THESE OFFSETS, DO NOT INSERT DATA! Patches @Iran found: No LEGO Software logo Offset: 00002AEA 90 90 90 90 90 No Silicon Dreams logo Offset: 00002B20 90 90 90 90 90 No intro video Offset: 00002B56 90 90 90 90 90 Load time fix Offset: 0002A870 C3 90 90 90 90 90 Windowed mode Offset: 000029B2 01 Debug level select in place of credits Offset: 00572704 01 00 00 00 11 Offset: 005726C5 44 45 42 55 47 00 00 Force /force command line (No idea what it does.) Offset: 000029B9 01 Patches I found: Skippable LEGO Software logo (An alternative to completely disabling it.) Offset: 00002ADB 01 UnSkippable Silicon Dreams logo (Y'know... Just because...) Offset: 00002B11 00 UnSkippable intro video (Again, just because...) Offset: 00002B47 001 point -
Avant Gardens gameplay part 2 - lcdr & humanoid's server project
Arkannex reacted to lcdr for a topic
That depends on whether DLU prefers to implement features fully or to rush to be the first to open testing. From what I've seen of them they still have a way to go before having a smoothly playable implementation. Our project aims at providing a playable and sustaining experience, with more content than just the basic questline which can be finished in a day. We'll continue to release videos so you'll be able to see our progress yourself. Once there's enough content in the videos that we consider suitable for sustained playing, we'll open a public but closed testing instance, with the aim of eventually hosting a fully public server. Implementing all this will take a while though, and we're only doing this in our spare time, so it's hard to give any estimates. At the least it will still be several months before reaching a suitable level of progress. I would in fact like a more closely working together community, which is why I'm available in chat for questions and why I've published the information we've found on packets and file structures. This documentation is what has made it possible for other server projects to persist, and some server projects have shared their contributions back, which I am grateful for. However DLU so far hasn't shared any of their findings, which I find disappointing given that they seem to be the second most advanced server project. Fragmentation was what caused the collapse of the original LUNI server project back in 2014, so I hope that the community as a whole won't experience the same fate. On a lighter note, we're almost due for our next video in the series, where we'll progress to the monument, which requires some server physics I'm excited to show in action. Stay tuned!1 point -
Avant Gardens gameplay part 2 - lcdr & humanoid's server project
Lind Whisperer reacted to Baffish for a topic
Do you think you will have open testing before DLU? When will you think it will be? And why do all projects work separately instead of together? Sorry for all the questions, I just found out about your project. Hope you continue to do amazing work, Baffish.1 point -
Lego Rock Raiders in Unity (Canceled)
aidenpons reacted to Rogod for a topic
Ok I had intended on releasing a new version today, but as it's late and I've been at work all day too I only managed to bash out 4 new models rather than doing any coding. Here's a mock up of them ingame: And here's the meshes up close: I've still yet to UV map the stickers, add the waggly arms to the top of the docks and add sparkles & particles to things. I also want to do the support station before v0.03 so there's a nice splash of buildings to play with while more gameplay mechanics are brought to life.1 point -
What do you guys think about the rock raiders sets vs the power miner sets?
Saurusama reacted to lol username for a topic
People used to post topics like this a lot ~6-8 years back when Power Miners was more recent. The response can be summarized by how the Power Miners monsters were often compared to toilets and trash cans... I think the overall sentiment was that it didn't feel as epic or serious as Rock Raiders (the smaller and often comical monsters, the bright colors, the simpler story, etc). These days I think people tend to like it a bit more for what it is, but there hasn't been as much discussion about it. Edit - The commercials/ads are a really good way to compare the tones of the two themes: Rock Raiders was dark, mysterious and threatening in tone (especially the PC game), Power Miners was more loud and in your face, even somewhat cartoony. I think the Power Miners sets had better play features (the drills geared to have two parts rotating in different directions were awesome), but that's mostly due to LEGO as a whole getting much better at that since the late 90s/early 2000s. I don't think the Power Miners color scheme is really bad but it's not what I'd choose if I were designing them.1 point -
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