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Cafeteria 1.0 BETA 7 - Launcher & Mod Loader for LRR
Haozu reacted to Cyrem for a topic
Cafeteria! 1.0 BETA 7 Cafeteria is a Game Launcher and Mod Loader for LEGO Rock Raiders. It allows you to play LEGO Rock Raiders mods without manual installation and also allows you to configure the various parameters of LEGO Rock Raiders/LEGO Rock Raiders Community Edition. Installation - First, download the latest version of Cafeteria at the bottom of this post. - Extract Cafeteria and all its files into the installation directory of LEGO Rock Raiders. This is usually: C:\Program Files (x86)\LEGO Media\Games\Rock Raiders - Your installation is finished. Whenever you want to play, start Cafeteria and launch the game through it instead. Requirements Most new computers already have these installed, however if you are missing one, you may get errors in the program. - .NET Framework 4.5 (Download) Installing Mods Mods come in files with the extension *.wadp. You can find mods in topics on this forum. To install a mod, simply place the WADP file inside the "Mods" directory or use the "Add Patch" button. You can confirm a mod has been installed and is valid by visiting the "Mod Manager" tab in Cafeteria where it will display. Ordering Mods Using the arrows on the interface you can move mods up and down. Mods at the end of the list are considered "low priority" and mods up the top are considered "high priority". Mods are installed in order from Low to High Priority. As some mods overlap others or must be applied after other mods, you can order them in the correct installation order. FAQ I heard this allows playing LRR in high resolutions? You did hear correctly. Old versions of Cafeteria did allow this, however this has since changed. Playing LRR in high resolution has now been moved to the Rock Raiders Community Edition project where it will be built into the game. How do I make my own Patches? Please see this topic: Patch Documentation for Cafeteria Changelog 1.0 BETA 7 Added "Addons" to Online Mod library for installing things like D3DRM. Fixed case sensitivity on CFG:Open Added Context Menu Items "Remove Patch" and "Open in File Explorer" Added "Create New Patch" under Tools. This will create a new patch with file structure under "Mods" and added it to the Mod list. 1.0 BETA 6 CFG:AddBlock will not duplicate an existing block. CFG:AddProperty will not duplicate an existing property, instead it will update an existing property. 1.0 BETA 5 Fixed encoding issues with languages other than English. 1.0 BETA 4 Renamed JMP command to CMP command Added new JMP command to simply jump to labels without compare. Added online library for mods (not much yet still adding) Mod description tooltips. Added patch log to see the last log of patch applications. Added "FileAdd" "FileRemove" "DirectoryMerge" to replace "WAD:..." equivalents. These have enhanced debugging messages. Old commands have not been removed. 1.0 BETA 3 Added variables & related commands: VAR / VAR:FromCFG / VAR:Increment / VAR:Decrement Added the ability to Jump in a script with JMP <variable> <opcode> <value> <jumplabel> Added format specified to variable output {var|D2} = 01, {var|F2} = 1.00 Added the ability to work with ANY config file, CFG, AE, PTL, OL etc. Just CFG:Open <path> and CFG:Save when done. 1.0 BETA 2 Removed case sensitivity from AddFilesFromDirectory. Added Patch Extract and ReBuild into right-click menu. Automatically saves and reloads mods before rebuilding. Misc changes. 1.0 BETA 1 Too many changes to list since 0.9.3 Download 1.0 BETA1 point -
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I tried and failed to have a LEGO Island AMA, but an interesting article resulted
PeabodySam reacted to tfishell for a topic
So, while this site was down, for LEGO Island's 20th anniversary (Oct. 2) I tried to organize a Reddit AMA with people who worked on the game, as many as I could contact and would be interested. I got in touch with a number of people, ~12-16 iirc. Unfortunately, the AMA ultimately never materialized, mostly because an AMA requires verification, and I didn't know how that could happen for such an old game. (Then the r/games mods got peeved at me for being overenthusiastic, basically saying I'll never be able to try to do any AMA there again.) And during that time, Wes Jenkins passed away (about a week from LI's 20th anniversary original release date, iirc), which basically sealed the "not gonna happen" deal. However, as a result of my contact, one of the animators wrote up an interesting article on his time working on the game (he emailed it to me, and I saved it in this document just now) - https://docs.google.com/document/d/1chL_iGfo-h559vnR6ds_ZDnLWicZ48RYxFlf1wmV2aE/edit?usp=sharing EDIT: Talked to Kathleen "Brick-by-Brick" Salvia, very nice lady.1 point -
Cafeteria 1.0 BETA 7 - Launcher & Mod Loader for LRR
Cyrem reacted to Coco Owns U for a topic
I can't believe I didn't come across this mod years ago. WOW. Thank you for your hard work!1 point -
The first world created for LEGO Universe
aidenpons reacted to lol username for a topic
Tonight I decided to look through the web archives for an old article on the LEGO Universe website. Instead I found this... http://web.archive.org/web/20080223192059/http://universe.lego.com/en-us/ProgressLog/Default.aspx Someone was invited to see LEGO Universe in December 2007...?! One week shy of a decade ago! Here's the important bits: Character creation never changed much, and yes, Indiana Jones's jacket was in the game even up until beta... But the author is describing the Vanguard Outpost! It has to be the earliest description of the game itself ever released publicly; the Vanguard Outpost was the first world ever created for the game. Man, 2007...! We don't have any screenshots or video of it, but there's some small scraps left over from it even in the final game, and a good amount of concept art. You can read and see more here: http://legouniverse.wikia.com/wiki/Vanguard_Outpost http://legouniverse.wikia.com/wiki/Sergeant_Maxx http://legouniverse.wikia.com/wiki/Sentinel_Guard http://legouniverse.wikia.com/wiki/Vanguard_Vendor http://legouniverse.wikia.com/wiki/Grumpy_Darkling We also have some descriptions of it from concept artist Jerry Meyer... First, these news articles from May 2008, though the art featured in them is from 2007: http://web.archive.org/web/20090322083816/http://us.universe.lego.com/en-us/newsnetwork/Story.aspx?id=74127 http://web.archive.org/web/20080628191538/http://universe.lego.com/en-US/NewsNetwork/Story.aspx?id=74149 No specific names of things were being mentioned at the time, but the "giant city" = Nexus City, and the "shard/spike" is a Maelstrom Shard. Vanguard was an early name for the Sentinel faction (and the name of the Paradox faction was Thunder back then, too). And a more detailed description from the Imagining LU blog... I think the most interesting thing about this world is that it's strikingly close to the tone of the final game. You could easily pass this art off as being for something in a post-launch update, Sergeant Maxx's design would be right at home in the final game... Even the logo the game had at the time was more gritty and tough looking. (Fun fact: While the logo texture for the login screen was updated several times, the texture for the shadow beneath it was not. So there's still a trace of that logo in the final game!) In the end, LEGO Universe may have gone through a long, strange development, with several shifts in tone... But all things considered, ended up surprisingly close to where it began. ... Unless you count the even earlier ideas for an all-city game, which didn't make it that far before NetDevil found BrikWars, and decided to change directions entirely. http://rayhawk.livejournal.com/439433.html http://brikwars.com/forums/viewtopic.php?t=11548&p=303203#p3031961 point -
Rock Raiders Stylized Wallpapers
groovy grover reacted to Cyrem for a topic
I'm going to put together some wallpapers for Rock Raiders that you're free to do anything you like with. Deliberations Download: https://mega.nz/#!p0s1SSrS!vkf4KOX170IWS1Tn1S2-c1BL7rHgR_WmyD4742rJ484 Which Path to Power? Download: https://mega.nz/#!Z01AyThY!t2pima-ulMIoPH1BGNtEFfnRluvYNjT7W00fiw8fv5M Careful Now Download: https://mega.nz/#!kpsx0YDR!xwWiqmiKavUcMYEP7zPxqFZOu2jvueX6i9rwcRIdCMk Wire Driller Night Download: https://mega.nz/#!UwVhyLpb!WsQ5TF-Dysb4c3ouTOv4m_NqlvBUwd8aSGWgXQNPQeg More to follow....1 point -
Unable to Start Rock Raiders on Win8 or WinXP VM
Coco Owns U reacted to Cyrem for a topic
No problem mate, let me know how you go.1 point -
Unable to Start Rock Raiders on Win8 or WinXP VM
Coco Owns U reacted to Tyadran for a topic
I'll have to give it a try once I have a chance. I've gotten a new laptop in the meantime and haven't yet tried running Rock Raiders on it, but don't have the disc with me right now. I'll try it as soon as I get a chance and let you know if I'm still having issues. Thanks for replying btw, I'd basically given up if someone didn't give me some suggestions.1 point -
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I tried and failed to have a LEGO Island AMA, but an interesting article resulted
Coco Owns U reacted to lol username for a topic
This guy is awesome.1 point -
Cafeteria 1.0 BETA 7 - Launcher & Mod Loader for LRR
le717 reacted to Cyrem for a topic
Ok another update with more news. I'm going to change how it works so that it uses the Data method as it's primary. This is how it's going to work (I have it losely working). On initial install of Cafeteria it will make a backup of your wads, placing them in the Cafeteria folder, it will then extract them into a folder called "DataSource". Cafeteria will grab the files out of DataSource, apply the mods then transfer the modified file into the final "Data" folder. From there you can run the game. DataSource is the basing, they can be vanilla files or an extracted overhaul. The Launch button will be separated into 2 buttons, one called "Build" the other "Play". This means the building does not need to take place every time you start RR even if you didn't modify anything. Instead, whenever you add mods to cafeteria, change a resolution or install a custom level... only then would you perform a build. (I could potentially allow you to keep backups of each build you do as a WAD) You can now also do experimental mods that you don't intend on keeping by modifying the final files in the "Data" folder. The next time you do a build, all those files will be overwritten. To make any permanent changes, you can modify the DataSource files, or make a Cafeteria Patch. This does mean you can use only the resolution mod if you wish. WAD output instead of Data will remain an option if you wish.1 point -
3D Crashing (Overlay remains) on Windows XP
Coco Owns U reacted to teconmoon for a topic
Tried the DLL you posted, still had the same issues. Interestingly enough the D3DRM from the two LI versions I have did not work at all and just crashed LRR immediately, Probably because the first couple versions of LI use DX5 whereas LRR uses DX6. I've tried a few versions of D3DRM ranging from the DLL on the disk to the newest version. Here's my testing so far: No D3DRM.dll: 3D goes black randomly during tutorials D3DRM from LI 1.0.0.1/1.1.0.0: Crashes game immediately (DLL Version 4.5.0.155) D3DRM from LRR disk: 3D goes black randomly during tutorials (DLL Version 4.6.2.436) D3DRM from newer LI revision (shared by aidenpons): 3D goes black randomly during tutorials (DLL Version 5.1.2600.0) D3DRM from C:\Windows\SysWOW64: 3D goes black randomly during tutorials (DLL Version 5.2.3790.0) So replacing D3DRM as a solution is out for Windows XP, back to the drawing board for me!1 point -
Running LEGO Rock Raiders on Windows 7/8/10 without VirtualBox (simple) also fix lag problems
worldsokayestbassist reacted to chingelord for a topic
I can absolutely confirm this. Works perfectly fine for me. Many thanks to Mikkel246 for this method. I'd suggest to sticky this thread since I think it is a true alternative to both Cafeteria and VirtualBox. Here's a written guide for people who prefer those over video guides: How to run Lego Rock Raiders under Windows 10 (and 8?) natively with the dgVoodoo wrapper (without Cafeteria or VirtualBox): Quick and dirty guide: Do a regular installation of Lego Rock Raiders Add d3drm.dll Download dgVoodoo 2.53 and extract dgVoodooSetup.exe and the DirectX .dll files (MS folder) into LRR's installation directory Should already run. Configure dgVoodoo DirectX wrapper through dgVoodooSetup.exe at will (If LRR was installed in C:\ you need to run it as Admin) Make sure to select LRR's installation directory as the place to save dgVoodoo's config Long and thorough guide: Get a copy of Lego Rock Raiders (physical disc or virtual disc image) Insert / mount the disc / image Install normally (If this doesn't work, refer to Cyrem's guide: Installer Not Working? You Can Salvage Your Game.) Download d3drm.dll. I could not find a working download on these forums, so I suggest using a download from the Machines - Wired for War community: http://download.wiredforwar.org/Game/d3drm.dll Got to the Lego Rock Raiders installation directory, usually C:\Program Files (x86)\LEGO Media\Games\Rock Raiders Copy the downloaded d3drm.dll to this Lego Rock Raiders folder Download the dgVoodoo 2.53 wrapper: http://dege.freeweb.hu/dgVoodoo2_53.zip Open the .zip file and extract the following files to the Lego Rock Raiders folder (C:\Program Files (x86)\LEGO Media\Games\Rock Raiders): dgVoodooSetup.exe From the MS subfolder: D3D8.dll D3DImm.dll DDraw.dll In the Lego Rock Raiders folder, right-click on dgVoodooSetup.exe and select Run as administrator (Running as Administrator is not necessary if the game was not installed on C:\) Perform all steps as shown below: The resolution should match your monitor's. VRAM and Antialiasing settings work fine on a GTX 970. Adjust if problems occur. Run Lego Rock Raiders A Mode Selection window should appear. Default settings should be fine. The seleced Device should be: Direct3D HAL (dgVooddoo Hardware Accelerated Device) Click Ok Lego Rock Raiders should now run in 1920x1080 fullscreen and high FPS. Textures and UI elements will look pixelated and stretched. This is normal because the game was made for lower 4:3 resolutions. No music will play in-game. There is no known fix for that. If you want the music, rip it off your disc and play it in the background with a music player. It took me many hours to figure out a way to properly run Lego Rock Raiders on Windows 10, so I made this guide to hopefully save some people a lot of time. My Specs: Windows 10 Pro x64 Intel Core i7 2600k 16GB RAM MSI GeForce GTX 970 GAMING 4G German Lego Rock Raiders disc image1 point -
Lag Issues
Coco Owns U reacted to Mikkel246 for a topic
hey go to my post and download the 3 dll files, that will fix the fps problems1 point -
My Rock Raider Collection (MOC and Sets Mix)
Cyrem reacted to Ben_R_R for a topic
Most of these are mine, but a couple are my brother's. We're working together to build a collection. Total: 2x Tunnel Transport 1x Chrome Crusher 8x Rock Monster 2x Rapid Riders 1x Small Digger 2x MOC Rapid Riders 1x MOC Heavy Duty Tunnel Transport 1x MOC Small Transport Vehicle 1x MOC Large Transport vehicle 200+ Energy Crystals I also have a collection spare parts, and I plan to build a Granite Grinder, and some of the models from the Rock Raiders game. I'm also trying to acquire the RR HQ. Currently I have about 1/3 of the parts.1 point -
Various Rock Raiders models in LDD
Cyrem reacted to Volar Astraeus for a topic
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 -
GCB files, adding more body parts
Fifi La Fume reacted to TheStranger for a topic
Idk if this has been discussed before but I couldn't find any topic related to this besides the one about adding another chest texture. I tried to add another headwear piece, actually duplicating one so it could appear again in another color or with another texture. I tried it first with the Johnny Thunder hat and then with a helmet, with the same results: First I opened BODYPART.PCB with the binary editor and added another hat to both lists, named it "jj_hats" and "jj_hat" to try it. Then opened MENUPART/CBBODIES.GCB and after scrolling a lot, I copied the code for jt_hats and jt_hat to the bottom, renaming it to jj_hats and jj_hat. Also changed LEG_BRWN to LEG_BLUE to have it in a different color. I did the same with GAMEPART/ICB_CHAR.GCB though this one only has the parts with no "s" at the end (only jj_hat). I noticed this file controls the in-game parts and the other one controls the menu parts though I haven't checked the difference between "hats" and "hat". Anyway, when I tried it out in the game, the new hat DID show up, but I had this glitch: Both the original hat and the blue hat made the face have those weird polygons either moved or missing. I think they are moved because in the Islander hat, one of the yellow polygons seemed to be stretched upwards. Other head wear pieces also had the faces show up with missing or moved polygons I tried the same thing but adding a new helmet instead, by duplicating the Veronica Voltage helmet. I had the same problem. Has anyone tried this before? Do you know what could cause the problem with these polygons? Cause it would be pretty cool to have more head wear pieces. I also tried to disable other default head wear pieces by putting // in front of them. That way I had less pieces because I thought maybe there was a polygon limit or something. However the same problem remained when I tried it in the game. EDIT: By the way adding new legs works fine by just editing the BODYPART files, though you guys already knew that EDIT: For another test, now instead of adding a new hat I tried replacing another hat, the King Kahuna one with a recolored Johnny Thunder hat, by copying the code from one into the other in the CBODIES.GCB file. The results were the same as before, same glitchy polygons x_x1 point
