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Showing content with the highest reputation on 01/05/2018 in all areas
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Air Filter (New Building)
Antillies reacted to Cyrem for a topic
Air Filter Building Cirevam and I have put together an additional building for LRR, it does not replace any previous building and you can build it from the menu. However its function isn’t exactly new, as it produces breathable oxygen. This building is designed to take the oxygen function away from the Support Station and make it its own dedicated building. The advantage of this is not just to have a new building, but it creates additional game challenge. Support Station becomes a dedicated training and sandwich making building. Whereas this handles the oxygen production alone. Its oxygen output will be less than what the support station was, so you will have to build more. Modeling/Animation: @Cirevam Design/CFG/UI: Myself Preview Download: [Soon]1 point -
KeenPepper.png
Lair reacted to Zed for a gallery image
From the album: Modding
I thought that Pepper beared some resemblance to Commander Keen, so I decided to make him look like the title character. Also felt like using Keen's in-game sprite colors instead of being accurate to the game cover.© iD Software
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Pepper's House (custom)
aidenpons reacted to ChileDawg for a topic
Here I have, for your viewing pleasure, a custom Pepper's House design, sort of a combination of the styles of LI2 and IXS. Unfortunately, I ran out of the white bricks I needed, so some of the walls are red where they should have been white. Enjoy! Thoughts and criticism appreciated.1 point -
Cavern Run Poster by Ben24x7
Ben24x7 reacted to Jimbob for a gallery image
From the album: Rock Raiders
@Ben24x7's awesome poster for my Cavern Run game!1 point -
Cavern Run
Ben24x7 reacted to Jimbob for a topic
Nah, I use an instant-print camera and keep it all in a journal, nothing published online! Edit: Added @Ben24x7's awesome new poster!1 point -
A New Cavern Has Been Discovered
aidenpons reacted to Antillies for a topic
I've always had an itch to capture the feeling of LRR with real LEGO. I finally had the opportunity to give it a shot and, though I don't think I satisfied my aesthetic wishes this time around, it produced some interesting stills. Wanted to share them in case they might prove interesting or enjoyable to others.1 point -
Time Raiders
fun reacted to Cirevam for a topic
Some of you may have noticed a few screenshots of this mod I've posted on Discord recently, along with some short videos, and I'd like to say that my 2018 New Year's resolution is to get back into modding and make some real progress. I have been finalizing some things that were close to completion and putting the old files into "removed" folders that I will end up deleting for official releases. It makes everything cleaner and it's a good way to visualize progress. Here are some random screenshots from the latest build. ORANGE TRANSPARENT glow? I will update the first post with a list of things that are considered "complete," which may not count final polish like sound effects.1 point -
Spooky Pit
Lair reacted to Cirevam for a gallery image
From the album: Time Dump
RoofHeight set to a high negative value + a vehicle with a camera that can see over walls = spoop1 point -
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Laser Boating
Lair reacted to Cirevam for a gallery image
From the album: Time Dump
The Wave Master can drill walls on the shore. It's possible to drill them in 1st or 2nd person, but you have to do it at an angle. Maybe that can be fixed.1 point -
Ice Punk
Lair reacted to Cirevam for a gallery image
From the album: Time Dump
Jacred was born on Krysto, and his experience working in the vast network of frozen tunnels and caves made him a natural when it came to exploring other bodies like Planet U. He proved his worth when reconnoitering the asteroids in the strange universe the Time Raiders found themselves in. Despite serving under Wizard, and the Rock Raiders organization as a whole, his command ship retains Krystonian livery.1 point -
Idleness Syndrome: What is the Root Cause?
Lair reacted to rrcoder for a topic
Yo! I just had a Call To Arms about this thread from Cyrem, so figured I'd have a think about this to see if anything comes to mind... Firstly, a brief explanation of how (I can best remember) the RR tasks work... Each RR/unit has a task list which will be added to based upon the priority list. IIRC the tasks are as granular as "walk here", "pick up ore", "get in this vehicle", "fight this RockMonster", etc... Hitting Call To Arms will always pause the task list, and set it aside. This you may all know already, but I'm also using this as an opportunity to remind myself. I would say this this is almost certainly true: Now, as for the cause of the Idleness Syndrome, I would speculate that you have probably already touched on likely causes in this thread... Task list buffer max-size/filling up: This is certainly possible, however I don't recall such a limit being in place (and I believe this is something we would have spotted as being the case during development). I'm pretty sure this is a dynamic linked-list, so should be able to grow pretty much unfettered. Task duplication: Again, I wouldn't rule it out, however I would probably err against this as being the cause, since there were always "is this possible" checks performed both when adding tasks to the list, and when performing them. Actually... I just had one thought in a similar line of thinking that could still be feasible... Path-finding: I'm actually leaning towards this being behind this problem, at least in part. When a unit is told where to go, their path to get there is determined ahead of time, and "refined" as they move (i.e. if something gets in the way, or the map changes in some way). It is entirely possible that as the walkable-area of a map grows (i.e. from mining) and the need for walking large distances increases (i.e. fetching ore) that a situation is occurring where their tasks are coming into conflict. I don't think it would be as simple as trying to fetch ore that has already been deposited, however if <insert magic cause> here occurs, meaning they can no longer evaluate a path to their current task *but* the task still seems "possible" (and therefore active) then they could possibly enter the fugue state that you're seeing. This last item would explain why it occurs mainly for the minifigures, since they perform many more repetitive tasks that exist only for that unit-type, so if the conflict relates somehow to one of those specific tasks *and* pathfinding, then we're far more likely to see it than a vehicle that performs fewer repetitive tasks. Ultimately, I think this will likely be caused by 2 or 3 factors combining in a particular way (e.g. "something to do with pathfinding" + "something to do with ore collection" + "maybe something to do with priorities"), which then causes a backlog of tasks waiting to be assigned, meaning once units become idle they try to do the same thing and get stuck themselves. I know this doesn't necessarily provide you with an answer, but hopefully it may give you a nudge towards tracking it down. And if, at some point 17 years ago, this bug was somehow my fault... um... I'm sorry!! ?1 point
