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Showing content with the highest reputation on 01/17/2018 in Posts
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Cafeteria 1.0 BETA 7 - Launcher & Mod Loader for LRR
McJobless and one other reacted to Cyrem for a topic
Resolution updates are progressing well...2 points -
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 -
Idleness Syndrome: What is the Root Cause?
FlashFood reacted to McJobless for a topic
I sometimes like to imagine that RRU was created not just as a place for mod-related research of LEGO Rock Raiders (branching into other classic games later), but also as a mandated group therapy and recovery program for sufferers of Idleness Syndrome. Have you never laid witness, and are curious about what exactly is Idleness Syndrome? The major symptom of the syndrome is that your Rock Raiders simply refuse to do anything, sometimes even disobeying direct orders. Even if you've got a cave full of crystals and ore to collect, possibly just an inch from the foot of a Raider, they'll stand there, gormless and stoic as their oxygen meter ticks away. At best, they'll get stuck in a loop of eating sandwiches, as if that'll kickstart their brain back into action. This thread is a space for us to postulate on what the root cause of this problem is. If you're a programmer, this might be a good chance to think about the way the internal AI logic handles task management. If you're a player of the game with no real coding experience, feel free to try and throw up your wildest ideas, even if you're not sure of how AI in games are programmed. We can't ever really know the answer for sure, but we might find a cause that's really close.1 point -
LEGO Island 2 development history/cut content
Cyrem reacted to lol username for a topic
Back in 2011 I wrote up this topic on another forum based on what we knew at the time. Wes replied but didn't really give any details on what changed, just generally why. I'd just like to bring this back up for discussion - I won't bother reposting everything already said there, but there's a few notes/corrections I'd like to add: IIRC, I said "lasers" because in the physical manual I had, there was a beta screenshot that showed what I thought were lasers in this minigame, and/or perhaps red/green powerup bricks like Desert Speedster. However, upon looking at a clearer (but still low res) digital manual, it just looks like random LEGO clutter... And the text specifies that you would have had Brickster-Bots flying at you (like in Parachute onto Ogel): But, there's also two versions of the manual (at least that I've found, digitally)... And they have different screenshots from each other, though sometimes both from beta. Manual 1 Manual 2 (from this topic) When I get home in maybe a few weeks, I'll try to dig out my old physical manual and compare it with these, and maybe get a better idea of what made me think there were lasers specifically. Here's the Asteroid Belt screenshot from the other manual, for comparison: Removed? Yeah. Removed last minute? That's not how these things work, 2011 me... Now, about the GBC version. In the topic I pointed out the cave specifically, but there's far more differences and areas that weren't in the PC/PS1/GBA versions. It was also developed by Crawfish Interactive - all the other versions were by Silicon Dreams. We don't know why the GBC version is so different in story and locations from the others, but one theory is that Crawfish Interactive was working off of an earlier outline of the game, which continued to evolve as Silicon Dreams worked on the main versions. If that's true, then the cave/rock monster fight, imperial jail, castle maze, dungeon, dark forest, etc may have been part of the PC/PS1 (and GBA) design at one point. The cave at least is supported by the Rock Monsters and Slimy Slugs in the final game - perhaps they were modeled earlier, then recycled into their final roles after the cave was cut? It's speculation, but possible. Who knows, maybe those ideas go back even earlier to LI2's days as a tie-in for a canceled TV show? We know Krisalis had done work on "buildings, vehicles and environments" back when they were developing the game (see the last post in that topic), but we don't know much Silicon Dreams kept, if any. We DO know the game was turned into a LEGO Island sequel while still at Krisalis, not at the same time it was given to Silicon Dreams: There's also this topic discussing a PS1 beta that was found, though it's from pretty late in development so it doesn't answer many questions... And there's this beta video of the PC version, but it also appears to be from pretty late in development... I think our best bet for figuring out this game's weird history, what plans were, when they changed, etc would be to get in contact with more of the original developers... If they'd still remember all the odd details clearly 16-17 years later, haha. Edit - One thing I just remembered; there's a "Ferry.msh" file in the data for LEGO Island in the PC version. IIRC, it's just a placeholder, only a few flat planes... But, in the GBA version, you use a ferry to go to Castle Island. It's not the only unused/beta mesh or anything, but it's an especially interesting one IMO as it ties into something that was used in a handheld version.1 point -
Working Lego Raspberry Pi Terminal Laptop (under construction)
aidenpons reacted to Yutyocraft for a topic
Hi guys! Some months ago, I started to make a Raspberry Pi Terminal Laptop with Lego bricks. I know there're some similar in the internet but it is absoluetly unique with its multifunctional tools, design and hardware. And it is all wireless. Hardware: -Raspberry Pi 3 -echo sound card -laptop speakers -Lipo smart battery (soldered) -Waveshare HDMI screen -Waveshare pi camera -16x2 lcd screen (soldered) -Switch button circuit (soldered) -External usb hub (soldered) -Ethernet ethernet hub (soldered) Software: -Raspbian Jessie OS -Python LCD libraries -Yutyo Studyo apps1 point -
IXS Pepper in LI2
ticketstoloservile reacted to Fifi La Fume for a topic
Just a simple texture swap I did using actual IXS textures (That @Avery ripped). If I can get Pepper's other expressions from IXS, I just might finish and release this.1 point -
LEGO Quest and Collect: Mobile RPG Arriving Sometime (probably)
Pollywanna reacted to lol username for a topic
Lots of notes in the video description I think I'm allergic to the menu music now1 point -
Offworld
ShadowDraikana reacted to the dude for a topic
Name: Offworld Map objective: colect the crystal hoard (200 somthing) Back story: "Our long-range scanners have detected a large consentrated amount of energy crystals on a meteor orbiting the planet. We teleported a small base to the meteor an found that the hoard was surounded by hard rock. So we teleported a Chrome Crusher down to the base, but disaster struck. A small asteroid struck the LMS Explorer at the exact moment when we teleported the Chrome Crusher, acedentaly teleporting it onto the otherside of the metor. You must now drill across the meteor to the base and get all those energy crystals. Scaners have also picked up small amounts of volcanic activity, but you shouldn't worry about that... Dificulty: medium-hard Download link Instal: Use folder in .zip file. take the .txt file out of that folder and replace all that text with whatever level you want to replace my map with and PLAY! EDIT: after some testing the only glitch is after you teleport 2 new guys the game shuts down.1 point -
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Idleness Syndrome: What is the Root Cause?
FlashFood reacted to aidenpons for a topic
Something else to toss in is that if each RR has a tasklist, then going into First Person view may either pause the tasklist or erase it. If the latter, it may explain why Idleness Syndrome can be temporarily prevented by doing some drilling in First Person view. Also, That's probably the pathfinding playing up as per Cirevam's notes. So, ways in which map designers and players can alleviate Idleness Syndrome: Small maps Small number of LRRs Using ptl shenanigans to make sure the only ore that spawns is the ore specified in Cror.map (& makes for interesting gameplay) Teleporting out idle raiders Using as many vehicles as possible, as opposed to raiders No ravines or impassable areas1 point
