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Showing content with the highest reputation on 04/29/2018 in all areas
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Stunt Rally DVD-ROM With HQ Videos
noghiri reacted to ZANTHERA for a topic
I'm not sure if this is known but I spotted this DVD-ROM version of Stunt Rally on eBay recently and was curious as to why it was a DVD-ROM and not a CD-ROM so I bought it. It turns out it has a load of video content that features a behind the scenes look at the games development, the UK advert for the game, plus adverts for three different LEGOLAND theme parks as well as a Rock Raiders set/game advert. What I was really hoping to be on the disc turned out to indeed be present, there is a full PAL DVD quality version of the games 3D animated intro. It's 720 x 576 at 25fps which beats the hell out of the tiny 320 x 240 at 15fps version seen on start up. There are even snippets of Glacier's outro in the behind the scenes video in this same quality but sadly not all of the outro videos used throughout the game are present. The ones seen in game are however much better quality, they are 25fps and have much higher bit rate audio than the outros from a later re-release I have from Focus which came bundled with Island Xtreme Stunts, I have seen these higher quality outro videos in playthroughs so it's not surprising they are there, but this does tell us they for some reason skimped on the quality for the re-releases. Below are comparisons between the two, it seems they didn't render the final sequence with anti aliasing so there are some jaggies here and there but it's definitely not an upscale, there is way too much detail that can be seen. The pictures go AVI then DVD but then again it's rather obvious which is which, the DVD version does seem to have an overall different coloration to it and seems a bit green at times, I'm going to work on it to see if I can get the colors more consistent and match real element colors better.1 point -
Which Lego Island game is the best?
Zeeslag reacted to BobaFett2 for a topic
IXS is the most polished game of the bunch. It's tighter and less buggy than the others and has a lot more cohesiveness. It's easily my favorite. Just a whole lot of fun in general, great minigames or whatever they are called. Lots of stuff to do, things to collect, and island to explore. You get to skateboard against a skeleton! LEGO Island has a lot of really neat stuff and the nostalgia is very strong for me but it's not nearly as much fun to play just for the sake of playing. It's fun because of the flavor, the music (good for all the games), and the nostalgia. It's the quirkiest of the bunch, without a doubt, and it is unique. I'd love to see a slightly more polished version but that won't ever happen. LEGO Island 2 is a game that did a lot of things and did them about as well as is necessary for a children's game. There's a lot I love about it - sure, it's silly, kinda cringey at times, weird, and buggy, but there's a lot of good flavor. More interesting gameplay than LI, for obvious reasons. It's a fun adventure with a lot of really neat stuff all around you that captures a lot of themes from my early childhood (nostalgia is fun). And Ogel is just awesome. Sure, it'd be crap in any context other than this but within the context of LI2 it is perfect. It's a mess, but a glorious one.1 point -
Which Lego Island game is the best?
Quisoves Potoo reacted to lol username for a topic
Or as Wes always put it, a "a toy that had gaming features". As was said earlier, each of them is so different I dunno how I'd rank them... They all have strong strengths and weaknesses. Even LI2, I loved it as a kid, and so has every other kid in the family who's played it in more recent years. As far as the kids it's aimed at are concerned, it's a big adventure where you get to explore a lot of places and build a house and go scuba diving and parachuting and on and on... The problems that tend to become apparent as you get older don't matter to them. (Even on the technical side - the game may have a lot of bugs and quirks, but by far the majority aren't ones you'd encounter while playing the game "normally", or ones kids care about.)1 point -
Stunt Rally DVD-ROM With HQ Videos
Quisoves Potoo reacted to ZANTHERA for a topic
I've discovered that the end of the intro is slightly different to the one on start up. The rocket power up that Brad Speedo picks up is closer to the camera, so further away from him, and the crane that drops the power up is missing pieces from the model at the top of it and positioned differently. These pictures also demonstrate the absolutely huge difference in quality between the two, I'm really looking forward to working on the intro and make it framed just like the start up version. Also I know it's been said that LEGO tend not to care about the older stuff but I decided to email them and ask them for permission to upload it to avoid any possible strikes on my channel.1 point -
Things We Know About Modding LRR
trigger_segfault reacted to Cirevam for a topic
Since there have been enough new members thinking that they can mod something that is outside of LRR's limitations, I felt it was necessary to make a topic that logs what we know about modding this game. As I don't know everything about modding, please post what you know, what I missed, or what has yet to be confirmed here and I or another mod will add it to the below list. It might also be a good idea to list examples of modded content along with known stuff. What We Can Change and How Textures: All textures, except menu pictures, must be 256-color BMP files, with dimensions that are powers of 2. Such dimensions include 128x128, 16x16, 64x512, and so on. Interface images don't seem to care about what dimensions you use. Example: Armored Rock Raiders, Enhanced Biomes We can animate textures on any object with an animation. Example: Animated Textures on Models Models: All models must be in Lightwave 5 format, no exceptions. LWO6.5 or higher is incompatible. Models sometimes crash the game during the first loading screen if they have no texture or pseudotexture applied, and always crash if the game cannot find their textures. Example: High Poly Small Wheel, High Poly Cabin Animations: All animations must be in Lightwave 5 format, no exceptions. Anything other than LWS5.6 will crash the game when they are encountered in a level. Example: Extended Dynamite Countdown You can force an animation to use an object in the World\Shared folder by opening the LWS file in Notepad, finding the LWO, and changing the path of the LWO to look like "\\object.lwo" Sounds: All sounds must be uncompressed WAV files. Sample rate seems to have no effect on playback in-game. Needs more evidence. Raiders, Creatures, Buildings, and Vehicles: Many aspects of these objects can be altered, including their speed, size, damage values carrying capacities, and overall behaviors. We can also add more of all of these to the game, including multiple raider classes. More than 11 buildings can be added and used, but the game will crash without specific EXE hacks. Example: Rideable Slugs, Multiple Minifigure Classes, Inferno Monster Upgradeable Objects: We can add new objects that can be attached to vehicles or buildings when they are upgraded. There seems to be a limit of about 75 objects that can be defined as UpgradeTypes. Any more will crash the game when loading. Levels: We can edit and add new levels in all aspects. The design, goal, and specific AI behavior for each level is customizable, including adding level specific variables. Example: Regroup, The Algorithm Weapons: We can change how the handheld beams work to a small extent, such as damage and range. Increased fire rate requires an edited animation. We can also change the damage, range, fire rate, and energy drain of vehicle and building weapons. Dynamite damage values and range can also be changed. Custom movies: I have personally tested my own AVIs and WMVs. Specific settings don't seem to matter too much. For the sake of saving space, use WMV. Scenery: Things like foliage or structures can be added into levels to give a unique look, but they must be coded as a creature, vehicle, or building. Creatures work best for this. Example: Ice Pillar Adding Priorities and Properties: In the CFG file, we can mix and match different properties to change how objects and levels work, and even activate ones that are not used by the original game. Some are not interchangeable. Example: Add New Priorities Notifications and Messages: We can activate unused notifications (the little tabs on the left side) so you can be annoyed twice, or even thrice, as often. Example: Monster Class Messages Tiny Monsters doing stuff: Tiny monsters can do everything regular monsters can do but only if they're placed in the OL file. Tiny monsters spawned from a dying monster can do nothing but run away and enter walls. Pathfinding: We have limited control over how paths are drawn for units. In the unit's CFG entry, either comment out the RouteAvoidance line or set it to FALSE. The unit will attempt to follow the center of a tile instead of drawing a smooth curve. Some, if not all vehicles do not use smooth curves in their paths. More testing will need to be done to confirm how this affects other vehicles and monsters. Interface Elements: We can change the position of all of the main game's interface panels through the use of Cafeteria. What We Cannot Change and Why Materials: We cannot add more materials to the game and we cannot edit the existing materials' behaviour. Energy Crystals will always be used for power, and ore and bricks will always be used for building. More than one teleportable raider: There is nothing in the code that allows us to add another Teleport Rock Raider to Planet button. You are stuck with whichever raider comes first in the CFG. Changing the trained skills: Geologists will always scan, explosive experts will always kill themselves, and engineers will always try to repair buildings that are being eaten by lava. Vehicles that only cross land will always require drivers, vehicles that only cross water will always require sailors, vehicles that cross both land and water will always require pilots, and vehicles that cross lava will always require pilots. Tiny Monsters: Rock Monsters and Lava Monsters always turn into Tiny Rock Monsters, and Ice Monsters always turn into Tiny Ice Monsters. Slugs and custom monsters can never turn into tiny monsters. Pathfinding Algorithms: Though you can prevent raiders from taking shortcuts over lava, there's no way to change how the game handles pathfinding. Dynamic Lighting: The only light sources in the game are the cursor light and track object view light. We cannot add other lights. Priorities and Properties: We cannot add new, original entries of either of these since their functions are hardcoded into the game. We're limited to what already exists. NPL Scripting: We can't do anything with NPLs other than what's listed here: http://www.rockraide...=Nerpsreference Saving Progress During a Level: You can only save your game after you complete a level. If you need to go to the bathroom, pause the game. Adding Wall Types: We can't add more wall types. We're limited to what was programmed into the game, and even then, some wall types can't be used because of changes made to the surf and dugg maps during development. Speculations Some members are digging through the game's assembly code to find ways around the game's limitations. Implementations of many such discoveries require editing the game's EXE.1 point
