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Showing content with the highest reputation on 08/14/2018 in all areas

  1. alan

    Lavalanche

    After a long time and setting a Windows 7 on a second partition to play LRR without crashes again, I decided to make one more level. I know I'm not active here anymore, those times are over. But still I want to share the level with you guys as all the information flowing into modding comes from here. NPL scripting is really annoying. I spent nearly 10 hours trying to make a special NPL scripting to work with no success. This almost made the plans of this map fail but luckily I managed to get a workaround, so it is definitely playable how I want it to be. So, here goes Lavalanche Back Story: After the very cold layer in which Frozen Frenzy is located we reach the first real magma chamber. The crystals seem to love the heat for growing. A lot of resources are waiting in the chamber to be harvested. It is a risk to enter an active magma chamber, but we have to take the chance. Map Objective: Collect 170 energy crystals. Collect 150 energy crystals. Difficulty: Medium Installation Instructions: This level is supposed to be located under Frozen Frenzy right between Level 10 (dunno the english name of it) and Water Lot Of Fun. You need to win this level after Frozen Frenzy to unlock Water Lot Of Fun and Level 10. It comes with a custom map icon like all of my maps. When using DATA method, place the folder "Lavalanche" into Data\Levels\GameLevels\ as indicated by the folder structure in the zip file. After that, open Lego.cfg located in the Data folder of your LRR installation. Scroll down to the levels section, beginning with Levels { ... . Copy lines 5-103 of the zip file Lego.cfg into LRR's Lego.cfg between two levels. After that, search for "Frenzy" or "Level09 {" in LRR's Lego.cfg to get to Level09's (Frozen Frenzy) section: Change the level links as shown in the Lego.cfg of the zip file. [If you don't have an english installation, you will need to search for "Level09 {" as the level's name differs.] DOWNLOAD
    2 points
  2. lol username

    LRR remake project

    Never worked with them myself, could be wrong, but I always assumed it referred to the color table/palette, not a pixel: https://en.wikipedia.org/wiki/BMP_file_format#Color_table (Don't know if the info there is relevant to LRR's BMPs, specifically - I forgot which kind of BMP they are and don't know much about what variations in the format exist - but it might be a push in the right direction at least.)
    2 points
  3. miningmanna

    LRR remake project

    Ok, I have implemented sequenced textures, so we can see the captain in his full glory now and can enjoy the nice steam effects. WAD files can now be read just like a normal Java InputStream. However, the lamps on the Barracks seem to have something weird about their alphaindex, which led me to be confused. I´ve looked at the "Invisible colors" thread, however, it didnt help much. The indices are all in the x axis of the image, right? if the index is higher than the width of the image, it skips to the next y line, is what I am asuming. Some more details would be nice. The names of the textures are: - "A255_redlightside.bmp" - "A168_yellightside.bmp" For some reason, even though the seem to be just a different color, they got different alpha indices. FYI: the Z-fighting of the braced supports, and the wrong colors behind the lamps are exactly the way they are in the game, so no worries there.
    2 points
  4. Cyrem

    Is it possible to patch LRR to not require disk?

    I'm currently revisiting the policy on this because of your above reason of not being able to play legit LRR on new systems and due to a coming mod of mine. Stay tuned.
    2 points
  5. Cirevam

    LRR remake project

    I'm sorry for the confusion. When I mentioned color indexes, I meant the number for a color in the image's color map. LRR uses 8-bit indexed bitmaps (but you probably already know this) which means each pixel points to a color instead of defining the color on its own. An image starting with A168 is saying "whatever color is labeled 168 in the color index will be treated as transparent." If you have GIMP, you can open one of these images and go to Tools -> Map -> Rearrange Colormap. This will let you confirm that the transparent color matches the index you defined. There's a ton of black in the example below, so using something extraordinary, like magenta in this mostly yellow image, will help you confirm this further. I'm not sure if the game will treat black as any of those colors past 168. I doubt it since it's looking at the index instead of the actual color.
    1 point
  6. aidenpons

    Lavalanche

    .Well done @alan on a challenging map! Things done very well: - Feels like an LRR map exploring caverns as opposed to square boxes - The "plot" of the map; it's much more than your usual strip-mine. Executed very well! - Built RR HQ not one not two but three times over, which feels like how LRR should be, a shame the game engine hates this (see below) - Non-modded level whereby I've needed to use lasers! But it's also not a grindfest through Hard Rock - Expertly placed Recharge Seam - No random landslides is always a plus, because it means Recharge Seams will never avalanche - RRU logo Things done not so well: - Random crystals on the map Why? - Plot is perhaps predictable, leading to every cavern being Neuroticism Simulator 101; having Geologists and being able to scan through Solid Rock gives you a good indication of what's going on - Would be really nice to have enough ore to build a power path in the Safe Spots as my Rock Raiders don't always carry shovels when I put them in Small Diggers - Priorities aren't arranged nicely to start off with - Starting map is overly large.... there's little reason to make it so huge, but the ambience of vast caverns is appeciated! Unfortunately, I have not managed to complete the map... My raiders just refuse to pick up the last couple of crystals I need Totally and utterly refuse. Despite your fantastic level design the game just does not like this type of level and causes .... well, this. I just don't know how I can get around this. I also don't know how you as the map creator can get around this either... I didn't manage to entirely stripmine the whole cavern before disaster struck, and I lost a lot of Small Transport Trucks (not to mention my precious Chrome Crusher! ) in the ensuing panic. There just aren't enough crystals / too high a victory count to account for playing suboptimally.... I was running vanilla though, so you can't blame me for losing a modded 20-crystal Chrome Crusher. It was during this that I discovered that Electric Fences will stay put on lava They just... don't.... go away. Maybe they need to be specified; CROSSLAVA FALSE. It is a fantastic level that is well-designed and enough to make me panic - it is a shame that the game engine hates this kind of thing. EDIT: If I teleported up absolutely everything on the other side of this little pond, I had enough crystals - and by sheer luck my raiders decided that they would pick those crystals up. Victory! Unfortunately I clicked too fast and missed the lovely mission from Chief saying I'd succeeded, so I fished it up out of ObjectiveText FYI, the crystal-stolen failure will never trigger; the only way to do so is in the NPL, and even then I think that'll come up with the generic failure message. Well done on a fantastic level ruined only by the savagery of the game engine!
    1 point
  7. Cyrem

    Lavalanche

    I haven't played the map yet, but I wanted to say thanks for popping in to post this, there hasn't been a new custom map (aside from overhaul packs) posted for a whole 3 years, which is quite suprising in itself. Thanks alan!
    1 point
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