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Showing content with the highest reputation on 08/15/2018 in all areas

  1. miningmanna

    LRR remake project

    GitHub repository: https://github.com/miningmanna/LRR-remake libs are included. Import the project, and change the build paths in the project settings, to match the path of the lib folder. Dont forget the natives folder of the lwjgl.jar EDIT: Info for picking an animation is in the README.md
    3 points
  2. miningmanna

    LRR remake project

    Next thing I will work on is fixing the positioning of the "telepthing" and getting the transparency frames for the LWS animation, making the teleports as good as in the game. The shader must also implement some basic shading, since, in LRR, the cursor is treated as what seems to be a point light. I would need to address that. Once most of the graphical stuff is done, I would continue to map loading and generating the coresponding meshes to view in the camera. 1st and 2nd person would come after that. Since those views use some premade meshes (except for the recharge seam apparently). On a side note: For the next week or so, posts will come rarer, but with more content I guess? I will be moving in 6 hours to the city, where I study, and I havent gotten an internet connection in my new apartment. So I will be using public wifi, when I have made some solid progress. Just in case, so that nobody thinks im forgetting/leaving the project.
    1 point
  3. Cyrem

    LRR remake project

    Thanks mate, I'll check it out as well!
    1 point
  4. lol username

    LRR remake project

    Great stuff. Yeah, I'd be interested in playing around with it or just seeing more of how it works. Maybe put it on GitHub or something?
    1 point
  5. miningmanna

    LRR remake project

    Implemented and working: I still need to fix the issue with the wrong movement of the "telepthing" as its lwo file is called. The blue outline of the buildings base. Probably the same issue, that is causing the top of the upgrade station to levitate currently.
    1 point
  6. miningmanna

    LRR remake project

    I was able to get the color table, so now its only a matter of implementing it in the loader. Since I just used the 2d position on the texture in the shader, I will have to change that too, but noting severe. Thanks for the responses Cirevam and jamesster ^^ If any of you are interrested in getting the project files and libs, I could give you them. You could try to load different models, and just try it out. My guess is, you guys have expirience with programming, since you have written map editors, patches and more for the game. Though it was probably not Java. I could leave some comments, so you could find the important variables fast, and also make a video for the eclipse project setup, if you are not familiar with it.
    1 point
  7. ShadowDraikana

    Lavalanche

    I admit I read the script source first before playing the map. That in and of itself got me excited since I knew this was going to be a rather heated map (pardon my terrible pun) First thing that jumped out was the map's sheer size. I was initially expecting lava to come bursting forth from every other wall but it was not to be. The crystals scattered all over the place really did not make much sense to me, other than making you suspicious of those squares being triggers for the wall collapses or a monster onslaught. At first, I played things pretty safely and only drilled walls I knew wouldn't potentially open up a lava filled chamber. I built a Geological Center almost immediately and trained all my Raiders as Geologists for obvious reasons. Then I started to slowly work my way around, carefully strip-mining things as I went. By the time I wound up opening the chamber I pretty much had lined up everybody where they needed to be. Only lost all of my vehicles because of the AI, but I had salvaged enough crystals to finish presumably. Unfortunately, the game decided to abruptly force close when I was drilling some of the final caves; dunno what that was all about. ---------------------- Now for the review: What surprised me the most is that the game did not flip out about the RRU you hid in the map (nice easter egg by the way), nor did it seem to have the typical problems it has on large maps. I was also surprised that the map was largely compatible with my mod for the most part, so that was a bonus. When in comes to the actual map itself, I think you did a fantastic job. It felt like a real cave, and actually had a story behind it. It did feel a bit overly large, but that might be me. The cavern layout kept me on my toes and wary of opening new chambers, that is for sure. Had a blast playing through the level; definitely worth taking the time to try out (to those who read this). Extra points for making it easy to implement, and for making your own level bmps once again. Little details like this are fantastic to see. Excellent job on a very well designed (and nicely scripted) map @alan!
    1 point
  8. alan

    Lavalanche

    Spoiler alert on the level: Sorry for that, those are my alwaysdefaultpriorities I use in all missions I wanted it to look like a magma chamber. And this is about how the level looked like in my head. Spoiler alert: Spoiler alert: Yea, I never heard this kind of failure either. But as the map creator spits this message type out I also wanted to fill it with letters. Thank you for playing and already reviewing it, aidenpons
    1 point
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