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Showing content with the highest reputation on 11/07/2018 in all areas

  1. Packer

    Cave Raiders (LRR Remake)

    A remake of Lego Rock Raiders, updated, enhanced and improved from the original game. About: Cave Raiders is a recreation of Lego Rock Raiders, originally being developed in Torque 3D as a Multiplayer first person experience, now being redone in Unity with a much closer match to the original single player experience with all the modern improvements. This game is being developed from the ground up using Unity, no code from the original game is being used and its a time consuming process. Development has been ongoing since Q1 of 2018 with public discord server going up around May. The title Cave Raiders was chosen to avoid confusion with the original game that could easily be recognized as it's own game. There will be a lot of content reused from LRR (Sound, Music, Icons) however the visuals will generally be recreated or enhanced. Discord: Link News and updates posted regularly as they're developed. Downloads: Test versions on the Discord server, when a stable release is completed; it will be placed here. Screenshots: Main Menu Test Animation: Link Features: Ideally recreating all of the original games content is the goal, there will also be improvements, fixes and changes. Below are a few planned and already added features. Modern Visuals - Every stud on every brick included (With a toggle tick box to turn them off for extra performance) plus accurate to the brick vehicles and structures. Built in Map Editor - Why use external tools when you can do it all within the same game (Loading maps from LRR will not be added). Rock Raider Avatars - Raiders now have customization and will have visual presets depending on the raiders training. Extra Structures, Vehicles and functionality - The Tunnel Transport wasn't a usable vehicle in the original (Without mods), it and a few other pieces will be included with new functionality to the original play sets such as picking up vehicles and transporting them over water/lava etc. Also potential new "Helipad" structure for air vehicles separating them for special levels/tech. Re-balanced Wall Tier System - There are now 5 types of destructible wall tiers (Diet, Loose Rock, Rock, Hard Rock, Condensed Rock). The purpose being for more diverse use of each vehicle giving them more reason to be used and additionally adding Condense Rock for an end game style mining. Re-purposing laser vehicles and structures - When implemented, they will include two modes. Mining and Weapons, allowing for better combat use and basic mining functionality for more vehicle tech versatility instead of just Raiders using weapons. Future Features: Also known as Feature Creep Custom Walls, Resources, Structures, Vehicles (aka Mod Support) - While the game is being developed with this in mind, getting it working and safe for everyone to use is extremely time consuming. HD Textures - A likely patch or toggle option in the future. A complete rework of all the textures in the game to make them pop and look much more modern
    1 point
  2. polymaker

    Custom Bricks for LDD

    Hi everyone, I'm terribly sorry for the long absence. I recently stumbled upon this thread again and I see that a lot of you guys are interested by my work. To do a long story short I kinda assumed the forum was dead and I also lost interest in the project. But as you might have guessed I'm writing here because I've recently started working on the project again. Currently, I'm still far away from having a functional tool to edit and create custom bricks. Recently I've been more focused on a tool that creates custom palettes (aka lego set) for LDD. If you didn't know, LDD has an undocumented feature to have a defined inventory of bricks with quantities (instead of an infinite number of all possible bricks) and tracks the quantity remaining of each bricks, which basically sums up to virtually building a lego set. This tool is mostly done and only requires a little more error checking and a nicer user interface. Once this is finished I will get back to develop an application for creating and editing custom bricks. I'll keep you updated of my progress.
    1 point
  3. miningmanna

    LRR remake project

    So, today i got the Fonts done (the cursors are done aswell). And I came across a problem. The fonts obviusly have some kind of encoding, and I cant seem to find the right one... I am currently using Cp850 with an offset of 32, which works for all characters except: ÄäÖöÜü and etc. Does anyone have an idea, what the encoding could be? I tried looking at some different ones, but I couldnt find one, that fits perfectly. Elsewise I will convert it to the right encoding myself, but that would be kind of tedius, since there arent many references to look at.
    1 point
  4. Erisdar_Skolir

    LRR remake project

    I realize my last post was a little ambiguous, so example time. https://github.com/ErisdarSkolir/LRR-remake/tree/entity_component_system_prototype Credit to https://github.com/adamgit/Entity-System-RDBMS-Beta--Java- for the entity manager code. I partial refactored an ECS system into a fork of your project as it stands on github. I have lws animations working, but I didn't mess around with too much else. A lot more could be optimize/organized, especially in the loader classes, but this was just a small example of how an ECS system could better organize this project. Also recognize it isn't a complete ECS example because logic still exists within the components, but that is just due to me not wanting to completely refactor data classes such as the LwsAnimation file. A real implementation would change those files to just be structs (or as close to structs as you can get in java) and move all the logic into factory/loader classes and systems. If you think it is worth looking into I can work on making a prototype engine to demonstrate scripting, better entity creation, multi-threading, etc. that an ECS would allow. Though I am definitely not touching those file formats. They scare me.
    1 point
  5. Erisdar_Skolir

    LRR remake project

    This looks fantastic! I came back after a few months and was delighted to see someone started a remake in java. (also hello, I've been on RRU for awhile, but this is my first post) Initial excitement aside, I want to ask how you are planning to implement the game itself? All of the code would have to be written from scratch since, as I gather, there is no access to the original source code even as a reference. This allows for a lot of possible improvements and opportunities even the original authors might not have had at the time, but also means all of the code has to be reverse engineered. Though I might be wrong about this, I'm not entirely certain how far people have managed to reverse engineer the game already. And while the code on github so far has several parsers and renderers, which are certainly needed and necessary (I shudder to think about trying to figure out decades old file formats), there does not seem to be any hint at what the game systems themselves might look like. I would be happy to discuss ideas and offer what (probably limited) insight I can, or perhaps even write some code myself.
    1 point
  6. lol username

    LDD Updating/Patching

    No new information here, just posting this for reference. When LEGO Digital Designer is installed, it places an Assets.lif file in its installation directory (such as C:\Program Files (x86)\LEGO Company\LEGO Digital Designer). This .lif file contains another .lif file; db.lif. When LDD is run for the first time, it extracts db.lif from Assets.lif and places it in a folder in C:\Users\NAME\AppData\Roaming\LEGO Company\LEGO Digital Designer. When LDD downloads new updates, this is the file that is patched. I just redownloaded/reinstalled LDD today, and the db.lif contained within Assets.lif is brick version 2248. When LDD was launched, the db.lif in AppData was updated to 2248.1 (which only adds one new brick), but Assets.lif remained unchanged. So, if you're making a tool that uses LDD's lif files in any way, remember it's db.lif in AppData that's kept up to date, and the db.lif within Assets.lif is likely to be out of date. Note that for some reason, patching doesn't change the file modification date of the db.lif in AppData - even after patching from 2248 to 2248.1, Windows incorrectly claims it was last modified on September 4, 2016 (presumably the date of version 2248). tl;dr If you want up-to-date bricks, DO use: C:\Users\NAME\AppData\Roaming\LEGO Company\LEGO Digital Designer\db.lif And do NOT use: C:\Program Files (x86)\LEGO Company\LEGO Digital Designer\Assets.lif
    1 point
  7. Fush

    Get drawn

    That's......... not at all what this thread is for, but I can't just ignore a request like that.
    1 point
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