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Showing content with the highest reputation on 12/21/2018 in all areas
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2 points
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A LANDSLIDE HAS OCCURRED
groovy grover reacted to le717 for a topic
For the last week I have spoken about a "master plan" I had. It all started with me mentioning it in the shoutbox and saying perhaps I should have consulted about it first (that concluded with Cyrem saying "New rule: no secret plans". le717 banhammer time!"). Following this initial hint came two status updates about it. Who can also forget the trailer which frightened even Arthuriel, creator of the great Insane Raiders comics and our ever-powerful founder. Finally, the hints ceased with me telling JimbobJeffers in the shoutbox "You never know what I have up my sleeve." All was quiet on the east side of the Island mention of my plan ceased on Friday, but that was simply the calm before the storm. All the mystery, suspense, and fear built up over the week has lead up to this one single, final moment. A LANDSLIDE HAS OCCURRED Inspired by sites such as the ever-useful Drama Button, I have faithfully recreated possibly the most annoying audio glitch in LEGO Rock Raiders. Just like the game, it never stops until you reload or close the page. Built using HTML5 audio, it requires a rather modern browser but also allowed me to support mobile devices as well. Of note is the standard Rock Raider sandwich (which I did not make, someone else did). I only felt it right to click/tap a sandwich to initiate the chaos. You will also find a small stopwatch to keep track of exactly how long you have endured the landslides. To achieve the full experience, you will need to click the sandwich multiple times and have your speakers turned up. MUWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHABAHAHAHAHAHAHAHAHAHAHAHAHA Does this rival the greatness of Flappy Bricks or Banana Pananic? I have no clue. I kinda doubt it, but then again it can never be understood what may be the next big thing. Let the California landslides begin. Less dramatic tl;dr version (per request by jamesster, I recreated the "A LANDSLIDE HAS OCCURRED" Rock Raiders audio glitch as a website push-button.1 point -
Hidden Caverns + Path.map = Stupidity (& how to solve it)
Cyrem reacted to aidenpons for a topic
TL;DR The game won't put paths and rubble in Undiscovered Caverns Before I even get into a modded game, I'd like to show you Frozen Frenzy: The rubble in Undiscovered Caverns at game start will not show up. Remember that room full of landslides on the right, that is immaculate when you dig into it but suddenly starts landsliding like mad as soon as you open it? There are rubble tiles there, but they won't show up for whatever stupid reason. I also wondered why there were no Power Paths in the spot where you find the Tunnel Transport. It turns out because Power Paths + undiscovered caverns not only never show up, they also cause this very strange heightmap glitch: (excuse the screenshot taken from Time Raiders, but the idea is still very much the same) Does this mean all hope is lost? .... No. Because NERPs scripts will save us! "Rubble" can be generated by using SetTutorialBlockIsGround X. Just fill in the spot you want with Rubble with any wall. Paint them with a tuto block (let's say 1). Also put a tuto block outside, in the undiscovered cavern but not where you want rubble, let's say 2. Then write a script that looks like GetTutorialBlockIsGround 2 > 0 ? SetTutorialBlockIsGround 1 That should work without any problems (haven't actually tested it...) Something similar should work for paths. Paint all the tiles you want path-ed with tuto block 3. Then say GetTutorialBlockIsGround 3 > 0 ? SetTutorialBlockIsPath 3 This will infinitely regenerate the paths if you demolish them. So we'll need a little register usage, like this: GetR1 = 10 ? :SkipPath GetTutorialBlockIsGround 3 > 0 ? SetTutorialBlockIsPath 3 GetTutorialBlockIsGround 3 > 0 ? SetR1 10 :SkipPath (see this for an explanation of what I've done) Curiously a script that looks like TRUE ? SetTutorialBlockIsPath 1 TRUE ? SetTutorialBlockIsPath 2 TRUE ? SetTutorialBlockIsPath 3 will only generate a path on tutorial block 1. I have absolutely no clue why this is :S fortunately if multiple blocks are called tutorial block 1, multiple paths will be generated on tutorial block 1, but none on 2 or 3; this will have implications if you want paths to be generated several times; experiment!1 point -
Dino Island Car Building - Crate isn't fitting anywhere!
aidenpons reacted to Zyliath for a topic
Wait...the car you're using is a pre-built one...thonks But I actually resized the crate from the UNIQUEBRICKSADVENTURES to try out if it would snap anywhere on a chassis, and the pre-build cars showed as a big pile of pieces in the car builder... ? Coming to think of it, I did resize four bricks within their specific UNIQUEBRICKS files before using UNGTC: Dino Island's tool box, Sandy Bay's digger arm and Arctic's sail and blue 24 flag - when I tried to have a look over at the car builder to see how they did look, it showed a big pile of mess, with random stuff floating around. Still, my main doubt remains: which string/hex in a brick's hex editor is responsible of snapping and placing a brick on a chassis or another brick. EDIT: No success so far, can't seem to get those pieces to snap anywhere by modifying the hex. Still trying though - I got myself to think that the first hex string is the one actually responsible for the bricks' placing and snapping, yet the correct hex value hasn't been found yet.1 point -
Cunning Canyons
MrBeingcool reacted to aidenpons for a topic
Even from the outset, the effort you put into it is amazing - Custom icon - Extremely easy install instructions; it's added on as an additional level, not overwriting anything, which is very nice. You could have made it easier by just pointing Driller Night's LevelLinks to CunningCanyons, but then you ruin the continuity of the level; but the install instructions are dead easy anyway - RBG fog values which are very pretty - astounding usage of elevation, partly to create land you can't build on but also to create veeery pretty waterholes - comes with useful priorities set off the bat Unfortunately the level itself isn't amazing, but this is mostly because of the game engine and the shoddy way in which I played (hadn't booted up LRR for a couple of months). In this map, you expand in all directions at once; which has the significant disadvantage that your economy is slowed to a crawl as your STT goes to one side of the map to pick up 1 ore, another side for a second ore, and back again for a third... ugh, but I can't really blame you as much as I blame myself. The lack of land isn't really a problem. You've easily got enough for two Support Stations. Getting enough space for a Super Teleport shouldn't be tricky, but it was when I played because I didn't mine east enough, instead eviscerating all of the south and noticing random 2x2 flat squares I could build on whereas behind some Dirt I reinforced to stop the landslides where six lovely flat squares.... oops However, given how Large Vehicles notoriously suck hard, this just meant I didn't build any of them until I noticed that spot. Then I teleported down six Loader Dozers, upgraded their engines, and just went AFK to pick up the rubble The level is not challenging at all. Providing you remember that the Tunnel Scout and Cargo Carrier actually exist (forgot the first until a good deal later, whoops...), it's a cakewalk. No monsters, no erosion (but two squares of lava gave me quite a fright!), and only occasional landslides which really aren't a threat. (Bonus points: you disabled random landslides, which is always a nice thing :P), not even any slugs. There is oxygen, but it isn't a problem, and were it disabled I wouln'd have noticed. This isn't a bad thing as per se, and it was quite nice to be able to AFK for a while as my Loader Dozers pick up about 100 tiles of mess it's just that having played Time Raiders, and having played my own Time Raiders levels, my default is to arm 60% of my Raider Population with laser beams, build Electric Fences, and carefully think about blockading slug routes To find none of this was necessary just made me think you were saving a monster rush till later. (Speaking of monster rushes, I realised using NPL scripts it'd be reasonably easy to make an invasion appear when your HQ is built up enough; or lower the scale of an invasion if you haven't even got a Support Station together yet) I have some minor suggestions for improvement: - Occasional messages from Chief congratulating you on managing to fit your buildings in the space you have could be nice - Please remove those two lava tiles, they give me nightmares - Put extra crystals in the "final mining spot." this just prevents me from having to teleport up all my Loader Dozers for their crystals - Remove the oxygen requirements as this lulls the player into a better sense of security, hinting that they're not going to be monster mashed - Find some way to stop me using a tongue smiley at the end of every sentence It is a very good level, and I realise my feedback above diesn't sound like a compliment. That's because I've been playing difficult levels and have also been thinking how I can make my own levels difficult; hence it's strange to find a "puzzle" level which has no threats, and I keep thinking it's going to erupt into calamity in a moment1 point -
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old lego games memes
le717 reacted to aidenpons for a topic
It's not the same format, but I feel you can't really have this thread without @le717's masterpiece: https://le717.github.io/landslides/ There was also a thread about it somewhere...1 point -
old lego games memes
aidenpons reacted to groovy grover for a topic
hahaha also, because i was to lazy to reinstall rock raiders in english and extract it with the WAD tool, i had download the landslide has ocurde soundFX on youtube.. and maybe you guys know this one already but then i also found this remix hahaha love this one hahahaaha1 point -
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Wow People! I Am Both Stunned And Impressed!
aidenpons reacted to rrcoder for a topic
That was simply a fortunate error on my part. We had no idea the wad would ever be unpacked, let alone an entire modding community would spring up and do wonderous things with LRR, so with hindsight I'm glad that we simply packaged up our entire working directory. It may surprise you to learn, but your compiler is actually better than what I had to work with originally. Our compiler had zero error checking, and it would simply crash if a syntax/spelling error was found (i.e. if it encountered an invalid symbol). To find errors in scripts I had to run the compiler through the debugger to see what line it was parsing when it crashed. Your compiler, along with the couple of GUIs that have been created for it, are far far better than our original compiler, and that is no exaggeration. That is exactly what I did at the time too. I simply had a batch file that passed the file through the C pre-processor, and then through the nerps compiler. Nerpdef.h was actually lovingly crafted manually by yours truly, so no autogeneration there either. Yep, once per tick is correct. The timers were simply calculated once per frame too, by adding the time difference between frames. Nothing too complicated. The registers are all preserved between frames, however some/most were reserved for particular internal uses (I think I left a comment somewhere to that effect). Unfortunately, we had no facility for debugging scripts other than placing breakpoints inside the functions that could be called from the scripts themselves. The entire system was built up out of necessity, nothing was really planned, so no time was spent improving the experience for the person designated to build the scripts (mostly me).1 point
