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Showing content with the highest reputation on 12/22/2018 in all areas

  1. aidenpons

    Paving Over Slug Holes

    Some modding later.... Any guesses on how this was accomplished?
    1 point
  2. aidenpons

    How To Edit A Game Level Without Restarting Rock Raiders

    Might as well use this topic for a more precise explanation, in case anyone wants it (yes, the date, but I think this counts as 'something to contribute' 1) For best, quickest, and easiest results make sure you are using the Data method and are running LRR in windowed mode. Additionally, having -testlevels in the Target box of your shortcut is probably a good idea. 2) Boot up LRR and do whatever you want in it. 3) Switch over to Map Creator or whatever (NPL scripter, etc) and make your changes. Changes you can get away with: - Doing anything with any existing map files (scripts, the actual map, object list) - Pointing the cfg to use a different file instead Changes you cannot get away with (I think.... you might be able to try anyway) - Anything that requires you to add a new line in the Levels section of the cfg (eg putting a line for Erosion when there wasn't one previously) 4) Overwrite the files or point Lego.cfg to the new ones. 5) Switch back to LRR and either hit Restart Level (not recommended as it has been proven to do silly things with some things (eg timers) and I wouldn't be surprised if silliness was elsewhere), or Quit Level and reselect it. Tada! Your changes are now in-game.
    1 point
  3. aidenpons

    Hidden Caverns + Path.map = Stupidity (& how to solve it)

    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
  4. aidenpons

    Npl Scripter v2.1 - UPDATE!

    The utility is great! But if you ever feel like making changes to it, here are some ideas: - In a commented out line, colours still activate. For instance, numbers are always red and labels are always green. In a comment, if you have a number, or a word with a semicolon before or after it, the colours will activate (red and green respectively). - "Open New Window" would be a fantastic button. oh and - if you told it to compile to an existing file and the compile fails, the existing file will be deleted but no new file will be created - when the compile fails it would be nice if it told you where
    1 point
  5. lol username

    Adventurers Time Period

    I was looking through old LEGO.com FAQs/tech support/etc on the web archives after Toa_Of_Justice posted a link to them in another topic, and came across this: http://web.archive.org/web/20061210212224/http://www.lego.com/eng/service/faqs.asp?section=ConsumerService-FAQ-Products&catid=08D7FCAC-4136-467E-94CE-4FFB05A55B0E&faqid=1534#1534 Perhaps I'm just forgetting things, but I don't recall hearing that date before, and I've definitely seen debates on when the Adventurers/Orient Expedition themes are supposed to take place. Are there any other dates given by other sources? Books, audio dramas, comics, character bios, etc? Wasn't there some sort of Ask Kilroy thing on the old website as well? (And yeah, there's that soon-to-be-released Scooby Doo set with a Johnny Thunder cameo and year given, but meh) Edit: Sadie sent me her transcript of the Orient Expedition audio drama (as majhost, where her transcript was hosted, is currently down), and it says that the story begins "On a sunny June morning in the year nineteen hundred and twenty five", eight years before the date given on these LEGO.com FAQs. A bit contradictory, but I suppose that shouldn't be surprising.
    1 point
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