Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/06/2019 in all areas

  1. lol username

    Im looking for a download to the Lego Island 3 fangame

    Made some edits to the DLL with the main scripting of the game (the final build, 15.5.5) because why not: Changes: Fixed passwords for the Infocenter and its basement not working (the level names in the password related code were incorrect/outdated) Added passwords for City Hall ("Dusk") and Pirate Bay ("Yarr") Fixed main menu's exit game option not working (was trying to load a "Credits" scene not in the build/probably not finished; now simply quits the game) Since several levels start you in weird out of world locations, I added a quick and dirty noclip-ish movement system. Use UHJK to move around, and Y and I to go down/up. Hold left shift to slow down. Works while paused - the game lets you lock/unlock the camera by pressing L, even while paused, so I recommend pausing, pressing L to unlock the camera, then moving around. For levels that start you way off in the void, I recommend doing this as soon as they start so you can look around and navigate over to the playable areas before falling to your death. Unfortunately, Unity lacked Time.unscaledDeltaTime back then, so I couldn't think of a quick and easy way to make it framerate-independent and work while paused. So you'll move faster when there's less stuff on-screen; use left shift to slow down your movement if need be. Oh, and it works on the main menu too, but only while in the actual main menu part of it so it doesn't move around while you type passwords. Press F for fun. Also, here's the complete password-handling code (with fixes/additions in place): public void Password() { this.sounds(); if (this.textFieldString == "Super 2") { Application.LoadLevel("LEGO Island"); } if (this.textFieldString == "Anchovie") { Application.LoadLevel("Pepper's House"); } if (this.textFieldString == "Infomaniac") { Application.LoadLevel("Infocenter"); } if (this.textFieldString == "BricksterBot") { Application.LoadLevel("LEGO Island Destroyed"); } if (this.textFieldString == "City") { Application.LoadLevel("LEGO City"); } if (this.textFieldString == "Dusk") { Application.LoadLevel("City Hall"); } if (this.textFieldString == "Yarr") { Application.LoadLevel("Pirate Bay"); } if (this.textFieldString == "Eika") { Application.LoadLevel("Ninja Valley"); } if (this.textFieldString == "USS LI") { Application.LoadLevel("Basement"); } if (this.textFieldString == "USS LI2") { Application.LoadLevel("USS LEGO Island"); GUI_Game.totalProgress = 5; GUI_Game.legoCity = 1; } if (this.textFieldString == "Ogelisle4745") { Application.LoadLevel("Ogel Island"); } if (this.textFieldString == "ITZ A TRAP!!!!1") { Application.LoadLevel("Its a trap"); } if (this.textFieldString == "rosesareredvioletsareblueinsovietrussiapoemwriteu") { Application.LoadLevel("Finale"); } if (this.textFieldString == "Sparky") { Application.LoadLevel("Sandy Bay"); } if (this.textFieldString == "Rickroll") { Application.LoadLevel("Rickroll"); } if (this.textFieldString == "Captain Click") { Application.LoadLevel("Caverns"); } if (this.textFieldString == "Achu") { Application.LoadLevel("Adventure Island"); } if (this.textFieldString == "Apollo 11") { Application.LoadLevel("Cutscene Liftoff"); } if (this.textFieldString == "Pathfinder") { Application.LoadLevel("Mars"); } if (this.textFieldString == "thisissparta") { Application.LoadLevel("Battle for LEGO Island"); } if (this.textFieldString == "Friend to all animals") { Application.LoadLevel("Castle Island"); } } Note that some of these levels (endgame things) weren't included in the build and won't work, but you can see them in the older build posted earlier in the topic. Edit - Updated the DLL, redownload if you got it within the first hour-ish.
    6 points
  2. Baz

    Baz's Mod V1.5

    Baz's Mod v1.5 (Released September 15, 2011) Short Description: This is a large scale overhaul modification for Rock Raiders (for PC) by me. This mod has been under development off and on since 2008, and it's taken a while to reach this point so I thank everyone for their patience on this. This is the newest and most likely final version of the mod. Two years ago I released v1.0 which was more or less a beta for the current version. I've worked out most of the kinks and all of the levels are in working, improved condition. (Download link at bottom of descriptions.) The point of this mod was to bring the game to its full potential, by improving the weaker aspects of the game and making it more challenging for older players (older than the original target audience of 8-12 that is). I've done this by tweaking many different aspects of gameplay, making adjustments to the vehicles, buildings, and rock raiders, and so on, as well as redesigning or expanding many of the existing levels. 8 new levels have been included in the place of the old tutorial levels, all of which have more challenging "bonus versions" in the bonus level menu with added monsters, slimy slugs, and also in a different terrain type than the original. This isn't intended to diverge from the canon of the game, and is meant to be more or less an unofficial update to the original game. Extended Description: The following can be found on the Baz's Mod page on the RRU Wiki: Gameplay Modification The Gameplay has been modified so that: Some Levels are rearranged on the mission-tree depending on how their difficulties have changed since the original game. All Levels include improved Objectives, mainly to increase the number of crystals players must collect to complete the mission. All forms of Mining Lasers can now be used to kill monsters. That goes for both vehicle mounted lasers and the Mining Laser Building. Weapons now do more damage to Slimy Slugs, while doing less to Monsters. Levels with Rock Monsters and/or Slimy Slugs have many more emerging or hidden throughout the level than they used to. Level Modification For a complete list of levels and their descriptions, see Baz's Mod Levels. The Pre-Existing Levels: All contain more Hidden Caverns, Energy Crystals, and other content Some contain new or changed layouts. The Eight New Levels: Contain unique and original layouts with plenty of caverns and crystals. Have alternate "Bonus Versions" that have been made more difficult and use a different Terrain than their normal counterparts. These can be accessed from the old tutorial menu which has been appropriately renamed in the main menu. Interface Modification The Game Interface has been changed to include: A slightly darker style and rusted texturing. Parts are a modified version of Drageon's Grunge Interface, and others are of my own creation. An improved in game Camera that can now zoom in closer and zoom out farther. Fixed Erosion textures for Ice Maps and higher resolution world textures overall. Unit Modification The Rock Raiders have been changed to: Be able to upgrade to an extra level that improves their drilling, shoveling, & running speeds, and also improves their ability to endure damage from rock slides and other hazards. Have fixed faces when viewing them in 1st person or shoulder view (to make them appear more like Sparks, as they appear in normal camera view) The Buildings have been changed so that: The Upgrade Station now has another upgrade level UP2, which allows it to perform upgrades four times as fast (twice as fast as UP1). The Mining Laser can now mine rock much more efficiently and do damage to Enemies (with the same stats as the Large Mobile Laser Cutter). The Super Teleport now has another upgrade level UP2, which it needs to upgrade to teleport down the Chrome Crusher and the Tunnel Transport. The Geological Center now has another upgrade level UP3, which will increase its scanning radius to 16 squares. The Tool Store can now upgrade Rock Raiders faster when fully upgraded The Ore Refinery can now be upgraded to UP4, which only takes one Ore to make a Building Stud Major changes have been made to improve the: Hover Scout Small Mobile Laser Cutter Large Mobile Laser Cutter Other Vehicle changes include, but are not limited to: Decreased Hard Rock drill times Enhanced and new vehicle upgrades The addition of the Tunnel Transport as a usable vehicle. Increased/decreased crystal requirements for the teleportation of some vehicles. For a complete list of specifications for the vehicles, see Baz's Mod Vehicles. Changes between versions 1.0 and 1.5 Many changes have been made and bugs have been fixed since the initial (beta) version of the Mod for the final official release. Bug Fix for Tunnel Transport so that it carries other Vehicles properly. Resolve the various inconsistencies with the Mining Lasers, particularly with the Large Mobile Laser Cutter. Bug Fix of Run the Gauntlet to make it completable and add a crystal count to objective. Bug Fix of Back to Basics to make it completable by adding more energy crystals scattered through level and a few recharge seams. Also added tons of Ice Monster emerges and Sleeping Ice Monsters to keep it challenging. Increase number of crystals required to make certain vehicles, particularly the Chrome Crusher and Tunnel Transport Rapid Rider now only requires 1 crystal to teleport. Fix typos and mixed up mission objectives for mission, success, and failure statements. Minor redesigning of Water Works to separate caverns and modification of heightmap. Addition of Monsters, depleting Oxygen Supply, etc. to Bonus Levels where they were not already present. Fairly large changes and fixes to Don't Panic!, adding areas & monster spawns, which are now Coordinated properly. Addition of Lava Monsters to Erode Works. Fixed spoken level names to correct levels (assigned new levels to the old tutorial spoken names). Small fixes to a few levels, where the level's open cavern extended to the border of the map, which caused random bugs such as turning ground into water and solid rock into ground. Moderate changes to Water Lot Of Fun, including working monster emerges. I've also made changes to the caverns so that it is much more difficult to reconnect cavern across water to base now. The height map is restored and improved. Minor changes to Lake of Fire to include Recharge Seams and sleeping Lava Monsters. Made it so the safe cavern is only accessible through the clever use of Mining Lasers. Increased crystal objective from 100 to 150 crystals. Added emerging Rock Monsters and Bats to Fire 'n' Water. Ice Monsters can now cross water. Bug fix of Hot Stuff to fix emerge file with correct spawns. Also added some more sleeping Lava Monsters and did some small changes to the caverns and heightmap. Addition of Bats and sleeping Ice Monsters to Air Raiders. Added Cyrem's improved Biome textures. Addition of more sleeping Monsters of all kinds in Rocky Horror, as well as tons more emerges. Caverns changed slightly to make the seam reservoirs harder to get to. Removed buggy crystal reservoir near the lake of lava (Lava Monsters sleeping there now). Crystal objective fixed to the correct number (was 349, now 350 as it's supposed to be). A Note about Bugs & Stability While I have gone through a lot of work to fix any problems with the mod and the levels themselves, the engine itself is not only dated, but is unstable even on those standards. I have been able to complete every level without crashing, however I did encounter a few (not many) crashes along the way. They occurred mainly when I was either teleporting something down, shooting something with a mining laser, or opening a cavern, particularly one with sleeping monsters in it. While all the levels should work fine, if you encounter a crash one or multiple times, I'd try to avoid doing whatever it is you were doing before the crash, whether it be teleporting down way too many rock raiders or buildings or trying to upgrade a certain building, or what have you. Rocky Horror in particular, because of the multitude of monsters and slugs, is very sensitive and will probably crash if you teleport down a full 2-3 support stations worth of rock raiders. This being said, the most stable running mode is 16-bit Windowed, and I'd recommend playing in that if you are having any problems with crashing. > Download Link <- 37.2 MB Download, 89.3 MB once installed (via Installer) Enjoy! Also, if you like:
    1 point
  3. lol username

    LEGO Island 3 Build 15.5.5 Patch

    1 point
  4. lol username

    LIF to OBJ - a python script to convert LDD bricks to .obj files

    Haven't had the chance to play around with it yet but looks promising! One quick thing, I glanced at the script and it looks like it uses Assets.lif - I'd recommend using the db.lif in AppData (C:\Users\USERNAME\AppData\Roaming\LEGO Company\LEGO Digital Designer\db.lif), or whatever the Mac equivalent is, as that's the file that's updated when LDD downloads a patch, and Assets.lif becomes out of date, so users would end up missing newer bricks:
    1 point
  5. Fifi La Fume

    DashLR1.png

    From the album: RACERS

    1 point
  6. Fifi La Fume

    FlexLR1.png

    From the album: RACERS

    1 point
  7. FeebTube

    Im looking for a download to the Lego Island 3 fangame

    the greatest LEGO Island fan sequel of all time
    1 point
  8. lol username

    Im looking for a download to the Lego Island 3 fangame

    Final build: https://www.mediafire.com/file/tdgiqhga2g3qh04/LEGO+Island+3+B15.5.5+Win.zip Older build I'm not sure of the exact version of, but has some end-game content if you know how to access it (Tacku if you come across this topic please don't kill me lol it's been like nine years so I hope you don't really mind anymore): http://www.mediafire.com/file/1bq6pdn800hd4pa/Old+Mysterious+LEGO+Island+3+Build.zip Edit - since they're posted later in the thread now anyway, passwords for end-game content that can be used in the old build: ITZ A TRAP!!!!1 Ogelisle4745 rosesareredvioletsareblueinsovietrussiapoemwriteu
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.