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Showing content with the highest reputation on 03/03/2019 in Posts

  1. aidenpons

    Hover Scout Upgrade - Now with Models!

    I'll let the images speak for themselves: (The original edits came first, then the Lego model, then the new RR model) Download here! The Hover Scout can now: - carry one resource - clear rubble off the bat. In addition, it can be upgraded to: - drill walls - go faster - have a laser and scanner For the low, low price of one crystal! Now that it's a Cafeteria patch you don't even need to install it manually - just throw it in the Mods folder, hit Rebuild, and go! (If you want to manually install it - e.g. into your overhaul - just unpack the ,wadp and follow the instructions in script.txt). The original work was done in Notepad++ Infrequently Asked Questions: Thanks to alan and Cirevam in this topic. Older pictures and versions: Previous advertisement:
    1 point
  2. miningmanna

    LRR remake project

    Hello RRU community, Me and a friend are working on remaking LRR in Java with the lwjgl and OpenGL. At first I didnt think, that I would make a topic in this community for our project, since many tries have been made, and many stopped the development or didnt respond in a long time. But we would like to ask for support, for the following reasons: 1. We would like to make this a bigger project, since it will be quite portable (Java + OpenGL). ie. accessiable 2. Some of the file formats are badly specified, so we (currently me) are working on loading the original lwo and lws files of LRR. I have already found some information, however some points are a little unclear (http://www.martinreddy.net/gfx/3d/LWOB.txt and http://fileformats.archiveteam.org/wiki/LightWave_Object) For example the paths for the textures in the lwo files: "\\Mother\lego\Meshes\Lowpoly\Creatures\slimy_slug\SlugSide.bmp" which do not match the path inside the original wad file. So I would like to know, if anyone knows, how LRR processes these paths. 3. As many of you know, making a big project is hard work, and so, it would be nice to be able to split the work If anyone is interrested in helping, parsing the data, writing the shader, or anything you are experienced with, you can submit here. Lastly: I do not have experience with GitHub or any Version handling service, so I am not quite sure, how this project should be made avaliable for everyone... Hoping for some suggestions [Edit] What I mean by "parsing the data", is parsing the lws, ae, lwo and other types of data used in LRR, into a data container class, to make it accessible for rendering, level construction, etc..
    1 point
  3. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    Download From NexusMods: https://www.nexusmods.com/legorockraiders/mods/1?tab=files Download From RRU (English only): https://www.rockraidersunited.com/files/lego_rock_raiders/mods/gameplay/no-frustrating-mechanics-easy-100-completion-r289/ As we all know, the game has a number of mechanics and design choices that are either not well thought out, or are actively hindering you from playing the game effectively. Not to mention that due to extremely rigorous hidden mission goals, the intended 100% completion ending cannot even be achieved. Therefore, I set out to edit Lego.cfg in a way that not only makes 100% completion possible and easy to achieve, but also fixes what I considered poorly thought out elements of the game. List of changes: - Slimy Slugs can now be killed by the electric fences, and the laser and pusher beams are a lot more effective against them. (You should still make sure to have your fence around the base be at least 2 blocks wide though, since sometimes the slugs can sneak past them in-between the zaps if there's enough of them attacking.) - Rock Raiders and various vehicles move a lot faster now, to compensate for how spacious some levels are. This actually manages to bring the playtime in some levels from a full hour to 30 minutes or less. - Small Digger vehicle can now drill through hard rock in 30 seconds, as opposed to it taking 3 whole minutes. Same thing was done also to the Granite Grinder. - Raiders are no longer scared of bats. This is done to prevent bats from making it impossible for the Raiders to do anything if they happen to fly into the base. - Dynamite now has a lot smaller blast radius, to prevent Raiders from accidentally harming themselves with it. - Raiders no longer have to eat at the Support Station. This was done to prevent situations where Raiders go to the opposite side of the map, and then immediately go back to eat due to their energy running out. - All levels now come with the same, optimized set of priorities for the AI, which should be suitable for pretty much any situation. - All hidden goals of levels have been significantly reduced, meaning that acquiring 100% completion is now not only possible, but very easy to do. - Ore costs of certain buildings have been reduced, to cut down on unnecessary waiting times. - Oxygen depletes at a much less rapid pace in Don't Panic. - Small spiders no longer spawn. - Camera can be zoomed out twice as far. (Note that when the camera is zoomed out this far, some objects on the edges of your view may be turning invisible.) - Removed the long-ass LEGO Media logo animation on startup. - Prevented certain messages from bringing the game's speed back to default. - Added a couple of zeroes to the TextureUsage value, which is supposed to improve the game's performance. - The camera moves faster now. - Shortened the amount of time Rock Raiders need to upgrade. - Drastically increased the firepower of mobile laser cutters, making them not only actually useful, but easily the most destructive vehicles in the game. Try them out, they're fun as heck to use now. - Brought back Tunnel Transport.
    1 point
  4. aidenpons

    Infinite Resources

    To perform this glitch, all we need is a Crystal or Ore seam next to a wall with resources in it as specified in Cror.map. To my knowledge this is not possible in vanilla LRR, as no tile next to a Seam has resources. Drill (or laser) the seam down at least one, but not to completion. Then drill the wall next to it that has the resources in in. The wall will collapse along with any walls that would normally collapse, yet they will all also remain standing. Strangely this causes the drill time of the wall to drop to 0. Thus, if in 1st person, if you go up and drill the wall the game will fairly speedily crash. Here's a video using a Mining Laser: I'm running a truckload of mods here but regardless the point is still the same. I teleport up the Tool Store so I don't have to worry about draining crystals.
    1 point
  5. miningmanna

    LRR remake project

    So I got some stuff done: -TriggerItems can get their function assigned via Lego*/Triggers where you put the path to the TriggerItem with : and define their function (for now only exit) -The MapMesh is reimplemented. A bit more structured this time -Cursor is able to select a tile (not really select but the tile under the cursor gets highlighted to test the ray-mesh intersecting) (https://www.youtube.com/watch?v=WZvtmtvVuOw) -The Main-menu overlays have a random delay inbetween -The rock animation for the menu transitions has been added -The initial cave in the dugg map gets "expanded" to have a 1 tile wide border of any cliff type, meaning that it will add every neighbour tile until it has a 1 thick border plans: -Being able to modify the map and update the mesh accordingly -Improving the cursor tile highlighting. It currently is a bit iffy. It works but sometimes it doesnt feel like it. Note that i implemented that today. There is probably a better way of doing this. Currently it uses a parametric description of a plane and the ray from the cursor to set up 3 equations (for each component: x,y,z) and solves the system with gaussian elemination. -Ingame menu (building menu, etc.) -NERP to lua compatibility. I already have a way of compiling the nerp files to lua. Basically it reuses the function names. I will make a lua file which then binds the function to the new alternative function. Example: GetEnergyCrystalsStored (nerp) -> function GetEnergyCrystalsStored GetEnergyCrystalsStored is then defined as: function GetEnergyCrystalsStored() return base.crystals end regarding registers. They will use global lua variables. So everything should work like intended after compiling to lua lastly: -A solid loading system. The idea will be that it first tries to get the assets from the following places. The last with the overrides the ones coming before it: * WAD files "LegoRRx". Larger x overrides lower x * "Data" folder * "LegoRRx" folders. Same order as the WADs. It might be a good idea to switch around "Data" and "LegoRRx" folders, but that should be an easy fix, as soon as its done
    1 point
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