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Map Creator (0.9.11)
aidenpons reacted to Cyrem for a topic
I'm surprised to say this but, I did an update. So.... 0.9.11 is in the OP. Added Crystal to Object Mode Set Quantity of Rock Raiders or Crystals on one tile. (Position is randomized on that tile when exported) http://prntscr.com/pq0met1 point -
Cafeteria 1.0 BETA 7 - Launcher & Mod Loader for LRR
aidenpons reacted to Cyrem for a topic
1.0 BETA's 3,4,5,6,7 Released... Lots of cool features to increase the power of patching. Be sure to specify the patch system as "3" in your info.xml to make use of working with mult-cfg's. Download in OP.1 point -
CE: Roadmap
Redacted reacted to aidenpons for a topic
I feel like a new icon reflects the new changes. Original LRR didn't have all these cool features, and I feel that adding more functionality deserves a new look. While CE at the moment is not drastically different from LRR, things like multiple minifigures, greater resolutions, and the 32-bit color (all on the roadmap!) will really change the way not only LRR plays but also how it looks. But at the same time, if you want to be playing the original game, you can still do so - Community Edition won't make it run on Win10, but it just adds some new stuff to play with. At the same time, if this isn't technically difficult to do (you're doing magic I don't understand Cyrem ), why not? Aaaaand another batch of requests . Description: Increase building and vehicle limit (currently the panel crashes if you try to add a building, and there's only 7 vehicle slots or suchlike IIRC. Haven't investigated this in too much detail, and probably should) Benefits: This allows lots of new buildings and new vehicles to be added. While the functionality of vehicles is already nailed down in LRR, and new vehicles wouldn't drastically change the way the game plays, it would still be fun to be able to add stuff like Treasures from the Lair, and have more fun toys to play with. Examples: I know you did the building limit in the previous batch of CE and I have some interesting ideas for the Air Filter myself: the Support Station is moved to a very lategame building and the Air Filter requires only ore to build, but only offsets the oxygen by 1 or so. (It's nearly two years since it was teased ) Description: Debug Key Z when in first person currently triggers Activity_Eat. If this were to be changed to Activity_FireLaser, one would have first person shooting. See this. For an animation that has the camera nulls, I quickly put this together. (If you want to see how this looks and are not Cyrem, open Pilot.ae and point Activity_Eat to Shoot) Benefits: F I R S T P E R S O N S H O O T I N G Examples: F I R S T P E R S O N S H O O T I N G Description: Scanners show resources in walls and contents of hidden cavern (lava, water, potentially monsters) Benefits: Other than plonking down energy crystal seams on the radar, there's no simple way as a map creator for you to indicate where the resources are and aren't - and also no way for you as a player to determine where crystals are and where you concentrate your mining efforts. Additionally, there's nothing worse than opening up that cavern in Air Raiders and seeing erosion come your way. Examples: This could also be used to indicate where large quantities of monsters would emerge could be by placing monsters in a cavern. When you enter that cavern, a bunch of monsters come out. Description: Allow specifying starting levels via ObjectList via a new Levels parameter. Benefits: Building levels can be painfully specified via NERPs (yet to look into this fully) for the start of a level, but there's no way to start vehicles with upgrades. You can also specify Health, suggesting that the functionality of the .ol should be straightforward to extend. Examples: - A level in which you must get the lost Chrome Crusher back to base. It would feel much more like an extended mining operation if it was fully upgraded. - With Upgraded Hover Scouts and other vehicles, their upgrade level determines their functionality. Starting with a Hover Scout that was able to drill could make, say, Run the Gauntlet play quite differently. Description: Recharge Seams do not count as a wall for the purposes of landsliding Benefits: LRR already has a lovely random landslide generator that you can couple with Fall.map to cause extra landslides where you want them. The random generator can surprise you, like landsliding walls behind walls (otherwise fiddly to do), and just generally adding a bit of hazard fun that you can get rid of with reinforcements. However, this isn't usable in a level with Recharge Seams, which cannot be reinforced, and thus landslide endlessly, causing all sorts of annoying stupidity. Examples: This allows the random landslider to be used on levels which would benefit from not having to paint landslides by hand. Note: Recharge Seams can also act as monster emerge points. If the easiest way to prevent them from landsliding is to also disable monster emerging, that's fine.1 point