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  1. TalonCard

    Retro LEGO Comics/Storybooks/Animated Cartoons General Discussion

    Runamuck on the Eurobricks forums has been kind enough to offer his translation skills. You may remember that he also did most of the Pirates, Castle, and Time Cruister audio dramas as well. Here's the first section: Page 3, panel 1: Flashfork: If you are so dissatisfied, then why don’t you eat somewhere else? Panel 2: Will: I wished we could… but we are at least 10 nautical miles from land! Flashfork: Then swim!! Panel 3: Roger: I have a better idea… We’ll let you walk the plank, then you can swim to get some new supplies!! Pirate: Aye! Aye! Page 4, panel 1: Flashfork: Now you are being unfair Captain Roger… there is no reason to be mad at me… Roger: There isn’t? Panel 2: Roger: Yesterday we had boiled herring with pepper hardtack, the day before that we had herring with hardtack and pepper sauce, and the day before… Panel 3: Pirate: Ask him, what we will have for dinner today, Captain! Flashfork: Eh… Roger: Spit it out!! Panel 4: Flashfork: Herring stew with hardtack sprinkles and pepper… Roger: Get the plank! Panel 5: Flashfork: Please listen… It’s not my fault, that the only ships that we have spotted, have been a fishing boat and a spice ship. Roger: Are you suggesting that it is my fault?!! Panel 6: Roger: That is mutiny! Are you deliberately trying to get hanged?! Panel 7: Lookout: Sail to starboard! Flashfork: Phew… of the hook! Page 5, panel 1: Will: Can you see anything, Roger? Roger: Yes, You bet ya… beautiful… very beautiful… Panel 2: Roger: Ready the ship, Will… we’ll take them with ease! Will: Them?!... Lend me that spyglass… Panel 3: Will: I hope I’m hallucinating. Panel 4: Roger: Hurry up, you bilge rats… Load the cannons and sharpen the knives, now we have to start working!!! Will: Have you gone completely mad?! Popsy: Ready the ship! Rork! Panel 5: Roger: Calm down Will… A certain freedom of speech can be tolerated on a pirate ship, but you have to show your captain a certain amount of respect… Will: That is an entire Convoy! It would be suicide to attack!!! Page 6, panel 1: Roger: Listen, Will… you are not going to get blown away by that little convoy, are you…? Will: You can bet your life that I will! Especially when it is escorted by Governor Broadside’s flagship! Panel 2: Roger: I’m shocked, Will… You are the son of the most feared pirate of the tropical sea, and still you are bothered by so little. You father would never have been bothered by that kind of thing… Panel 3: Will: Which also is the reason, why he is no longer among us. Panel 4: Roger: I will never forget his last words on the scaffold… Will: Neither will I. He said: ~N~ Panel 5: Roger: Oh, right… Before that he asked his old friends to make sure, that his son would follow in his wake as a pirate! Panel 6: Roger: And haven’t I raised you like my own son? There are not many people your age, who already have a 200 ducat bounty on their head… Will: No… and thank you very, very much!! Panel 7: Roger: The why won’t you make your old foster father happy by attacking that convoy? Will: Because I don’t want to get shot!!! Page 7, panel 1: Rummy: Yes, sorry… but while you have been yelling at each other, the convoy that turned away and is heading for Penzance… Roger: What?! Will: Phew… Panel 2: Roger: Now look what you have done! Now we have to attack Penzance! Rummy: We can’t do that! There is a Fortress!!! Panel 3: Roger: I don’t care! I want to capture that ship! I’m sick of herring! Will: Wait… I have an idea… Panel 4: Roger: Well, tell us, Will. Will: Merchant ships can never get enough people for the crew… If some of our men could sneak into Penzance and get hired… Panel 5: Will: … then under the cover of the night they could capture the ship and sail it away from the convoy, and then we will have all the time in the world to ransack it! Roger: You are a genius, Will! Will: Ouch! Thank you… Panel 6: Roger: And to show you how much I appreciate your advice, I will personally come along with you to Penzance! Panel 7: Will: Me? I thought someone else should… Roger: Don’t thank me! Let’s put a boat in the water… Page 8, panel 1: Roger: The convoy is probably sailing further towards Fort Sabre when they have loaded new supplies. You’ll wait in the Shark Bay until we return with a ship. Panel 2: Roger: Off we go, Will… new adventures await us… Will: Well… I’m afraid, that it’ll consist of getting hanged… Panel 3: Popsy: Rork! All men to the guns! Roger: Relax… It’ll be the easiest hijacking we have done in a long time. Will: Maybe, but I wish that you had left Popsy on the Dark Shark! Panel 4: Roger: Why that?? Will: It can blow our cover! Panel 5: Popsy: No mercy! Let them walk the plank! Roger: Hmm… I think I understand what you mean. Panel 6: Roger: So… now it’s a matter of finding the right ship… More to come soon! Elements appearing in this comics that are also referenced in the Ladybird books and audio dramas include the Island of Mist/Fogs, the Ironram, Will's anchor tattoo and Will's father. I think this would have taken place after the original Pirate audio dramas, as the Ironram is destroyed here and Will already knows about his father. TC
    5 points
  2. Zephyria

    RRU Quotes 2: Reckoning

    [5:03:32 PM] Hugh Wotmeigh: Well keep hoping, but it's not. Everytime McStudz posted a picture of his dong, I couldn't look at it for more than 10 seconds.
    4 points
  3. Sadie Meowsalot

    Retro LEGO Comics/Storybooks/Animated Cartoons General Discussion

    I've finally uploaded the entirety of the comic. I've deeplinked to the pages below so there won't be as much of a wait.
    4 points
  4. Sadie Meowsalot

    Retro LEGO Comics/Storybooks/Animated Cartoons General Discussion

    Per Sanderhage also mentioned the existence of a third Pirates comic, though the series' illustrator Vincete Vano sadly died more than a decade ago. Per Sanderhage said Vano worked through an agent called Norma in Barcelona, Spain, which might still have some of his artwork in their files. In other news, I'll have another opportunity to speak with Jakob Stegelmann about the scrapped Jim Spaceborn animated film project as soon as August 8th, and I now have Niels Milan Pedersen's address, enabling me to contact him about the aforementioned Castle-themed internal prototype storybook.
    3 points
  5. apemax

    [MOC] Technic B-25 Mitchell WIP

    I've done quite a bit of work on the B-25 so I thought I'd post another update and show what I've done since the first part. First up I replaced the left and right landing gear mechanism with a bit better design that should be a bit stronger and work a bit better. This is actually the beginning of the right engine bay. The landing gear mechanism is a bit easier to see on this side as it isn't built up as much. The landing gear in the down position. Next I built the control stick and peddle for the ailerons, elevator and rudder. As you can see this is more compact than the control system I built for my Spitfire. I've only added one peddle for the rudder as to try and fit two inside such a small area would be difficult so I thought I'd go for just one to make it a bit easier. I've also added the front landing gear as well. Lastly a couple of shots of the overall progress I've made.
    3 points
  6. Arthuriel

    RRU 6th Anniversary Comic

    We should rename the RRU Anniversary into Flash Ball Appreciation Day.
    3 points
  7. Note: This works for only players, trying to replace NPCs this way will not work (oddly, no change will happen to them). First, make sure you have your files extracted or you won't be able to find them. Locate the following files: GAME DATA/CHARACTERS/BODIES/LEGS.TXT GAME DATA/CHARACTERS/BODIES/TORSO.TXT GAME DATA/CHARACTERS/HEADS/HEADS.TXT GAME DATA/CHARACTERS/HEADS/FACES.TXT In all these files the last 8 entries are the ones that will appear in the character builder, and the files already have a list of all valid characters parts, so you just swap (not replace) out the last 8 entries with the character parts you want to show in the builder! The only exception is FACES, each character has eight expressions, so one character is worth 8 lines, still the same swapping out process nevertheless. It is also important to note in HEADS the last 10 entries in the file NEED to have "store" at the end. Adding additional "store"s does nothing, removing crashes the game, only the last 8 show in the character builder. If you want to change the icons in the character builder go here: GAME DATA/FRONTEND/BODY PARTS If you want to change the icons for the characters you need to look here: GAME DATA/HUD/TEXT BOX FACES Grab a empty slate for them here.
    2 points
  8. apemax

    [MOC] Technic B-25 Mitchell WIP

    Hey all. Well I finally started work on my next Technic aircraft, A B-25 Mitchell. It's going to be a similar size to my Technic Spitfire and mostly the same type of functions. The planned functions I have at the moment are: Both engines powered by a PF XL motor each. Working ailerons, elevator and rudder all controlled from the cockpit. Working Landing gear powered by a PF M motor. Working Landing flaps also powered by a PF M motor. Working turrets. I've so far built part of the left engine bay with the landing gear leg and the basic structure of the center of the main fuselage. First a couple of pictures of the engine bay: Next up is the section of main fuselage I've built so far: And thats everything for now. I'm not sure how long this MOC is going to take as I don't currently have all the pieces needed and affording them is going to be interesting to say the least but I will try and finish it before the end of the year hopefully.
    1 point
  9. BadDream

    Dewey Cheatum + 3 other characters

    Originally I was going to upload only Blacktron Future Generation Astronaut's textures but... Blacktron Future Generation Astronaut overwrites smile face (no need to put PLAYER FOUR FACEs if you already have that smile face), blue cap, police torso and yellow legs. PLAYER FOUR FACEs goes to: characters/heads/textures. PLAYER FOUR LEGS and PLAYER FOUR TORSO goes to: charcters/bodies/textures. SOLID GREEN SKYs goes to: common/skybox. SP_VISOR AND SP_HELMET goes to: common/textures. PLAYER4.MD2 goes to: charcters/heads/models. Do we cheat them Dewey Cheatum overwrites Sam Sinisters face, red racing helmet, grey torso with black arms and black legs. PLAYER TWO FACEs goest to: characters/heads/textures. PLAYER TWO LEGS and PLAYER TWO TORSO goes to characters/bodies/textures. PLAYER2.MD2 goes to: characters/heads/models. Banker overwrites smile head with orange eyebrow, white firefighter helmet, black torso with glasses(?) and grey legs. PLAYER THREE FACEs goes to: characters/heads/textures. PLAYER THREE LEGS and PLAYER THREE TORSO goes to: characters/bodies/textures. PLAYER3.MD2 goes to: characters/heads/models. Rudo Villano overwrites smile face with sunglasses, blue aviator helmet, white torso with shark on it and green legs. PLAYER ONE FACEs goes to: characters/heads/textures. PLAYER ONE LEGS and PLAYER ONE TORSO goes to: characters/bodies/textures. PLAYER1.MD2 goes to: characters/heads/models. Remember to backup your files! Download Blacktron Future Generation Astronaut Download Dewey Cheatum Download Banker Download Rudo Villano
    1 point
  10. Matt

    Matt's General Gameplay Tips + Techniques

    Matt's General Gameplay Tips + Techniques Foreword These tips are designed to make your Rock Raidering as efficient and effective as possible. However, these are just my experiences on what works best. If you personally think that what you do is better, by all means think that, and if you wish, you can post your tips. I may also have left some things out, so please do post if you have anything else to add to this guide. This guide should also be helpful when approaching levels not done before. While I guess most people have done all the levels on the original game, we are starting to see new levels coming from the overhaul mods, and so most of these techniques I used whilst playing through Baz's Mod. (In fact, some tips may relate more to his mod than the original game, as that's what I've been playing most recently.) Gameplay Interface Tips Changing the Game Speed This is one of the most useful things. I personally didn't know about it for ages, only stumbling upon it relatively recently. To change the game speed, just click on the question mark, next to the 'action stations' Then you can click on the + and - buttons to speed up/slow down the speed the game plays at. You should probably also turn automatic game speed off as well. If it's left on, it means that every time something happens, such as a monster emerging, or just a rock raider getting injured I think, then the game speed will return back to the default speed. I find this annoying, so personally I always turn it off. To do this: Press Esc, to bring up the 'paused' menu. Then click on 'Advanced Options', to go into the advanced menu. You can then click to turn automatic game speed off. Being able to change the game speed when you want makes your raidering a lot more efficient. I usually speed the game up more than the default 4 bars, (usually to 6-8), and increase to the max when I'm waiting for my raiders to do something and I don't have other instructions to give at that time (e.g collect resources far away, or even just whilst building a building). If I'm exploring a new cavern, or trying to pay attention to something, then usually I slow the game speed down a bit. Once you get used to changing the speed to suit your actions, you should find it a very valuable asset. Using the Individual Raider Display By pressing space bar, you will bring up the health bar, current action and hunger for each of your raiders. This is fairly useful: Using the health bar: If you see that the health bar is too low, you should teleport up the Rock Raider. This is useful if you have 'skilled raiders' that have been trained and can carry several tools. If you teleport him up before he loses all his health, then he won't 'die', and you can just teleport him back down again. He will have full health back again, and then you won't run this risk of him 'dying', which if he does, you won't be able to teleport him back again. Using the hunger meter: If all of the four quarters of sandwich around the raider disappear, he is hungry, and will then run off to the support station to feed. By seeing how much hunger each raider has, if he is about 1 quarter left, you can choose to manually feed him by clicking on the sandwich at the top of the menu when you click on a raider. This will save time in him running back. Also, if you do see raiders running back hungry, or even if they're halfway through eating at the support station, you should manually feed them. By manually feeding them, they are full in just one sandwich, whereas when they eat at the support station, it will usually take them five to become full. Using the current action: Not that much added use by seeing it, but I guess it's always nice to see what your raider's intentions are. (Although usually it's just an arrow until they get to the square that the action they want to do is on.) Using the Radar The radar is a very useful tool. I find it's easier to navigate around the cavern by clicking on the radar, instead of using the mouse at the edge of the screen. To navigate using the radar, you need to click and drag on the radar to move your screen to that point. You can just navigate through the cavern radar by clicking on parts of it, and the screen won't move to that spot. This is useful when you're trying to find things like monsters (all creatures appear as red dots on the radar). Also, the radar becomes a lot more useful once you have geologists. This allows you to see rock further behind the face rock. This is useful if you're trying to find hidden caverns, or just to see if drillable rock extends out that way. It can take awhile to get used to if you don't usually use the radar, but once you get in the habit of using it, it should become a useful asset. To bring out the radar, just click on the icon of the two bracket things, on the left side of the screen. It's best if you zoom out as much as possible, as this enables you to navigate the quickest. Priorities These are very useful to organise. Each mission has them organised in a certain order, which I usually don't like that much, so if you organise it the way you want at the start of the mission, it should help. You can open the priorities menu by clicking on the '123' button next to the action stations and options menu at the top of the screen. Building, reinforcing and drilling should all be at the top of your list. Recharging crystals is good to have at the top if you will be doing some in the mission, but if you won't, don't bother about it. Clearing rubble should come before collecting ore/energy crystals. It's good if the raiders clear the rubble before collecting the materials, as it means there are extra materials lying around for your small transport trucks to collect. Which way round you prioritize ore/energy crystals is dependent on the situation. Generally at the start of a mission, I'm wanting ore for all my buildings, and so energy crystals aren't much use to me then. However, once you need some energy crystals for the buildings, and then the objective, I put it in front of ore. You may need more ore again when you're wanting to upgrade vehicles, but usually you have heaps by then. The 'use vehicle' and 'repair building' priorities don't really matter, because as I manually get my driver's into their vehicles (explained later), and I hardly ever need to repair a building. If one does need repairing, then the raiders seem to do it automatically, even if it's at the bottom of my priorities. What to do on the First Gameplay of a Mission Tree This is what I think you should do on the first mission you do of a level tree. (I say this as you may be starting an overhaul mod.) This is best done on a mission where you don't have to worry about a diminishing air supply. Teleport down the max amount of raiders (should be nine in a mission without an air rate.) Upgrade them all to the max level at the tool store. This may seem to take awhile, but if you put the game speed up to max, it shouldn't do. It's probably best to name them at this stage, just so you can tell he's an upgraded raider in future missions. They don't have to be clever names. I personally just call them names like Bob1-Bob9 Now build up a base. This could be difficult in a mission like Driller Night, so if that's what you're doing, I'd wait until a more decent mission when you can build all up a decent base. You need to build a Teleport pad, Support Station, Geological Centre, Upgrade Station, Tool Store UP2, and a Dock. The dock can be hard to do in a mission without water, so this can wait until you do a mission with water. Go train those raiders! You want to end up with nine raiders that have been trained at every station. Once these are done, you should take advantage of the buildings, and teleport down 10 more raiders to go through the same process. 19 maxed raiders should be enough to get you through the entire tree. Some people may not bother with this process, and just train when needed, but personally, I like to have everyone ready, so I'm not fluffing about with training a driver or whatever to drive the chrome crusher, and I can just do it instantaneously. Mission Gameplay Tips/Techniques/Strategy This is just a general strategy that I use when I'm doing a standard, 'build up your base and collect' mission. Especially so when I was working through the levels of Baz's mod. The amount of raiders you should use to start with (in an air mission) is debatable. I personally use 5/6, and have no problem getting a support station before the air runs out. I guess you'll find the optimum number for you. First just drill the walls closest to your base. Just focus on building the Teleport Pad, Power Station and Support Station. You don't need to spend time drilling more walls than you need to, as you can get the ore needed for those three buildings in just nine walls. (Not counting power paths though.) However, if there's a lack of energy crystals, then you may need to drill some more. I suggest getting a small digger if there's still lots of drillable walls around, but it's best to then spend your energy crystals on small transport trucks. Remember that vehicles can be teleported back up again for their same crystal value. In terms of what else to build, I build the upgrade station, super teleport, and then usually another support station. The extra support station allows for you to take advantage of those 19 maxed raiders that you have. The upgrade station is good for using up all the extra ore you accumulate, and the upgrades to the vehicles are useful. The super teleport, well, everyone wants a chrome crusher don't they? Planning out where to place your buildings before you build them is good practice. Placing them side by side facing each other is often what I do. You can see me doing this partially here (apart from the teleport pad ), in this screenie of the Tunnel Transporter glitch: As you move later into the mission, you should build power paths. Power paths only cost 2 ore each, and it gives you something to do with all that ore that you accumulate. If you build a huge power path from your base to an area of lots of resources, it can help those poor little raiders that haven't managed to get themselves a small transport truck by this stage. In terms of the vehicles that you will end up using, one or two chrome crushers can do most of the work, and then you just need several small transport trucks doing the collecting. The Loader Dozer is sort of useful, but I've found that a raider on his own can clear rubble almost as quickly, and can do other things as well. So personally, I don't use the Loader Dozer, but you still might like doing so. Defence Tips/Techniques Dealing with Monsters The best beam against Ice and Rock monsters is the laser beam, and the best beam again Lava monsters is the freezer beam. You should get in the habit of placing an electric fence around your base. Allow for base development, and place the fence in every two squares, so there is a little light crystal thing in the middle square. Having an electric fence is useful, as if a monster emerges close to your base, you could probably leave action stations off and leave the monster to walk towards your base and get fried. This means you don't have to disturb your raiders from what they're doing. However, this only works if there aren't any energy crystals around where the monster emerged. You can kill monsters with the laser beam on the chrome crusher. While it can be hard to aim, if you get the hang of how it works, this can be a useful method of getting rid of monsters without turning on actions stations. (However this works better in Baz's mod as I don't think the original Chrome Crusher laser is as powerful.) Dealing with Slugs An important thing to remember with slugs is that they only seem to come out once you collect more than 10 energy crystals. So one way of completing slug missions, is to get the required amount of crystals out of the rocks and close to your base, and then collect them all at once. The slugs will be too late to stop you. Another strategy is to turn your power off until they go away. In my experience this doesn't work as well, as when they go back to their holes, they will just come back once you turn the power on. This to me gets annoying, and so generally I don't use this method. Other people may find this more successful for them though. A third strategy that I utilized is more useful in slug missions where the crystal target is very high (mainly Baz's mod here.) I've noticed that slugs will only move towards your base from their holes if their hole is within a certain distance of your base. So if you move your base far away from any holes, the slugs will emerge once you're past 10 energy crystals, but they won't move towards your base. This does require you to find a suitable spot though, as Slimey slug holes do tend to be in most cavern rooms. A fourth strategy is to build the support station against a wall and build everything else around it so there is no path for the slugs. Then turn off everything but the support station. (Make one of the buildings surrounding it the tool store so the raiders can go through, but not the slugs.) - Thanks to INB681 and Lord Zakida. A variation of the above strategy is to build buildings like Teleport Pads or Mining Lasers around the Slimey Slug Hole, so that they can't get out and move towards your base. Make sure the power is turned off in them. - Thanks to Grank. You can use the Laser and Pusher beams to do damage/move the slugs around. (By turning on Action Stations.) You shouldn't need to use this if you're using one of the above strategies, but this could be useful if you're not using one of the above strategies and you are becoming overrun. - Thanks to Grank. General Tips for Raidering Miscellaneous tips that can improve the efficiency of your Raidering: What tools to carry For each raider, I recommend you carry a drill (default), shovel and hammer as well as a laser/freezer beam if doing a monster mission, and a sonic blaster if doing a slug mission. The hammer isn't a necessity, but it allows you to reinforce walls easier (instead of waiting for someone to go back to the tool store and get one.) Reinforcing walls is useful for the obvious stopping landslides, but it can also be used to stop monsters emerging. If that wall keeps spawning monsters, it is useful to reinforce it, so they don't keep disturbing you. You don't really need a sonic blaster if you're employing one of the strategies mentioned above. However, it can be useful if a slug gets to your base and starts draining (and you don't want to turn the power off.) When getting a raider to enter a vehicle I've found it's easier to click on a raider that's close to the vehicle, and manually tell him to enter the vehicle. This seems to be more responsive than if you just click on the vehicle and click 'get driver'. If I do this, it usually takes ages for the driver to enter the vehicle you want, as the game seems to choose the furthest away raider to get in. If you're using the maxed raiders technique, then whatever Raider is nearby should be a driver, and you can start using the vehicle straight away. Generating Free Ore If you have an ore refinery upgraded to the max, and enough ore to build another building, you can essentially generate free ore. Take a support station, which usually takes 15 pieces of ore to create, and build it using studs (takes 3) - essentially building it for 6 ore instead of 15. But if you teleport the building out once it's been built, it gives it back as 15 pieces of ore (rather than the six you actually spent on it), and your team turns it into even more studs. - Thanks to Itchytasty and Grank. When Electric Fence Lights are in the Way If you have an electric fence one square away from a building and you try to make another building in-between, it won't come down as the little yellow decoy light prevents that from happening. However, you can teleport up the fence, build the building, and then bring the fence back down. - Thanks to LMS Engineer Deter Raiders from Crossing Lava Something that I found helpful on levels with lava pools placed so that the Rock Raiders tend to take a shortcut across lava: build a Teleport Pad (or really any building, but teleport pads are of course the cheapest and fastest to build) next to the corner. It tends to stop *most* shortcuts through that particular corner, but has the disadvantage of making the rare few idiot Rock Raiders that still decide to take a shortcut take more damage because they have to stay in the lava a little longer to get around the Teleport Pad. - Thanks to Glaedr Guide History: March 2012: Guide reposted as part of forum changes 2011: Images reposted Early 2010: Second edit, tips added from other members of the community Late 2009: Guide first posted
    1 point
  11. Shadowblaze

    I have some more LEGO!

    Oooh. I've got about 7 huge boxes of bricks, but I don't know how many sets there are. I think 100 or so, probably more. Most of my sets are new, I have got a very small amount of System sets due to the fact that I am quite some years younger than RRU's average, I haven't got even a Xalax racer, dang, I would love to get Pulse or Spiky.
    1 point
  12. Cyrem

    AMD/ATI Radeon video card compatibility problem

    One moment while I swap over graphics cards just to play LRR.
    1 point
  13. Leomunky

    AMD/ATI Radeon video card compatibility problem

    I have been fiddling around with this for a while, to no avail. Eventually I found a way to make it work for me, but im not sure yet if this is a final fix, I'll keep you posted. So, here's what I did. I have a radeon hd 7770 and a geforce 8500 gt, with the 14.4 catalyst drivers, and the 340.52 geforce drivers. After dealing with issues in the game raiderz, i had to rollback catalyst to 13.1 for compatability, and low and behold it works on my amd card. the nvida card is still installed, so i can't say if this effects the outcome, and since the 13.1 driver is 7ooo series and back only, i cant call the a complete fix. tl;dr try to roll back your drivers to 13.1 http://support.amd.com/en-us/kb-articles/Pages/AMDCatalystSoftwareSuiteVersion131.aspx Keep me posted guys, I wan't to know if this works for anyone else, who knows. this might just give this game the kick it needed.
    1 point
  14. lol username

    Retro LEGO Comics/Storybooks/Animated Cartoons General Discussion

    Much thanks to everybody making this happen - this is fantastic stuff. Classic Pirates is sort of my personal gold standard/ideal for LEGO stuff, my favorite theme, for many reasons - but a major reason is the world created for it, portrayed in comic(s!) and books and audio dramas and a
    1 point
  15. BobaFett2

    I have some more LEGO!

    I think empty boxes aren't worth much. Unboxing old sets is fun, but it costs money. Speaking o fwhich, I still have a boxed Slave I from 2006 lying around. I should probably open it.
    1 point
  16. Zephyria

    RRU 6th Anniversary Comic

    Looks like you got more than the extra allocated hour in the ballpit, Drillmaster.
    1 point
  17. Oh boy, excellent. I'll get my Google translating skills ready.
    1 point
  18. Cyrem

    Beginners Guide To Modding Rock Raiders

    Beginners Guide To Modding Rock Raiders The beginners guide to learn how to mod LEGO Rock Raiders for PC! Table of Contents Introduction Dreams of Modding Getting Started: Tools Getting Started: Environment Getting Started: Things to Know Getting Started: Development Pathways First Mod: Change the 'Loading' Text Second Mod: Custom Menu Background Third Mod: Enable the Tunnel Transport Fourth Mod: Replace a Level Distributing your Mod Video Tutorials: LRR Modding Tutorial - Part 1 (WAD Extraction) LRR Modding Tutorial - Part 2 (Unlock levels & Debug Keys) Special Thanks I would like to say "thank-you" to the Rock Raiders United Community. Without this great group of people Rock Raiders would still be just another failed game with long lost fans. The original sole purpose of Rock Raiders United was to bring together fans and put life back into this game through modding. With over 1500 members, this community has done just that and continues to grow. [This tutorial is not complete yet]
    1 point
  19. apemax

    Large Mining Transport rendered!

    From the album: apemax's lego models

    this is one of the things i did while i had no internet. it's still missing most of the power functions parts and the pipes but the rest of it's there.
    1 point
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