thetoolraider Posted July 25, 2012 Share Posted July 25, 2012 PYRITE = AWESOME :) Link to comment Share on other sites More sharing options...
Lair Posted July 25, 2012 Share Posted July 25, 2012 I love those biomes. Link to comment Share on other sites More sharing options...
Exkajer Posted July 27, 2012 Share Posted July 27, 2012 ___ Finished! Link to comment Share on other sites More sharing options...
Axel Posted July 28, 2012 Author Share Posted July 28, 2012 Wonderful, and all this time I have been modelling for another project that may or may not go anywhere: Yes, I enjoy Google SketchUp. Too much. Link to comment Share on other sites More sharing options...
Axel Posted September 3, 2012 Author Share Posted September 3, 2012 I think Rapidshare wants to delete my mod if it doesn't get enough downloads. So if you want the mod, and it isn't at the link, let me know and I'll re-upload it for you. Link to comment Share on other sites More sharing options...
Glaedr Posted October 15, 2012 Share Posted October 15, 2012 Just wanted to say, I love this mod. New biomes look swell. On a slightly related note (since it happened while using your mod but I can't honestly be sure if it's your mod or just Rock Raiders being Rock Raiders), I have learned that trying to cover every inch of a map's floor space in power paths is a BAD idea. As in "whoops nothing but the power paths are powered now, GL not running out of air. Or even finishing the mission" Fortunately for me, between all the buildings and a couple of drillers I had around to teleport up, I had JUST ENOUGH crystals to finish the mission. (to be clear because of my bad printscreen timing, the Ore Refinery, Support Station, and Super Teleport are "on" but unpowered.) Link to comment Share on other sites More sharing options...
lars5666 Posted October 16, 2012 Share Posted October 16, 2012 Where can I put the modified CFG file? (yes, I'm a newb to this area) Link to comment Share on other sites More sharing options...
lars5666 Posted October 19, 2012 Share Posted October 19, 2012 My question above this post... answer it! Link to comment Share on other sites More sharing options...
Redacted Posted October 19, 2012 Share Posted October 19, 2012 My question above this post... answer it! You need to put that in the LRR01.WAD, and you don't need to post a second post for us to see that you want it to be answered. s0d3rb3rg and Lair 2 Link to comment Share on other sites More sharing options...
lars5666 Posted October 19, 2012 Share Posted October 19, 2012 Hmm.. but that text seems to be inside the LegoRR2.wad (Axel's mod). Link to comment Share on other sites More sharing options...
Glaedr Posted October 19, 2012 Share Posted October 19, 2012 I've tried replacing the .cfg in the 02.WAD with the one linked at the top of the first post, and the game fails to launch. Just gives me a program has stopped working error when it goes to switch from the loading screen to the main menu. And I'm assuming that's where it's supposed to be because there isn't a .cfg in the 00/01 WADs. Link to comment Share on other sites More sharing options...
Cirevam Posted October 19, 2012 Share Posted October 19, 2012 It doesn't matter which WAD the CFG is in, really. WADs work by higher numbers having more precedence: if you have duplicate files in LegoRR0 and LegoRR1, the game will use the ones in LegoRR1. You can actually put the whole game in one WAD and it will run fine. And if the game can't find the CFG or if there's something wrong in it, it's going to crash much sooner than the switch to the main menu. In fact, the game won't attempt to run without a CFG. Lair 1 Link to comment Share on other sites More sharing options...
lars5666 Posted October 20, 2012 Share Posted October 20, 2012 However, I can't seem to open a WAD file that's over 80 000 kb, the word file sort of crashes/stops working, so these 3 files instead of 2 or 1 works just fine for me. Well.. it doesn't really matter anymore, my ridiculous amount of random crashes suddenly got greatly reduced to a playable state on its own. Link to comment Share on other sites More sharing options...
Lair Posted October 20, 2012 Share Posted October 20, 2012 However, I can't seem to open a WAD file that's over 80 000 kb, the word file sort of crashes/stops working You don't open WADs in Word. You extract them with the tools. s0d3rb3rg 1 Link to comment Share on other sites More sharing options...
lars5666 Posted October 20, 2012 Share Posted October 20, 2012 That's probably a better idea.. Well.. it doesn't really matter anymore, my ridiculous amount of random crashes suddenly got greatly reduced to a playable state on its own. Link to comment Share on other sites More sharing options...
Lair Posted December 19, 2012 Share Posted December 19, 2012 Is this mod close enough to Baz's Mod (as in, level layouts haven't changed aside from new monsters) that I could play this instead of the original? but both download links are broken :/ Link to comment Share on other sites More sharing options...
Cirevam Posted December 21, 2012 Share Posted December 21, 2012 I have recovered the files from rrubucket and reuploaded them after removing the apostrophes from the filenames. You'll find the new links in the original post. By the way, having those apostrophes in the filename caused the file, when downloaded, to create a folder named "Axel" and put the zip file inside and name it " 's Mod.zip" You put your mod inside of a folder within itself. Lair 1 Link to comment Share on other sites More sharing options...
Axel Posted December 24, 2012 Author Share Posted December 24, 2012 Modception. I apologize. Lair, I didn't change the level layouts. The maps are identical aside from the terrain changes. Link to comment Share on other sites More sharing options...
Cyrem Posted February 6, 2013 Share Posted February 6, 2013 Links fixed and updated. I'm not sure if that LEGO.CFG is needed for the v1.5 of the mod, but unfortunately the link to it is dead anyway. Link to comment Share on other sites More sharing options...
xXDevastatorXx Posted October 1, 2013 Share Posted October 1, 2013 hey . nice work love this game so much . One bug in lvl breathless stops me to go on . Every rock is simply white , ground too . Cant see anything exept rock raider and buildings. Link to comment Share on other sites More sharing options...
Axel Posted November 30, 2013 Author Share Posted November 30, 2013 Update: I've decided to make a 2.0 of this mod. Although I can't say much right now, I intend to do the following: -New biomes -Spider, Scorpions, Snake enabled -Landslides don't instantly kill Rock Raiders (but are still damaging) -Environmental props/scenery (need someone who has Lightwave 8 so I can convert to Lightwave 5 from .OBJ) -More sound effect changes/additions -Modifying the GUI, but not yet sure of the extent -Overhauling map selection screen in order to add more maps -New maps -MAYBE new voice-overs -New creatures (mostly monsters, though, for specific biomes) Some screenshots will be coming within a week. ______________________________ NEW BIOME ______________________________ NEW MAP: Round the Rocks This is the first unique map I've created for Lego Rock Raiders. It's actually really generic, in that the only real goal is to navigate through a maze of hard rock to find an area rich in energy crystals nearby. I hope to make better use of NERPS in the future to create some more interesting objectives. I designed this map specifically for the Rock biome, and it contains some native Rock Monsters and large spiders as well as a flock of bats and some awkwardly placed energy crystals (an issue I will remedy soon). neonJAhr, Cirevam, Skyhunter and 1 other 4 Link to comment Share on other sites More sharing options...
Axel Posted December 6, 2013 Author Share Posted December 6, 2013 NEW BIOME My goal for the biomes is around 15 biomes - 12 biomes more than vanilla Lego RR. One thing I've been doing my best with is trying to make my new biomes fit in with the Lego Rock Raiders aesthetic and quality, so it's very important to me that I get things looking polished. If anyone has any criticisms/suggestions on these biomes, please let me know. Now, there's the RockFallStyle issue I've not been able to resolve. It looks like I might only be able to have 4 RockFallStyles in the game. If this is indeed the case, then I have a way to work around it without looking totally like crap. Colors. They will be based off of color. I wrote up a quick thing for reference for myself: Black - for Rock, Lava, Gold, Igneous, Crystal White - for Ice, Icerock, Salt Grey - for Pyrite, Surface, Stone, Pumice Tan - for Sand, Fossil The colors need to match the biomes reasonably well. And this thing: This is a stalagmite. My hope is that one day, stalagmites and other scenery objects will repopulate the desolate ground tiles of Lego Rock Raiders. Lair, LimeKiller, neonJAhr and 6 others 9 Link to comment Share on other sites More sharing options...
lol username Posted December 6, 2013 Share Posted December 6, 2013 Dang, this is looking pretty. Keep it up! Link to comment Share on other sites More sharing options...
Cirevam Posted December 6, 2013 Share Posted December 6, 2013 Agreed. Those are some good-looking biomes. I assume you already know how we code scenery objects in the game, so keep at it! Link to comment Share on other sites More sharing options...
Yourself Posted December 8, 2013 Share Posted December 8, 2013 I think the second and third of those new biomes look really good! The first one could use some more contrast; all textures look about the same to me. Keep it up! Link to comment Share on other sites More sharing options...
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