Popular Post Hoithebest Posted August 8, 2014 Popular Post Share Posted August 8, 2014 It's been a dream for all of us for a very, very long time... I'm proud to announce: LEGO Racers Online! Me and my brother have been working on this very hard for the last couple of days and the result is amazing. Please note that I'm not posting anything yet but a little teasing screenshot, but we are working REALLY hard to make something that we can all use and enjoy this game like when we we're kids! 02/08/2014: New video added. Scroll to the bottom of this post to watch it! 04/08/2014: New status update added. 20/08/2014: New status update and video added. 05/10/2014: New status update added. 12/10/2014: New status update added. 20/10/2014: New status update added. 27/10/2014: New status update added. 05/11/2014: New status update added. 16/11/2014: New status update added. Current status: Currently, the following functions are implemented and working properly: Play online with two players real-time (1 VS 1) - INCLUDING POWER-UPS! Patch the game automatically. However, we do have all the required information to drive all the opponent from within the software (tested and working). We are working on an implementation of playing against eachother with up to five other players right now. We can't say when this is finished, but we don't expect a very long time. Added 20/08/2014: Power-Ups are now working properly. This means, whenever someone uses Power-Ups, this is getting fired on your client too! Although it is now possible to patch the game automatically, this is not a perfect solution and we are working on something that makes it possible to play online "on demand". Added 05/10/2014: Although I have not been developing actively on game functions, I am now working on and completing a critical step to split the software accepting both TCP and UDP network traffic which is required for some functions, for example connecting to a game server. PLEASE NOTE THAT I AM CURRENTLY BUSY WITH SCHOOL AND I DO NOT ALWAYS HAVE TIME TO DEVELOP ON THIS PROJECT! I HOPE YOU CAN UNDERSTAND THIS! The following things must be completed and working before release: Full implementation of TCP and UDP traffic; Starting a new Race; A chat function, if people are interested in this function. ATTENTION TO DEVELOPERS I am also planning to create an API of the game controller library that will be released as a public (and open source) API so other developers can build mods based on this API too. This API will be capable of doing the following things: Automatically obtain the game process (the API will determine the game edition); Read/write driver information (coordinates, vectors, Power-Ups); Trigger Power-Ups on drivers. This API will be discussed in a seperate thread in the (near) future and will be released open source. Added 12/10/2014: Last week I have not been developing very much and this will continue for a few more weeks due to school. The good news is that Grappigegovert has proven his immensive skills again and developed and gave me the code to disable the loading of AI paths so patching the game can be removed from the software now. Also, he created functions to start a Race from the software so the Server can tell the Clients to start a specific Race. All credits go to Grappigegovert for his massive research and developing. Added 20/10/2014: Due to school, I have not been developing actively on the online functionality again, but Grappigegovert and me made some nice improvement with the API. This API will be released in the open source (near) future and will give developers the opportunity to create mods very easy. Added 27/10/2014: Due to school, I have not been developing actively again. The good news is, the software is now fully compatible with TCP and UDP, more structured and the API has been put into a seperate project which will result in a release of the public API soon. This API will be discussed in another thread that I will make in the near future. Please note that the project is not dead and I am still developing, but unfortunately due to school I just do not have much time for this great project. Added 05/11/2014: Good news. Last week I was able to develop more actively on the software, which resulted in the possibility to start races from the Server, which brings us a step closer to the release! I will create a new video of the current progress in the near future. Also, the API is getting prepared for a release with the last bug fixes and comments above the functions. Stay tuned! Added 16/11/2014: I am currently facing problems with the starting of the game client and additional events regarding to the API. I am still not satisfied with the way the API currently works. These problems must be solved in order to continue with the online functionality. Don't think that this project doesn't gain any progress, it just takes a lot of time. Please note the following things: It's not guaranteed that this mod will be ever online for public since this project has still needs many, many development hours; The Server and Client are both only in alpha stage at this moment. We are working really hard to create something that just works and anyone would understand; It is very hard to find all the addresses and the correct pointers, so this takes a lot of time; Currently our main goal is to make everything work on a basic game copy. This means that mods are NOT SUPPORTED (YET) and will likely crash the game when used! On the bright side: We currently do have something that works and we are working so hard to make it possible for everyone to enjoy this with us. It was our dream for many years and finally we took the step to actually create something, and not just for ourselves but for everyone who just loves LEGO Racers. I will keep you guys regularly informed. Make sure you check this post at least once a week as the project is under heavy development. Special thanks: We would like to thank Grappigegovert for his great help which resulted in massive improvement of the software. Thanks to this guy, a lot of things are now working (like using Power-Ups). Videos: The following videos show a demonstration of the system in action: alan, grappigegovert, LimeKiller and 23 others 26 Link to comment Share on other sites More sharing options...
Gall E. McOxbig Posted August 8, 2014 Share Posted August 8, 2014 This looks fantastic! I have always dreamed of facing-off with other people on this game and everyone showing their true skill. Keep up the great work Link to comment Share on other sites More sharing options...
MaelstromIslander Posted August 8, 2014 Share Posted August 8, 2014 I can't express how excited i am!!! I hope you can fix all those awful bugs!!! Link to comment Share on other sites More sharing options...
Almogzxp Posted August 8, 2014 Share Posted August 8, 2014 OMG! How?! When?! Custom maps! Custom modes! Custom cars! Apple! Cheesus! (I lost it, and I hope you're not trolling us). EDIT: Will it work with LR1 demo? Link to comment Share on other sites More sharing options...
RobExplorien Posted August 8, 2014 Share Posted August 8, 2014 Caution: Excitement and sudden great/'great' progress on a project often leads to exaggerated goals, statements and/or false promises. Though I could act excited like anyone hoping for an online multiplayer LR (which had been discussed before here on this forum I bet), I'm going to back off until I spot evident progress. It's nothing personal, I'm merely being rational. It does sound nice that someone thinks he knows how to put this idea into practice. Or yeah, it's a prank. Who knows. STUDZ, ProfessorBrickkeeper, The Ace Railgun and 5 others 8 Link to comment Share on other sites More sharing options...
Almogzxp Posted August 8, 2014 Share Posted August 8, 2014 Caution: Excitement and sudden great/'great' progress on a project often leads to exaggerated goals, statements and/or false promises. Though I could act excited like anyone hoping for an online multiplayer LR (which has been discussed before here on this forum I bet), I'm going to back off until I spot evident progress. It's nothing personal, I'm merely being rational. I hope it's real. even a buggy Online gameplay is something. : Link to comment Share on other sites More sharing options...
Hoithebest Posted August 9, 2014 Author Share Posted August 9, 2014 Great to see al those exciting responses and know that there are still people who would love this, just like I do! We are still working very hard to implement more features for now. I am going to need your help. Finding addresses and their pointers is very hard and a lot of work to do on your own. This is how the system currently works: For example, there are two players racing against eachother. You are player 1 and on your game client, your enemy is enemy 1 (this is the Champion of the map, like the Captain). On the client of your enemy, you are enemy 1. Basicly, your coordinates are being collected by the Client and sends them to the Server. The Server then replies with all the known coordinates of other players. When the Client receives this coordinates, its able to write them to the enemy players. Currently, the only thing we do have is the following addresses: Your player: X, Y, Z, Rotation X and Rotation Y - with the following pointers and offsets: Player base: "LEGORacers.exe"+000C67B0, with offsets: 518 From there you can retrieve the X, Y, Z, Rotation X and Rotation Y with the following offsets: X: 0 Y: + 4 Z: + 8 Rotation X: - 24 Rotation Y: - 20 Enemy 1 (Champion): Destination X, Destination Y, Destination Z, Rotation X, Rotation Y - with the following pointers and offsets: Enemy 1 base: "LEGORacers.exe"+000C5258, with offsets: 794, 7a4, 4, 14, 514 X: 0 Y: + 4 Z: + 8 Rotation X: + 14 and + 18 Rotation Y: + 24 and + 28 But, the problem is that the Player Rotation X and Y are different values then the Enemy 1 Rotation X and Y, even when they are rotated the same. If you are a Cheat Engine pro, please help us. Download the Cheat Table here with the coordinates (without the rotation values). Thanks. Link to comment Share on other sites More sharing options...
grappigegovert Posted August 9, 2014 Share Posted August 9, 2014 First off, >there are 3 different versions of LR1, so please post the version you are using. The rotation is saved in 6 different floats (forward/up vector pair), with x, y and z directly after those. I believe Xiron has made cheatengine files for 2 versions of LR, maybe you can check those out. Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted August 9, 2014 Share Posted August 9, 2014 I believe Xiron has made cheatengine files for 2 versions of LR, maybe you can check those out. I have. Although they only include powerups with what each position holds, and coordiantes for player 1, and a few other misc things, nothing more. I never did get coordiantes for the 1999 version. Link to comment Share on other sites More sharing options...
grappigegovert Posted August 9, 2014 Share Posted August 9, 2014 I've uploaded my own LR .ct file which includes location+rotation. It's for the 1999 no-drm version. http://cheatengine.org/tables/moreinfo.php?tid=1471 Link to comment Share on other sites More sharing options...
lolface992 Posted August 10, 2014 Share Posted August 10, 2014 I created account only to write that : IT WILL BE AMAZING :D Almogzxp and Cyrem 2 Link to comment Share on other sites More sharing options...
The Ace Railgun Posted August 10, 2014 Share Posted August 10, 2014 I created account only to write that : IT WILL BE AMAZING Seriously? That's all you have to say on a site full of mods for LEGO games? ...Ok..........what a waste of a perfectly good account though......... This looks interesting though, i'm glad somebody is working on multiplayer for LR. Almogzxp 1 Link to comment Share on other sites More sharing options...
Almogzxp Posted August 10, 2014 Share Posted August 10, 2014 I created account only to write that : IT WILL BE AMAZING and he created an account only to open this thread. Hmm... that's suspicious. Link to comment Share on other sites More sharing options...
KevinVG207 Posted August 10, 2014 Share Posted August 10, 2014 Can't wait for the open beta! (if ever coming) Link to comment Share on other sites More sharing options...
Hoithebest Posted August 13, 2014 Author Share Posted August 13, 2014 Thanks for your replies. I can confirm that this is currently working on the 1999 NO-DRM (and probably DRM too). Grappigegovert, I downloaded your Cheat Table, but what do the numbers 1-6 mean? I am still working on this project, but it's just very hard to find these addresses that hold the correct rotation values of the enemies (they're not the same as the player rotation values, even when they're rotated the same). I really want to make this project open source in the near future, but there must be working something at first. Link to comment Share on other sites More sharing options...
grappigegovert Posted August 13, 2014 Share Posted August 13, 2014 I'm not really sure what the numbers 1-6 are myself, I've just added them for testing. When you click on Location, you will see the xyz position, and two different rotation types (R1-R6 and QX-QZ). Both rotation types represent the same rotation, and I think the QX-QZ type is the one the AI also uses. Link to comment Share on other sites More sharing options...
Cyrem Posted August 13, 2014 Share Posted August 13, 2014 This is an awesome development, keep it up! Would love to see it in action. Link to comment Share on other sites More sharing options...
coffins Posted August 14, 2014 Share Posted August 14, 2014 I would like to know a little more about features for admins. Link to comment Share on other sites More sharing options...
legorr2020 Posted August 14, 2014 Share Posted August 14, 2014 I wish I knew enough to help... Link to comment Share on other sites More sharing options...
Hoithebest Posted August 14, 2014 Author Share Posted August 14, 2014 I'm not really sure what the numbers 1-6 are myself, I've just added them for testing. When you click on Location, you will see the xyz position, and two different rotation types (R1-R6 and QX-QZ). Both rotation types represent the same rotation, and I think the QX-QZ type is the one the AI also uses. Thanks. I've seen this, but this is still not the information I need. (I already found your addressess too) I would like to know a little more about features for admins. Currently, this means this following things: (not so many yet) Freeze everyone's Power-Ups and Upgrade Crystals (you can select which and how many) Freeze everyone It's very important that everyone who knows how to work with Cheat Engine and how to find addressess and pointers helps us finding them. This is not a project for one or two people and we don't want the credits all for ourselves. We want to make this an open source project. We still need addresses for enemy 1-5. Addresses include: Locations X, Y and Z and Rotation X, Y and Z. (other values will be added in the future) So again, if you do know how to work with Cheat Engine, please help us. We can't make it possible without you guys. We already made an engine containing a Server and a Client so it's just a matter of adding addresses, which is actually the hardest part but when this is done, we do have something that actually works! Link to comment Share on other sites More sharing options...
Almogzxp Posted August 14, 2014 Share Posted August 14, 2014 I'm not really sure what the numbers 1-6 are myself, I've just added them for testing. When you click on Location, you will see the xyz position, and two different rotation types (R1-R6 and QX-QZ). Both rotation types represent the same rotation, and I think the QX-QZ type is the one the AI also uses. Thanks. I've seen this, but this is still not the information I need. (I already found your addressess too) I would like to know a little more about features for admins. Currently, this means this following things: (not so many yet) Freeze everyone's Power-Ups and Upgrade Crystals (you can select which and how many) Freeze everyone It's very important that everyone who knows how to work with Cheat Engine and how to find addressess and pointers helps us finding them. This is not a project for one or two people and we don't want the credits all for ourselves. We want to make this an open source project. We still need addresses for enemy 1-5. Addresses include: Locations X, Y and Z and Rotation X, Y and Z. (other values will be added in the future) So again, if you do know how to work with Cheat Engine, please help us. We can't make it possible without you guys. We already made an engine containing a Server and a Client so it's just a matter of adding addresses, which is actually the hardest part but when this is done, we do have something that actually works! Can we see some pictures or video or any other proof? after all, you said the mod is working, but it's "VERY, VERY buggy". Video would be great. Link to comment Share on other sites More sharing options...
Wirza Posted August 14, 2014 Share Posted August 14, 2014 Video would be great. yes, i agree. Video would be nice. Link to comment Share on other sites More sharing options...
Hoithebest Posted August 17, 2014 Author Share Posted August 17, 2014 I've added a link to a YouTube video with a demonstration of what we have accomplished at this moment. Link to comment Share on other sites More sharing options...
LimeKiller Posted August 17, 2014 Share Posted August 17, 2014 Alright. I've refrained from saying anything about this because I tend to be very cautious about these kinds of announcements, but the video shows that this is something to get excited about. I'm anticipating seeing where this goes, and I congratulate what progress you've already made. Link to comment Share on other sites More sharing options...
Almogzxp Posted August 17, 2014 Share Posted August 17, 2014 This video should give Lr1 modding more attention... EDIT: Something doesn't feel right. I have some questions: - How does the client work? (I mean how can you join a game?) do you send "commands" with the host ip or what? - How can you host a server? did you used a modded client or you made your own program to host the game? And now for the skeptical question: - Isn't that possible to make this video by changing Captain redbeard's path? : Link to comment Share on other sites More sharing options...
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