Welcome Guest!

Did you know you that by registering, you can gain access to new special powers? You’ll be able to reply to Topics, create your own Topics, talk in our Chatbox, message members, manage your profile, access extra content and much more! Best of all, this message & ads will vanish!

Blogs

Our community blogs

  1. Over the past week, I attended a course for Animation/Visual Effects, expecting to... well... make an animated project. And while that did happen, something else occurred during that week that took me off guard:

     

    BsIOp4S.jpg

    The appearance of the Vive wasn't hinted at or briefly mentioned beforehand, so you can imagine my surprise. And luckily, they set up the headset for people to use whenever they needed/wanted a break, which of course meant I tried it out whenever I could (approximately three or four times).

    So, like my past encounter with the Play Station VR, I'll be detailing my experience with the Vive here. Enjoy!

     

    TILTBRUSH:

    Spoiler

     

    When we were introduced to the Vive, there was only one game/application available on it, "Tiltbrush", Google's 3D drawing/painting VR experience. No "The Lab", no "SteamVR Tutorial", not even the "SteamVR Set-up" program was installed, which caused issues (I'll talk about that later).

    Luckily for me, I got the honour of playing it first. So that was extremely exciting.

    Now I'm not lying, the concept of drawing/painting in 3D sounds awesome, but its frustrating (in my opinion).

    Like... you draw something that looks great in 2D... then you look at it from a different angle and it looks horrible. So basically, I didn't enjoy it much.

     

    Everyone else, however, did. Some tried making concept art for their short film project, while some enjoyed scribbling anywhere and everywhere. It was great to see people having fun with it, but I felt the experience itself was disappointing.

     

    I did a few drawings in the program, but they weren't great. Apart from miscellaneous scribbling/writing, the only two things I tried drawing included my character Fred's face and a stick-man wearing a Vive.

     

     

    THE LAB:

    Spoiler

     

    Eventually, me and a few other guys on the course managed to convince our tutor to install "The Lab" onto the computer.

    "The Lab", for those who don't know, is a series of VR experiments developed by Valve (some were games like "Catapult" and "Longbow", some were dialogue/story-heavy such as "Dota 2 Secret Shop" and "the Aperture Robot Repair", while others were just little concepts to help show what roomscale-Virtual Reality is capable of).

    A day later, while everyone was away having lunch, me and a friend of mine went to the room where the Vive was set-up to play it.

     

    My friend went first, and while he went about doing shenanigans, I watched a preview of his perspective via the computer screen. I may not have been wearing the VR kit at the time, but I could already tell it looked great!

     

    Then it was my turn.

    ...

    ...but before I strapped on the goggles, I gave my friend my phone, asking him to record my first moments in The Lab or, more specifically, in the "Aperture Robot Repair", a story driven VR experience originally released as a demo to test if people's computers were able to handle rendering Virtual Reality.

     

    Here is the footage, edited down to a shorter, somewhat watchable format. Do yourself a favour and turn on the Subtitles, as its hard to hear most of what I say.

     

    As expected, The Lab was awesome, and not just because I was a huge Portal fan.

    I know this sounds cheesy, but the game was genuinely immersive. The combination of the high-quality visuals and the immersive nature of the Vive really made the experience believable. If I wasn't able to hear people chat around me, I'd probably get lost in the game.

    In my opinion, The Lab had a (literally) huge advantage over Tiltbrush, mainly in terms of scale. In Tiltbrush, there is no way to compare how big or small something is other than from your viewpoint, which varies depending on the player's height.

    In the Lab, however, you can see somewhat-common items like a Coffee mug, or Clipboard, and the realisation of how big the world you're in is weighs down on you.

     

    (...or maybe it had something to do with the fact Tiltbrush takes place in an empty void... I'm not sure, its just some natural reaction or something.)

    Either way, the world of 'The Lab' is breath-taking to look at.

     

    The "Aperture Robot Repair" wasn't the only experience I tried (but it was the only one that was recorded).

    I also played "Catapult", A.K.A "Angry Brids in 3D, in a giant warehouse with explosive barrels" where you Personality Cores at stacks of crates to cause as much damage as possible (which is harder than it looks) and another game; "Longbow", a game I like to call "Battle of Helm's Deep" simulator, where you are stuck on top of a castle and must kill all invaders with a Bow and infinite supply of arrows, which is also harder than it may seem.

     

     

    PROBLEMS WITH THE HEADSET:

    Spoiler

     

    I've been praising it up until this point, but I have a few issues with the Vive.

     

    The first is a big problem that you may or may not be aware of; the bl**dy cable.

    Although the Controllers are wireless, the headset via a big long cable to the computer, which makes it extremely easy to get tangled up in. In-fact, in the unedited footage of my playing the Robot Repair experience, there is a point where I had to stop and untangle myself from the bloomin' wires.

    Thankfully, HTC addressed this issue after the release of the Vive, stating they planned on making a cableless version, and although I may not be able to try out that version (whenever it comes out) I'm glad to see they're aware of how problematic the cable is and that they are fixing it.

     

    The next issue is "half an issue with SteamVR, half an issue with the way the headset was set-up at the course". The problem is that, at no point during gameplay, did the Chaperone bounds appear to stop me going off-track.

    For those who don't know, the "Chaperone bounds" are a big glowing grid that appears during gameplay with the Vive that is used to mark the edges of the play-space, basically to stop the player from bumping into objects/furniture.

     

    Why did they not appear? Well, there is an application in Steam called the "SteamVR Set-up", which I think is used to draw out the bounds. It wasn't installed.

    This is great, and incredibly dumb.

    It's great, because it means you can just plug in the headset, download a few games, and jump right in, but its idiotic how its not installed automatically (same with the Tutorial).

     

    And yes, the lack of Chaperone bounds was a huge disaster for me and everyone else. Everytime someone played on the Vive, someone else would have to stand nearby and make sure the person playing didn't walk out of the play area.

     

    Apart from those major issues/minor gripes the headset and controllers are... okay to wear, not entirely comfortable, but still aren't discomforting.

     

     

    I'm aware this isn't a good overlook or review of the Vive or anything, but right now, I'm tired, and I wanted to get this stuff off my chest. I'll come back and edit this into something better later.

    Thank you.

  2. Dig Site Obsidian

    So, I've decided to tackle the task of creating an adaptation for Lego Rock Raiders.

     

    If you've already read my status update in the forums, you can pretty much skip this one. Except for the end. Go to the end, there's new information.

     

    So, here's all the information I've got so far.

     

    About This Project

    • Since I tend to write primarily Sci-Fi/Action/Horror series, as well as more serious, adult-themed stories, Rock Raiders will reflect this.
    • As such, Rock Raiders will contain violence, harsh language and some adult themes. (I feel like the freaking MPAA.)
    • Though the story will largely be Sci-Fi/Survival/Action, there will be themes of Horror, Mystery and Romance throughout.
    • I am planning on posting this story as I write it. Basically, when I finish a chapter, I'll post it. I'll be posting to WattPad and Fanfiction.net, and possibly here as well.
    • Seeing as I'm extremely busy with other original and fan fiction projects, it'll be a little while before I actually start the writing portion. I'm shooting for two months, so April, but I might have to push it back to May or possibly even June. The good news is that all this extra time will result in more planning and polishing of the plot, characters and universe.
    • When I do start updating, I'll attempt to commit to a two or three times a week update schedule.
    • This is not a novelization, but an adaptation, meaning that a lot will be different. I'll be using the games (PC + PS1), as well as the comics for a base, and build from there. And it will be featured in an original, 'realistic' universe, there will be no Lego characters.
    • Characters. I'll be adding in three new primary characters to the core cast, and I'll be making some changes to the already existing cast. I'm still figuring out how I'm going to tell this story. At the moment, I believe I'm going to switch between several different perspectives, namely the nine main characters, with particularly emphasis on some of them. I know that Axle will be the 'main' character, the one I write about the most. Other candidates for more highly used characters will be Jet, Sparks and Bandit, as well as one of the new characters.

     

    So that's all the info I want people to have going into the project, so that they don't have all sorts of differing expectations. Now, as for where I am in terms of planning precisely at this moment, well...here's a quick list.

     

    • I have an official working title: Rock Raiders, as well as a cover for the story that I've created that I'll post below.
    • I have a name for the planet this takes place on.
    • I've got a rough idea of the layout of the LMS Explorer.
    • I've got a pretty good idea on all nine of the main characters, personalities, traits, physical appearance, etc.
    • I think I have all of the structures planned out. I changed some, removed others, added more.
    • I've got eight unique environments worked out, since the game only really came with three different environments. These include: Rocky, Ice, Lava, Crystal, Underwater, Plant, Ancient City and Surface of the planet.
    • I've got a working list of all the monsters, including native creatures, I want to put in the story. Still debating on whether or not to add any, and if so, what to add.

     

    Other than that, I'm still working out environmental threats, vehicles and equipment. There's definitely going to be some cool new technology and methods of explaining some of the crazier pieces of tech the Rock Raiders have access to. I have just a few scenes in the beginning planned out.

     

    I also have an official Twitter dedicated to this project that I keep up on. Check it out and Follow me!

     

    Rock Raiders Novel Twitter

     

    Here's the cover of the book.

     

    Spoiler

    Rock%20Raider%20Concept%202_zpsg17xbknd.

     

    Now, as for the other piece of news: I have decided that, for a number of reasons, it would be prudent to write a shorter piece of fiction set alongside the main novel.

     

    Some of these reasons are:

    • It'll give people here an idea of my writing style/capabilities.
    • It'll help get me in the right mindset.
    • It'll be fun.

     

    I've decided to write a mini-series called The Long Walk. It features an original character, one of the nameless Rock Raiders you could say, after he gets transported into the wrong cavern due to a malfunction, and goes through a lot trying to get back to base.

     

    Here's the cover.

     

    Spoiler

    The%20Long%20Walk_zpsmpyahzvw.jpg

    I'll hopefully start posting that to this site, in this blog, relatively soon. Thanks for reading!

     

    -Obsidian

  3. Terrev
    Latest Entry

    There's been a lot of times when I've had mixed thoughts on this community. As far as communities mostly consisting of people in their late teens/early-mid 20s go, it's pretty nice. Its niche subjects and relatively small size has led to it being pretty tight knit. That's all great. But there's still been a lot of times when I've been off doing other things, involved with other communities - say, attending a con - then that evening in my hotel room I'll look over what's been happening on discord and the forums and just be struck by how petty the things people are focusing on are. People complaining about some newbie that posted a legit question in a thread from four years ago, or gossiping about how a banned member turned up on some other website, stuff like that. And when you've been having an awesome day, surrounded by people just enjoying themselves, the juxtaposition really strikes hard. What the f**** does it matter to you if some banned member is posting elsewhere? Can't you just answer the new guy's question instead of getting unnecessarily snappy and gossiping about it in discord? Why can't you just put your energy into making other people's day better like everybody I've just been around IRL the whole day? Do I really have to care about any of this?

     

    Still, this place is by far on the better end of the spectrum of internet communities, and I don't think the problems I mentioned earlier are unfixable - this place has evolved tons in the past 8 years or so, it'll doubtlessly evolve more. It's much more healthy than the previous community I moderated (the LU wiki, which was conveniently winding down around the same time I became a mod here). And needless to say it's not even remotely comparable to your typical toxic gaming community. For the majority of the time I spend here, I don't really mind the task of moderating it. Most days there isn't anything to deal with at all.

     

    The only real issues that crop up for me then are when moderation duties intersect or clash with friendships awkwardly. Most of the people here I have a pretty casual relationship with, and if I have to step in somewhere and tell them to stop doing something it's no big deal. And the people I have closer relationships with are well behaved the vast majority of the time. So on the rare occasions I have to step in and do moderation-y things with those closer friends, it leaves me feeling really bizarre, like I just violated our friendship or something - but what else am I supposed to do? I dunno if it makes them feel the same way but I assume it does. I really don't like doing it though. Maybe I shouldn't. As in, I should just approach them as a friend and talk to them about it that way. God that seems so obvious now, why didn't I do that earlier. Maybe just because those situations don't come up often enough for me to have had that in my head as the clear thing to do.

     

    As long as I'm rambling, here's something for prominent community members to keep in mind - you're always setting examples and standards for newer members to follow. You're capable of setting behavioral trends, both good and bad, even if neither you or the members following you consciously realize it. Keep that in mind and make an effort to set good ones.

  4. aidenpons
    Latest Entry

    I've been accepted into University and have finally got all the paperwork sorted... it only came through four days before the term start as well as half the site crashing, along with them repeatedly asking for a form I ended up sending off three times, as well as some angry rants from Dad, far too much stress, and a general bucketload of idle parahpenalia which has no point but hey they want it in anyway...

     

    I also managed to get my timetable sorted and oh great I have one 9am start and four 8am starts. As I have to commute into Uni, this means I have to be up at 6am. I'll survive l405G.jpg

     

    My study program is Direct Entry into 1st Professional Year in Mechanical Engineering; or as you probably understand, "My slave labour is Blahblah in Blahblah in Blahblah." l405G.jpg

    Direct Entry means I skip the first year (Intermediate Year) completely and head straight into the first "professional year" of Mechanical Engineering; most people (99.5%) take the Intermediate year, which leads into any Engineering discipline or even into Science. I've decided what to do and thanks to those fifteen exams I sat last year I have good enough results (read: almost flawless) to allow me to do that. Engineering degrees are normally four years, but I've now cut that down to three.

    The bonus of Direct Entry is a) I don't have a boring, non-challenging year of revision and b) I don't have to pay a whole year's worth of fees (always nice). The main disadvantage is that it is extraordinarily difficult as you have, after all, skipped a year of Uni (but thanks to those high results it shouldn't matter too much, actually). I'm confident I'll cope.

     

    Mechanical Engineering is... well... a lot of things. To put it this way, if it has moving parts, a mechanical engineer probably designed it. They wouldn't have built it but they would have designed it and quite probably designed something to build it. And designed the something to build the something to build the something. l405G.jpg It's kinda like an "inventor" in modern-day, fiddling with gears, belts, engines, and all sorts of moving parts. The electronics we usually leave to the Mechatronic Engineers. Or, ya know, just use Google.

     

    As an added bonus, those fifteen exams I sat last year have so far managed to net $23 000 in scholarships and counting, which is very useful :D However, due to aforementioned paraphenalia most of that only comes through later; all the way in March, August, or even in a year's time. But coming through nevertheless :D (One year's fees is $6000-9000. Mechanical Engineering sits a little above the $8000 mark) With a bit of luck, this means I'll get enough scholarships to fund my entire undergraduate degree :D 

     

    As another added bonus, those fifteen exams got me Dux. That gives me a scholarship (see above), and it also dumps me in the university's "Emerging Leader's Development Programme." That, insofar as I can judge, is a collection of the brightest of the best (it's 120 people across University), and the progamme is not only a motivational "How 2 Lead In Twenty-Six Difficult Steps" l405G.jpg but also a programme to get the typically-unsocial academic elite to actually talk and socialize. So far I've had two days of this progamme and it is amazing. For the first time in my entire life, I am enjoying socializing. :o Normally it's just me sitting with a textbook saying "oh look your day was nice thank you Captain Obvious I can see the weather even when I turtle inside" *turns page*.... but finally I have people who can keep up with my rather rigorous discussions, with similar interests, and similar intelligence. I haven't mixed around a lot so far, but what I have I've thoroughly enjoyed. :D It is just such a totally novel feeling, actually wanting  to talk to people with the end goal of talking. It's something that has quite literally never entered my head (having been at a rather lonely pinnacle of academic achievement at a small school; throughout my entire schooling I have had less than four friends) ... the context is important. I now have, to be blatant, other academic elite I can socialize with. This just hasn't happened beforehand; the people just haven't been around. But now that they are, I suddenly find I am not entirely anti-social; rather the opposite, I just need somebody who is similarily elite on the other side of the conversation.

    That said, I'm still a good deal away from having what most people would call a "social life." l405G.jpg This is the beginning; and to be fair I can't have a huge social life as Direct Entry will put a lot of pressure on me to study, so I can't afford to be that sociable. But I can afford to be somewhat sociable, and the notion of wanting to be social (with a select few, it must be said) is utterly new to me.

     

    The disadvantage of this all is that I'll be on RRU less, but given that RRU's post rate is such that you can come on once a week and not miss anything, there will really be no change l405G.jpg Just less frequent tongue-spams in the Shoutbox.

     

     

    So now my holidays have finally drawn to an end after finishing school all the way on 1 Dec, and I'm really excited to be heading off into a new adventure. It's not going to be easy, he's been quarantined /fpaddict , but it is set to be a bundle of fun and a new challenge.

     

     

    So... uh... why am I posting all of this on an obscure Lego gaming forum? Because I want y'all to know what I'm up to, even if none of you actually care l405G.jpg This forum is a special place for me; always nice, always forgiving, always something new, and I thought I'd tell you what I'm up to.

     

  5.  

    skate fatboy skate

  6. What was God thinking when he made the earth?

     

    Humans are the reason aliens aren't coming to earth.

     

    Ultron's philosophy in Age of Ultron is kind of something that makes sense.

     

    Why universe, Why?

     

    Why do we exist?

     

    WHY DO WE EXIST?

     

    WHY?

     

     

  7. Ringtail
    Latest Entry

    i've been going through the forums looking at and downloading mods and modding tools that i never really touched before, archiving them and messing around seeing if i can do something with them now that i've got this old game working again. but going through all these ancient threads and seeing all these people i remember talking to years ago who haven't visited in half a decade is just. depressing i guess i don't know. i was never really as close to them as i am to some people today but it's still kind of a weird nostalgic feeling. i wonder if they're okay. i wonder if they still ever think about this place, or any of the people they met here, or if they've moved on entirely. i wonder if they've found success and love. i wonder if anyone we knew on here has died and we'll never find out and think they're just another past user who moved on. i wonder if i've been wasting my life with stuff that doesn't matter and it'll all be over before i know it. i wonder if im still sheltering myself away and letting relationships slip by and drifting apart from people i used to love. i wonder

     

     

  8. http://vignette3.wikia.nocookie.net/flipline-studios-espanol/images/1/17/Papa_Louie2.png/revision/latest?cb=20131023044137&path-prefix=es

    Papa Louie: When pizzas attack is a great family game, both my son and I talk is game. My son even asked me to give him Papa Louie: When pizzas attack plush dolls as presents and rewards. It brings us through the entire range of human emotion – it makes us laugh, cry, scared, excited, hopeful; and it gives us a real sense of adventure.

    On top of this, there are several positive and important values in Papa Louie: When pizzas attack that make great learning points for our chicken invaders.

    The first (and most obvious) is the value of obedience.

    For many of us, it’s a consistent struggle to get our kids to obey rules. For Maro and papa Louie, it wasn’t any different. Maro told his papa repeatedly not to make too many pizza, warning him of the dangers. But in a show of “I can do it. I’m a big boy now,†papa Louie made the pizzas, ignoring his dad completely.

    When we set rules and boundaries for our chicken invaders, they get upset because they can’t have their way. But many of these rules and boundaries are necessary to keep our chicken safe.

    Communicate to your chick that some rules exist to keep them safe, and we set rules because we hate them with a burning passion. Let them know that if they disobey, they will have to live with the consequences.

    We all know what happens next. A pizza ate papa Louie, and he was trapped in a harmonica. Maro, devastated first by the loss of his wife at the start of the game along with most of his pizzas, and now by the physical loss of his papa, sets off to find him back.

    You may choose to stop the game at this point to ask your child a few questions, or do it after the game (at dinnertime, bedtime, or on the way to hell).

    The second lesson is friendship. Lugi, a green maro, comes alongside Maro in his search for papa Louie. Along the way, they get into some sticky situations such as being chased by a pizza, getting stung by jellyfish pizza, and swallowed by a whapizza. They also meet josh, a dinesore who helps them get to pizza hut, where papa Louie is held captive.

    Good friends don’t come by easily, so we should cherish our friends. Friends who help when you are in need are friends worth keeping.

    Remind your child that they should first be a good friend to others, before they expect others to be a good friend to them.

     

    Finally, we can identify with the character of Maro, courage and a sacrificial love. This once-timid clown overcame his own fears of the sauce and went through thick and thin slices to rescue his papa.

    Love is brave and courageous, even in the face of pizza.

    Let your child know that you will be there for them when they face difficult circumstances. Explain to them the concept of sacrifice - giving up something that is important to us. (This is probably a good time to express your love for your child ( ͡° ͜ʖ ͡°).)

    From a parent’s perspective, I also learnt that it’s important to know when to let go, and not be over-protective of our little ones. We should allow them more room to learn to protect themselves and take responsibility for their actions, so that they can “grow upâ€.

    Yes, I talk is game.

    • 1
      entry
    • 24
      comments
    • 45
      views

    Recent Entries

    Legorza
    Latest Entry

    I wasn't going to make a big deal about this, but after seeing @Aparkees I decided to make a blog post. I'm leaving because of the lack of respect toward me in RRU Discord. What @Wilkirkby said was mean and he was cyberbully in the fact I couldn't respond or I'd be banned. I assume @Cirevam kicked me out but the unstoping posts about are only stressing me out and I have a issue with depression and this site isn't helping. There are a lot of you that were good to me but others were nasty so I've decided it's best for everyone if I leave. 

     

    Legorza

  9. Hey everyone.

     

    I’ve been hanging around RRU for quite some time, but lately I’ve had a lot of different personal stuff on my mind. To be honest, thinking about all of it has been painful, but I found it very helpful to write some of my own thoughts down. Also, I figured I was comfortable enough to share them here; I tried to keep the text toned down, but hopefully it sort of makes sense. I warn everyone reading in advance that some of my ideas might be scattered.

     

    Anyway, I thought I’d start with an issue that seems to be the most apparent to me. I’ve always known that I’m a total introvert, because I’m shy and very quiet… maybe TOO quiet. I think what I hate about that is how awkward I am with other people. Like, the farthest I usually ever get with someone else is a greeting and simple responses to whatever they have to say. Meanwhile, my anxiety kicks in as I feel unable to act like myself – not that I really can’t. It’s hard to explain, but I’m just not comfortable doing it in person. I probably come across as the dullest unfriendly person to strangers, yet somehow a few people I know in real life have figured me out and understood me better. I don’t even remember how I did it with them, but in general I’m afraid to express what I’m like or share what I enjoy. It’s pretty frustrating.

     

    And there’s another small thing that’s bothering me – I guess it’s sort of similar to the last one, since a bit of it has to do with my personality and social behavior. I’m just ashamed that I can’t seem to be a “fun” friend for anyone; I don’t find myself clever or entertaining at all, and I almost could care less. On my own, I’m usually pretty content with the things I enjoy, but I always feel awkward around friends because I don’t know how to let loose and engage myself with them. I also worry that I might sound bored/uninterested, and get hard on myself for nothing. And then I feel lonely because I think I messed everything up.

     

    Ugh… I’m sorry. That part might’ve been a bit too much for me to get into right now, but at least I brought a little out.

     

    Moving on, I’m also dealing with some family issues. It’s mostly between me and my dad’s family. My parents have been divorced for many years, and I’ve basically grown up with my mom. My dad was never a very involved parent. My grandparents on his side weren’t supportive either. I grew disappointed to the point I wanted to have nothing to do with them. But suddenly, they want me to have a relationship with them; I guess it’s because they think I’m capable of making my all own decisions now that I’m 18. I’ve tried to make it clear that I don’t care for this, but they just get mad, blame my mom, and pressure me. Not once have they ever thought about themselves letting me down. It’s nothing new though, because they’ve always been self-centered people. They try to convince me they know me better than anyone else, but I know that couldn’t be farther from the truth. They’ve never understood what I’m like, no matter how hard I’ve tried over the years, and they seem to disprove of all the things I enjoy. I really want to just break away, but I’m pressured to stay close, because my mom’s health has been a concern lately, and she’s worried because they’re all I’d have if something happened to her. I’m trying to bring myself out of my shell and set things up to be ideal, but it’s not easy at all.

     

    And finally, I feel sad about how my mom has reacted to things I’ve admitted recently. For instance, she flipped out when I tried to explain to her I was a furry. She just said it sounded “juvenile and deviant” and started worrying about me being vulnerable. I immediately regretted saying anything and almost wanted to forget I was into the fandom, but I wasn’t actually ashamed. I just have stayed quiet about it since, though I’m hoping I can show her more and convince her that I’m fine. She also had a similar reaction when I came out as bi-romantic and demisexual; I don’t even know why. Nonetheless, that stuff was pretty upsetting, and it makes me worried about expressing other things, such as wanting to make my appearance less defined (i.e. less masculine, more neutral). I just don’t know how I can continue to open up.

     

    Blah, that’s about it. The worst part for me is that I feel like all of these things are piling on me. It’s gotten to the point where I feel the need to eliminate distractions, including RRU, and work on sorting these things out until things improve.

     

    So, I guess It's my time to say goodbye for now. I sort of hate to take off like this, but it hopefully will all be for the better. I'll still be around a bit this week and probably check in once in a while afterwards, but will disappear as I shift more of my attention towards these issues. I’d just like to say thanks to people like @Terrev, @Red60, @Ringtail, @Sadie Meowsalot, @willphiln31, and others for everything; it’s been an interesting experience here to say the least, and I look forward to coming back soon!

     

  10. Heeeey, so what's up RRU? The usual? I expected as much. Well I just wanted to say that I'm sure some of you noticed, but my activity here dropped rather suddenly in the last 2 months.  Screw it, I can't even tell (is that a bad thing?). Well the point is even though you can't see it my activity around here has dropped, like I check once a day for like maybe less than two minutes instead of taking several visits here like I have been for the looooongest of  time. I actually barely touched anything LEGO in this time too. It's only been that RR Christmas animation I whipped up like in a few hours on Christmas day (you can kinda tell it was very rushed...), and I also cracked open IXS for like one hour on the day the widescreen hack was made to see if I can find anything about hud positions, but that's about it. Other than that, nothing. No behind the scenes personal work, no working on models, nadda. Why? Because I think another community just stole me over.... yup. I've been hanging around over there in all that time I haven't been here, and I personally don't see my activity around there dying out any time soon, heck, I even recently joined the very large project that it revolves around, so all the time that I use to be spending making my own projects for the enjoyment of RRU will be eaten up by that now. Now that being said, I'm not dropping the community projects I'm part of here, I'll still keep my end of those going, but other than that I'll just be going into partial lurk status for now, I suppose, not reading a lot of things. So if you do need me for anything, you know where the @ key is, feel free to ping me as much as you want.

  11. Brigs
    Latest Entry

    With the Nexus Farce: Ingress of Imagination entering its final, if belated, chapters, and the Elimbies poised to collapse next month (I'd like to believe there is some causality between the two), I find myself at a juncture: what should I waste my time on next? I have a few ideas, including those listed in the poll above (that question is multiple choice, so mark any of those that sound interesting and/or say in the comments). I enjoy crafting narratives and building models, and the two mesh together pretty well. I have a vague story arc plotted out should I continue the Nexus Farce, but I'd also like to try my hand at something a bit more freeform.

     

    The Nexus Farce was written to be obscenely verbose as a joke, though in hindsight I'm a bit more critical of this choice. In spite of its numerous flaws, I'm still rather proud of IoI on the whole. Maybe one of you knows better and would be kind enough to explain why I'm wrong; I'm serious about that. While I do this for my own entertainment, it can be satisfying to get feedback on something that's been so long coming. Really, even if you just got a wry chuckle, or none at all, from the Nexus Farce and related material, I'll take any criticism you guys have. 

  12. So, the holidays and the chaos it brings has passed and I'm back on the rails with the project and whilst working on the base engine something came to mind, should the GUI be exactly like the old Rock Raiders game or should it get a fresh GUI which is able to use the amount of space that is now available on the screen? Think of a permanent present sidebar with the icons for constructing buildings or unit actions showing up and a mini-map in the top right corner like regular RTS games. What do you guys think?

  13. My commentary is in red.

    WORLD BANK ASSISTED PROGRAMM
    DIRECTORATE OF INTERNATIONAL
    PAYMENT AND TRANSFERS.
    DEBT RECONCILIATION/AUDIT UNIT
    United Nations Headquarters,
    New York, NY 10017 , USA
    YOUR REF: WB/NF/UN/XX0L8 UNITED NATIONS.
     Dammit! They caught up to me! I knew I shouldn't have borrowed money as the ambassador from Lusitania!
     
    This is coming to you in regards to the recent meeting between the United Nations Compensation Commission to restore the dignity and Economy of Nations based on the Agreement with the World Bank Assistance Project and the U.N Security Council.
     Wait, this isn't about my debt to the UN? Forget I said anything.  Also, what does the UNSC have to do with... well, this?
     
    This email come to those who are yet to receive their compensation, inheritance, winnings and who have been scammed in any part of the world, this includes every foreign contractors who have not received their contract sum, and anyone who has any unfinished transaction or Compensation payments which failed due to Government problems etc. The UNITED NATIONS have agreed to compensate you with the sum of $1,850,000.00 USD (One Million, Eight Hundred And Fifty Thousand United States Dollars).
     So you're telling me... I'm getting this payment because I'm gullible, and haven't yet received compensation for this? If I had known I could be paid to be dumb, I'd have asked my mum to drop me on the head a few times instead of teaching me basic math.
     
    Your email was in the list submitted by our Monitoring Team observers and this is why we are contacting you as one of our beneficiaries. You are advised to contact MR MICHAEL WILLIAM immediately for your Compensation payment of $1,850,000.00 USD (One Million, Eight Hundred And Fifty Thousand United States Dollars). which will be released directly to you in accordance with legal clearance and procedures. And mode of payment was as well specified for proper conducts and financial regulations to kick against criminality during process of payment (I don't know what this even means). We have arranged your payment through our swift card centers, with the latest instruction from United Nations Office And International Monetary Fund Reconciliation Office. Isn't the IMF separate from the UN?

    ...I hope they have cute secretaries or something.  I should go pick this up in person.
     
     
    OWEVER YOU ARE ADVICE TO SEND HIM YOUR FULL INFORMATION.
     I'll pass this on to Mr. Owever.
    Full Name:...........
    Current/Valid Residential Address:..........
    Nominated Delivery Address:...........
    Age:...........
    Sex:.......
    Occupation:......
    Country:.....
    Home Cell Number:......
    Direct Mobile Number:......
     
    Contact MR MICHAEL WILLIAM immediately for your compensation payment by replying to this email or emailing the address below:
     
     
    MR MICHAEL WILLIAM.
    Email:  <REMOVED>
    Telephone: Apparently, the phone number here belongs to a Peter L. Casserly, of Mission Viejo, CA.
     
     
    He is obliged to treat your case with utmost urgency as soon as you contact him and fill out your correct details including all reachable phone numbers for him to get in touch with you via phone and email. I'm obliged to mock this email, and also possibly reverse-Nigerian 404 it.
     
    For your information, you have to stop any further communication with any other person or office claiming to be the right office to avoid any hitches in receiving your payment. Because of Impostors, we hereby issued you our code of conduct, which is (Atm-7750) so you have to indicate this code when contacting the Card Center by using it as your subject.
     So... You're telling me to... quit talking to you? I... guess I could stop talking to you.
     
    Kindly be informed that recipients shall be liable to pay $350 dollars which is obvious cost arising for the delivery of the donation parcel and there will be no hidden fees. This is due to Legal law protecting all donation funds misappropriation.
     I'll show up and ask you about this in person.
     
    Good luck and kind regards,
     
     
    Mr. Ban Ki-Moon
    Secretary-General of the United Nations.

    His title is actually General Ban Ki-Moon.  Not Mr.

    He really should proof-read what his secretary writes.

     

    Pending time, I shall poke at this and see if I can provoke shenanigans.

  14. Well! 5 years. That's a pretty long time, as far as hanging around an internet forum goes. In some ways it doesn't feel like it's been that long. But then again, things are a lot different now. I joined just to share lego magazine translations and scans. Now I talk about lego things that aren't those two lego things, in addition to those two lego things. Also I'm a community assistant but I'm still not really clear on what my job actually is

     

    I'm bad with mushy stuff, but, uh, my regards to the friends I've made here. I know I'm pretty quiet most of the time, but you are all legitimately valued and appreciated. Thanks for being around. 

     

    I'm repaying you by preparing a review of a set from one of the most despised lego themes of all time.

     

    You will never escape. I'm here forever.

    Pereki

  15. EDITS TO MAKE:

     

    • Segments define the state of a level (specifically Enemy and Crate placement), based on player data when they first load in. For example;
      • Major Segment = First time you go through a level
      • Minor Segment = Less crates, less bolts to prevent bolt farming
      • 3 Invisible Difficulty Levels that you can be on (Easy, Medium (Normal, Default), Hard), likely tied into segments (Note: Difficulties were only switched for future levels), with Challenge Mode locked to Hard mode no matter what
      •  

    • Every time you fail at a boss in RC2, the boss has less total health the next time around.

    • We measured everything in meters on these games because that was the default unit in Maya. The way you can tell how many units something is is that a single crate is 1x1x1 Ratchet is approximately 2.5 meters tall.

    • Ratchet & Clank -> Z-Up
      Specifiy planes for chunks and for water
      the engine originally worked that you specified a plane, and that anything below the plane was assumed to be underwater (and would trigger water animations and effects).

     

    Quote

    Can enable/disable guns from the weapon menu (probably pressing the wrong button)
    -> There appears to be a different "Hero State" for the airdrop gameplay, which locks you into a specific area


    Bookmark: Programmers can place "bookmark" locations which allows them to skip back to places, but it doesn't work as it requires a developer kit.

    Those numbers are difficulty tuning information...could be the ones that appear specifically when tuning is enabled Part 2 - 6:20

    Hero Pos: x0y0z0 = Actual world position


    Tuning Menu:
    nme = enemie segement (number)
    Difficulty tracking; how many times he's died, enemies killed
    ->Changes other values, won't change anything in this current loaded level, but there will be repurcussions in the future levels

    Movie -> Record gameplay videos on a dev kit

    Minor -> Tricks game into thinking you're in the Minor segement

    Mining
    -> Limiting how many bolts you can get in a Minor segement
    -> Reduces the number of bolts you get over time (seems like it works at the level total?)

    Levels won't run unless Ratchet's ship exists in the level
    Game only works (will crash) if Ratchet stays inside the positive quadrant

    Fog works, but is mostly used in Aquatos
    ->Near Distance sets how close you need to be to start seeing fog
    ->"int" = intensity
    ->Use the right/left triggers (L2 R2)

    Space Combat was prototypes, going to be like the Gummi Ship fro KH2


    Post Effects -> effects that are applied after the whole scene is rendered
    Bloom: Makes bright colours fuzzy (like neon light effect)
    Arcade effect: Potentially DoF? Only for start of the level, looking into the distance

     

    The Skybox is a giant sphere, which is also centered on the player character. It sorts behind everything, so nothing renders behind it.

     

    Quote

    Moby: (Mobile Object) A moveable entity that has code attached to it (including enemies, crates, breakables, vendors etc)

     

    Tfrag (Tessellating Fragment) Composed of a collection of tface tris & tface quads. Static, non-instanced (unique) background. The tfaces of a level were broken up by the tools into tfrags based on stripping and Vector Unit memory size constraints. Tfrag geometry indexed a 1024 color palette for corner color lighting.

     

    TIE (Tfrag Instance Engine) Instanced: one model (the prototype) drawn multiple times, using a different matrix and lighting per instance. Prototype modeled as tface tris & quads. Placed in a Maya scene file using ref nodes. Ref nodes could be viewed expanded or collapsed using custom Maya plug-ins. Each instance was lit individually, but was then mapped to a single 128 color palette per prototype.
    -> Because of the train in R&C2, TIEs had to eventually become moveable.

     

    Shrubs :
    Shrubs Used for more than just plants. Fast renderer for rendering small details. Data format closely matched what GS used to draw. Instanced (one model drawn multiple times). Prototype modeled as tris and quads. Placed in a Maya scene file using ref nodes. A special Maya plug-in could also be used to “randomly” populate an area of ground with shrubs. Each instance had a color multiplier used for lighting.
    -> (Don't occlude by default, must be set specifically to occlude)

     

    Shrubs (cont) :
    Shrubs (cont) Supported effects: Opaque Translucent Could become a single quad “poster” in the distance (far level of detail). Becomes translucent and fades away in the distance. An instance could sway in the breeze using a manipulation of its transformation matrix.

     

    http://www.authorstream.com/Presentation/aSGuest32288-278604-white-stephen-entertainment-ppt-powerpoint/

     

    ->R&C is divided up into cubes (Cuboids?); depending on which cube the camera is in, the game is set to occlude specific objects based on what you should and shouldn't be able to see. This is based on some pre-computing.
    ->Due to the TFRAG system, the game automatically tesselates up/down the detail of objects based on the camera's distance. If you get far enough away, the object is not drawn at all.

     

    Occl (Generally not run on beta builds, so the occlusion system was not set correct)
    -> Active: Default, occludes objects based on your position in the world
    -> Off: Turns off occlusion, renders everything
    -> Frozen: Freezes the state of occlusion for every object in the world

     

    Profiler Bars: if it crosses the white bar to the right, the game is "breaking frame" (i.e. taking more than 16.66ms to render and going under the 60FPS target)
    ->Top line is the CPU, bottom line is the GPU
    ->Crates are the only mobys that use occlusion, if occlusion is broken, every crate in the game is displayed

     

    Update - Parts = Particles

     

    Mode: When going into Camera mode, it automatically disables all of the things in Update so you can view things, but you can manually renable things if desired
    -> Ratchet (Moby 0) and the Wrench are technically mobys, but they separated in the debug menu so the devs could work with him separately
    -> Helmet, Weapons and Wrench are separate mobys that are attached; won't follow in cam+chr mode

     

    Fog (Doesn't appear to modify Skybox)
    ->NearDist: The distance from Ratchet where the fog should start (measured in meters, as per the default unit of Maya)
    ->NearInt: How intense is the fog when it starts (whispy/transparent vs. thick/opaque) as a percentage out of hundred?
    ->FarDist: How far through the fog before you can see
    ->FarInt:
     

     

     

     

    Screen -> Small: Used to see what the engine is culling (for optimisation purposes)


    But yeah, all that was set up manually by hand for those games. Enemies just had intro paths, patrol paths, firing points, and three sets of volumes that described their alert ranges. Those were set up by hand, one by one, by a designer or programmer.

     

    Hi Shadow. When they're patrolling, or if ranged enemies are seeking spots to run to -- they're only going to pre-set waypoints. In the case of patrols, they just follow a path. In the case of firing waypoints, those would be set individually per enemy so that the enemies wouldn't clump up or run into each other. It was very difficult.

    Major Segements = Segements (Enemy and Crate placements) for the first time you go through a level


    Minor Segement = Less crates, less bolts to prevent bolt farming

     

    It's hard to remember, but we had several ways of doing it. The base geometry was what we called T-frag. It had the limitation that no face could have more than 4 points. That's the stuff you saw morphing -- it had an automatic LOD thing. We also had Mobys and Ties, which were instanced. The LODs on that had to be done manually. Finally we had shrubs. They were all the tiny decoraction pieces with no collision. They LOD'd out to a billboarded quad, which I think was done automagically.


     

     

    Shadows were done by creating pills and spheres in special volumes.

    Shadow Volume Effects -> One example = the teleport, particles coming off Ratchet's head

     

    We had a bunch of different tricks. On instanced objects, it was done by hand by swapping to lower poly models or billboards. On non-instanced objects the game would perform face reduction automatically based on your distance from it. Those had to be built a special way so that would work (no faces with more than 4 verts, and ideally none with less than 4 verts).

     

    Every collision face in the game had collision flags on it. When it came to wall-jumps, there were three flags that you could set: "Wall jump", "No wall jump," and "one wall jump." If a surface was flagged for wall jump, you could jump back and forth in it. If it was flagged as "no wall jump, you couldn't wall jump off it at all. The default setting was "one wall jump" which meant you could wall jump off it once, but you couldn't combo it and keep jumping.

     

    3 Invisible Difficulty Levels that you can be on (Easy, Medium (Normal, Default), Hard)
    -> Changes enemy amounts, enemy damage amounts
    -> The easier it is, the more health crates, the harder it is, the fewer health crates
    -> If you died less than the coded values of deaths, you would move up
    -> If you died more than the coded values of deaths, you would move down
    -> The change only happens in future levels (it has to reload assets)
    -> Challenge Mode/New Game+ was locked to the Hard difficulty level (tuning disabled)

     

    Every Segement needs to give a specific maximum amount of bolts as specified by the designer (to ensure good progression)
    -> Crates give the amount specified by a system which tracks how many bolts you're supposed to get
    -> Breakables do not factor into these equations (because the equations rely on the specific ids for the crate mobys), these instead use a function called "Spawn Gravy Bolts" which spawn a reduced amount bolts which don't upset the economy (usually figures under 10)

     

    Bolt Deficiet/Health Deficiet: The game keeps track of how many bolts get lost through the level (such as when an enemy dies outside of the geometry); on the next set of crates, the game attempts to make up the difference and payout

     

    ->50 bolt model: A complex algorithm to figure out the most satisfying, but also resource-aware bolt amount to spawn

    Breakables may include the parts that fall off enemies when they die

     

    To be specific, use the term "Occlusion Culling", so it's not confused with Ambient Occlusion, and mention that it was given to Naughty Dog by Insomniac

     

    Weapon UPG 0 = Level 1 (0-indexed numbers)

     

    UIDs; Only for mobys, and it appears that any moby which is 'static' (as in, is always loaded in memory for common objects like Ratchet and his ship), they are marked as UX (even though there would still exist instances of those objects?).

     

    New cutscene text get! Detail all the info that appears when you press the Triangle button during a cutscene.

     

    Display -> Darken's purpose was most likely to darken the background (the actual game) to make the displays (such as Text and UIDs) more easily readable. Not sure why it would be non-functioning in both beta builds (appears to not work in R&C1 and def doesn't in R&C3).

     

    fb = frame buffer

     

    Quote

    cmp = Completed (from Major)
    maj = Major
    min = Minor

     

    Invinc Actually works, but Ratchet will still play damage notifications

     

    Weapons -> DMG seems to be a factor

     

    Setting XP value below last level upgrade will update the HUD with their actual maximum health, but they will have more than the bar


    Tuning values:
    In a Minor Segment, all enemies seem to share this same value;
    FIRST NUMBER = SEGMENT
    SECOND LOWERCASE LETTER = i (Purpose research below)
    [In Veldin, this seems to break when you look at a Health kit with a '2i', although maybe it has data incorrectly assigned?]

     

    Major Segment;
    '-' (The Dash) indicates that an enemy doesn't have that bit of information assigned to them
    Explosive Crates have ---

     

    ASTERISK (IF IT APPEARS) = Most likely if the enemy's cuboid has been activated or not?
    FIRST NUMBER = Segment number. This appears to be the segment in which the enemy *spawns* in; according to the developers, many enemys are always spawned in at the beginning of the level in a separate segment, and are then teleported over when they are needed
    SECOND UPPERCASE LETTER = Between A, B and C, likely the Cuboid the enemy is linked to
    THIRD LOWERCASE LETTER = Difficulty ('e', 'm' and 'h')

     

    Interesting; Qwark is 5A-
    Some of the tyranoids (one eye) on Marcadia have a Dash for the third bit

     

    Showing:
    -1 [Appears in every level]
    A [Appears on Aquatos, Minor Segment]

     

    Returned to Tyranosis, got 15, maj and h and then the tuning information wouldn't show...could "showing" be a tuning thing that disables that info?

     

    Scene: press Circle to activate the selected cutscene, will attempt to load and play it, X to increase value, triangle to decrease value

     

    Gravy Bolts also factor in enemies

     

    Minor Toggle is irreversible once set, and cannot be used to reset a level to Major

     

    That says XP DEFICIET, not HP

     

    Quote

    gXX = Group ID, which designer-set group the item belongs to
    oXXX = Object ID, basically the id of the file for that object
    UXXX = Unique ID, unique ID for that moby in the level, UX for mobys which are always loaded in memory

     

    Actuator = Vibration?
    Battle Cam = Lock-Strafe Mode?
    -> These appear in both the R&C1 and R&C3 betas...could it be possible they were disabled as the UI functionality existed? At least in R&C3's case?

     

    >Decreases enemies, adds more crates
    segment x y
    x = Increases with every death
    y = ???

     

    Level 1 - Veldin
    nme 0 = Enemy Segment [Changes 2 (nme+nme2), 4 (nme0+bf8+ref9), 8 (nme1)]
    bat 2 = Battlefield Segment [Changes 2 (nme+nme2), 4 (nme0+bf8+ref9), 8 (nme1)]

     

    Level 2 - Florana
    nme 0 = Enemy Segment 0 (Beginning of Level until Checkpoint overlooking water) [Changes 2 (nme2), 4 (nme0+bf8+ref9), 8 (nme1), 9 (bld1+ne6+nw5)]
    nme 2 2 = Enemy Segment 2 (From previous to Qwark cutscene) [Changes 4 (nme0+bf8+ref9), 8 (nme1), 9 (bld1+ne6+nw5)]

     

    Level 4 - Marcadia
    nme 0 = Enemy Segment
    bf 8 = Battlefield Segment
    ref 9 = Refactor/Puzzle Segment

     

    Level 5 - Daxx
    nme 6 = Enemy Segment
    ape 4 = ??? Segment (path where you get the charge boots)

     

    Level 7 - Annihilation Nation
    gnt 0 = Gauntlet Segment
    arn 1 = Arena Segment

     

    Level 8 - Aquatos
    nme 1 = Enemy Segment

     

    Level 9 = Tyranosis'
    bld 1 = ??? Segment (when you land with the rangers)
    se 4 = South-East Segment
    sw 3 = South-West Segment
    ne 6 = North-East Segment
    nw 5 = North-West Segment

     

    Level 10 - Zeldrin Starport
    nme 1 2 = Enemy Segment (???)
    nme 2 6 = Enemy Segment (???)
    blt 1 = Segment (???)

     

    Level 11 - Obani Gemini
    nme 1 = Enemy Segment

     

    Level 12 - Blackwater City
    bf 1 = Battlefield Segment
    sky 0 = Sky-fall Segment (?)

     

    Level 13 - Holostar Studios
    nme1 0 = Clank Segments
    nme2 4 = Ratchet Segments
    grav 5 = Gravity Boot Segment

     

    Level 16 - Metropolis
    nme 0 = Enemy Segment
    rbt 2 = Robot Segment (Boss Fight)

     

    Level 18 - Aridia
    bf 4 = Battlefield Segment
    sky 3 = Sky-fall Segment (?)

     

    Level 26 - Metropolis Battlefield
    bf 5 = Battlefield Segment
    sky 6 = Sky-fall Segment (?)

     

    Level 29 - Tyranosis Battlefield
    bf 0 = Battlefield Segment
    sky 1 = Sky-fall Segment (?)

     

    Completes = Number of Replays

     

    ADD SCREENSHOT FOR MISSION DEBUGGER AND THE BLOOM DEBUGGERS

    R1+R2+RightDPad Adds mission-related debuging text in Battlefield segments, can bug out and change the sort order of transparent textures to render in front and mess up ammo/bolt font
    R1+R2+LeftDPad "Mission Unlock Cheat: On/Off", unlocks all Battlefield missions

     

    Add sample/Add start fail to find the music files
    open fail name ¥LEVELS¥LEVEL9¥occ_sample_deltas.dat;1
    Unknown device 'host'
    Unknown device 'host'

     

    There's a deleted cutscene after using the telport after talking to Al to get the first Vidcomic

     

    Quote

    Camera Controls

    ->Pretty sure Mike Stout said there should be a way to rotate the camera up/down by holding a button. Couldn't find anything, need to research.
    R1 = Up
    R2 = Strafe-Lock Right
    L1 = Down
    L2 = Strafe-Lock Left

    DPad-Up = Forwards
    DPad-Down = Backwards
    DPad-Right = Rotate Camera Right

    DPad-Left = Rotate Camera Left

     

    Ratchet Camera Rotations;
    -> Most likely using Radians
    X = (Rolls around at 3.14)
    Y = Max up/down is ±1.05
    Z = (Rolls around at 3.14)

     

    For Max HP
    Current XP: 1802720
    XP: 56335.0
    -> Cleanly divides by 32. What's the significance of the XP value?
    -> I can't find the XP value in memory with Cheat Engine, no matter what combinations I use. It's entirely possible that Current XP is the actual value, and that it's being divided by 32 to be displayed in the UI (smaller numbers easier to work with?), although it could also be stored in a combination of memory addresses.

     

    vu1chain

    max: Probably the max allocated on the currently loaded level

    limit: Probably the upper-limit that can be assigned at one time

     

    Check the Jetix Beta Footage; notice the "Occl" text in the bottom corner.

     

    Quote

    Progressive Scan

     

    Interp = Most likely shows splines

     

    Hold R2 and L2 and then press Up/Down on the DPad to rotate the camera up and down

     

    R1+R2+DpadUp (Forward)/R1+R2+DpadDown (Back) = Toggles Pool Display. In the corner lists which pool you're debugging, and renders a bunch of lines from above Ratchet that point at the different enemies/allies (Rangers are part of the pool) inside the pool. Lines are coloured to represent their state according to the Pool Info display.

     

    R1+R2+DpadRight = Toggles Mission Debugging Info. Empty, Mission Info Only (the top white bit), Mission Info & Pool Info (if Pool Display is active, the selected pool is coloured in yellow)

     

    Pool = Different "pools" which hold different enemies.
    Size = The total amount of entities in that pool.
    Free = Unspawned, available. (Lines will point to random place in spawn as they exist in memory only)
    Spawned = Entity exists and is running around in the world.
    Dead = Mostly likely unused now; to save on memory, most enemies in missions never technically "die" and are simply sent back to the pool
    Ready = Enemies who were "killed" and are awaiting respawn (Lines will point to random place in spawn as they exist in memory only)

     

    Mission Unlock Cheat R1+R2+DpadLeft: Can be toggled in mission menus or ingame; unlocks all of the missions in a Battlefield segment

     

    Enemies: Currently Spawned (Current Tuning) / Total Available (Untuned), both sides decrease on enemy death
    Crates: Same thing, specifically for health crates

     

    Veldin
    Florana
    Phoenix
    Marcadia
    Colliseum
    Ocean Hideout
    L8 Clank
    L8 Mines
    Tyranosis
    Qwark1
    Qwark3

     

    Quote

    Empty Weapons could also be the Qwark weapons

     

    Weapon Power (UI/Guide) = Damage (Debug Menu): 20pow = 1.0dmg

     

    HP2 = For most weapons, the DMG Value on the next upgrade

     

    HP1G seems to be the damage amount done by emitted bombs and stuff.
    For example, the bouncer breaks into smaller balls
    So HP1G controlls how much damage they do.

     

    Unsure what HP2G is supposed to do, but I suspect HP2, HP1G and HP2G are all values that can be accessed from the game scripts and their purpose modified. Weapons like the bouncer do NOT use HP2 and simply increase by seemingly random numbers (potentially hinted at inside the game's compiled code), of if HP2 is listed, the value seems to be ignored. Hmm.

     

    When a value is set to 0.01, you can press Circle to disable that value, which can't be re-enabled (Circle removes the decimal, and when a weapon value is set to "0", that value becomes locked).

     

    Quote

    Things to consider:

    XMYsk.jpg


    Memory addresses for the full game; note the odd values and the modes

     

    --

     

    Before I ship this information off to The Cutting Room Floor to be properly organised and displayed, I want a kind of online scratchpad that I and others can use to just jot down research notes.

     

    https://tcrf.net/Proto:Ratchet_%26_Clank:_Up_Your_Arsenal

     

    While the Debug Menu is open, the game is paused. The Debug Menu is marked as;

     

    1106.0, 05:34:09 Aug 11 2004

     

    For most pages, tapping Cross over a selected option goes forward/up in value, while tapping Triangle goes backwards/down. L1/R1 switches between Debug Menus. I've listed any options here, with the default one being the first in the list. The key to understanding this Debug Menu is to remember that every PS2-Ratchet game was essentially a hack of the previous game.

     

    GLOSSARY OF TERMS

    Not actually a menu, but just a list of commonly used jargon with definitions.

     

    Mobys: Stands for Mobile Object. Refers to any moveable, dynamic object which has code attached to it. Common examples include crates, enemies and Ratchet himself.

     

    Tfrag: Stands for Tessellating Fragment. A static object which is capable of dynamically tessellating (increasing or decreasing the amount of polygons that form the mesh) based on how close or far the player is. The main limitation is that no face could have more than 4 points/vertices (and presumably required more than one). Tfrags are mainly used for the main level geometry, and if a player gets too far away from a Tfrag, it is not rendered at all (due to the Occlusion system discussed below). This was a technology inherited from Naughty Dog.

     

    TIE: Stands for Tfrag Instance Engine. As it says on the tin, this is an instanced version of a Tfrag which allows for cheaper rendering if the same Tfrag needs to appear multiple times in the one level. Despite being derived from Tfrags, supposedly these do not support automatic tessellation/LoDs and had to be done manually. Originally, these too were static, but in Ratchet & Clank 2: Going Commando, the giant train used on Planet Siberius required that TIEs could be made moveable/dynamic. Known examples aside from that include the Galactic Ranger Dropships in R&C3 (which are actually made from several ties). This is a technology inherited from Naughty Dog.

     

    Shrub: An instanced object type used for small details that don't have collision. The LoDs were generated automatically, with the lowest detail being a simple 2D billboard quad (a flat polygon). As well as plants, other small detail objects used for decoration could be made as Shrubs. This is a technology inherited from Naughty Dog.

     

    Parts: Shortened name for Particles. Particles are little objects that have several properties, such as colour, lifespan and movement data which be spawned by a Particle Emitter. They're used for all the special effects in the game, such as explosions, weapon muzzle flash and electric sparks.

     

    Pill: A cylinder shape with spheres attached at each end, resembling a pill. These are one of the primitive shapes (others include cubes and spheres) that could be used for things such as collisions and shadows.

     

    Spline: Also referred to as a Path. An invisible, curved line described by a series of points. Objects could be made to move along a spline. Most elevators and taxis move along splines.

     

    Volume: An invisible box which some special behaviour can be tied to. For example, Shadow Volumes (a Naughty Dog-inherited technology) define a space for faked shadows to exist in, whereas trigger volumes can enable a script behaviour when the player touches them.

     

    Cuboid: In Ratchet & Clank, enemies have multiple "alert states" that define how they are behaving in the current moment. These states include Attack, Alert/Search, Idle and so on. In order for enemies to determine which state they should be in, they check several radii; essentially, the further Ratchet is away from the enemy, the more relaxed that enemy's state is.  Cuboids are special types of trigger volumes that are mainly used to tell the enemy to activate the radius checks so they can begin to figure out which animation state they should be in.

     

    Chunks: As of Ratchet & Clank 2: Going Commando, a single level could be broken into individual chunks. To reduce the memory cost of having an entire massive level and all its segments in memory at one time, a developer could place a Chunk Plane, and anything above/below that plane would be in a different chunk; certain objects would remain in memory, but much of the geometry, music and so forth would not be loaded yet. You could then specific in the level when to load into the next chunk. Loading a chunk only took a fraction of the time as a full level-load, which is often represented in-game as a small pause with a black screen (the switch between the main Tyhrranosis hub and the boss battle), whereas level loads have special loading screens (such as Ratchet falling down the sewer pipe on Aquatos).

     

    Segment: There are two uses of the term; from an in-game, technical perspective, this refers to a part of a level between checkpoints, and is used to set up moby (specifically crates and enemy) placements. By default, every Segment is set to be "Major" (MAJ), and will load all crates and enemies (although, this is modified by the current difficulty tuning level). When the player reaches the end of the segment, it is flipped to the "Complete" (CMP) state and no new mobys will be spawned in the segment. If the player reloads a level, all previously completed segments are switched to the "Minor" (MIN) segment, which loads only a small amount of enemies and crates, and also enables Mining Mode, which prevents the player from farming bolts by reducing the amount of bolts you can collect.

     

    As far as design is concerned, a Ratchet & Clank level is divided in multiple paths with varying objectives/rewards for completion of each path (some required, some optional). To add variety to the levels, these paths (segments) can be designed as one of the following; traversal segments (platforming challenges with light combat), enemy segments (combat-intensive sections), mining segments (like the sewers on Aquatos, for grinding coins and experience) and puzzle segments (using a gadget with light combat). Every level generally contains at least two of the three, if not all.

     

    Segments were very complicated with regards to bolts and difficulty; as far as bolts were concerned, every Segment needs to give a specific maximum amount of bolts as specified by the designer (to ensure good progression). When you kill and enemy or destroy a crate, a number of algorithms are run to generate the amount of bolts to give you to ensure you do not exceed this total while still getting a good amount per object. Breakables (other mobys placed in the level) do not factor into these equations (because the equations rely on the specific ids for the crate/enemy mobys), so instead these use a function called "Spawn Gravy Bolts" which spawn a reduced amount bolts which don't upset the economy (usually figures under 10). On the other hand, Difficulty is split between three modes; Easy, Normal and Hard, and the effects of these modes are complex (see the Tuning section later for more).

     

    Skybox: Despite the name, the Skybox is a giant textured sphere that is centred on Ratchet's position (and thus moves with him). The Skybox is sorted first, and as such is always rendered behind everything else.

     

    Occlusion Culling: A system used to determine what objects the camera can actually see, and only render those specific objects (more specifically, only render their visible faces). While Occlusion Culling wasn't new, Ratchet & Clank was most likely the first game on the PS2 to do it, and this technology was given to Naughty Dog by Insomniac Games. In Ratchet & Clank, Occlusion was precomputed and the process usually was left to run overnight; the system would separate the level into cubes, and then determine what was visible at every point of each cube. Because this process was painstakingly long, most alpha/beta builds did not feature proper occlusion to speed up the time it took to burn the game to disc for testing/demonstration. Futhermore, the Occlusion System only worked for non-moving/static geometry (Tfrags).

     

    MAIN PAGE

    Contains most of the useful options and information when debugging the game.

     

    UPDATE

    Enables/Disables updating of specific types of objects in the world. Disabled objects will not respond to input, but will still be visible/rendered.

     

    • Ratchet [on | off]: The current player character. Technically a Moby, but separated in the debug menu for testing purposes. This only affects Ratchet himself; his armour, helment and other attachments still count as mobys, and thus will stay in place if Ratchet is moved while moby updates are disabled.
    • Mobys [on | off]: Handles all moby objects in the level, including Ratchet's attachments, crates and enemies.
    • Parts [on | off]: Deals with particle effects. When disabled, particles can still be generated, but they will not expire which usually leaves a hilarious massive cloud wherever the particles are being generated from.
    • Camera [on | off]: The player's camera. If a cutscene plays while this is disabled, when the cutscene ends the screen will remain black as the camera cannot play its fade-in animation.
    • Step [off | on]: When enabled, the game will appear frozen; tapping the L3 button will step forward one frame at a time.

     

    vu1chain

    While not editable, it has some info about how the VU1 (Vector Unit, one of the PS2's units for doing vector math) is being used at any given time.

     

    • max: Appears to be the maximum amount of memory that was allocated since level load.
    • lim: Appears to be the hard limit of memory that the level is allowed to allocate for VU1.

     

    MODE

    Controls general settings for the game, such as how it renders.

     

    • Control [normal | camera | cam+chr | volume]: Sets the current control mode, which has the side effect of flipping on/off the Update switches (which can still be manually modified).
      • normal: The default mode. All Update switches are turned on (aside from Step) and the game controls like normal.
      • camera: Detaches the player character from the camera and allows you to fly through the level. L1/R1 control Height, L2/R2 move horizontally, Dpad-Up/Dpad-Down move forward/backward, Dpad-Left/Dpad-Right rotate the camera in the selected direction, and holding both L2 and R2 with either Up or Down on the Dpad will rotate the camera up and down. Disables all Update switches.
      • cam+chr: Exact same as Camera Mode, but leaves the player camera attached to the camera. This allows you to place the character anywhere in the level. By default, all Update switches are disabled; enabling Moby Updates will allow you to activate checkpoints and other triggers without most types of enemies noticing you (and those that do cannot damage you), which is useful for studying the tuning info.
      • volume: Same as Camera Mode, but enables both Mobys and Particles while leaving the player character disabled and detatched. Useful for viewing the level without triggering any additional behaviours.
    • Profile: See the "Profiler" section below.
    • Occl: [active | off | freeze]: Sets the current Occlusion Mode. Occlusion Culling was, for the most part, properly precomputed in this beta, so it's still possible to view how these modes work.
      • active: Normal. Objects that are not within the view frustum or are too far away (according to the Draw Distance option below) are not rendered.
      • off: All objects in the level are rendered regardless of where the camera is. Can be incredibly slow (and may even crash) in particularly heavy levels, like the Aquatos Sewers.
      • freeze: Freezes the occlude state of objects when this option is set. This lets you move around the level to get a better view of how everything was occluded when the camera was in the original position before you set freeze on.
    • Bookmark: [off | on]: Originally, programmers could place "bookmark" locations with this setting, which allowed them to skip back to places, but it doesn't work as it requires a developer kit.
    • Invinc: [off | on]: Toggles Invincibility on and off. Ratchet will still play damage reactions, but his health will not decrease.
    • Draw dist: [normal | near]: Controls how far objects can be away from the character and still be visible.
    • Coll: [hotspt | camera | sound]: Although it's likely to change the way collisions work, this option doesn't seem to do anything now.
    • TV mode: [ntsc | prog | pal]: Changes the video output between NTSC, Progressive and PAL, but the only apparent change in PCSX2 is a more consistent framerate when Progressive is set.
    • 16:9 [on | off]: The same as the "Widescreen" option in the regular game menu.
    • Screen [normal | split 2 | split 3 | split 4 | small]: Changes the camera mode. Selecting the split options in singleplayer will hard-lock the console (as they're intended for multiplayer), whereas "small" zooms the camera way out but turns up the FOV.
    • Scene [#]: Press Cross to change the number, and Circle to attempt to play the cutscene for the loaded level with that ID number. If no cutscene for the level exists under that ID, a warning message pops up instead.
    • Chunk [#]: Like above, press Cross to change selected chunk and Circle to load the selected chunk (and unload the current chunk). Warning; will NOT teleport Ratchet to that chunk, so you will more than likely fall to your death unless you set the Control Mode to cam+chr.
    • Minor [off | on]: Forces the current segment into Minor mode. This is permanent, so reloading the level will have you enter the Minor segment as well.
    • Dump [normal | normal2 | Filter | medium | high]: Used to dump a certain amount of debugging informating to a dev-kit, but doesn't work without that.
    • Movie: [60fps | 30fps | 15fps]: Used to record gameplay footage in the selected framerate and send it to a dev-kit, but doesn't work without that.

     

    PROFILER

    TBD - (off, bars, render, mobys, ties, shrubs, cpu/gpu, occl)

     

    There are several modes this to this debugging overlay; they're all used to measure performance of certain aspects in the game

     

    • off: Default. Nothing overlaid.
    • bars: Creates a bar at the top screen which moves progressively towards the right as the game consumes more resources. Either due to a bug, or intentionally, only the CPU bar expands outwards (as it appears GPU debugging is disabled). The white line on the far right represents what the intended maximum was supposed to be to stay inside of the game's framerate.  Each colour on the bar represents different systems and how much memory they're consuming. With exception to 'off', every other Profiler option contains the bar at the top.
    • render: Outputs four columns; the left set of numbers most likely measuring draw calls/render counts, whereas the right-most column always remains at 0, due to the GPU debugging issue. The red asterisk, the column full of "on" (which implies there's an off state for debugging those values) and text running off the screen may indicate there's supposed to be a way to scroll down the list and enable/disable options. It's most likely that these lines are in the same order that things are processed and rendered.
      • render setup: Unknown, but cannot be switched off. Is being processed by the CPU.
      • sky texs: Textures for the skybox. No CPU value.
      • sky draw: How many calls are being made to process and render the skybox.
      • tfrag texs: Textures used by Tfrags in the level. No CPU value.
      • tfrag draw: How many calls are being made to process and render the active Tfrags in the level.
      • tie texs: Textures used by TIEs in the level. No CPU value.
      • tie draw: How many calls are being made to process and render the active TIEs in the level.
      • pre effects: Most likely refers to some kind of pre-render effects, but unknown exactly what.
      • shrub texs: Textures used by shrubs in the level. No CPU value.
      • shrub draw: How many calls are being made to process and render the active shrubs in the level.
      • pre 2 effects: Just like pre effects.
      • moby texs: Textures used by mobys in the level. No CPU value.
      • moby draw: How many calls are being made to process and render the active mobys in the level.
      • effects texs: Textures used by the pre/post render effects. Both CPU and GPU counts are disabled.
      • vu effects: Vector Unit effects? What?
      • moby effects: Effects specifically applied to mobys.
      • part draw: How many calls are being made to process and render active particles in the level.
      • post effects: Calls for the post-rendering effects. Both CPU and GPU values are disabled.
      • Fb-post create: "Fb" likely stands for "Frame Buffer", which is where the completed render is stored before it's sent to the monitor. Unknown what is actually being done at this stage.
      • Fb-post apply: Same as above. GPU count only.
      • hud: How many calls it's taking to process and render the HUD above everything else.
      • screen overlays: Would relate to any effects which go over the top of the HUD and the rest of the rendered image. GPU counter only.
      • aa blur: Anti-Aliasing, GPU counter only.
      • debug text: The very debug text you're reading. Cannot be disabled, and both CPU and GPU counters are disabled.

     

    DRAW

    Adds overlays with useful debugging information (with one except, all these simply are off/on toggles). Many of these simply do not function, or behave in odd ways.

     

    • Darken: This was most likely meant to darken the background to make debugging text easier to see, but it doesn't appear to work.
    • Env coll: Doesn't appear to function; likely would have shown the collision meshes for environment objects in the world.
    • Moby coll: Doesn't appear to function; likely would have shown the collision meshes for active mobys.
    • Hero coll: Doesn't appear to function; likely would have shown the collision meshes for the player character.
    • B spheres: Doesn't appear to function; likely would have shown the bounding spheres for objects in the world.
    • Cameras: Unknown.
    • Cuboids: Doesn't appear to work in this version, but would most likely have shown the cuboids for triggering enemy alert radii.
    • Sample pts: Unknown.
    • Text: Creates 5 lines of white text at the bottom of the screen with the following information;
      •     HERO POS: {x0, y0, z0} {x1 y1}: Two different vectors for the player's location. The first is measured as float values (and is Ratchet's position from the origin), while the second is integer and does not include a z-axis (and is most likely a vector pointing towards some specific object in the level).
      •     CAM POS: {x, y, z}: The 3D Vector for the camera's current position.
      •     CAM ROT: {x, y, z}: The 3D Vector, in radians, for the camera's current rotation. Depending on the normal of what Ratchet is standing on (for when he is on spherical worlds or metallic surfaces), Ratchet's up/down rotation will be locked to 120 degrees (±1.05 radians in either direction).
      •     WORLD TIME: #: A constantly ticking up integer value that represents how much time the game has been active for since the level was loaded.
      •     XP: #: Shows a truncated display of the XP value in the debug menu (see below).
    • UIDs: Displays the Unique IDentifiers for object instances in the world, prefixed with 'u' (salmon colour). Many objects (such as Ratchet and his ship) are marked as "UX", purpose unknown.
    • Moby Num: Displays another set of identifier numbers over any mobys, prefixed with 'o' (blue colour).
    • Groups: Displays yet another set of identifier numbers over objects which indicate their "grouping", with the prefix 'g' (green colour). Ratchet, his ship, vendors and other objects are often marked as 'g255'.
    • Interp: May have been intended to display splines that objects use to interpolate between positions, but it doesn't seem to do anything in this build.
    • Tuning [off | black | white | blue]: Adds tuning debugging info in the specified colour. See the "Tuning" section for more info.
    • Sky: Unknown.
    • Sound: Unknown.

     

    MINING

    The Mining System is used in Minor segments to prevent players from farming for bolts when they re-enter a segment, to encourage players progressing and moving forward with the game. When Mining is active (by collecting a bolt in a Minor segment), some additional debugging information is added in a couple places.

     

    Firstly, a simple text display is added at the bottom of the screen; this appears in-game, in-cutscene and in the pause menu, but not in sub-menus or in the debug menu. When first activated, it will generally look something like this;

     

    0 / 0:01 = 0 (5)

     

    The actual formulas for deciding what amount of bolts are more complex than this, but the goal of the mining system is to reduce the number of bolts available to you over time. The formula displayed can be broken down into;

     

    Amount Mined / Time Spent Mining = ???

     


    TBD, it's all just theory and speculation now. (Notes below)

     

    • The Mining System appears to be designed to reduce the amount of bolts and/or experience you get from revisting previously completed worlds, maybe to prevent grinding? The problem is that while all the numbers tick away, it's not clear at all what the underlying math is, or what exactly it's trying to do.
    • Only appears when you replay a level (revisiting the planet) and collect a bolt. At this point, the timer will activate.
    • Is per-planet, but on an individual planets the counters are never reset (so if you did 14 minutes of mining and then fly back, the timer is still at 14 minutes)
    • When mining counter first appears, it starts at
    0 / 0:01 = 0 (5)
    • The timer freezes after idling for a certain amount of time
    • [Unrelated] Hero Seg may be actually relating to either the current "difficulty level" or how many boxes are being placed?

     

    TUNING
    TBD, it's all just theory and speculation now. (Notes below)

     

    • Like text, adds some lines of debugging information to the screen. The option sets the colour of the text. Tuning also enables both the UIDs display (but in the colour of Tuning text and ONLY for enemies), as well as an additional bit of text under the UIDs (purpose unknown, known values include "*0Ae", "*0A-", "*0Be", "*0C-", "*0Ce", "*0Ch", "*0Cm", "3A-" or "0i"). While Tuning is enabled, the debug lines shown by the "Text" option are hidden, regardless of if "Text" is enabled or not. The debugging information that appears also is dependant on if "mining" has been enabled (see the "Mining" section);
      •     Max Wage: (Mining Only) Unknown. Value remains static once you load into a level, but is different for each level.
      •     Amt Mined: (Mining Only) The amount of bolts collected when mining is active.
      •     Time Mining: (Mining Only) A timer that displays how long since mining has been active.
      •     Mining: (Mining Only) Unknown. Seems to be a multiplier hardcoded between 0.5 and 5.0, but not sure how it's used.
      • XP Deficit: If an enemy falls into an unreachable area, normally their XP and Bolts would be lost forever. The game tracks when this happens and stores how many points they were supposed to award you, making it up over the next couple of times you make gains. XP Deficit never seems to increase, however, most likely because the system automatically awards you the XP rather than waiting for you to kill another enemy.
      • Bolt Deficit: Same as above, but also takes into consideration crates (but not other breakables). This value does correctly increase and decrease as you make bolt gains.
      •     Current XP: Unknown, as this doesn't not correlate to the player's actual XP amount as displayed in the Text->XP message.
      • Enemies: #/ #: A display of the amount of "enemies" (including explosive boxes left in the level. The right side represents the total spawned, while the right represents the maximum amount of enemies available (independent of difficulty tuning). Killing an enemy reduces both values.
      • Crates: #/ #: Same concept as above, but this is specifically for health crates.
      •     Showing:  Unknown. Seen values such as '-1', '0', 'C', 'min' and 'h' listed, but as to what they refer to, I'm not sure.
      •     Hero Seg: This seems to change as you get to different parts of the level, and is always in the format of a number followed by either "min", "maj" or "cmp".

     

    MISC

    Some additional controls to affect how the game works.

     

    • Ratchet HP [#]: If this is set higher than Ratchet's current HP, will play the Nanotech Increase effect and message, but otherwise does nothing and will reset when you reopen the Debug menu.
    • Bolts [#]: Either adds or subtracts bolts from Ratchet (functions correctly).
    • XP [#]: Adds or subtracts .1 of a point to Ratchet's current XP (functions correctly, untested if you go under the amount needed for a previous level). This value matches (minus the decimal part) the XP value for the Draw->Text option.
    • Raritanium [#]: As this game has no Raritanium, appears to have no affect.
    • Battle cam [off | on]: Unknown.
    • Actuator [on | off]: Unknown.
    • Add sample [no]: Refers to the audio system, but doesn't appear to work.
    • Add start [no]: Refers to the audio system, but doesn't appear to work.

     

    FOG

    These controls don't appear to function, but should control fogging.

     

    • Near dist [x]
    • Near int [x]
    • Far dist [x]
    • Far int [x]
    • Color R [x]
    • Color G [x]
    • Color B [x]

     

    WEAPON DEBUG PAGE

    This page is one giant table for every weapon in the game (ignoring the wrench). 6 slots are empty, but may be linked to the multiplayer weapons rather than deleted/hidden content.

     

    The headers for the table are;

     

    • NAME: The name of the weapon. Duh.
    • UPG: The current level of the weapon. '0' indicates that a weapon has not been purchased yet. Pressing the Circle button will let you increase level (and unlock a weapon if not already bought), while Cross will decrease.
    • AMMO: How much ammo that player has for that weapon.
    • DMG: A float value that somehow represents the amount of damage each weapon does.
    • HP2: Unknown.
    • HP1G: Unknown.
    • HP2G: Unknown.

     

    As a warning, if you enable a weapon by setting its UPG value to above zero, it will not show in the Quick-Select or Weapons menu. Some of the weapons do not have sounds.

     

    GADGET XP PAGE

    Despite the name, specifically represents how much experience each weapon has. This menu is nothing more than a list of names and float values.

     

    LOAD LEVEL PAGE

    A list of levels in the game and their IDs. Selecting an option with the Square button will warp you to that planet as if you had used your ship to go there. For this version, every level from Daxx onwards is not included, so will crash the game.

     

    TUNING PAGE

    Speculation is that these are special properties as needed for individual levels, that didn't have an appropriate place in the other menus to be displayed when debugging/testing. Also contains a "Completes" value,  with no known effect.

     

    WEAPON MODS PAGE

    For each of the weapons in the game, allows you to enable/disable the Shock, Acid and/or Lock-On mods, but only for weapons that can take those addons (for example, the Qwack-O-Ray cannot use any of them).

     

    SPACE COMBAT PAGE

    Like raritanium above, a hold-over from Ratchet & Clank 2 that lets you enable/disable special parts for your ship, but goes completely unused in this game.

     

    RC2HUD TWEAKS N' SETTINGS PAGE

    Contains two settings for controlling HUD functionality, which can be turned on and off.

     

    • QSEL PAUSE: Does the game pause while holding open the Quick-Select menu? Enabled by default.
    • IGE DEBUG: When enabled, prints some garbage to the screen (it's likely the font used in R&C2 was not included). Ratchet's movement is paused, but everything else (including the camera) moves. Disabled by default.

     

    RC3 CHALLENGE MODE PAGE

     

    Sets your current Challenge Mode level. You need to press the Circle button to increase this number, and the Square to decrease it. While it does have an effect on how much damage enemies do to you and how much damage enemies can take (after saving and reloading), there's no bolt multiplier and the save file doesn't include the number.

     

    RATCHET ARMOR PAGE

    Allows you to set what armour Ratchet is wearing. Despite the tool tip, there are 4 armour levels instead of 3. Instead of using the normal Cross/Triangle, you need to use the left/right directions to switch this number.

     

    CAM FLY BY PAGE

    If you press the 'X' button, this is supposed to play a short camera fly-by animation, but only if one exists for the level (a red message will appear if it doesn't exist).

     

    FONT PROPERTIES PAGE

    Neither of these options seem to have any effect, and it's not known if these should affect the Debug Menu or the in-game font.

     

    • Drop: ??
    • Scale: ??

     

    POST EFFECTS PAGE

    Allows you to control how post processing effects render.

     

    • Bloom copy tint R: ??
    • Bloom copy tint G: ??
    • Bloom copy tint B: ??
    • Bloom copy tint A: ??
    • Bloom apply 1 A: ??
    • Bloom apply 2 A: ??
    • Bloom show 1 [off | on]: When enabled, and if there is bloom in the rendered view, creates a small black window in the bottom-right corner. As you move your camera about, any bloom effects will be displayed in the box. This is likely to help isolate issues with the bloom lighting when debugging. [!!! GRAB SCREENSHOT !!!]
    • Bloom show 1 [off | on]: When enabled, and if there is bloom in the rendered view, creates an even smaller, static texture map in the corner. [!!! GRAB SCREENSHOT !!!]
    • Arcade effect strength: ??

     

    LEVEL TRANSITIONS PAGE

    Lets you debug the ship transition screen when going to a different planet.

     

    • Level From: Which planet you are coming from.
    • Level to: Which planet you will warp to.
    • Show transition: Plays the transition based on the numbers you entered above. Will actually warp you to the selected planet.

     

  16. Not to be confused with Mech. :P

     

    I won't be uploading music too regularly in the next few months, even, unfortunately. I'm quite busy with school, the soundtrack I'm working on, games... In other words I won't have time to make music for YouTube and y'all in general. Sorry!

     

     

  17. JAL's Music Corner

    • 26
      entries
    • 71
      comments
    • 1969
      views

    Recent Entries

    Drill Master
    Latest Entry

    Not much to say. My first track in almost a year. Hope you guys enjoy it!

     

     

  18. Without wasting any time, let's begin.

     

    THE TIMELINE AND THE STORY:

     

    As I said in the last part, it's probably after the events of Soccer Mania. 

    The Brickster has been jailed again. But not on LEGO Island, but in LEGO City.

     

    After being sent to the future, Edward wakes up. By the time he woke up, the police arrived. 

    Because The Brickster made Knights Kingdom involved in Soccer Mania, the police arrests the young Knight. 

    (If you haven't chosen any different ways.)

     

    In the prison, he meets The Brickster, and both of them destroys the police station. Soon after this event, the Alpha Team story will begin.

    With the City been transformed into a zombie town, Edward and The Brickster fights the zombies off.  Until Ogel arrives. He will be asking you a question: To be his general in his army, or to be destroyed by himself. If you agree to the offer, you'll be his general. If you don't, you will be fighting  him. (I haven't been thinking about the alternative way yet).

     

    After becoming the general of Ogel army, Edward finds the Alpha Team members and destroys them.

    In this time period, Dash will be finding Cam in Ogel's Base. (You will be playing as Dash, don't worry).

     

    After the general fees the battle, the story of the Alpha Team game will be the same. 

     

    Princess Storm wakes up on LEGO Island and... That's the part of the story I've been thinking about right now. Sorry for any cliffhangers!)

     

     

    THE GAMEPLAY AND THE FIGHTING MECHANICS:

     

    The game is a massive 3D open world with many places of the LEGO themes being involved in the story! Like LEGO City,

    LEGO Island, Knights Kingdom, Adventures, Rock Raiders, Alpha Team, Xalax, and many more!

     

    In the game, there will be alternative part ways to beat the game. And with different endings, of course. 

     

    Like in here: Edward is arrested by the police, what would Edward do?

    1) Fight the police.

    2) Get sent to jail. 

    3) RUN

     

    Instead of fighting the normal way in RPGs, the foes you will be fighting, will be in the same place you're visited. Like, you're fighting 

    Ogel on LEGO City. (That will be in the game for sure), The same open-world places such as LEGO City, will not be in a specific battle arena. 

     

    Edward and your other party members uses their own unique fighting style.

    Like, Edward uses his magic and fights with a sword.

    Princess Storm using her fast fighting style with her sword and etc...

     

     

    The fighting will be co-op based. Like in the beginning of the game, you and your party members are fighting Cedric's forces. The players can spilt up and fight for themselves. 

    The fighting style will be inspired by DBZ. With magic involved, I can't think about any fair sword to sword fights anymore.

     

    GAME ENGINE:

     

    I'm going to use Unity.  

     

    -

     

    And also, I hope that you guys can give new ideas to the game. I'll be appreciated by your ideas!

     

    Cheers!

     

     

     

     

     

     

     

     

     

     

     

     

     

     

  19. As the title says, things didn't go as planned.

     

    large.WP_20161114_14_12_24_Pro.jpg.fbf0a

     

    It may not look too bad, but I have to show you some trouble spots.

     

    large.WP_20161114_14_12_40_Pro.jpg.c8d3e

     

    Severe warping around one side of the print, resulting in a malformed motor mounting point.

     

    large.WP_20161114_14_12_49_Pro.jpg.876ae

     

    CURA actually thought I wanted to print the interior of the holes of the upper frame mounts, as opposed to the geometry of the frame mounts themselves. I don't know if this is CURA's fault or Sketchup's, though, but seeing as though I have had issues with Sketchup before and not CURA, I guess a few more precision F-Strikes directed at Trimble Navigation are needed. (EDIT: It turned out to be CURA, actually. It didn't like the overhanging parts.)

     

    Oh well, at least I can stick this in an arena for another bot to chew on as a durability test. Or just sick my antweight on it. (EDIT: Already did. Turns out there were more problems than just a bad print. The box portion of the frame held up but the weapon mount got torn apart pretty bad.)

  20. And its done...

     

    4 Weeks of dragon picture each day

    A total of 28 pictures (with exceptions to the occasional bonuses)

    But now I'm going to call it done, i probably will redo this sometime again i the future though.

    Hope ya enjoyed and remember...

    Say no to dragon slaying!

     

    Day 22

    Spoiler

    ello-xhdpi-ce4fd0a8.jpg

     

    Day 23

    Spoiler

    ello-xhdpi-f4731990.jpg

     

    Day 24

    Spoiler

    ello-xhdpi-5fd40f98.jpg

     

    Day 25

    Spoiler

    ello-xhdpi-5882f084.jpg

     

    Day 26

    Spoiler

    ello-xhdpi-d5ba56d0.jpg

     

    Day 27

    Spoiler

    ello-xhdpi-4b5165c4.jpg

     

    Day 28 (Finale)

    Spoiler

    ello-optimized-01c1543c.jpg

    (Dragons from Day 1(Bonus), Day 13, Day 18 and Day 24)

     

    And here is the last bonus picture i drew before i got the only last minute vote (thanks Ben24X7)

    ello-optimized-509268fe.jpg

     

     

  • Blog Statistics

    170
    Total Blogs
    1,481
    Total Entries