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  1. 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.

  2. TT released Lego Star Wars in 2005. They also released this in 2005.






    It's.... literally... Lego The Hobbit in 2005.


    - Smash things to get studs
    - Buddy-up attacks
    - Run-fast-in-certain-section-avoid-the-obsctacles-which-don't-actually-deal-any-damage-and-collect-the-studs
    - Stun enemies with special ability
    - Press buttons in this order
    - Spam Attack to fight
    - flash red when on low health
    - AI-controlled characters deal 0 damage, take 0 damage, and are complete idiots
    - Mounts
    - boss battles
    - cheap enemy spamming in aforementioned boss battles
    - bosses hitting ground to deal area of effect damage
    - enemies drop health
    - cheap boss abusing tactics because the boss AI is awful
    - stealth mechanics like Lego LoTR in the Dead Marshes, except these work much better
    - levels consisting SOLELY of repeatedly mook-bashing, except that this game has actually difficult quantities of mooks


    Things Lego the Hobbit has added to this:

    - Ability to jump (notably lacking from Bonkle Heroes too)

    - Useless loot system

    - Buildables

    - Buildable mega-constractions whereby you have to select the part wanted

    - about a hundred characters and added only about ten, or less, special abilities

    - Open world whereby all you do is smash things to get studs

     - Quests which have an uncanny tendency to bug out

    - a nicer-looking level select, I will definitely grant you that

    - DLCs

    - Crashes

    - Bugs


    In ten years, graphics aside, TT has not really changed more than you might expect them to...


    (Of course, Lego World & Lego Dimensions are the exception to this state of changelessness)


  3. 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. 

  4. Hi, please excuse the dumb title. There's something I need to finally be honest about... or at least try to get a piece of it off my chest. Also, this might not make much sense, but I'm uncomfortable getting deep into it. It's dumb. I'm sorry, but here it is anyway...


    So, I apologized for some of my past immaturity around here several months ago. Most people didn't really seem upset by it at all but I can't still quite forgive myself, because I really was being a jerk back then. However, that's not my main reason for this post. There's some other s*** I've screwed myself into since coming back to RRU; I never thought it would matter to me at the time because I stopped caring about a lot of things. Now I feel different, and I want to say that I've been hiding and faking a bit of who I really am as a person. I don't know if I can even explain exactly why I did it, but I almost didn't come clean at all. Once I changed my nickname, I wanted to put this all behind me, but I couldn't. I feel pretty crappy about all this, but I must learn to accept what I've done. I'm just sorry that I've lied to everyone for so long, even if it wasn't anything relevant here...


    Sincerely, Alex (I figured the least I could do is reveal my actual name; I'd still perfer being called Aparkee, at least online...)

  5. 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?

  6. My commentary is in red.

    United Nations Headquarters,
    New York, NY 10017 , USA
     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.
     I'll pass this on to Mr. Owever.
    Full Name:...........
    Current/Valid Residential Address:..........
    Nominated Delivery Address:...........
    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:
    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.

  7. 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.




    • 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).



    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

    -> 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.



    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.




    ->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




    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



    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;
    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


    -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



    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



    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



    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.



    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.



    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


    Ocean Hideout
    L8 Clank
    L8 Mines



    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).



    Things to consider:


    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.




    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.



    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).



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



    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.



    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.



    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.



    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.



    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.



    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?


    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".



    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.



    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]



    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.



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



    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.



    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.



    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).



    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.



    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.




    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.



    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.



    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).



    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: ??



    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: ??



    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.


  9. 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!



  10. JAL's Music Corner

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    Recent Entries

    Drill Master
    Latest Entry

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



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




    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 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.




    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!

















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    let do the time warp agaaaaiiiiiin


    post memes





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




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




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




    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.)

  13. 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




    Day 23




    Day 24




    Day 25




    Day 26




    Day 27




    Day 28 (Finale)



    (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)




  14. LEGO Racers 2 except...

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    ♪ ♫ ♬


    Well I know that you are feeling down

    And I see the way you wear that frown

    But there's no reason to despair

    It's nothing that you cannot bear!


    And sometiiiiimes it feels, your goals are all so far away!

    But everything will stillllllll, still work out okaaaaay!


    'Cause I believe in you

    There's nothing you can't do

    Prove me right. Hold on tight.

    Champions coming through!


    Technology's a pain. There's very little gain.

    We'd be better off in fields just farming grain.

    Words are tough to use. Meanings we can't diffuse.

    It's okay 'cause all we got is sympathy to lose!




    A million keystrokes just to give my skeleton a hat!

    Compilers spit out error codes, my long work's epitaph!

    It's okay, a solution is probably only around the bend!

    Then it's to the next error; our troubles never end!


    La la la, there's no hope at all!

    La la la la, there's just no hope at all!

    ♪ ♫ ♬

    ♪ ♫ ♬


  15. So recently, a relative of mine spotted that my local GAME(TM) store was allowing people to try out the Playstation VR Headset for 10 or 30 minutes. Despite the CEX Vive tryout "fiasco" I underwent a month or two ago, I felt that now was the time to get my first taste of roomscale VR. So to pass the hour 'till my train left for home, I dished out fifteen quid and within three minutes I slipped on the sleek white goggles...


    ...but I know some people don't have the time to read all of this, so let me give you the summerised version:


    "Whoa... WHOA. Oh wow... What beautiful models... ...Where is the damn floor!? GAH. ARGH, THIS TRACKING."



    With that out of my system, let me tell you the full story of my experience:

    -- DAY ONE --




    My experience began in the Playstation VR Hub. In-front of me floated the nine options for different games and experiences. I'll be honest, I was disappointed to see that Job Simulator wasn't an option, despite the fact I saw someone play it on the PS4 in a review beforehand, but I decided to choose something fresh, something I never saw or heard of before. The first thing I tried out was a separate collection of VR demos designed by Sony themselves. The collection included an experience under the sea, a Tron-esc world and an adrenaline-pumping heist through London, but I picked the Under the sea experience (I forgot the name of it) hoping for a relaxing, breath-taking experience...


    ...and a relaxing breath-taking experience I got!

    You know those documentaries or films that put the camera-man in a metal cage to protect them from sharks and other dangers of the deep seas? Well, I found myself placed in one of those, and I've gotta say; it is a weird sensation to look up and see the bottom of a boat high up. After a few seconds, the Shark-proof cage descended into the deep and before long schools of fish and even a couple of Manta Rays swam all around me. I genuinely wanted to get up close to them and inspect them but the booth size and headset tracking made such an act impossible, more on that later.

    Also, when I looked down my brain did a barrel roll and I'm surprised I didn't barf as a result. Not only was I unable to see my legs (not that I wasn't expecting that), but the "floor" had huge gaps in them, which made me temporarily scared that I'd fall out.

    Two minutes passed and the rollcage dropped through a small cave, where I was greeted with an interesting breed of coral which hid itself when I shone my flashlight at 'em. So, of course, I distracted myself and tried to see how many of these coral tentacle-things I could scare away.


    Then the cage's light suddenly cut off, and I bet you can imagine how shocked I was by the sudden atmosphere change.

    Descending further into the deep dark void of the ocean, I prepared myself for a Shark or something to swim out and smash the cage, a tactic that seems common in internet videos when it gets dark or silent before something jumps at you or shouts at "ear-rape" volume. I brace myself...



    ...a multi-coloured jellyfish flows past...


    ... and a whole mass of rainbow jellyfish follow suit.

    I start breathing again. And after staring in awe at the beautiful sea-life I had witnessed, the demo ended. With twenty minutes left, I had the chance to try another demo. Instead of going through the other Sony VR experiments I tried out a game, something that I can actually play and to test the combination of what is practically a blindfold and a controller I haven't used before. I can't remember the name of it, but I'm going to refer to it as "VR Tower Construction simulator", because that is basically what it was.


    I begin the demo in a large chamber, with huge lights suspended hundreds of feet above me shining down on the menu below. After hitting "play", I am immediately introduced to a little spherical robot who reminds me a lot of Wheatley from Portal 2 with the personality of "The Announcer" from the same game. He teaches me to look around the environment and introduces the typical PS4 controller. This part of my experience with the PSVR is where the demo set-up really makes the demos horrible to play through.


    Basically, at GAME(TM)'s booth the PS4 controllers are connected by a short wire to make sure people don't run out of the store with a free controller, its a neat security measure, I get it, but it's so short that I had to bring the thing to my chest which is a lot harder than it sounds, believe me.

    This affected not just the immersion, but the full game. The idea of the game is that you stack stuff to make a high tower to get more points, but because of the limited range of both the controller and the size of the "booth" I was forced to chuck blocks at the pedestal in-front of me and pray that the physics engine let the blocks stay in place.

    In-fact, I never made it past the first level. I got a Silver medal at one point, but no matter how high I made my tower, I couldn't get gold. And after twenty minutes of pure frustration, I ran out of time and that effectively ended my experience with the PSVR.



    Well, lets talk about the huge problem with the demos: the set-up ("booth") at GAME(TM) itself.

    Imagine playing on an XBox Kinect, except the play area you are given is the size of a fridge. As a result the camera was so close to my face that it's FOV was too small for me to lean a few degrees left or right, and this was the major flaw with the Ocean experience; to harmlessly look at the oxygen/electricity dials on the shark-cage only for the screen to cut to black with the warning "outside of play area" popping up.

    The small view of the camera was also the huge fault in the Tower game, in-fact the camera was originally set-up to just track the Headset so when I started the demo, a member of staff who was keeping an eye on me had to manipulate the camera to be slightly lower, and even then the tracking for the controller was still bad.

    Of course, this wouldn't be the case if I set it up in my living room or something, so trust me if you do buy it, you'll have more freedom to move around than I did, and hence a much better experience.


    Now, I've heard that some people have had trouble with the tracking for the headset itself. From my time with it, the tracking was fine. Although in the PlayStation VR review I saw before the demo, the reviewer stated that the headset would slightly shake if you waved your hand in-front of it, and when I tried it I couldn't help but giggle to see the screen wobble as if I was trying to use the Force on myself.

    Actually, on the subject of the headset itself, I had trouble wearing it properly. I put it on but no matter how much I tweaked it during game play, I had to live with a small slit at the bottom of my view where reality shone through. Also the headset seems very picky as to what angle you wear it at. No matter how many times I tweaked it this way and that, the virtual world was unfortunately diffracted by it's lenses.



    Let me take this moment to say that if you are going to use my "experience" as a reason to buy/pass the Playstation VR, DON'T.

    I'm just a consumer who has played it for half an hour. If you want a good opinion, listen to someone who actually bought the darn thing, and has used it for maybe hours on end. And if you do buy it, then enjoy it (I guess).







    -- DAY 2 --



    So I still had a fiver floating around in my pocket since last Friday's experience, and since I had nothing better to do than sit in an empty cold train station for an hour and a bit, I tried out the headset again but for ten minutes this time...

    ...and I'd like to correct a few things I only figured out this time around:


    Remember when I said I had trouble wearing the headset? Turns out the headset is too big for my head, and hence the screen is held a few centimetres away from where they really ought to be (over my eyes). At first I thought this was a poor design choice on Sony's part, but no, they thought VR would only appeal to adults. Then again, I guess they assume a kid couldn't dish out two hundred pounds for a headset, much less six hundred-ish for a combination of a PS4 Pro AND the headset.


    About the PS4, I found out why they are wanting to get people to buy PS4s after their experience. For those who don't know, Sony released a new version of the PS4, referred to as the "PS4 Pro". The difference? Its faster, has better graphics(?) and, as a result, it can handle rendering two viewpoints simultaneously to make Virtual Reality on the console possible. Admittedly, I thought GAME(TM) just wanted to sell PS4s since they still had extra copies of the original console.

    One thing I noticed when I was at GAME(TM) is that it seems like the staff might've figured out the problem of the "high camera" issue that happened last week, and they've lowered it down a bit. As a result, the camera is able to detect the controller and the headset a lot easier, but admittedly it still wasn't perfect. If you stood too straight, the PS4 acts like the Headset is in another universe.



    Now, what game was I playing this time? Why, "VR Tower Construction Simulator" whatever the hell it's called. And, well, its actually addicting, in-fact its one of the two reasons I wanted to use the PSVR again. After yet more frustration, I actually found that it was possible to stack stuff.

    By putting strain on the cable rooting the controller in place, I could just about reach out and gently place the blocks neat and tidily. As a result I got a silver medal, but after a quick bit of applause, the game turned round, kicked me in the balls, and told me to go for gold, which I could've done (especially since I found the secret to stacking plastic, wood and stone objects in VR) but I ran out of time, effectively ending the session.


    Maybe someday I'll try again, and I swear I'll get gold...   ...maybe, hopefully, otherwise I'll be kicking myself for the rest of the day.




    Still, I hope someday I get the chance to try out the HTC Vive...

    ...actually, about the HTC Vive, I've found my chance to demo it! Turns out that on the official Vive website, you can find the closest shop to you that allows you to book a demonstration of the headset (apparently, most of the stores are 'Currys - PC World's). If you want to see the nearest store to you with one, check it out here: http://locator.htcvive.com/

    The closest to me is all the way in... Glasgow. That is a four or five hour drive from where I live, no matter if I take a car or the train.


    If a relative of mine decides to go to IKEA (the nearest store for that is also in Glasgow), I'm absolutely, guaranteeing you, I'll be wearing that Vive before the day is done.





  16. So I'm going to start off with wondering why I never thought to write down a chronology of my life since that's what I seem to resort to when I'm feeling down or something. It's probably because I'd find a way to turn what could effectively just be The Lion the Witch and the Wardrobe into a whole series and I'm not committed enough for that, but since I really, really  need to write something and get frustrations off of my chest I'll focus on what I can safely call the core of everything wrong with my life: High School.


    For those of you who haven't heard me say it about five-hundred times in the past: I'm currently living overseas in Naples, Italy. I moved here during my eighth-grade year, October 2013, and it's what I can only think of as the start of everything rolling down a very long, bumpy hill. Don't think I don't like it here; I adore the community that I have the privilege of living in, love all of the close friends I've made during these past three years, and most of my memories I look back with fondness happened in Europe. Unfortunately, life hasn't been all sunshine and rainbows for me, especially as of late. When I moved here as a homeschooled eighth-grader who's only experiences with the real world had primarily been Boy Scouts, church, and whatever swim team I was on, I faced a pretty jarring shift. All of my friends were now six hours behind me, I was stuck in a hotel room for seven months with my brother, parents, and dog, and I had to swim on an Italian club team after being off of swim for about four months. I was too naive to realize it at the time, but my life was starting to go to hell. That first year I had a massive lapse in my studies in favor of attempting to stay in touch with my friends and that obviously wasn't an okay choice that I made, but at the time they were all I had and I tried to hold on with a steely grip out of fear that if I loosened that grip I'd lose them forever. I faced a massive backlog of schoolwork come my freshman and sophomore years that's added on to more recent stresses and I would give anything to have the opportunity to go back and remedy that issue with the knowledge I currently possess. Unfortunately, that will likely never happen unless god himself throws me back in time and it would be an absurd thing to dwell on instead of more important things in the present.


    The summer preceding my freshman year was where I started to try and put my exuberant personality to good use and make some new friends (I was a really talkative child who only saw the world as good and was friends with everybody). Unfortunately, that exuberant personality had deteriorated a bit since I didn't really know how to make friends anymore since I didn't really have to back in America. Where I lived and in the activities I took part in, I pretty much had friends thrust onto me. It was usually something along the lines of "Hey, you two are sharing a tent this weekend!" or "Hey, you four are on a relay together!", but I didn't really have that here in Naples because I'd hit the age where everybody becomes super judgmental about you and the things you like and are really selective with who they hang around. The first month in Scouts here I didn't really make any friends because since I was an older kid I could have a whole tent to myself so I just did that for a while, and then I made what's turned out to be one of my best friends when we bonded over Doctor Who, LEGO, and other geeky stuff. I also had the extremely important part of assistant director in a one-week drama production of Hansel and Gretel put on by the Missoula Children's Theater and made a few friends there. These few friends I made at the beginning have all moved away or are preparing to move away for college following this year and I'm pretty much the only one left now. I did make some more friends among my teammates on the swim team, but the only person left from that group besides me is going to college early after Thanksgiving, so ¯\_(ツ)_/¯


    Oh I also met my first crush who I fell head-over-heels for during that play and I made the very very cringey as **** mistake of DMing her a cheesy instagram photo that basically said "all I want is you in my life" or some bull**** like that after one week of knowing her. Fortunately, we've both moved past that and are pretty good friends now although she's getting ready to go to college after this school year. So there's a brief look into how I thought relationships worked at 13: You meet, you like each other, and then BANG, you're an item.


    So that was basically freshman year: failed attempt at a relationship, made some friends who have moved/are moving soon, did a thing in a play, and got behind in schoolwork. w e w


    Jumping ahead to the summer before sophomore year, I was elected to be the senior patrol leader of the troop here and had the absolute worst time with it. Most of that is attributable to a single adult leader who intentionally scared me at a week-long camp in Germany, undermined my decisions in favor of his which ended up being terrible ones, and shooting down proposals when they were just ideas. F U N .


    After that ****show ended I began taking some electives at the american high school on the base: Robotics Engineering, Engineering CAD, and Advanced Chorus (Here's a fun link). I had two teachers; one taught both CAD and Robotics Engineering, and they're some of my favorite people in the world. The Robotics teacher let me do whatever the hell I wanted as long as it kept to course material more or less (like build an R/C Tank controlled by a PS4 remote, butcher computer fans to experiment with controllable fan speeds, and mess with 3D Printing) and on top of that he was super chill and brutally roasted students daily (it was one of the most entertaining things ever). The choir teacher was also really fun and let us have potlucks during school hours while watching movies like Inside Out. Last year was where I probably made most of my friends ,most of which never talk to me because I never see them in person anymore : ( . I do have a handful of friends both from the school who still talk to me despite how rare it is to see my face and make sure I'm human for them and I couldn't appreciate them more.


    Sophomore year was where this really happened though...


    I somehow managed to stay behind in studies at home in favor of, you guessed it, hanging onto friends again. I also started battling with some pretty intense mood swings, especially around holidays and my birthday where everything just dies in me and I lose interest in pretty much everything and shut down, making it harder to stay on top of stuff.


    Now that I'm back to homeschool full time for junior year for a myriad of reasons (don't want GPA to take a hit from parents wanting to go on vacation early, parents finding different resources to replace classes that would be taken at the high school, etc. usually involving parents), I realize just how much of what I had I took for granted. I thought I would always have that group of people around me and I'd be comfortable like that, but I focused too much on that and slipped up. Though I did mess up on my own, I feel like I've learned from it so that it won't happen again. I learned that the people who do care about me are the ones who will keep in touch, and the ones who I'm a "b-list" friend to won't.


    Another thing that I learned is that if I just try to manage my emotional issues and not let people know what's going on that I will reach a point where it gets to be too much and I'll ultimately break down, which happened very recently and it wasn't pretty. I just got so sick of the direction everything was heading and locked myself in a bathroom until my mom found me a blubbering mess inside and got me to let her know what's going on.


    I never really want to admit things because I always think that the result is going to be worse than it actually is, mostly from wanting to talk about these things but thinking through the conversation too quickly and having it end in a worse way than it started. Thus, I just keep it all inside and try to manage it on top of everything else in life, and it just doesn't work. The main point I got across to my mom is that I feel distant and isolated from people, that I need to be around a wider variety of people than the ones who I live closest to and drive me up the wall on a daily basis and invade my privacy a lot, and that I kept thinking that if I had just spoken up sooner it would be very different.


    That emotional dump actually turned out to be really good for me because in the last month I feel like I've learned more about myself than before. I began figuring out what I actually want in life, in a relationship, and in myself. I figured out that part of the reason why I always turn to action figures when I feel like I need something is that they're a temporary stand-in for people in that I give them personalities and they become a part of me through my photography. I figured out that I was really only talking about wanting to be an engineer because that's what I've been driven towards since I was ten and I hate confrontation about lifestyle choices and will say about anything I need to in order to get past that. I figured out that a lot of the crap I put myself through is just me talking to myself too much instead of talking to other people.


    With all of that having come out of my system, it's given me room to focus more on how I can improve my junior year from my sophomore year. It's also given me more confidence to speak up for myself. In the past, whenever I'd been suggested a course, I would've just said yes and tried to deal with whatever resulted with varying results. I've been more vocal about my course load this year and how my schedule works for me and I've actually gotten things done. I went into the PSAT three days ago and left feeling good about my performance having left with answering all of the questions, the vast majority I knew how to answer. I've gotten over a lot of my timidness that I'd adopted from moving here and asked a girl to homecoming, something I previously thought would be impossible for me to succeed at, and it went really well (the girl and I are looking at going out again, actually).


    So, yeah, I'm not done with high school yet (I'm barely past halfway), but I've figured out that it's a delicate experience that ultimately I determine the outcome for, and that it's more of a learning experience than anything I'd previously encountered. Sorry if this seems incoherent and jumpy; I wrote it over the course of a few days as things happened and felt that I needed to actually finish it so I can close the tab.

  17. Hey there people that might still have a slight interrest in this!


    I came here to admit something. I have not been working on RtPu for ages. And by that I mean, I never really actually worked on RtPu so good at all.

    What I just did was creating small playable mockups to pass time and to tease people.  At the current moment I do not have the skills and knowledge to create this game to my ideas.

    I'm not saying that it's cancelled. It has always been in my head and I am still coming up with ideas, but I do not work on it at the moment.

    I lack the skills of making 3D models and textures, I can do the simple stuff, but creating a simple playermodel is already too hard for me.


    So what have I been doing all the time? Well, mostly working on my musical career and games. Alot of games, games that I have and will never finish for the same reasons as Return To Planet U.

    What am I doing right now? Well, music, and an MMO to try to learn more advanced programming and maybe some modelling.


    I cannot do Return To Planet on my own. I need a team, but I don't have money or any contact with people that might work together with me with the skills needed.

    So RtPu is on hold for now. Expected release date: 2 weeks after Half-life 3.


    I hope you understand!


    (also, in 2 months it will be my 7th year here! :o )


    Edit: sorry for the potato english, had to type this in a hurry.

  18. Ringtail
    Latest Entry

    hey anyone remember back on the zetaboards RRU? no just like four of you? well at some point I put a picture of a bionicle in my signature for some weird reason, but I linked it directly from biosector01. then that site went into maintenance for a week and as a result every time people would try to load a page on rru that had a post from me on it the site would crap out and ask for a login, because only authorized BS01 admins were allowed to access any of that stuff. basically i broke the whole site for a week until cyrem figured it out and was like "ringtail you f****ing idiot". anyway i don't know why i remembered this but I did and i posted it here because i figured i should embarrass myself a little more

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