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history past

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    

Jessietail

Jessietail

 

How to use papa Louie: When pizzas attack to teach your child important values

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.

Wirza

Wirza

 

Sorry RRU, But Your Xiron Is In Another Castle

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.

Xir

Xir

 

I found an ancient TT game from 2005

TT released Lego Star Wars in 2005. They also released this in 2005.   https://en.wikipedia.org/wiki/The_Chronicles_of_Narnia:_The_Lion,_the_Witch_and_the_Wardrobe_(video_game)   https://www.youtube.com/watch?v=6jR5bc_ZWdg   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)
   

aidenpons

aidenpons

 

GOTTA (LE)GO FAST

Whilst looking about the internet for things, I came across this rather daft-looking mod for Sonic Generations that got the Sonic character models from LEGO Dimensions and slapped 'em in Generations. So I downloaded it, booted up the game and my sides were immediately sent into literal orbit.     (got a lotta screenshots to post, so I'mma put 'em all in spoiler tags for your viewing pleasure)       lego sonic as you truly imagined it

Ayliffe

Ayliffe

 

A Juncture

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. 

Brigs

Brigs

 

Rock Raiders: Reloaded progress report 1

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?

DarkianMaker

DarkianMaker

 

I have been sent a spam.

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.

noghiri

noghiri

 

How minifigures see the world

Minifigures are poor defenceless creatures that only live to build. It's the one thing they know. They live in a world where the only places they can build are flat planes, which are few and far between. The horrible world they live in is filled with savage giants, completely disregarding the poor minifigures. They even move and destroy their creations that they've worked so hard on.     But the only places that can provide them with building space are within the giants' fortresses. However, there are some giants that pay attention and empathise with the minifigure race. They provide a safe place to build and the bricks needed as well. The minifigures work with what they're given. Some nice giants are younger and less intelligent, and have a harder time catering to their minifigures.     Others are wiser and help them greatly. But the other giants despise the outcasts. They attempt to take away and damage the minifigures' safe space. This makes space even more limited. But the nice giants grouped together and formed communities. The minifigures dubbed these "Afols". And the war for minifigure freedom continues.     Conflict due to limited area arises in the safe spaces as well. Minifigures fight desperately, sometimes violently, for room to build, and even try to convince their giants to help them as well.     But the giants guide the minifigures to make peace. This is the story of the minifigure. And it continues with you.

Wirza

Wirza

 

Ratchet & Clank 3: 1108 Beta Notes & Research

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).                   --   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.  

McJobless

McJobless

 

Lego Rock Raiders Reloaded will be possible

Hi there, I said I would analyze the (available) code to Lego Rock Raiders and see what I can do with it and today I have come to a verdict. I will be able to reconstruct the game engine with the data I have available and the insights created by just looking at the overall configuration of RR and the game mechanics. It won't be easy nor will it be a swift task but it can be done and it will be done. One of my work projects has been postponed til 2017 and the other one is almost done so I feel like I can start on Rock Raiders Reloaded come next week and below is what I will start working on and what I will be planning to do for now with the project.   When I start I will be working on: - The base engine (camera controls, HUD, resource control) - Starter elements (Tool Station, Rock Raider, Solid Rock, Dirt, Drills and Shovels) - The start of the Rock Raider AI system (I noticed how bare bone it actually is in the original game and will improve quite a bit) - Basic map design. - Keeping everybody up-to-date with what is going on.   What I am planning to do with the project itself: - Recreate the Rock Raiders experience the best I can. - Improve AI for everything. - Make modding a lot easier on the new platform. - Fix a few things that were broken/glitched in the base game (Ore Refinery using more ore than it needs because of zealous Rock Raiders; Trucks dumping more resources than a site needs;) - Redo the way that drilling and using lasers on walls works by giving the walls HP instead of the system that RR used. - Change the Laser Towers into base defense structures which engage enemies in their range when a red alert is active and maybe nerf their EC usage or just remove that altogether. - Create a way of patching that makes sure you don't have to download the whole project every time there's an update.   What I am planning for when the project is stable and has what it needs: - Keep improving the project. - Create a multiplayer mode (co-op for now, PvP in whatever form will require some more thought beforehand). - Work on a more complex sequel to Rock Raiders with more resources, buildings, vehicles and a ton more.   Let me know what you guys think so far and I'm curious for your opinions and ideas.

DarkianMaker

DarkianMaker

 

Shadowblaze - Mecha Brawler

Not to be confused with Mech.   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!    

Shadowblaze

Shadowblaze

 

A Lego Rock Raiders remake

This is an idea that sprung to mind when I couldn't get Rock Raiders to work on my PC (even with all the helpful tutorials on this forum) and I wondered "Why hasn't this game received a remake yet so that we can still play this gem but without issues on newer systems?" And so I started my search for a remake and stumbled on some threads and one abandoned project that could be revamped as a Rock Raiders co-op multiplayer mode.   Now I understood from @Xiron that there were multiple attempts at a remake that nobody finished and I can understand that people will be skeptical but I can assure you, I don't like having to use my old 2003 PC at all and right now I'm forced to use that to play Rock Raiders so the annoyance with my old system will be a constant fuel for me to stay on track with the project. I will most likely will need some help from people with areas I have zero experience in like modeling and animation but other things like voices, sound effects, music and videos can be carried over from the original if I'm not mistaken. My idea is to just focus on creating a remake that is very true to the original but with a few additions which should make modding a lot easier like a custom map selection screen and a custom campaign selection screen. And after that I will focus on working on that multiplayer co-op addition and maybe after that start on a version with more complexity and a sort of grand strategy addition to it with more buildings and an expanded story line/campaign (could be just the RR story line but more complex or a sequel where they yet again have an incident in space).   I have been rambling on for a while now, tell me what you guys think and if there's people who show interest I will go on with posting more information about this project and discussing ideas with you people .   In general I won't be able to invest much time into the project right now this December with two work projects which have to be finished and the holidays coming up. Begin 2017 I can start working on it with a reasonable chunk of time next to helping out with @bphillips09's project wherever I can.

DarkianMaker

DarkianMaker

 

The Return of the Tongue

I've returned for a second time after a long string (15) of exams again   except these ones I did actually study for and didn't need to bury myself in a textbook at the end of term three   not that anyone massively cares all that much, and oh look, the deranged lunatic is back with his tongue   as if you hadn't noticed that already  

aidenpons

aidenpons

 

An Idea For a Game: Part 2 (Working title: Knights Kingdom: Cedric's Revenge)

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!                            

Serwithed

Serwithed

 

An Idea For a Game

Hi,   Sooooooooooo, I'm back on this blog again. Why? I haven't been posting anything in this blog in a long time now. You've already seen the title, so let's begin.   Well, as for now, I've been thinking about making a game for a while. And while I was wondering, I made a story for the game.  Soo, here's the summary of the story:   With many battles been lost, Cedric The Bull, the leader of the Bulls, seeks help from Willa The Witch. After some time, Cedric, as a dark magic user, attacks the Lion's Kingdom. During this time, the son of King Leo, Edward, returns home from studying magic from Majisto, saw the destruction of his own home. Him and his sister, Princess Storm, and Richard The Strong, tried to defend the more powerful Cedric from killing King Leo and Queen Leonora. But they failed. Edward, enraged, attacks Cedric, but was not successful. Cedric, unfortunately not pleased with the behaviour of the three brave Knights, sending them into the future.      THE TIMELINE:   It's after the events of Soccer Mania. More info in the next entry.   WHAT IS THE GAME GENRE?   Action-Adventure RPG. That's more like it.   -     Actually, I will be splitting this entry in half. Why? Because, this is what I have been thinking about in some weeks now. The next entry will be ready to release in tomorrow.   Cheers!               

Serwithed

Serwithed

 

Made a non-RRU Blog

Now it should be a bit easier to find some of my things scattered all over. Currently contains my SFM/Gmod stuff (including some WIPs I've never publicly posted!), though I'll probably post more other stuff later. https://xiron32.blogspot.com/   ...oh yeah, and my current header/logo was just suppose to be a temporal one that I'd change later (even the name was not official), even the background was kinda tossed in there but it kinda works nicely I suppose. xP

Xir

Xir

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