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  1. 9 points
    Brightfall

    Real LEGO Racers [Fan-Art]

    I'm made realistic Rocket Racer fan-art. I'm photoshoped Stig from "Top Gear" and now he looks like most famous LEGO racer
  2. 7 points
    elrunethe2nd

    Prototype Granite Grinder Model

    I decided to make it in Blender from scratch whilst working on other things. Given the small scale and grain, it's a bit hard to make out the details, but I think I did alright. I nicked the backside from the standard model. Anyway, now you can see what the other side of that pimp-walk looks like. I've put it up for download here if anyone wants it for your own purposes. Use it for whatever you want. For reference:
  3. 6 points
    rockboy

    WIP - System Malfunction: A mod for LRR:CE

    Lego Rock Raiders - System Malfunction Greetings and welcome to my (somewhat poorish) attempt at an overhaul of Lego Rock Raiders. System Malfunction aims to take Lego Rock Raiders and its great ideas as a base, but retell the story from the ground up. Telling the story of everything past the main intro. It will attempt to switch away from the sandbox and happy tones and strive to create a slightly more serious, challenging and balanced experience where winning the levels feels rewarding and resource management becomes a must. The intention is to give the player a sense of progression and slightly more immersion, where through story telling, new units and buildings become available allowing for more creative combinations in play style, while encouraging resource and build management. I don't consider it a Rock Raiders 2. I'm not skilled nor creative enough for that. I consider this my own thing, something new, based on the original assets. (loading screen will be provided as stand-alone patch for the Community Edition, for use with the original game/mods) This overhaul is based exclusively around Lego Rock Raiders: Community Edition - a modified version, created by Cyrem of Lego Rock Raiders with many new features coming soon. This mod will be supplied as multiple WAD patches for it so you can decide what your game is like in the end. This is why the assets you'll find here are higher in quality than what could be used by the base game. Note, that the max supported resolution I will target with my overhaul is 1920x1080 due to the scaling of assets. Any higher render some of them too small. (Not final. Rock types are not clear enough. left to right: Ground Dirt Soil Loose Rock Hard Rock - Lava water oreseam crystalseam solid rock) As you may have noticed by now, I am moving away from the original art style of Lego Rock Raiders. This is only the case for some parts of the game. Many parts of this will be optional and modular. Don't want the taskbar? Don't load it. Don't want the new menu's and loading screens? Simple. Want to load them with the base game or other mods? Go for it! (Assets in the background will be animated when in game. Font not final due to insufficient testing) Planned features: - Defined unit roles, making water units be useful making you want to use the hover scout and making sure no unit is overpowered in any field - Attempting to use game elements as a fun challenge, instead of annoying the player out of inconsistencies (looking at you, erosion) - Adding more challenge from Rock Monsters and Slugs without making them a pain. Nerfing tools to get rid of them fast, but bringing down the annoyance of slugs. - A (most likely) full voice over of the main campaign and "Moon Missions" that you can unload via patch. (Removes all voice overs) - Building unlocking through story telling, attempting to let the existence of them make more sense - New UI with animations for the loading of missions and the main menu - New objectives, not just crystal gathering. Some ideas will be borrowed from Cyrem's topic - New building - The Air Filter (hopefully it makes it in time - if not, I'll have to rewrite parts of my story layouts) - Increasing difficulty of units, buildings and more. Making everything feel believable within lore while you'd still have to think twice about it. - All new levels and custom maps with the aim to be less predictable on first play through. - New biomes - Simulation biome already in the works - New sound effects, based on the originals. - Making ore useful, you'll have to think twice on what you spend it on to reach the mission objective! - A new task-bar UI inspired by Starcraft and many RTS games alike (hopefully) (screenshot in the background behind the task-bar belongs to Packer and is from Cave Raiders, see credits) This topic serves as a place where I will occasionally place updates, and request opinions about certain things. I'm open for any and all suggestions, feel free to make comments regarding anything you see! I'm also always looking for help in certain aspects, from snippets to levels to models (especially those) - but they're not required! Interested in the story? Below here, I will start posting parts of the story once they become available. Mission 1: Rock Bottom! Mission 2: Go with the flow Currently planned balance fixes for units: Small units Experimentals (big vehicles) I don't have much more to add on to this topic for now. If you want to stay more up to date, want to help out with stuff or have other questions/concerns, don't hesitate adding me or pinging me on the RRU server on discord. CREDITS GO HERE: (in no particular order) @Cyrem: Lego Rock Raiders: Community Edition, the backbone of the mod. He's given a lot of support and info and awesome ideas. A true genius. Without them this wouldn't be possible! @Slimy Slug: Many assets may end up being borrowed from his wip overhaul, such as animation fixes and more. The guy knows the game well. Looking forward to what he comes up with! @miningmanna: Feedback and support and helps me speed up .wadp creation. Thanks! He's remaking LRR, check it out here! @Cirevam: Creator of the Hematite Howitzer - Replacement for the Small Mobile Laser Cutter. Awesome design! @Packer: Screenshot from Cave Raiders used in the taskbar concept art. Great stuff! @rockboy: Did a few things. Yes, really! - I know! I'm surprised as well! More people, no doubt, soon. (Think high-poly assets, new units etc) PS: I was against the idea of posting this topic at first, especially considering that many overhauls have died in the past few years. This will most likely not be the case with this one as I seriously want this to be an actual thing, especially considering the effort I'm trying to put into it. If anything does happen, I'll end up posting whatever assets I have and give full right to anyone to do with them what they want - Although... that will be the case with the final build anyway.
  4. 5 points
    Brightfall

    Real LEGO Racers [Fan-Art]

    Sam Neill as Johnny Thunder
  5. 5 points
    miningmanna

    LRR remake project

    So I got some stuff done: -TriggerItems can get their function assigned via Lego*/Triggers where you put the path to the TriggerItem with : and define their function (for now only exit) -The MapMesh is reimplemented. A bit more structured this time -Cursor is able to select a tile (not really select but the tile under the cursor gets highlighted to test the ray-mesh intersecting) (https://www.youtube.com/watch?v=WZvtmtvVuOw) -The Main-menu overlays have a random delay inbetween -The rock animation for the menu transitions has been added -The initial cave in the dugg map gets "expanded" to have a 1 tile wide border of any cliff type, meaning that it will add every neighbour tile until it has a 1 thick border plans: -Being able to modify the map and update the mesh accordingly -Improving the cursor tile highlighting. It currently is a bit iffy. It works but sometimes it doesnt feel like it. Note that i implemented that today. There is probably a better way of doing this. Currently it uses a parametric description of a plane and the ray from the cursor to set up 3 equations (for each component: x,y,z) and solves the system with gaussian elemination. -Ingame menu (building menu, etc.) -NERP to lua compatibility. I already have a way of compiling the nerp files to lua. Basically it reuses the function names. I will make a lua file which then binds the function to the new alternative function. Example: GetEnergyCrystalsStored (nerp) -> function GetEnergyCrystalsStored GetEnergyCrystalsStored is then defined as: function GetEnergyCrystalsStored() return base.crystals end regarding registers. They will use global lua variables. So everything should work like intended after compiling to lua lastly: -A solid loading system. The idea will be that it first tries to get the assets from the following places. The last with the overrides the ones coming before it: * WAD files "LegoRRx". Larger x overrides lower x * "Data" folder * "LegoRRx" folders. Same order as the WADs. It might be a good idea to switch around "Data" and "LegoRRx" folders, but that should be an easy fix, as soon as its done
  6. 5 points
    Drill Master

    10 Year Anniversary - Whats RRU to You?

    Oh man. I can't believe it's been so long, let alone me being here for a decent chunk of it. Albeit a bit late here, but... The year was 2012... I was fresh out of high school with no car, no job and no college plans. Being bored around the house, I quickly defaulted to video games. It was a back and forth between consoles and handhelds, with a laptop thrown in. This game here, that game there. Eventually, I found myself bored of most of the games I had, with no ability to buy more. So, I decided to blow the dust off of some old PC games I had. There was one in particular I remembered that I never did finish, but enjoyed it all the same. Can you guess? It was totally LEGO Rock Raiders I figured I'd return to the game that took up a lot of my time on the computer as a kid. I sat down, popped the disc in, grabbed my headphones, installed LRR, aaaaaaaaannnnnnnndddd.... It didn't work. I fought and fought with it, trying numerous things, and LRR wasn't having any of it. Of course it wasn't. I mean, it is LRR. It wasn't meant for the future. But I wasn't about to not play this game again. To the internet I went. I searched for a while, checking videos and gaming forums and everything. I completely skipped over this site for some reason, looking over all the rest. Finally, I decided to check it out. Browsed as a guest, couldn't find what I needed, and decided to make an account. Drill Master was born. (My username is the name I used to call one of my Rock Raiders that I would control and do all the drilling with when I was younger.) I asked the members about my problems with the game, and with the help of them and even @Cyrem himself, I was able to play LRR again. From then on, I decided to stick around. This was the first forum I had ever been a part of. I enjoyed seeing all of the cool mods and things members were making. The friendly atmosphere of the forum itself was nice. It was a good place to hang out. I'm glad to have grown more with it, and as I mentioned before a long time ago, I saw RRU as family. You guys have put up with me from my "Halo vs Star Trek" post (For those of you who remember it, I'm sorry) to my (Slightly Disturbing) Running Man, and everything in between. Sadly, I have been rather distant from RRU now. I've been moving on with my life irl, and have had less time to visit, or the need to take care of other things. I am glad for the time I've spent here, and the friends I've made along the way, some of which I am still in good contact with. The journey we shared together will be one I will always remember. RRU will always be a family to me. That will never change. Through the good times and the bad ones, we've kept moving on, and I hope to see Rock Raiders United push on even further. If this happens to be my last post on this forum, I would like to thank all of you, both old and new, for the experiences that have been made and will be made. I showed up to get an old game working. I will leave with so much more. So once again... Thank you. Drill Master (DM) (JAL)
  7. 4 points
    Brightfall

    Real LEGO Racers [Fan-Art]

    Karen Gillan (Nebula) as Gypsy Moth
  8. 4 points
    jamesster

    LEGO.com 20th Birthday

    Found these wallpapers again on an old laptop, they're pretty great, here's a zip:
  9. 3 points
    Mr. Eight-Three-One

    Lego Games on a 1997 PC with a 3DFX Voodoo

    Hey, it's my first post in two years on this forum, and it's for *another* self-promotion. Hopefully that doesn't bother any of you...my apologies. Anyway, you all probably know that I love old computers, but for the last several years I've largely been unable to pursue that hobby having been in college. Well...that's no longer the case! I'm now out on my own, and I'm free to pursue it as much as I desire. Recently I finished a project where I put together what effectively would have been my "dream computer" in 1997 (which, incidentally, was the year I first used a computer...at the age of two), and would also have been a high-end build when Lego Island was released. I've wanted such a machine for a long time as it's basically the equivalent of a high-end computer to coincide with 5th gen game consoles (the Nintendo 64 and PS1). Featured in this video are the first five 3D Lego games (Island, Chess, Creator, Racers, and yes, even Rock Raiders), running with a 3DFX Voodoo card (except Creator, which uses the 2D card in this machine). I felt inspired to make this video because the sands of time seem to have washed away a lot of the experience of playing these games on such a machine. Many of the people here seemed to have grown up in the Windows XP era where computers that could play these games without any lag at all were the norm, not the exception. And, as you might expect, they don't run anywhere near as well as you might be used to. But that's the whole charm of it. There's a certain appeal to be had when you're so used to the games running without an ounce of lag and suddenly that luxury is taken away from you, and it serves as a fun reminder of technological advancements. And yes, this is a real computer running this; this is not an emulator or a virtual machine. I have listed the specs in the video description but the general gist of it is that it runs a Pentium MMX 233 MHz CPU and Windows 95 (quick disclaimer, I actually prefer 95 to 98. I know, unpopular opinion, heh). This was the fastest desktop Pentium ever made1 before the Pentium 2 was released. The Voodoo card is essentially the original must-have graphics card; like, you were the wimpy unpopular kid if you were a PC gamer and didn't have one. And, unlike what you might be used to today, it *only* did 3D stuff -- you still needed a whole 'nother graphics card to run the Windows desktop and everything else!2 Regardless, I hope you enjoy this foray into computer history, and marvel at the prospect of having to turn down graphics settings in games you probably never even thought of turning down the settings in before. 1There were mobile Pentium 1 processors that clocked faster than this, but as far as the desktop market went, you couldn't get any better than that before the Pentium 2 came out. 2When 3D graphics were the hip new thing, and with the advent of DirectX, Microsoft made their own graphics API called Direct3D, but it had the caveat of requiring specially made hardware in order to run it, so your old graphics card wouldn't be able to run it out of the box. So, during the awkward transition era where not every graphics chip was expected to have 3D support out of the box (the computer you see in this video does happen to support 3D on the "main" graphics card, but it's not very good), 3DFX made cards that specifically only did 3D, either on Direct3D or with their proprietary API called "Glide". I explain this in the video, but the way the cards work is that the 3D card had a VGA-in and a VGA-out port. You daisy chain from your main card's VGA out to the 3D card's VGA in port, and then the monitor cable goes into the 3D card's VGA out port.
  10. 3 points
    Slimy Slug

    Unused Animations and Upgrades

    Update 3/5/2019: Modified topic title to reflect new content. So after some mucking around with activity files and the config, I managed to get some unused upgrades for vehicles working. On top of this, there are a bunch of unused animations for things in here too. Behold what DDI left behind for us to find: Disclaimer: tested this in my mess mod. -deleted temporarily- Had to take this down for now while I fix some things up with this.
  11. 3 points
    Yellowberry

    Understanding .trk files

    Hello friends of RRU, it's been a hot minute since I've done anything on this website. I recently acquired a copy of Lego Stunt Rally, my favorite childhood game (I even went as Mr. X for Halloween once), and I've been slowly picking away at the game's files, specifically the track file format. I have so far figured out how to generate an entirely new track file, hex IDs for a good majority of the buildings, decorations, and track pieces, and how the tiles are structured in the file format. I was quite surprised to find out that the track files are fixed in length at 65kb, no matter if you make a singleplayer or multiplayer track. Further digging revealed that there is a significant amount of nulled out data between the rows of tiles, meaning that theoretically if the game supported it, we could have even bigger maps. Another interesting discovery is that the game will treat any value that doesn't match a particular scenery type as it's own type, but wrap back around to the city scenery. This /might/ mean that we could create new types of scenery packs eventually! I'm currently writing a Python program to aid in track creation and tinkering, however in it's current state it is extremely buggy and I wouldn't want to release a broken tool to the public. But once I've stabilized it just a bit more so it doesn't crash every other time you try to make a track, I will release it. If you have any more details on how the track files work, I'd love to know! EDIT: I totally spaced it, but here is what I know about the hex stuff so far, not really organized due to the fact that it was originally just a private document. I've opened up commenting on the file, so anybody is welcome to leave specific things there if they have any additional incite. Here is the link to the Google Doc: https://docs.google.com/document/d/1W8TvnOuQHVJPWumpz2AmZhxrYMDFgVP-vgKqvh1JkdI/edit?usp=sharing Thanks for still being around, Yellow
  12. 2 points
    Cyrem

    Galidor Ae Tool V1.0

    Galidor AE Tool v1.0 This tool will extract the resource archive (*.AE) files LEGO Galidor uses. v1.0 Features: Extraction How to Use: Just put the program in the same folder as game.ae is in and run the program. After extracting you'll see heaps of tex/pck files. I am working and an extractor for these files also. Download: here.
  13. 2 points
    rockboy

    WIP - System Malfunction: A mod for LRR:CE

    Hey there @aidenpons ! First of all, thanks for the kind words! I appreciate this a lot. There have been too little Overhauls for this game, and many have been abandoned. Indeed, too little has come to completion. I hope I'll complete this as stated in the post, and I'll do my darn doodle best to to get it there Future mission scripting might pose a problem. I'm glad you bring this up, as I'm not great at it. Mostly anything else I can do though. If I need it, I'll definitely come here for help. I really appreciate the offer! Indeed I have managed to make my menu look like this. I've done quite a lot of testing over the past few months in fact. My early tests were done in the standard game, not the Community Edition (Which I have on hand now, and am working on getting it to work in, also. Animation exporting and redoing takes some time though, especially at the higher resolutions! As for what I've completed, not terribly much, but I've made progress on many, many fronts. The menu animations are finished, the loading screen is finished, and I've done 2 mission briefings and goals. The first one is in the main post. I hid the goals and other info in another spoiler, as it does contain spoilers. For a video of the main menu in action, see this: It's low quality, it wasn't meant to be uploaded to youtube at first and is now a few weeks old. The RRU Discord asked me a while back to make a guide on how to get the videos to work. I'll see if I can cook one up at some point later. The same counts for the loading screen this isn't in game yet, but would only take me a few minutes of asset replacing and some value tinkering. I just have to load the background and move the bar. Cyrem asked me for the files for it, so I have a feeling it may be included with CE as an add on by default. If not, it'll come with the overhaul and will be supplied as a separate patch, just like many other elements, for cafeteria. Thanks a lot for the feedback by the way, there's a lot to go through and I really appreciate it! This is the exact reason why I decided to make the topic regardless (after pondering about it for a few weeks) I digress, let's get through it.. 1. I'm well aware of this, yeah. With what I stated, I meant it exactly as it's there. They will be more challenging, but not a pain. In my books that means that I won't go about and spam them endlessly, although you will need to make sure you deal with them regardless! It's an interesting point to raise regardless. I won't completely make my raiders useless, I was thinking of only letting them take of 3 to 5% of the health of a monster, and maybe 10 to 15%+ of a slug given lasers will be having a hard time hitting them) - again, the key is for it to be challenging, but not unfair. I've done game development work in the past with teams, there's nothing more annoying than challenge feeling unfair. 2. Hmm, I didn't even know you could give it health over time. I wasn't planning on doing this though, again; this would feel unfair in my eyes, how would a monster regain health like that? The same counts for losing health. Monsters live there, it's unlikely they'll be unable to do so when you're in that same cavern. 3. That sucks, but I am planning to work around it. I know it's also invulnerable to lava and landslides. At first my idea was to give them a crystal spot, but that's hard coded and doesn't work. In my overhaul, if this ends up staying the case, they'll be removed. For this, the mining laser (named something else later) is going to step in. (Monster defending will be slightly different here, see the howitzer, LMLC and Chrome Crusher too.) Nice! Those are ideas are cool for the moon missions (?) More on mission design will follow later, I've got actual believable ideas in making them fun and varied. Most involve multiple goals. 1. Aware, and that's not a problem. I was actually planning on placing ore manually in my levels. See the experimental (big units) section. The loader dozer will be mandatory, or at least, you shoveling it. It will be a balancing act based on mission design and such. I'll be sure to not have gigantic caverns with rubble. That's just annoying 2. Aware, and that's actually one of the other mechanics I've laid out. In my mod, the ore refinery will: At level 0 (no upgrades) give 1 stud for 3 ore At level 1 (level one upgrade) Give 1 stud for 2 ore At level 2 (level two upgrade) Give 1 stud for 1 ore A stud is worth 3 ore. I know this is duplication, but that's where mission objectives tie in. In later levels, it's mandatory to have, not having it can mean you don't finish the level, finish additional goals, or it will constrain your use of units, buildings or upgrades. The most important thing to remember here is that since I place ore manually, there won't be an insane amount, and that upgrades to buildings are planned to cost 15 ore or 5 studs. It's important for the player to balance their units, their buildings and more in the end. 3. This is true it seems, I just tested it. My game seems to handle up to 35, or 36 sometimes. Curious is that the thing can be placed. I hope this can be fixed in CE. I might hit Cyrem up about it. Picture is from the community edition in case you wonder why it's 1080p. This is good to know, I'll make sure I'll factor this in. Indeed. In my mod, the hover scout will make use of some form of ultra sonics on the ground. I'll try to word it better in the briefing. I know it makes no sense from visual standpoint, obviously, but right now I'm entirely basing my thing around making units have defined roles. Nothing will be overpowered, or underpowered (At least, that's the goal) The dishes on the various units are going to be some sort of proximity tools, which will (uselessly) over the team over at the LMS Explorer valuable data. That's an interesting threat by the way. I have indeed known you can switch functionality around to other units. I'm currently not planning anything insane though. 1. Same haha, it becomes very tedious. Just because it can do it, doesn't mean you have to though. I'm going to do my best to make sure you won't ever have to do this. It can however, be sometimes used to give you that extra crystal for that perfect base build (Yes that's a thing I'm also planning). 2. I'm aware of this yeah. Crystal Caches, Ore Caches, or anything of the sort will not be things I'll implement. Both because it's unrealistic from a geological standpoint, and because of that very reason. I've had many discussions related to getting map designs right, to make sure the idleness syndrome won't be an issue. Don't worry. I've also taken steps to make base building more challenging, especially having multiple bases will be hard and sometimes even impossible. You can pull it off later. More info will follow as I work it out. 3. I didn't know NERPs could be this powerful! That's actually really neat. You seem to know a lot more than I do regarding them lol. But again, that won't be an issue I have to deal with, I think. At least for now. I'm aware of the broken state. I've known about it for a while. That being said, I'm still planning to integrate it regardless. It is too vital for my current overhaul's concept of units to not have this. Especially considering the Cargo Carrier is going to fill the role of the transports over water abilities. I haven't had too many issues with it, not to the severity as reported by some, but indeed it may pose a problem. I'll evaluate later. I sure will, I mainly require actual help with modelling and the level scripting in the end. Modelling isn't required by any means, but it's still something I'd be totally down for if anyone on RRU was up for it. All of that is down the line though, I first want to get the core elements operational. For now, I'm working on a few other projects before I kick this one in full gear (cafeteria patches of Baz's and Axel's mod, AI upscaling the assets for Cave Raiders) One again, thanks a ton for writing this wall of feedback up. Don't hesitate to send in more if you have it ~ Rockboy PS: I didn't expect it to be such a long comment. Guess there was lots to say.
  14. 2 points
    Cyrem

    Galidor Ae Tool V1.0

    Galidor extractors were mentioned in discord, I forgot a made this 8+ years ago... though looks like no-body looked at it. Fixed the download link. Happy 8 year topic bump!
  15. 2 points
    grappigegovert

    GDB to PLY converter v3

    Check the thread for more info:
  16. 2 points
    Brightfall

    Real Rocket Racer

    From the album: Brightfall's fan-arts and other stuff

    Fixed version

    © Brightfall aka Veazy

  17. 2 points
    Cyrem

    Run LEGO Rock Raiders with dgVoodoo

    This guide is more or less a re-write of many posts of this method that are scattered around the forum with updated links and pictures to make it easier to follow. First and foremost there is sometimes confusion between dgVoodoo and Cafeteria. These are significantly different and perform entirely different things. dgVoodoo is an graphics API wrapper (or “converter”) for DirectDraw & Direct3D (Part of DirectX 6 - a graphics API developed by Microsoft). Most modern graphics cards are not compatible with games utilising old versions of DirectX, Rock Raiders is one of them. Cafeteria on the other hand is a Mod Launcher that allows easy installation of game resource modifications for LEGO Rock Raiders. It also has the ability to force LEGO Rock Raiders to run in resolutions higher than 640x480. You can use both of these together for optimal graphics improvements. in summary - dgVoodoo is what makes it possible to run LEGO Rock Raiders on modern graphics cards, not Cafeteria. Cafeteria is merely a toolkit to make an already working game even better. Secondly, Microsoft has updated Windows Vista through to Windows 10 with patches that remove SafeDisc and SecureRom support from those systems. This is a problem if you own a copy of LEGO Rock Raiders that is copy-protected. If you own the copy-protected version of LEGO Rock Raiders (some of the re-releases did not have copy protection) you'll probably find the game will not run at all. Following this guide will also correct this issue as well. Now that we know what dgVoodoo is and we know about the SafeDisc issue, lets begin. Guide While setting this up is really a piece of cake and requires barely any steps, people still can still get it wrong, so please follow the steps below. If you get stuck, try it again. If you're still stuck, reply to this topic. PREPARATION Before you begin, you will need to download some files. Please note that some Antivirus software may complain that dgVoodoo contains a virus. This is a false positive, it is a clean file. Download the files in the list below. LRR Masterpiece Editon Executable - Download D3DRM - Download dgVoodoo 2.55.4 - Download Note: dgVoodoo 2.53 is also compatible with LEGO Rock Raiders, download this version if you have issues with the latest version above. STEP 1 If you haven't already, install LEGO Rock Raiders. If the installer isn't working, try the Alternative Installer. Once this is done, navigate to the Rock Raider's installation directory (usually its: C:\Program Files (x86)\LEGO Media\Games\Rock Raiders ) and extract the contents of the "LRR Masterpiece Edition" zip file you downloaded just earlier into your installation folder, overwriting the original files. This folder then should look similar to this: STEP 3 Next, from the D3DRM archive you downloaded before extract the D3DRM DLL File into the install folder. After that, open the dgVoodoo archive you also downloaded. You will need to extract: dgVoodooCpl.exe and the contents of the MS folder into your installation directory. STEP 4 You're almost done. We'll now configure dgVoodoo, so double click dgVoodooCpl.exe to start the configuration program. Ensure that you are running the program in Administrator Mode (Right Click > Run as Administrator) or changes may not be saved. When it starts, look at the "Config Folder" path, if it is not the same path as your Rock Raiders install folder, click the ".\" button on the right. Next click the "DirectX" tab. You may want to play with some settings in here, however for this guide we'll just do the important ones. Change the "Resolution" to the same resolution that you are currently using (e.g 1920 x 1080 is common) and uncheck the "dgVoodoo Watermark". Finally click apply. STEP 5 Congratulations, you're set! There's one thing left to do and it's very important. You need to start the game from LegoRR.exe. Afterwards a window will appear, and if you've set it up correctly it will display the driver as "dgVoodoo DirectX Wrapper (display)". STEP 6 (OPTIONAL) While the game will now run, you will notice an absence of music. Typically, Rock Raiders plays music from the disc. However I have a fix to restore the game music into the game without the disc. If you would like to do this, follow this short guide. I hope this guide has helped you get your copy of LEGO Rock Raiders to work. Be sure to reply below if it worked for you or if you're having any troubles. Don't forget that if you do get it running, check out some of the great mods for the game around the community.
  18. 2 points
    JackAuduin

    Run LEGO Rock Raiders with dgVoodoo

    I can imagine that has been the source of many people's agony installing this game. Looks in directory sees correctly named dll moves to next step ? No Profit
  19. 2 points
    Cyrem

    10 Year Anniversary - Whats RRU to You?

    On this day, 10 years ago, RRU first opened, it was also the day the first public level editor for Rock Raiders was released. Needless to say, 10 years ago the thought of the forum going on for years to come was never a thought that crossed my mind, it just sort of happened. Year after year the forum has gone on and has changed tremendously since its beginnings as a dedicated Rock Raiders forum. Rock Raiders United has gone through its phases, it’s highs and lows as some of the older members would remember. We’ve had lots of laughs, lots of rants (mainly at RR’s inability to work when we want it to), and lots of mods. We’ve made new friends (maybe even lost some). We’ve consumed too many of Addict’s cookies, been crushed by the weight of Rock Whale stampedes… but never have we needed the help from the Infomaniac. Some of us have been here a long time and RRU represents a large portion of their life. You could even say some members grew up with RRU. So I’m handing this question on to you guys…. What has RRU meant to you for the time you’ve been here? (Coincidently this is post #124,000) SPEEE
  20. 2 points
    kbios

    Understanding .trk files

    Hey, these are my notes on the trk format (piece names are in italian, sorry haha) Fixed-length file (65576 b) ***Little-endian values*** Header example: 4C 45 47 4F 20 4D 4F 54 4F 00 00 00 05 00 00 00 28 00 01 00 01 00 00 00 02 00 00 00 00 00 00 00 4C 45 47 4F 20 4D 4F 54 4F (bytes 1-9) magic number (LEGO MOTO) 00 00 00 05 00 00 00 (bytes 10-16) apparently fixed 28 00 01 00 (bytes 17-20) filesize (65576) 01 00 00 00 (bytes 21-24) map type (00 multi, 01 single) 02 00 00 00 (bytes 25-28) ambiance (00 jungle, 01 ice, 02 desert, 03 city) 00 00 00 00 (bytes 29-32) time (00 day, 01 night) Track description, starting from right side going down: An empty space is 00 00 00 00 00 00 80 BF FF FF FF FF 00 00 00 00 16 pieces, then 48 unusued blocks like 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 Multiplayer: 8 pieces and 56 unused blocks. This for each row. After the last row the file is filled with unused blocks up to 64K. Last 8 bytes are like 00 00 00 00 01 00 00 00 01 00 00 00 (bytes 5-8) open/finished track (00 open, 01 finished) A piece (departure) is eg 00 00 00 00 00 00 80 BF 30 43 00 00 01 00 00 00 00 00 00 00 (bytes 1-4) unknown (can be 00, 01, 02, 03), doesn't seem to have any effect 00 00 80 BF (bytes 5-8) height as a ***floating point number*** 30 (byte 9) piece type 43 (byte 10) piece ambiance (43 city, 47 desert, 3B jungle, 3F ice) 00 00 together with the preceding two bytes forms the asset id 01 00 00 00 (bytes 13-16) clockwise rotation (00, 01, 02, 03) Pieces occupying more than one space are marked only in one place, the one around which they rotate Pieces (city, desert, jungle, ice): Partenza: 30 1D 65 48 Rettilineo semplice: 31 19 61 49 Rettilineo camion: 32 1A 62 4A Curva semplice: 33 1B 63 4B Curva larga semplice: 34 1C 64 4C Rettilineo parapetto: 36 1E 66 4E Rettilineo lungo: 37 1F 67 4F Curva parapetto: 38 20 68 50 Curva larga parapetto: 39 21 69 51 Rettilineo dosso: 3B 23 6B 53 Salita parapetto: 3C 24 6C 54 Paravalanghe: 40 28 70 58 Chicane: 41 29 71 59 Ventola: 42 2A 72 5A Pantano: 43 2B 73 5B Salto: 44 2C 74 5C Giro della morte: 45 2D 75 5D Salita accelerazione: 46 2E 76 5E Piastra: 47 2F 77 5F Nastro: 48 30 78 60 Incrocio: 49 31 79 61 Rettilineo fumo: 4A 32 7A 62 Rettilineo griglia: 4B 33 7B 63 Rettilineo casse: 4C 34 7C 64 Cannone: 4D 35 7D 65 Rettilineo semafori: 51 39 81 69 Salita semplice: 53 3B 83 6B Pot. supersterzo: 58 40 88 70 Potenziatore turbo: 59 41 89 71 Pot. a sorpresa: 5A 42 8A 72 Pot. autoscontro: 5B 43 8B 73 Pot. oggetti insidiosi: 5C 44 8C 74 Fabbrica: 5D 45 8D 75 Edificio 1: 5E 46 8E 76 Pot. raggio paralizz.: 5F 47 8F 77 Edificio 2: 60 48 90 78 Edificio 3: 61 49 91 79 Edificio 4: 62 4A 92 7A Edificio 5: 63 4B 93 7B Edificio 6: 64 4C 94 7C Aeroporto: 67 4F 97 7F Statua: 6C 54 9C 84 Angolo: 6D 55 9D 85 Schermo: 6E 56 9E 86 Parcheggio 1: 6F 57 9F 87 Aiuola: 70 58 A0 88 Laghetto: 71 59 A1 89 Pini: 72 5A A2 8A Cespugli: 74 5C A4 8C Parcheggio 2: 75 5D A5 8D Casse: 77 5F A7 8F Lampione: 78 60 A8 90 Lago: 7A 62 AA 92 Salita cespugli: 7C 64 AC 94 Astronave: 7D 65 AD 95 Albero: 7E 66 AE 96 Buca: 7F 67 AF 97 Rettilineo luce: 8D 75 BD A5
  21. 2 points
    Cirevam

    Time Raiders

    The final vehicle is in the game. It's the Pyrite Punisher. There are some difficulties with the model that I'm trying to fix (the fingers), and the animations need to be made, of course, but it won't take that long. One of the arms will be player-controlled and the other is meant for the drilling animation. Unlike the Unraveler, you will be able to teleport as many of these as you want.
  22. 2 points
    jamesster

    Pepper(?) in LEGO Hidden Side

    Cause there's been some chatter about this on Twitter and Discord but not everybody uses those... For context, Toothdominoes is a designer at LEGO: And, being one of the designers at LEGO who regularly discusses older LEGO stuff on Twitter, it seemed a safe assumption he had something to do with this, haha - and indeed he did: If you haven't heard about the new Hidden Side theme yet, here's the rundown: https://www.slashgear.com/lego-hidden-side-combines-ar-game-with-physical-building-sets-14565846/ https://www.lego.com/en-us/themes/hidden-side https://news.toyark.com/2019/02/16/toy-fair-2019-lego-hidden-side-333586
  23. 2 points
    To be fair, you have to have a very high IQ to understand The Infomaniac. His sense of humor is extremely subtle, and without a solid grasp of lego building bricks™ physics most of the jokes will go over a typical viewer's head. There's also The Infomaniac's nihilistic outlook, which is deftly woven into his characterisation - his personal philosophy draws heavily from legos in space, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these jokes, to realize that they're not just funny- they say something deep about LIFE. As a consequence people who dislike The Infomaniac truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in The Infomaniac's existencial catchphrase "Green Red Brick, You stay" which itself is a cryptic reference to how he became it with the island I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Wes Jenkins genius unfolds itself on their computer screens. What fools... how I pity them. ? And yes by the way, I DO have a The Infomaniac tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 IQ points of my own (preferably lower) beforehand.
  24. 2 points
    jamesster

    LEGO Island Size Comparison

    Earlier today I imported the original LEGO Island model into a LEGO game project of mine to test something and noticed that despite it being scaled accurately, it felt a lot smaller with a third person camera. So I imported the LI2 island model to compare, then a rip of the IXS island from Xiron, all scaled to match each other, to see just how much the island had grown between games... Images under the spoiler. Bonus: LEGO Island(s) vs Nexus Tower in LEGO Universe. First, read this if you haven't already. Now prepare yourself: See also: Pics of LEGO Island combined with its full racetrack: Todo: Figure out how big these islands would be if built with real bricks...
  25. 2 points
  26. 1 point
    aidenpons

    The FREE GAME notification thread!

    From that link: Wait, since when did Lego have a Game Technology Platform with actual generations- oh, wait, that's not a typo
  27. 1 point
    Avery

    Jack Stone Live Action Movie Remake

    From the album: hellspawn

    we all love jack stone but guess what its the year 2017 and time to ditch crappy free vhs tapes start watching expensive dvds and you're all grown up now so goodbye cgi plastic man and hello nick cage

    © stock image sites blah blah blah

  28. 1 point
    Cyrem

    Mission Briefing Chief Voice Missing

    To be honest, I've never looked into it properly. I just know that it doesn't work for me if I don't remove them.
  29. 1 point
    Xir

    The FREE GAME notification thread!

    Slime Rancher on Epic Games until March 21st https://www.epicgames.com/store/en-US/product/slime-rancher/home
  30. 1 point
    aidenpons

    Your Master Guide to get LRR to run

    Most people these days are running Win10. If you are running an older OS, the process is much the same. If you're on Linux or Mac, this guide doesn't incorporate that yet. This isn't the One Guide to Rule them All, although it may become that eventually: this is merely an amalgamation of a lot of stuff around the forum in one easily-findable place. Hopefully it'll be updated to all the stuff around the forum as I do so (anybody with mod powers is welcome to edit this and add things). Hopefully it'll also contain a few more pictures as time goes on. Step #1: Does the game install fine? Don’t install it into Program Files: move it somewhere else. Win10 hates you editing Program Files, even sometimes when as an admin: just install it to C:\Games or something like that. Yes: Huzzah, continue! No: Give this a go: https://www.rockraidersunited.com/topic/3904-lego-media-alternate-installers/ or direct link: https://github.com/le717/Rock-Raiders-Alternate-Installer/releases While you're here, make a backup of all the files; coping the CD files to your hard drive may also be a good idea. Also while you're here, you can delete the shortcuts the default installer likes to put on the desktop: they won't immediately be helping us. Step #2: What is the size of LegoRR.icd? 0 kB: Congratulations, you have the DRM-free copy of LRR. This means it’ll actually run on Win10. 720 kB or anything else: This means LRR needs the disk to run via Safedisc and because Safedisc support was taken out for Win10, you won’t be able to run this: but we still have a solution! Download this: https://www.rockraidersunited.com/files/lego_rock_raiders/resources/lrr-masterpiece-edition-exe-r249/ and replace your existing LegoRR.exe and LegoRR.icd with that. Step #3: Does LegoRR start by running LegoRR.exe? Yes: Hooray! No: Something must have gone wrong in step #1 or #2. At the very least you should be presented with a box asking you whether you want to run in fullscreen or windowed and what you want to run it with (a picture would be a very good idea here). Does it complain about missing d3drm.dll? Curiously the d3drm.dll provided on the (or at least my disk) isn’t actually the one LRR wants. I got it off my Lego Island 1 disk and it worked fine. Fortunately, we have uploaded it for you here: https://www.rockraidersunited.com/files/lego_rock_raiders/resources/d3drm-r53/ Unzip that and move the file so it’s sitting next to your LegoRR.exe executable. Do not try to use RGB Emulation on the box that pops up as LRR starts as it has literally never worked for anyone. Direct3D HAL is what we want. Step #4: Does the game unplayably lag? Or any other sort of general nuisance that makes the game literally unplayable No: I'm not sure how you got it to not lag, as everyone on Win10 has this problem. Yes: Fortunately we have a fix for this as well! This guide explains what you need to do: https://www.rockraidersunited.com/guides/lego-rock-raiders/run-lego-rock-raiders-with-dgvoodoo-r7/ At this point the game should be playable. It might be in the wrong language, the sound isn’t playing, cutscenes don’t exist, etc; but at the least it should be running and playable. Step #5: [Optional] Do you want to run the game in windowed mode? Windowed mode allows you to check any other application without having to alt+tab which LRR doesn’t always like. And we have something for this as well! https://www.rockraidersunited.com/guides/run-rock-raiders-in-windowed-mode-r3/ Now onto troubleshooting. Problem #1: The game isn’t in the language I want Currently the only translation pack we have is in English. If you have LRR in another language, even if you don’t want it, you might want to upload it to the Files database (a more rigorous system (perhaps a language switcher in Cafeteria?) can be implemented later). https://www.rockraidersunited.com/files/lego_rock_raiders/resources/english-lrr-pack-r301/ Download that, unzip, and merge the Data folder and overwrite LegoRR1.wad Other languages? This is still a WIP. There might be some way to get them off the disk? Try Universal Extractor and open any .cab files you see with that: https://www.legroom.net/software/uniextract Problem #2: The cutscenes aren’t playing If you still have the disc, you can copy them from Data\AVI on the disk to Data\AVI in your LRR directory. Alternatively, download them here: https://www.rockraidersunited.com/files/lego_rock_raiders/resources/rock-raiders-avi-cutscenes-r296/ and extract those into your Data\AVI folder. You may also need to download and install this, the codec for playing the videos: https://www.rockraidersunited.com/files/lego_rock_raiders/resources/indeo-iv50-avi-codec-r111/ but I am unsure how necessary this is. Problem #3: The game crashes on any non-tutorial level start I’m not sure how common this problem is anymore. However it might yet be an issue. This may be because the game is trying to play the cutscenes, which in LRR sometimes crash the game. Fortunately this can be disabled very easily with mods (DontPlayAVIs TRUE), and for your convenience this has also been uploaded for English: https://oresome.rockraidersunited.com/download/233 Overwrite your existing LegoRR1.wad with that download. Problem #4: The music isn’t playing I actually never realised LRR had music until topics on the forum popped up about it… We have a guide for this too! https://www.rockraidersunited.com/guides/lrr-music-without-cd-fix-r11/ Alternatively, you can download the music files from here: https://www.rockraidersunited.com/files/lego_rock_raiders/resources/lrr-music-collection-ogg-r259/ and just put them in VLC or Windows Media PLayer in the background. Problem #5: Chief’s Briefings don’t play, but the files are all intact 1. Backup LegoRR1.wad. 2. Extract LegoRR1.wad with the Wad Recycler: https://www.rockraidersunited.com/topic/3742-wad-recycler-2/ 3. Open LegoRR.cfg and search "@Sounds" 4. This should jump you to heaps of properties defining sound file paths. Now, to make them work you need to remove all the '@' symbols from the start of the sound file paths. 5. Run search and replace to remove all the '@' symbols. 6. Save and rebuild you LegoRR1.wad file. Problem #6: My problem isn’t listed! Make a forum post! Google! Or wait for me to repopulate this list with less common issues (not recommended...) I want to get into modding! The first step in any LRR modding is to unpack your .WAD files. I recommend the Wad Recycler: https://www.rockraidersunited.com/topic/3742-wad-recycler-2/ If you want to use .wad files for your mods, you can recompile the wads each time. Alternatively, you can run without any wads: move the contents of the new folders LegoRR0 and LegoRR1 under Data (so the Data folder contains stuff like a folder called AVI, a folder called Vehicles, a folder called Sounds, Lego.cfg…). This makes modding to test things much quicker, as you can edit level files without needing to restart LRR. The topic is a little old, but mostly correct (save for priorities and a little bit of level scripting), and outlines what can and cannot be modded with LRR: https://www.rockraidersunited.com/topic/3252-things-we-know-about-modding-lrr/ Tools you’ll likely need include Notepad++ (Notepad, but better, and also free). If you want to do map creating, you’ll need Map Creator: https://www.rockraidersunited.com/topic/630-map-creator-0910/ , used for creating map data NPL Scripter: https://www.rockraidersunited.com/topic/2143-npl-scripter-v21-update/ , used for creating level scripts (predominately “collect X crystals to win,” but we can do much more than that… https://kb.rockraidersunited.com/Writing_NERP_Scripts
  31. 1 point
    aidenpons

    Infinite Resources

    To perform this glitch, all we need is a Crystal or Ore seam next to a wall with resources in it as specified in Cror.map. To my knowledge this is not possible in vanilla LRR, as no tile next to a Seam has resources. Drill (or laser) the seam down at least one, but not to completion. Then drill the wall next to it that has the resources in in. The wall will collapse along with any walls that would normally collapse, yet they will all also remain standing. Strangely this causes the drill time of the wall to drop to 0. Thus, if in 1st person, if you go up and drill the wall the game will fairly speedily crash. Here's a video using a Mining Laser: I'm running a truckload of mods here but regardless the point is still the same. I teleport up the Tool Store so I don't have to worry about draining crystals.
  32. 1 point
    Nishliau

    10 Year Anniversary - Whats RRU to You?

    A home. A place on the internet that I also come back even if I don't sign in. Just lurking. However I still use the old RRU steam group as my CSGO tag and always had. I will always continue to do so as well. I'm not into LEGO in general as I used to be, but I've moved halfway across the US and found my Rock Raider CD again. (Thought I didn't have it anymore since the last 3 moves I didn't see it. Weird.) I've done so much in the last decade it's almost unreal to even think about. I'll never forget this place and I hope it goes on forever. I swing in every few years or so to say hello to friends of old and to new faces. I'm now engaged, healthier (mentally mostly), living independently but most importantly I'm happy. I'd like to think a lot of who I am came from this site. It's weird to think about, but I was barely a teenager when I found this place. It pleases me to still see it nice and strong. I love you, RRU. Godspeed, and good luck to all future endeavors. All of you. You are a family.
  33. 1 point
    paperpanzer

    MOCS of old computers in LDD

    Been enjoying a new hobby of mine lately- old computers made in LDD. I've already made a separate thread about the first computer I attempted- the Heathkit Zenith H88/89 terminal computer. I'll post links to the projects as I finish them here. Done quite a few already. Zenith Z100 https://studio.bricklink.com/v2/build/model.page?idModel=58542 Commodore PET model 4032 (mmm tape drives) https://studio.bricklink.com/v2/build/model.page?idModel=58678 Sun Microsystems Sun-1 workstation https://studio.bricklink.com/v2/build/model.page?idModel=65888 IBM System 23 Datamaster https://studio.bricklink.com/v2/build/model.page?idModel=72696 MITS Altair 8800 with WANG dumb terminal and tape drive https://studio.bricklink.com/v2/build/model.page?idModel=74746 Each one takes a while to finish, but they can be quite relaxing to make!
  34. 1 point
    JetEriksen

    LEGO Media Alternate Installers

    Very cool, thanks a ton for giving us these. I'll try and make use of them, if you don't hear from me, assume it's good news.
  35. 1 point
    Slimy Slug

    Test Levels

    Not sure if anyone ever managed to get these working, but the test levels are in fact functional maps. The Ice Level is the only one present in the cfg by default, and it can be made to load correctly with a small amount of editing. Basically the map lacked the properties for the menu bmp/position and the level links. In addition to this, the map is missing a NERPs file, meaning it would be wise to comment out/remove that line from the config for the test level. Otherwise you can just make a NERPs script to fill in the blank. Below are vids I've uploaded showing off what each one looks like. (If you are wondering why these last two are 640x480 and not the first one, it's because I figured out what was going on with the resolution shenanigans I was having.)
  36. 1 point
    Avery

    Discord Server Signups

    I decided that I would rather stick with my old discord account and rejoin the server with that one. My tag is Jaywood_Aves#5698 Sure, will give ya the roll whenever you rejoin - jamesster
  37. 1 point
    aidenpons

    Im looking for a download to the Lego Island 3 fangame

    Uh, I don't think it's revived. I just think jamesster was perhaps slightly bored and wanted something that was actually functional? Don't expect anything further on this...
  38. 1 point
    Red60

    Black Mesa Scientist Torso (Custom)

    From the album: Decals

    "Why do we all have to wear these ridiculous ties!?"
  39. 1 point
    M2m

    LIF to OBJ - a python script to convert LDD bricks to .obj files

    Added colors
  40. 1 point
    miningmanna

    LRR remake project

    The main menu is pretty much done. There are still some small bugs, but those can be fixed. https://www.youtube.com/watch?v=MHQlyC83g4o Next plan is to make a method of doing the Trigger menu items. For anyone not knowing what that is: The Trigger items of a menu pretty much are things the menu can do which doesnt equal to navigation in the menu or changing values (like volume sliders) An example of an trigger item is the "Yes" button when you exit the game. It is supposed to trigger the game to quit. Some others are the "Credits" button, which then starts the credit sequence, etc.... So the plan would be to make some basic functions, which can be triggered with a setting in an extra config file. Before I get into more details about these functions, I added a way of splitting the config file into multiple files. This also means you can add custom values to the config via an external file. The only thing left to do would be to include a comment with this syntax: ;#extern:<PATH_RELATIVE_TO_CONFIG> This would mean, if youd like you could remove the section "Lego*/Levels" into a different file. This works recursivly if you like to do so, adding more possibilities to structure mods and make the config more readable. Now to the functions: There would be a set of basic functions. As example: Game.Quit Level.Pause Level.Play Level.Open(<NAME>) and so on. These can then be used in your custom menus which you can add. In the original game, these seem to be hardcoded. If you have any suggestions for some functions, I'd like to hear them (Maybe some way of triggering scripts?)
  41. 1 point
    Pascal

    10 Year Anniversary - Whats RRU to You?

    The first time I found out about RRU was seeing a texture mod for Lego Rockraiders after googling about the game (which I played when I was very young). I saw levels with pink crystals and castle walls and I was truly amazed that there were people who could mod this amazing game. I think I didn't join at that moment but I did some time later (still in 2009) with the silly name of 'Rockraider pascal'. This community was truly amazing and I saw all of you as my friends (especially @McJobless and @The Slimy Slug which became closer friends). Sadly, being the stupid kid that I was I always wanted to be in the spotlights which resulted in me being stupid, making up stories and straight up lying about what I could do. Back then I thought you guys believed me, but looking back I don't think that that was the case hahah. I learned a lot here and I had a really good time here. I haven't been active for many years now and I will probably never be again, but I will never forget you guys. I still look at the forum and the discord from time to time and sometimes I'll still start a project related to LEGO to improve my programming skills (and never finish it of course ;p). Thank you, people of RRU, for giving me a great time which I will remember forever.
  42. 1 point
    Antillies

    10 Year Anniversary - Whats RRU to You?

    It's been quite a long while since I stumbled upon RRU. If my memory serves me correctly, I first found it when it was the old design. I'm fairly positive I created an account then, but for the life of me I could not remember the login details when I refound the site a few years after. I believe what attracted me to RRU in the first instance was that midway through college a wave of nostalgia had hit me and I reinstalled the game. Modding in the gaming community as a whole was just about reaching the level where it stands today and I, wanting a bit more of challenge or a way to experience Rock Raiders afresh, must have Googled "LEGO Rock Raiders mods." This brought me to RRU and it, with Baz's mod in hand, fulfilled my desire for something new within the familiar. But even after I had run through Baz's mod, something stuck with me about the site. Rock Raiders , and other LEGO games (not to mention LEGO's themselves), formed a large chunk of my childhood and formed an inescapable foundation to my taste in gaming and other aspects of my outlook on the world. Once I had joined RRU, I found I was not unique in that. Perhaps not everyone shared my specific brand of appreciation or aesthetic, but nearly all placed the game within the same box of glowing praise and nostalgia that I did. These other users were passionate people; they were intelligent, hardworking, good-humored, and fun. I was, and continue to be, so incredibly impressed and amazed by the range and depth of the content created and work done by users here, whether it be MOC's, renders, modding, game mechanics research, or original programming (doubtless I'm forgetting a few). The creativity, competence, and effort of the community of RRU is astounding and so very impressive. It was through RRU that @bartvbl and myself took on the challenge of recreating Rock Raiders as a team. I was very lucky to find such a good teacher, friend, and teammate in @bartvbl and though ORR-D has gone through many ups and downs, it remains as one of my most rewarding and positive experiences (plus it helped me be a better programmer!). I hope someday we may return to it. ? As I've taken on new roles over the course of my tenure here, not only have I been able to interact more with the community and have countless positive experiences with its members, but I've had the good fortune to find many friends and to bond with them over something equally loved. @Cyrem, @Cirevam, @Addictgamer, @jamesster: I could not have been more lucky to have found such a steady group of comrades such as yourselves, whose intelligence, good sense, and good nature has only ever been a positive influence on my life. Thank you for that which you have given me. I would be remiss if I did not mention that RRU was gracious to provide me with the opportunity to help me grow as a responsible, even-handed, and fair-minded adult. For that, I will always be appreciative. Rock Raiders United is unique. The community and the leadership of the site combine to elevate it above most others, not only in substance but in integrity and longevity - for indeed, the site is the users, and that is what attracts many and continues to make this wonderful place vibrant, stimulating, and worthwhile. The users are united in common cause with the games that helped, to a degree, form them as individuals. In that respect, Rock Raiders United has played an integral part in helping to grow many of us as people, and that, I think, among so many others, is an achievement very much worth celebrating. Congratulations, RRU, and 10th Happy Birthday.
  43. 1 point
    Ben24x7

    10 Year Anniversary - Whats RRU to You?

    For me, Rock Raiders United represents my first experience chatting with an online community, but it also helped to teach me how to talk/communicate online in a civilised manner. Yes, I do regret the things I did and said back when I was a young attention-seeking fool, but I'm thankful for the backlash that I received as it helped me understand what I was doing wrong and how to become a better person online. As for modding, I didn't intend on joining RRU to become part of the modding scene - I think I joined RRU so I could keep up-to-date with the weird/silly stuff jamesster and Jessietail used to make - but I was fascinated to hear about the inner workings of the classic LEGO games I had been collecting as a kid (especially reading about the dumb design decisions behind LEGO Island 2, that always gives me a good laugh), and recently I've been inspired to start digging through LRR's wad file to teach myself the basics of modding LEGO Rock Raiders. So here's to RRU's 10th anniversary. It's been a wild ride, and I honestly cannot wait to see what the next decade has in-store. -- Ben24x7 --
  44. 1 point
    Mr. Skeltal

    10 Year Anniversary - Whats RRU to You?

    My goodness, it's really been that long? Thats honestly insane to think. RRU means a lot to me for a couple of reasons. This place the first time I was really active on a forum. I was 10 when I made this account all that time ago. I found the website from a youtube video, of which I couldn't tell you the exact name of, but it was for texture mods for LEGO Racers, a game I had been playing at the time. I went to the link in the description, which lead to here. At first glance, I didn't thank much of the place, but that quickly changed once I noticed that it was a board dedicated to classic LEGO games, and those games were something that I grew up playing as a kid. While I may not had posted much at the time, it was always fun to read what others had to say, and look at the work that was being done on these games at the time. I also found the community to be full of great and insightful people as well. Sure, a few people have left over time, but to see pretty much all the people I remember seeing all that time ago really is cool. One other thing I will never forget is how I was treated at the time of registration. My first post was about how I add maps into LEGO Rock Raiders, which led to someone to making a "Hello" topic for me. Since I was so young at the time, I didn't know what to say or do, so I never did properly introduce myself at the time. In that thread was also threats of being banned, as people thought I was someone else, due to sharing a very similar PFP. I'll end this long post by saying that I hope that this community continues to live for a long time, and more and more work can be done to these games as time goes by.
  45. 1 point
    Xir

    10 Year Anniversary - Whats RRU to You?

    Whoo humm. Gee, I've been here for almost that long? Erm... well, back when I had any decency for activity, RRU use to be one of my big go-to places for inspirations on projects to work on. I have some regrets not ever making any real solid friendship in the time I've been here, which was mostly my fault to be honest; outside the things I made I kept myself very distant. Oh well. Why I still check up every now and then still? I'm not entirely sure, I guess partially it's because I'm still interested in the health of the site I've been a part of the longest (and only old one I haven't truly left). It's also just a pretty nice place to just chill around.
  46. 1 point
    Red60

    racecarguyLR1_preview.png

    From the album: RACERS

  47. 1 point
    jamesster

    how do minifigures why they don't the lego people?

    edit: oh my god
  48. 1 point
    jamesster

    Walk speed varies with camera pitch

    The topic title is simplified a bit... But that's the most noticeable effect, anyway. First, in case you wanna try this yourself, it might be handy to know that the X and C keys control the camera pitch - you don't have to use the mouse. What's happening here is the game is taking the direction the camera is pointing, and trying to move Pepper in that direction by a certain amount. This amount actually changes depending on the FPS, such that Pepper's speed won't increase/decrease if the game's framerate increases/decreases... But let's just say it's trying to move Pepper 1 unit in the direction the camera is facing. If the ground is flat and the camera is facing straight forward, this will just result in Pepper moving forward by 1 unit. But let's say the camera is facing mostly downwards. This also means the game wants to move Pepper mostly downwards - but there's ground in the way. So what happens? Welp... This. He doesn't move as far/runs more slowly. Of course, the ground in LI2 isn't perfectly flat, so the same happens when Pepper starts climbing slopes. And as you can see in the second video, some slope + camera angle combos are enough to not only make Pepper slow down or stop, but start going backwards while still walking forwards. Needless to say, this isn't really the best way to calculate these things.
  49. 1 point
    Red60

    LEGO.com 20th Birthday

    I miss classic town and... well... classic LEGO in general.
  50. 1 point
    Sluicer

    2015: What is keeping us away from creating custom tracks?

    ​I was able to generate a small tree. There are many things that are not stable. My progress is very slow currently (no time ). Here are two images of my current test track: It is a flat octagon.
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