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  1. Antillies

    A New Cavern Has Been Discovered

    I've always had an itch to capture the feeling of LRR with real LEGO. I finally had the opportunity to give it a shot and, though I don't think I satisfied my aesthetic wishes this time around, it produced some interesting stills. Wanted to share them in case they might prove interesting or enjoyable to others.
    25 points
  2. PapaBrickolini

    Ogel Island - Multiplayer RP/Sandbox/Minigame Game

    I've decided to turn development towards making a little "remaster" of Lego Racers 1. Racing around cartoony tracks shooting cannon balls at other brick built karts, pretty fun stuff. A bunch of work lately has been UI related and thinking of how the menus should look and feel. More work has also went into the kart/vehicle physics and feeling, there's still work to be done, but they're getting better. https://streamable.com/fmnp4 More work went into AI as well. They actually have a very small brain now! They're just smart enough to drive in reverse if stuck, and to follow a given course. Currently they are insanely good drivers, too good, they're very difficult to pass, let alone beat in a race. Gotta make em a bit dumber. https://streamable.com/q5r10 https://streamable.com/37ti3 Lots of other stuff has gotten work done, such as basic HUD elements, sounds, particles, a simple test-track "ripped from LR1" and more. I also quickly added a screenshot camera last night courtesy of Garry Newman, which allows you to take some super cool screenshots ingame. If ya wanna keep up to date further on this project, I've made a Discord server where I'll be posting development info and taking suggestions, feedback, etc. https://discord.gg/TT5FD5q
    21 points
  3. (2020-08-31) It's been a long while, but today the largest update so far drops for Manic Miners! The vehicles are here, together with an extensive miner customization system and many surprises and improvements. Dive in and re-live an almost-complete Rock Raiders remake today! The only thing missing are the monsters... so stay tuned! Thank you for following development! V0.3: The Miners and machines update trailer: Initial reveal trailer: Latest version: V0.3.5, released 2021-01-28) Download link: https://baraklava.itch.io/manic-miners Resource links: Trello (my development progress) Discord (active daily discussion AND usually weekly in-progress builds) Subreddit (active daily) Facebook page (not very active, but will announce major updates) Here's some more information on the project, taken from the Trello: If you have played the original Rock Raiders game and just want to jump right in without reading the project backstory and explanations, here are some quick notes: Original post: Full information dump can be found here
    20 points
  4. ZANTHERA

    Stunt Rally DVD-ROM With HQ Videos

    I'm not sure if this is known but I spotted this DVD-ROM version of Stunt Rally on eBay recently and was curious as to why it was a DVD-ROM and not a CD-ROM so I bought it. It turns out it has a load of video content that features a behind the scenes look at the games development, the UK advert for the game, plus adverts for three different LEGOLAND theme parks as well as a Rock Raiders set/game advert. What I was really hoping to be on the disc turned out to indeed be present, there is a full PAL DVD quality version of the games 3D animated intro. It's 720 x 576 at 25fps which beats the hell out of the tiny 320 x 240 at 15fps version seen on start up. There are even snippets of Glacier's outro in the behind the scenes video in this same quality but sadly not all of the outro videos used throughout the game are present. The ones seen in game are however much better quality, they are 25fps and have much higher bit rate audio than the outros from a later re-release I have from Focus which came bundled with Island Xtreme Stunts, I have seen these higher quality outro videos in playthroughs so it's not surprising they are there, but this does tell us they for some reason skimped on the quality for the re-releases. Below are comparisons between the two, it seems they didn't render the final sequence with anti aliasing so there are some jaggies here and there but it's definitely not an upscale, there is way too much detail that can be seen. The pictures go AVI then DVD but then again it's rather obvious which is which, the DVD version does seem to have an overall different coloration to it and seems a bit green at times, I'm going to work on it to see if I can get the colors more consistent and match real element colors better.
    18 points
  5. So, while this site was down, for LEGO Island's 20th anniversary (Oct. 2) I tried to organize a Reddit AMA with people who worked on the game, as many as I could contact and would be interested. I got in touch with a number of people, ~12-16 iirc. Unfortunately, the AMA ultimately never materialized, mostly because an AMA requires verification, and I didn't know how that could happen for such an old game. (Then the r/games mods got peeved at me for being overenthusiastic, basically saying I'll never be able to try to do any AMA there again.) And during that time, Wes Jenkins passed away (about a week from LI's 20th anniversary original release date, iirc), which basically sealed the "not gonna happen" deal. However, as a result of my contact, one of the animators wrote up an interesting article on his time working on the game (he emailed it to me, and I saved it in this document just now) - https://docs.google.com/document/d/1chL_iGfo-h559vnR6ds_ZDnLWicZ48RYxFlf1wmV2aE/edit?usp=sharing EDIT: Talked to Kathleen "Brick-by-Brick" Salvia, very nice lady.
    18 points
  6. lol username

    Idleness Syndrome: What is the Root Cause?

    To be fair, you have to have a very high IQ to understand Rock Raiders. The humour is extremely subtle, and without a solid grasp of overcaffeinated developer tendencies most of the jokes will go over a typical player's head. There’s also Chief's nihilistic outlook, which is deftly woven into his characterisation- his personal philosophy draws heavily from LEGO Mania Magazine, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these jokes, to realise that they’re not just funny- they say something deep about LEGOS. As a consequence people who dislike Rock Raiders truly ARE idiots- of course they wouldn’t appreciate, for instance, the humour in Chief’s existential catchphrase “A landslide has occurred,” which itself is a cryptic reference to Bricks 'n Pieces' epic Captain Indigo. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Stewart Green’s genius wit unfolds itself on their CRT monitors. What fools.. how I pity them. ? And yes, by the way, i DO have a Rock Raiders tattoo. And no, you cannot see it. It’s for the guy’s eyes only- and even then they have to demonstrate that they’re within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid ? Edit: FFS fellas, this now has more likes than rrcoder's post...
    16 points
  7. Jappelsap

    Redesigned LEGO Racers cars

    Hello! A little while ago I finished redesigning most of the cars from LEGO Racers. I thought that people here might appreciate them as well. All cars: Rocket Racer: Captain Redbeard: King Kahuka: Basil the Batlord: Johnny Thunder: Baron von Barron: Gypsy Moth: Later addition: Veronica Voltage:
    15 points
  8. 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.
    14 points
  9. RacerRabbit

    LEGO Racers 2019 Collection

    The following creations were built to commemorate the 20th anniversary of the 1999 Lego Racers computer game. Pieces new and old have come together to form these newly revised versions of the 8 boss cars. Please enjoy! 1) Captain Redbeard As you can see, Captain Redbeard's new ride uses the microbuild of his ship from set #40290 as a base fo this off-road beast of a racer. But it still retains the large exhausts and rear mounted pirate flag from his original car. The sails make this the tallest vehicle in the collection so far. . 2) King Kahuka King Kahuka's new ride is an improvement over the original. The wheels in the game's intro are yellow while in-game, they're white so the wheels on this new version is both yellow and white. The car retains such details as the spears on the front, the horns on the front and of course, the stone head motif on the back. With added exhaust pipes and a "Bone Bumper" on the front. 3) Basil The Batlord Basil's new ride is a much more powerful looking version of his old car with a larger than life engine. I even used some older Technic wheels on the back. They were looking kinda redundant in my collection and I thought they matched the front wheels nicely so I put them to use. I also really wanted to use these dragon wing pieces on this car and I thought the rear spoiler was the perfect use for them. The old black jet engine piece has been extended by 2 grooved 2x2 round cylinder bricks. 4) Johnny Thunder A major improvement over the original. Making good use of new mudguards and Speed Champions wheels. Includes the old Adventurers printed numberplate piece on both the front and rear. Those jet exhausts make this thing look mighty. And this isn't the only car in the collection to use them. Even the front makes the car look chunky and rugged. Also includes indicators. As if you need them on the racetrack.... 5) Baron Von Barron Now, this one is completely different from the large jeep he drives in the first game. Instead, Baron Von Barron's new racer takes inspiration from set #5920 Island Racer that the Baron drives in the 2nd game and an old fighter plane. The plane inspiration continues around the back. And look at those exhausts... The propeller is powered by the engine but luckily, the car doesn't take off. That'd result in instant disqualification! 6) Gypsy Moth The veteran pilot of the alien Insectoids gets a truly outrageous car inspired by the Insectoids theme itself. With 6 wheels, pincers at the front and a cybernetic abdomen, Gypsy Moth's new racer looks more like an ant than a car. And still has the exhaust at the back like the original car. 7) Rocket Racer Rocket Racer's revamped car is a brilliant new design that echoes the original. Speed Champions wheels and a slighlty forward leaning stance makes this supercar sleek and eye-catching. The windshield is on 4 jumper plates to make sure it doesn't look too far forward or back. Also notice that the Rocket Racer minifigure is custom printed by Minifigs.me. It may have cost a packet but boy, the fit and finish is superb! ? Veronica Voltage Veronica Voltage's new car is basically a big improvement over the original. Much smoother than the old car. Also, exhaust pipes. For aggression. The wide tyres complete the look of the rear. The front headlights on the original are made up of rare chrome silver pieces. This new one uses a much easier and cost efficient method. Like Rocket Racer, Veronica Voltage is a custom printed minifigure courtesy of Minifigs.me. So, what do you guys think of this lot?
    14 points
  10. ProfessorBrickkeeper

    LEGO Island Beta

    As some of you may know, I've recently been teasing over social media the acquisition of the new "crown jewel" of my classic LEGO game collection. I believe the time has now come to reveal just what it is that I've managed to acquire: nothing less than an original Beta version of LEGO Island. As background, the specific version I've recovered is LEGO Island Beta 9.0, dating to July 25th, 1997, just over two weeks before the earliest known copies of LEGO Island were manufactured (August 8th, 1997). (Subsequently, the game was patched up further, with an updated batch dating to September 8th, 1997.) Most likely, this would have been the build that was tested by a number of schools (listed in the credits) and previewed by certain press outlets, such as Pause Magazine. Despite such a short timespan between the final beta and earliest release builds, there are still a number of changes that were made. Some of the more notable changes included: Numerous decals being sampled at a lower resolution Model optimizations and changes to the organization of model LODs (Most notable with the shark, car, and window models) Removal of the helicopter landing pad texture by the Jail Changes to model UVs and associated textures (See windows of the Police Station) The addition of various sound effects accompanying animations and cutscenes In the final game, Bill Ding summarizes his building speech, rather than delivering it in its entirety when you click on static objects One of the most interesting inclusions with the beta copy of the game is a carefully maintained change log for the game going back to Version Beta 1.0 from June of 1997. As I'm sure this is something of interest, I have included a reformatted version below. Now, for reasons it's probably best I don't go into, it's looking unlikely that I will be be able to publicly share a copy of the Beta. I have, however, taken the liberty of recording a play-through of most of the game, to show off the state it was in, and some of the changes that were made. There's the possibility I may be able to share certain, non-critical files from the disc, but that remains to be seen.
    13 points
  11. Lorin

    High Quality LEGO Island Music - downloads!

    Lego Island 1 Music production memories: I was the guy they pulled in to overlook the music for the product, though Wes Jenkins, Kyle Bogertman and various Mindscape management people were way over my head. I picked some and supplied some, and resources were tapped that were beyond my choosing. At that time, I lived in Sausalito, CA on a houseboat that contained my studio, a nice deck and the usual necessary rooms. Wes and Kyle lived in San Francisco on Van Ness at the time, so the Golden Gate Bridge was between them and me. Most of the work that I did myself was done alone on my houseboat. Flying Rhino Studios was where we recorded musical additions, voice parts and did most of the audio mastering. We had regularly scheduled meetings at Wes and Kyle's place to discuss game details, musical submissions, etc. During those meetings, we usually listened to music submissions, played with large Lego sets while building the world. And drinking beer. When we needed to refine some of my submissions, Wes and Kyle and occasionally other players would visit my place where I'd edit the music to match lyrical content they'd come up with. And we drank beer. At the time, in the world of computer-based video games, we were doing stuff that was considered to be impossible. Hah. It was not a fast process. We couldn't share audio files online at all, everyone who played together or sang had to get together at "real life" locations. At one point, I had encouraged Wes and Kyle to join me to see "Polkacide" live, because they were insane. We went, we saw and heard, we got pummeled in the polka-crazed mosh pit (while chugging beer) and decided that they should definitely be included. They were included. While I did the majority of the synth/sampler-type music, I wasn't the only one who got on the project. A few other excellent composers and players got onto the project. I won't name any names because no matter how many I mention, some might be overlooked. Everyone involved did creative original musical work. There were times when some great and highly amusing musical pieces had to be dropped, having been deemed inappropriate for children of the age in the demographic the game was intended to serve. But some of it has gotten out anyway, and since the kids who grew up with the game are now adults, who cares? I will say that even though it didn't work out for any of us financially in the end, the creation process involved in that game was exceptionally detail-oriented along with being just lots of fun to have worked on. The whole group involved in that project (and others) later joined together to record bi-weekly comedy radio broadcasts as "Radio Shorts". That was aimed at an older demographic target audience, so it got considerably more "blue" at that time. It was an exceptional time with the merging of exceptional people who all just wanted to do their part and have fun. And that's what we did. Lorin
    13 points
  12. piotr_garschin

    Russian Racer

    13 points
  13. BBordewyk

    Rock Raiders: A New Expedition

    Why wait for LEGO to reboot Rock Raiders, when I can do it myself! Presenting, "Rock Raiders: A New Expedition" A series of MOCs with buildable instructions that you can create yourself today! Click the picture for its instructions and parts lists. More to come!
    12 points
  14. PapaBrickolini

    Ogel Island - Multiplayer RP/Sandbox/Minigame Game

    I'm creating a multiplayer Island themed Lego RP/Sandbox/Minigame type game. I'll post new media here when I have it. New Media: https://gfycat.com/PortlyPrestigiousHagfish https://gfycat.com/SilverNaiveAmericanbobtail Old Media:
    12 points
  15. MattKC

    LEGO Island Rebuilder

    LEGO Island is one of my favorite childhood games and I thought it'd be a fun project to do some hacking/modding. I've consolidated all my patches so far into one tool: the LEGO Island Rebuilder. It's a LEGO Island launcher/mod tool that currently does the following things: * Set turn and movement speeds. If you're sick of turning too fast on modern PCs, use this to slow it down to a more sane speed (or turn up the movement speed to cheat in races). * Set windowed/full screen mode without editing the registry/administrator privileges (software rendering modes only) * Keep the game active even when defocused (windowed mode only) * Extract and insert music. No sound effects yet, but all music can be replaced with other music of any length or quality. * Doesn't require administrator privileges to run * Patches at runtime - doesn't permanently modify any files. * Can redirect LEGO Island's save files to %APPDATA% so the game doesn't require administrator privileges either (September build only) * Supports Windows 98+ (requires .NET Framework 2.0) Obviously this is a work-in-progress (and your mileage may vary depending on your setup), but check it out if you're interested in LEGO Island! http://itsmattkc.com/rebuilder
    12 points
  16. 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
    12 points
  17. DRY1994

    Series 18 Race Car Guy (Rocket Racer?) Reference Photos

    That's cool. In anticipation for the first physical release of Rocket Racer, I built his car from the games but with the colors and details reflective of the car costume piece. I also created alternate hood designs that showcased his iconic RR logo like his car in the LEGO Racers games.
    12 points
  18. lol username

    All Soccer Mania Cutscenes

    Can you call them cutscenes when they're more like slideshows? Ah well. 134 images. Enjoy? http://imgur.com/a/kuhOZ
    12 points
  19. lol username

    Camera Shenanigans Image Dump

    Used Xiron's Cheat Engine codes a lot today. Also did a quick UI mod to make it transparent/invisible a ways into it. Everything is just in the order I did it in. Brickster's Palace There's a statue of the Brickster you can never normally see due to the camera angle. There's four Slimy Slugs at the top of the palace which are hidden when you actually reach that part of the minigame. Their textures are kinda weird. Maybe they were gonna push you around up there instead of the Brickster-Bots? There's a few Brickster-Bot heads up there (and more below) with orange transparent cubes around them, and the polygons on the back have been removed so you must have only been meant to see them from the front. Presumably were once used the same was as in the PS1 beta. There's a bunch of misc objects beneath the palace - a beachball, a screw, some misc fruit, and a red 2x4 brick in varying LODs. Oh, and a pizza, but I think that might just be the one you throw at the Brickster. Maybe most of the other stuff was gonna fall on you like the Brickster-Bot heads? I dunno about the red 2x4 brick though. Skate Park Just one screenshot here, of a random floating pizza in the void Brick Dive Just getting a better look at Pepper's model(s) and the pirate skeletons. Main Menu Just one screenshot again, but hello random Brickster-Bot. Also it couldn't be captured in a screenshot but the skateboarding minifig on the right was changing to a different character every frame. T-Rex Racing Just some misc camera angles you don't see normally. At this point I modded the UI/font textures to be transparent to allow for cool screenshots like this while paused. Since the game re-loads all textures when you re-open it after minimizing, I could just rename the folders containing the mods for if I wanted them active or not. Mr Hates' Camp LOTSA SCREENSHOTS HERE Mr Hates' dino has a gun on one side of the... saddle? And a pouch for pizza on the other side. He's animated to pull out a pizza and toss it into the mouth of the dino before it breaths fireballs, but the animation is kinda sloppy as you can see even from the screenshots. Also, during the initial cutscene, the pizza he feeds to the dino is just kinda floating there. Mr Hates is always somewhat low poly when on the dino, even when up close. The dinos tend to actually over above the ground when in their enclosures. Pepper is so happy at the prospect of punching Mr Hates he levitates. Dino Park A better look at the hot air balloon as it flies away. Parachute Training Broken textures lol Why did a leaf particle come from Pepper's foot Low-poly Ariel from Res-Q in the boat The parachute is invisible from the bottom The sky is just plain white and it really looks weird when you angle the camera up even slightly Parachute onto Ogel Rock Monster close-up Weird low poly Brickster-Bots, one of which socked Pepper right in the noprick.tga Ogel Island looks weird when you look at it too closely here Biplane Several areas where textures are weird, but in areas you don't really see There's a yellow parrot on the barrels at the start (and on a bridge) but despite sitting still they do flying animations Oddly skewed monkey Low poly Pepper has become one with the plane The Rock Monsters here are differently textured from the ones orbiting Ogel, and have clubs, but throw boulders (which spin even when the game is paused). Some are positioned kinda weirdly and floating. There's more I want to check out but I think I've had enough for one day lol
    12 points
  20. Dazzgracefulmoon

    RRU Quotes 2: Reckoning

    12 points
  21. lol username

    What happened to the Galidor game?

    You may not be familiar with it, but in 2003 (supposedly), a Galidor game for PC/PS2/GameCube (supposedly) was released. If you're wondering what it's like, its own lead designer called it "Possibly the worst game ever made" in a gameplay video description. There's also a GBA game but it was by a different studio and is unrelated to all this. While looking for more info on the canceled PS1 version of LEGO Stunt Rally for PS1 - which was being developed by Asylum Software, who also made the PC/Console Galidor game - I found this article: http://www.gamesindustry.biz/articles/asylum-entertainment-clears-up-closure-rumours As I started reading I was thinking it was about the cancellation of LEGO Stunt Rally for PS1, which was supposed to be released in March 2001 (the PC game was September 2000)... Then I noticed this article is from September 3rd, 2003. Wat? I then had the following conversation with Pereki: [10:06 AM] Terrev: http://www.gamesindustry.biz/articles/asylum-entertainment-clears-up-closure-rumours [10:06 AM] Terrev: Hang on [10:06 AM] Terrev: That's from 2003 [10:06 AM] Pereki: Yes [10:06 AM] Pereki: The galidor pc game was cancelled [10:07 AM] Pereki: Then got put out in it's incomplete state by people who obtained rights to Lego games later on [10:07 AM] Terrev: wwwwwwwwhat [10:07 AM] Pereki: That's the best I can figure, anyway [10:07 AM] Pereki: Never seen an actual 2003 release copy [10:08 AM] Pereki: Just the one in the TT four games pack and another 2006ish one that I have from a publisher I don't recall (Note: Around 2007-08, TT Games Publishing re-released older LEGO games in various 2 and 4 packs, distributed by ValuSoft, including a LEGO Creator/Drome Racers/Galidor/LEGOLAND pack in 2008, which is what's being referred to in that last line. It had Galidor and LEGO Creator on the same disc, and the other two games on their own discs.) Google then led me to the resume of Leigh Christian, who worked at Intelligent Games from 1997 until 1999, when he moved to Asylum Entertainment, where he remained until 2003. This is pretty interesting as Intelligent Games was the developer of LEGO Stunt Rally for PC and the original developer of the PS1 version, but then the job for the PS1 version was transferred to Asylum Entertainment due to IG not having the manpower/resources to tackle both versions at once. Of course, the PS1 version was then canceled entirely. It seems reasonable to assume he moved from IG to Asylum along with Stunt Rally PS1, but there's no mention of him working on Stunt Rally while at Asylum in his resume - so who knows. He's listed as an "Additional Artist" in the PC credits and has the game listed as "Lego Racers" in his resume under the Intelligent Games section - given that Stunt Rally was originally called LEGO Moto, and the game actually called LEGO Racers was released right in the middle of Moto/Stunt Rally's development, it's easy to see how you could get names confused (who knows, maybe he moved on to other work at Asylum before the Moto/Stunt Rally name change and wasn't entirely aware of what happened to it, or something - just a guess). But here's the really interesting bit: The only thing he has listed for his time at Asylum Entertainment, 1999-2003, is "Galidor (unfinished)". Unfinished. More conversation with Pereki: [10:11 AM] Terrev: This guy worked at both IG and Asylum [10:11 AM] Terrev: And lists Galidor as unfinished [10:11 AM] Pereki: welp [10:11 AM] Terrev: What the hell lol [10:15 AM] Pereki: well [10:16 AM] Pereki: we know the console versions for sure never made it out [10:16 AM] Terrev: 56 listings for the galidor game on ebay [10:16 AM] Terrev: All but 3 are gba [10:17 AM] Pereki: yeeeeep [10:17 AM] Terrev: And the 3 that aren't are PC in the four pack with other lego games (Note: I was on mobile and only viewing listings in the US, there's more besides the TT Games 4-pack currently available on eBay but from other countries, not to mention other sites like Amazon... The takeaway here is that 53 out of 56 current listings in the US are for the unrelated GBA game, the 3 for PC are in TT's 2008 bundle) [10:18 AM] Pereki: Also [10:18 AM] Pereki: The copy I got [10:18 AM] Pereki: From another publisher [10:18 AM] Pereki: Advertised an independent galidor release [10:19 AM] Terrev: ??? [10:19 AM] Pereki: But my actual copy was in a two pack with bionicle the game [10:19 AM] Pereki: Iirc [10:19 AM] Terrev: How deep does this rabbit hole go [10:20 AM] Pereki: here we go [10:20 AM] Pereki: https://s3-eu-west-1.amazonaws.com/gameseek.images/products/380/lego_bionicle_lego_galidor_pc.jpg [10:20 AM] Pereki: Focus is publisher [10:26 AM] Pereki: https://vignette2.wikia.nocookie.net/lego/images/e/e1/Galidor_video_game_PC.jpg/revision/latest?cb=20111025081214 [10:26 AM] Terrev: Hmm [10:27 AM] Pereki: http://img.brickowl.com/files/image_cache/larger/lego-pc-cd-rom-game-galidor-defenders-of-the-outer-dimension-25.jpg [10:28 AM] Pereki: Ok so it's a real thing [10:29 AM] Terrev: https://www.bricklink.com/v2/catalog/catalogitem.page?G=DCG902790#T=S&O={} [10:30 AM] Terrev: 2005 listed here So... I went digging through online listings. Here's all the releases of the PC Galidor game I could find (as far as I've seen the PS2 and GameCube versions were never released at all). The 2008 TT Games 4-pack mentioned earlier This other 4-pack with a hilarious choice of games, from 2006, which also had TT's involvement This big box of 10 games which is from 2007 according to the Amazon listing (there were some listings for the games from this pack in their individual sleeves too, in case you want a better look at the simplistic packaging) The Bionicle the Game/Galidor combo released by Focus, in 2006 according to Amazon. It also seems they may have released the game individually, probably around the same time, but I can't find any real photos of the box, just what seems to be a scan of the cover (same as you can see on the Bionicle combo). And the earliest release that I've found, and the only one not to be in a combo (aside from the possible individual Focus release)... This release by Dice, from 2005. TL;DR: Asylum Entertainment had a LEGO project canceled in 2003 and people working on it lost their jobs. The only known LEGO project they had at the time was Galidor for PC/PS1/GameCube; their PS1 port of LEGO Stunt Rally had also been canceled but that was 2 years prior. A developer who worked on Galidor lists it as "unfinished" on their resume. There's no evidence of the game being released in 2003 as planned, or the PS2 and GameCube versions ever being released. However, the PC version was mysteriously released in 2005, 2 years after the cancelation and layoffs, and the game was included in several LEGO game bundles/packs in the following years. Galidor for PC essentially seems to be a zombie, resurrected to haunt game shelves years after its death. My question now - besides why/how the hell this all happened - is if the game was fixed up in any way for its releases from 2005 onwards. Asylum Entertainment was still around, so they could have in theory... But did they, or did LEGO release a blatantly unfinished, previously canceled game? The game's splash screen still says 2003 from what I've seen in videos. It'd be easy to tell by looking at file modification dates, but I don't own the game myself. Update - @Tweesee has the individual Focus release - the folders on the disc are from late March 2004, the files are a mix of things from 2002 to 2004, and the copyright date on the back of the box is "2003-2004". So that makes it the earliest release of the game, though still quite a while after the cancellation article.
    11 points
  22. Cyrem

    LEGOLAND Resource Tool 1.0

    LEGOLAND Resource Tool (1.0) A tool to extract and rebuild LEGOLAND Resource Volumes. You can now extract and rebuild LEGOLAND resource volumes! Previously it was only possible to extract them, but not possible to rebuild them and thus make LEGOLAND mods or do other futher testing on the game. The tool is mostly self explainitory, to extract a RES file click Open RES Volume then Extract Files or to build a new RES file click Import Directory then Build RES Volume. Enjoy some new modding! Screenshot Download From the File Database
    11 points
  23. Jimbob

    LEGO Racers Diorama

    Full 4K PNG downloadable here. David Roysk is my artist name, kudos to anyone who can guess how I came up with it. This is my entry for the LR competition! Credits for the decals are in the link above. The aim was to make something that looked like a photo a kid might have taken with his toys, of course using photo-manipulation wizardry to get Rob-N-Hood floating haha. I'm not skilled enough to achieve photorealism yet but I think I did an okay job. I used procedural textures for some of the stuff which was a fun technique to experiment with. The ground was partly sculpted and I think I could have done much better with it, but I'd already spent many hours over a couple of weeks and at some point you have to call it a day! Rob-N-Hood was chosen as he was one of my favourite characters in the game, and that was totally not because green is my favourite colour or anything. Captain Redbeard in the Small Transport Truck is a reference to a mod I made which took a ridiculous amount of time to make. Rocket Racer is there because of course he has to be, the ultimate boss and an epic dude too! Racey Hazey is the racer my mum would use when I was a little, and has a (true) story to go with her: Thanks for taking the time to check out my entry! I had an awesome time making it.
    11 points
  24. pivke

    LI2GE - Lego Island 2 Game Editor 0.1.3

    Hello, you remember the old thread New MultiTool for Lego Island 2 [WIP]? What happened? Well, after 5 years, I finally finished this tool. Certainly I didn't really finish it, as I started to develop a completely new software 2 years ago. But as time went on, my spare time was getting less as I had to assume our family's demolishing company. I hope you forgive me, because I already felt bad for promising something and not finishing it. So here it is, after several weeks of hard and exhausting work. LI2GE - Lego Island 2 Game Editor Finally it's there, the official Game Edit- and moddingtool for Lego Island 2: The Brickster's Revenge. With this tool, you are now able to completely modificate your game files. The official websiteof LI2GE: www.li2ge.sourceforge.net Advanced features: -Export images in PNG, JPEG or BMP format -Export 3d models in OBJ-format -Export animated textures in all it single frames in PNG, JPEG or BMP format -Export the whole file directory to your computer -Replace any game file you want after editing Screenshots Download The project is hosted on sourceforge. You can download it here: Latest version on SourceForge (The project is licensed under GNU-GPL and is opensource. So you are free to modify and change it's content.) Bugs , Issues & Improvements This software is not fully tested and can contain bugs. It's more like an alpha-version for now. When you are encountering any problems or you have ideas for improvements, please feel free to contact me over SourceForge. Please use the "Support", "Tickets" or "Discussion" section on the SourceForge project page. Otherwise you are running the risk not to be noticed of me. Before using this software Please notice that this software is not fully matured for now. That means, that you should backup all the game files you want to modify before using this software. It's always possible that your files get damaged. P.S.: The next days I will publish another awesome plugin to get your models back into lego islands *.msh format...
    11 points
  25. lol username

    RRU Quotes 2: Reckoning

    FOR THE RECORD we were discussing some songs on the new Gorillaz album that's what we were talking about being unnerving and how I liked it being unnerving I won't let people get the wrong ideas about what weird s*** I like
    11 points
  26. IAmFozzieBear

    Realistic Illustration of Chief

    New to this group so thought this would be a cool introduction! I played the PC version of Rock Raiders when it released and fell in love with the music, characters, and overall aesthetic of the game. Around that time I had several of the Lego sets but later on all the pieces got lost or put in storage. It wasn't until a few years ago that I went ahead and bought all the sets again including some I never owned before. I also bought Pohatu (with his original canister/disc) and did a realistic drawing of him. This started a series of realistic interpretations of Lego mini figures including one from Ice Planet (2002) and a Zotaxian from the UFO 1997 sets. So being a huge fan of Rock Raiders I want to do realistic illustrations of all the characters from the Rock Raiders sets so thought I'd start with Chief.
    10 points
  27. Lair

    ...

    ...
    10 points
  28. BlenderIsac

    Slimey Smarts: A Rock Raiders Animation

    I've been working for a couple of weeks on a animation made in blender about Slimey Slugs. I present to you... Slimey Smarts. If you want to chat, comment or talk to me on the RRU or MM discord. My profile name @B1er0l14m.
    10 points
  29. Jimbob

    Merry Christmas MOC

    I made this in LEGO Digital Designer and rendered it in Blender for use on my cards this Christmas, thought I'd share it here Hope you all have a great holiday!
    10 points
  30. NinjaboySC

    Knightmare-athon ported to Mario Kart DS

    https://www.youtube.com/watch?v=UF6pL0tk7TQ This is a direct port of the original Knightmare-athon model extracted from the game, ported into Mario Kart DS. The vertex colors are the same as they are in the original, although I had to manually assign the materials to each vertex as the .ply exporter tool does not support materials. I finished this port a while ago, but I had forgotten to post it here. You might notice that the UV's on the mountain material are misaligned, and this is due to the vertex offset limit of the DS. Because of this, I had to remap it, but everything besides that material is completely original. For clarity, it is possible to modify the checkpoints in Mario Kart DS, but I did not do so here as the course would never work on a real DS (the original course model is about 6000 tris when the limit of displayable tris onscreen at once is 2048 for the DS). The music is edited over the video, but thanks to the N64 using real-time sequences for the music, it is theoretically possible to actually port the original song over by extracting the samples and sequence from the game. (BTW, if this is in the wrong subforum, please move it, mods.)
    10 points
  31. deaddius

    Series 18 Race Car Guy (Rocket Racer?) Reference Photos

    You called?
    10 points
  32. CaptainGolem

    Questions about the weight and balance of the car

    I didn't have time for any in-depth analysis, but I wanted to compare the two versions by building the same car and doing a time trial at Imperial Grand Prix. I think the difference is really obvious, you can see it in the video below:
    10 points
  33. lol username

    LR2 Texture Templates/Guide

    Here's UV maps of LR2's minifig model, gotten by rigging up Will's LibLR2 DLL to some OBJ exporting code in Unity (lol) and then exporting UV maps with Unwrap3D. Those are at the same size as the in-game textures, aka tiny. Here's larger versions: As you can see, they're kinda messy and asymmetrical, but the worst is the front of the legs... they hardly even tried for symmetry, and each leg is also mirrored: Achu is the only character in the vanilla game with leg printing, so I guess they just never noticed his leg printing was mirrored and squished. Also, here's a transparent legs texture I made (it's just the white legs run through Gimp's color to transparency feature): Which makes it easier to make legs textures in any color (wow LICEcap really did a number on the color wheel here haha): Now, for torsos. It's important to note that the torso model/textures also contain the neck, which is part of the head on real minifigures - don't ask me why they did it that way. Also, while the UV map is intended to have both hands as the same color, if you have a large enough texture you can have them as unique colors, since the UVs for each hand aren't *exactly* in the same place. The smallest texture size you can do this with is 512x512, any lower and they'll blur together. (You might have also noticed that the legs have two tiny UV islands, that you'd hope would let you color the left and right legs independently... Sadly, nope. One is the tops of both legs, the other is the rest of both legs.) Here's a 512x512 torso template I made. The main torso decal area (red) is slightly wider than in vanilla textures - it's more accurate to the UV map, and avoids the side of the texture bleeding into the front of the torso, as happens with vanilla textures. The darker blue is unused space. And here's what it looks like in-game: Oh yeah... And the torso is mapped in such a way that it distorts textures. And here's the whole model with a checkerboard pattern: Good luck making your textures look perfect, haha.
    10 points
  34. Lair

    Some LEGOLAND Characters in the style of LR2

    10 points
  35. Lind Whisperer

    RRU Quotes 2: Reckoning

    [1:28 PM] Ayliffe Innit: wonder if they'll annouce any worlds stuff at E3 [1:28 PM] Ayliffe Innit: DLC and the like [1:28 PM] ProfessorBrickkeeper: Lots more to look forward to than just some agents DLC. [1:28 PM] ProfessorBrickkeeper: There's a lot of fan-requested stuff in the woodwork. [1:30 PM] Ayliffe Innit: by "fan-requested" do you mean "yelled repeatedly on the steam forums"
    10 points
  36. lol username

    Camera Shenanigans Image Dump

    MORE Make-a-d-Pizza MAMA YOUR LOWER POLY FACE MAMA ARE YOU OK MAMA Background space stuff is pretty tiny Default locations for pizza-related objects are underneath Papa (I'd guess that's the origin for the scene but I haven't checked) Pepper has his head+hair under the spacesuit even though you can't see it through the visor Slimy Slug has the same weird textures as the ones on top of the Brickster's Palace Jousted A better look at the Black Knight Castle billboards Bulls king and queen closeups You may have noticed Leonora's legs poking through her dress in the game even during normal cutscenes, as LI2's dresses are just attachments that actually have the front of the slope at a slight angle to make it cover the legs... But that only works when in a default pose, really. And definitely not when sitting down. Snake Pursuit so many screenshots There's some cubes with particle textures on them at the beginning Missing textures in a couple places The Brickster-Bots in the minecarts just sorta... phase through a wall at the end of the track and that's the end of their journey, but you'd never know as you can't see that wall One area has two waterfalls but no water at the bottom though there's clearly supposed to be some there There's a LOT of unused/unfinished track. I guess they figured the minigame was long enough and had the car stop and never got rid of all the stuff beyond that. It's a tad barren aside from plants and a few statues but at one point there's some Brickster-Bot ruins that aren't used anywhere else in the minigame (though the design is used on the PS1 version).
    10 points
  37. Cyrem

    Air Filter (New Building)

    Air Filter Building Cirevam and I have put together an additional building for LRR, it does not replace any previous building and you can build it from the menu. However its function isn’t exactly new, as it produces breathable oxygen. This building is designed to take the oxygen function away from the Support Station and make it its own dedicated building. The advantage of this is not just to have a new building, but it creates additional game challenge. Support Station becomes a dedicated training and sandwich making building. Whereas this handles the oxygen production alone. Its oxygen output will be less than what the support station was, so you will have to build more. Modeling/Animation: @Cirevam Design/CFG/UI: Myself Preview Download: [Soon]
    9 points
  38. lol username

    How The Legend of Mata Nui Was Found

    A few months ago, there was some discussion in the comments of this video about who found Bionicle: The Legend of Mata Nui. The thing is, Bennet/mcdude451 isn't technically wrong, but the full story of how it all played out is long, messy, and kind of hilariously dumb. I definitely don't blame Liam Robertson for not knowing it. Since I'm pretty much the only person who both saw the actual start to all this, and has also been significantly involved in it to the current day, I feel like I'm probably in the best position to tell this story. Buckle up. 2001 - 2017: ROADS TO NOWHERE People had been curious about LoMN pretty much ever since it was canceled. This would eventually turn into people outright trying to hunt it down. In May 2004, an anonymous person only known as "Deep Brick" sent screenshots and other information about the game to Mask of Destiny. Deep Brick's copy of the game was the from the very end of development, and would be the closest look at the game we would have for years. In 2010, Deep Brick recorded footage of the game (as far into it as they could get, before running into a softlock), and again passed it to the Mask of Destiny admin Mark/RedQuark for posting on YouTube. They also sent some small sample files from the game, but were afraid of sharing the entire game, should LEGO object to it. This was a wealth of new information, and the first time we'd seen the game in motion. People had wanted the game before, but now they really wanted it. There were a lot of persistent rumors about the game. Common myths included there being 8 beta discs, sometimes said to be packaged in with sets, etc - none of which were true. Occasionally someone would claim to have the game, or otherwise fabricate some information about it, to get attention or just for the sake of trolling. People tried contacting developers or other people who potentially had the game, but this usually led nowhere. Fans all-too-eager to get their hands on the game turned away people who actually may have had it. MID-LATE 2017: LOL TROLLS AMIRITE For a good chunk of 2017, this forum was offline for maintenance, but had a shoutbox on the main page so people could keep in touch in the meantime. This shoutbox wasn't backed up or archived as far as I'm aware, but I have some screenshots. July 17, 2017: July 20, 2017: Darvell had also previously replied to someone on BZPower (though his name wasn't given), among many other people who'd approached him privately. However, his own copy - from October 10th, 2001 (the date the cancellation officially happened and many people were laid off) - remains lost to this day. We'll get to that later. Months later, on September 22, 2017, Bennett again entered the shoutbox, this time claiming he had the game. Unfortunately I can't find full logs/screenshots of this, but I do have some reactions to it from a Discord server: The gist of it was Bennett was claiming to have the game, but when asked for any shred of proof (I recall asking at some point if he could even just screenshot the disc contents and/or installation directory), he refused to give it. That, plus how many times this sort of thing had happened before, led everybody to dismiss it as just another person lying to get attention. On October 5th, 2017, Bennett entered the shoutbox again, but it went the same way as last time - people asked for any kind of proof, he refused to give it, and so he was dismissed as a troll. Again, I can't find any direct logs of this, but there was discussion of it in a Discord server: At this point, someone who was in Bennett's own Discord server posted some logs from it, before getting kicked. I'll post some snippets from them, since they give some more insight on the timing of things: However, I don't think most people actually bothered even reading those logs at the time - I know I didn't. Maybe if they had, they would've given it second thought, but then again, everybody was so turned off by how Bennett/mcdude451 was acting in the shoutbox that they dismissed it and moved on with their day. And for a long while, that was the end of Bennett's involvement, as far as everyone knew. 2018: OH BOY HERE WE GO In late January 2018, a completely separate chain of events was kicked off. It's a story in and of itself, but not one I imagine some people would like me telling, so I'll cut to one of the things it resulted in: in early February, the BioMediaProject was anonymously emailed a link to a build of LoMN, Alpha 0.006, from July 24, 2001. It's unknown who it was that actually provided this build of the game, but at long last, it'd happened. It was a much earlier build of the game than the final build Deep Brick had shown, but this turned out to be a positive - much content had been cut or redesigned between the two builds, and if it were not for us getting this alpha build, we likely never would have known it existed. Interest then turned to fixing bugs and crashes in this build, to make it as playable as possible. While I initially wasn't involved in this, I eventually started poking at it around late Febuary-ish, and started making fixes myself. A team organically formed, and we kept hammering out dents in the game. At some point, we got into talks with Liam Robertson, who decided to make a video about the game - the one linked at the top of this post. As part of his research on it, he started talking to some of its developers, including Darvell... Who, in April 2018, sent him the final build, from October 23d, 2001. Liam R then sent this final build to us. Talking with Liam R, the decision was made to release this final build at the same time as Liam's video - it wouldn't take long, we could make some patches to make it more playable in the meantime, and it'd be a cool surprise. As it turns out, life happened, and Liam's video ended up taking about a month to create - which meant a month of us working on patching the final build in secret. It was all hands on deck, and a lot of fun, though we were all itching to release it to the world. (An aside - during the wait, some folks on the team took it upon themselves to create a weird meme-y ARG teasing it - which I thought was a mostly bad idea, and it did indeed almost blow up in our faces once or twice, but it also gave me a chance to do this, so whatever lol) Then on April 28th, 2018, 2 weeks before Liam R's video would end up being posted, Bennett/mcdude451 showed up in the public Discord channel. Remember, nobody outside the team knew we had the final/October 23rd build at this point. All of these screenshots are from now-public channels in a large Discord server, so I'll leave usernames intact this time. Now, here's what was happening in the (then-private) team channel... TL;DR Bennett/mcdude451 got a physical disc of the final October 23rd build in the mail from an anonymous developer, in October 2017. He bragged about it on RRU, refused to show any proof, and got dismissed as a troll. He did, however, send a cue/bin disc image of the game to Darvell - one of its programmers, who'd lost his own copy. The alpha build from July 2001 made its way to the internet in February 2018 through an entirely unrelated series of events. If Bennett had posted his October 23rd build online right when he got it, this wouldn't have happened, since people would've stopped looking for the game. Liam Robertson later talked to Darvell in April 2018, and was sent the cue/bin of the final October 23rd build that he'd gotten from Bennett. Bennett showed up again shortly before the final build was about to be released, finally showed proof of him having it, and we all died laughing as we realized what'd happened. So, the chain is: Anonymous developer -> Bennett -> Darvell -> Liam R -> Us/the BioMediaProject -> The open internet. Bennett still owns the original, physical disc. Most websites and articles, like the IGN article, simply say Darvell gave Liam R the build. Liam probably didn't know the full history of what had happened - even Darvell probably didn't. Darvell said he doesn't know much about all the players in this saga to get the game; that he'd been contacted by many people in various ways, and always tried to help them and tell them what he knew. Darvell's own copy from October 10th - the day the project was officially canceled, and he left - remains lost. This is, strangely, another stroke of luck - if he had it, he likely would have posted it online far sooner than any of this. Not only would we have missed the alpha from July, we also would have missed the true final build from October 23rd - which had some extra work done "on the side" past the official cancelation, was burned to discs, and passed around to its developers (supposedly without clearance from Saffire management), so they would have something to remember it by. As far as I know, Deep Brick hasn't ever responded to the game finally making it out to the internet. As far as we can tell, their copy is identical to what we have - one of the final October 23rd builds handed out to the devs. I don't think Bennett is a bad dude or anything, he's just some LEGO fan who was excited to get the holy grail of Bionicle, and didn't really know what to do from there. I guess if Darvell ever happens to find that October 10th build in his garage, we'll have 3, lol.
    9 points
  39. Hi everybody, I've just finished creating a documentary about the musical direction of Lego Island. Video version being edited. Audio version available from: Video now live:
    9 points
  40. ZANTHERA

    Q&A With LEGO 3D Animator Stuart Green

    In 2016 I emailed the company that was in charge of the 3D animated intros and cutscenes for the LEGO games of the late 90's and early 00's. The one who answered was Stuart Green and he told me about the LEGO Racers intro which I was interested in knowing about how it was made as I plan to remake the intro in HD myself one day. Our back and fourth was quite brief but he definitely had some interesting things to say about their work back then. Q1: Do you still have the original files for the animation? could the intro be simply re-rendered on a modern 3D animation program at a higher resolution? A1: Unfortunately we don't have the final sequence saved. it was rendered in Lightwave from our 3D models so it could have easily be rendered in HD quality. We made the models usable for the Lego Adventurers comic, we also did Lego comic strips for three years, so they were high enough detail and hi-res textures for print. Q2: Do you know anything about the 25fps higher quality yet shortened version of the intro used for the LEGOLAND Windsor Rocket Racers attraction? I understand the ride is now closed but did you also provide the higher quality clips for this? A2: I cant remember a specific version for the park, but if one was done it would have been us, we were their preferred developer, they shut down their own CGI studio and used us exclusively for this work, we did TV adverts, motion simulation rides, ingame animations, books, comic novels - everything! Q3: What program did you use to make the cars originally? did you make the cars out of real bricks and then model them from scratch? A3: All the models were made from real Lego bricks, then modeled and animated in Lightwave, and the textures made in photoshop. We had all the computers linked together as a render farm, we designed and composed during the day and sequences were rendered over the night and weekends, to either pleasure or frustration when we came to viewing. Q4: Interesting you mention a render farm, the animations are very good quality so I suppose a render farm was best for such projects? A4: Yes the render farm was needed, I think our machines were only about 300MHz at this time and everything was single processor, although we did have 4 machines that held 2 processors on the motherboard, (very unusual) we had 40 machines, the majority used by programmers so not usable by day, but left in render farm mode, at night. Q5: What types of computers were used at the time? A5: Our machines were constantly being upgraded to new hardware, so there was no uniform specification, they were around 309MHz at this time, I think the dual processors were 266MHz, so a 4GHz machine is about 32 times faster, and as quad core that's like 128 times faster, more than our whole render farm on one modern PC! Q6: Three Beta designs for the cars are seen in the intro in a few scenes which then switch back to the final models, was this because the intro was being made at the same time as the game was being developed? A6: Yes, we had to start and finish the animation sequences before the game was complete.
    9 points
  41. rrcoder

    Idleness Syndrome: What is the Root Cause?

    Yo! I just had a Call To Arms about this thread from Cyrem, so figured I'd have a think about this to see if anything comes to mind... Firstly, a brief explanation of how (I can best remember) the RR tasks work... Each RR/unit has a task list which will be added to based upon the priority list. IIRC the tasks are as granular as "walk here", "pick up ore", "get in this vehicle", "fight this RockMonster", etc... Hitting Call To Arms will always pause the task list, and set it aside. This you may all know already, but I'm also using this as an opportunity to remind myself. I would say this this is almost certainly true: Now, as for the cause of the Idleness Syndrome, I would speculate that you have probably already touched on likely causes in this thread... Task list buffer max-size/filling up: This is certainly possible, however I don't recall such a limit being in place (and I believe this is something we would have spotted as being the case during development). I'm pretty sure this is a dynamic linked-list, so should be able to grow pretty much unfettered. Task duplication: Again, I wouldn't rule it out, however I would probably err against this as being the cause, since there were always "is this possible" checks performed both when adding tasks to the list, and when performing them. Actually... I just had one thought in a similar line of thinking that could still be feasible... Path-finding: I'm actually leaning towards this being behind this problem, at least in part. When a unit is told where to go, their path to get there is determined ahead of time, and "refined" as they move (i.e. if something gets in the way, or the map changes in some way). It is entirely possible that as the walkable-area of a map grows (i.e. from mining) and the need for walking large distances increases (i.e. fetching ore) that a situation is occurring where their tasks are coming into conflict. I don't think it would be as simple as trying to fetch ore that has already been deposited, however if <insert magic cause> here occurs, meaning they can no longer evaluate a path to their current task *but* the task still seems "possible" (and therefore active) then they could possibly enter the fugue state that you're seeing. This last item would explain why it occurs mainly for the minifigures, since they perform many more repetitive tasks that exist only for that unit-type, so if the conflict relates somehow to one of those specific tasks *and* pathfinding, then we're far more likely to see it than a vehicle that performs fewer repetitive tasks. Ultimately, I think this will likely be caused by 2 or 3 factors combining in a particular way (e.g. "something to do with pathfinding" + "something to do with ore collection" + "maybe something to do with priorities"), which then causes a backlog of tasks waiting to be assigned, meaning once units become idle they try to do the same thing and get stuck themselves. I know this doesn't necessarily provide you with an answer, but hopefully it may give you a nudge towards tracking it down. And if, at some point 17 years ago, this bug was somehow my fault... um... I'm sorry!! ?
    9 points
  42. MUCINEXSWEEP

    Footage of Anakin's Flight in LSW1

    Apparently, this video have gone unnoticed. which is funny, considering the amount of fans looking for this "legendary" thing called Anakin's Flight. We know that the level was cut from the final game of all things, but in actuality, actual footage of this level is very difficult to find. I can't say that much about it (blame my browser for that), but this could be a good sign to come. I'll try my hardest to find footage of Bounty Hunter Pursuit and the other levels too. have a nice day
    9 points
  43. emily

    Water Pressure (Bionicle Short Film)

    Welcome back, forums! Here's a cartoon a made while you were gone. It's about Gali and some pals. As ever, your thoughts are greatly appreciated!
    9 points
  44. lol username

    RRU Quotes 2: Reckoning

    9 points
  45. Wirza

    Alpha Team Set Comic Revisions

    By pure luck, I got the original version of the instructions in my set I got as an early birthday present. Sorry I couldn't get better pictures. It seems the Alpha Team isn't present at all here. Do we know what order the comics go in including this one?
    9 points
  46. deaddius

    FINISH

    uh oh...
    9 points
  47. Ayliffe

    All Soccer Mania Cutscenes

    9 points
  48. pivke

    LI2ME - Lego Island 2 Mesh Exporter 0.1.0

    LI2ME - Lego Island 2 Mesh Exporter Plugin LI2ME is just another modding tool for Lego Island 2. This is a plugin written for Milkshape 3D to save you custom models and meshes in Lego Island 2's *.MSH-format. I decided to develop this plugin for Milkshape 3D, because it gives you huge ability in interacting with many other formats. My first choice was to develop a plugin for Blender, but as it's not supporting that many formats it would have been not as flexible as with Milkshape 3D. Features This plugin cares for everything itself. That means that even your meshgrouping and texture coordinates are overtaken into the *.MSH-format. Furthermore it will calculate normals in realtime. You can chose between smooth and straight normals, which will lets you control wether to let your model appear more edgy or more softly ingame. Since the version 0.1.0 it supports collision files. That means, you can tick a checkbox on the plugin which will create a *.col-file besides the *.msh-file with the same name. For now, it will simply generate a single axis-aligned bounding box around your model. Screenshots Download You can download the plugin on the Sourceforge page (This plugin is, just like LI2GE and LI2TA, opensource and under GNU-GPL license) Installation To use this plugin you need to download Milkshape 3D. You need to activate Milkshape 3D by probably buying it. Please mention that we won't discuss here on how to crack that software or where to get serials. The whole export plugin is combined in one single DLL-file. From the downloaded archive, just copy the "msMSHExporter.dll" and paste it into your Milkshape 3D installation folder "../Program Files/MilkShape 3D 1.8.4/*paste here*". Be sure to not change the name of the plugin ("msMSHExporter.dll"). Milkshape 3D is registrating new plugins by it's first letters "msXXX.dll". Bugs & Improvements LI2ME isn't outgoing tested. When you have improvements, problems or you are encountering bugs, please feel free to create a ticket on the SourceForge project page. Remember that you are helping other people too with your commitment. Have fun! :-)
    8 points
  49. Ayliffe

    RRU Quotes 2: Reckoning

    Juniper-Yesterday at 5:25 PM I made art Tweesee-Yesterday at 5:25 PM knife art JAL The Composer-Yesterday at 5:26 PM knife art you have there. It's a real eye stabber, er catcher. I meant catcher... Juniper-Yesterday at 5:30 PM I wanna buy bravely default but it's $40 Business-24x7-Yesterday at 5:31 PM Holy crap, @Juniper Business-24x7-Yesterday at 5:31 PM Your art... has touched my heart Tweesee-Yesterday at 5:31 PM stabbed you could say Business-24x7-Yesterday at 5:31 PM I think.... I think I finally understand mankind's true struggle... the meaning of life... ...my eyes are open to the secrets of the universe... ...and its boring stuff Dazz-Yesterday at 5:32 PM how boring is it? Business-24x7-Yesterday at 5:32 PM Yes Dazz-Yesterday at 5:32 PM i see noghiri-Yesterday at 5:45 PM @Juniper This exquisite work of sculpture speaks to the modern mundanity of the great technological advancements of our society - the cutting edge is juxtaposed with the basic butter knife - and the artist speaks to the strife inherent in today's throw-away, technologic, rapidly prototyped culture. Indeed, its delicate visual balance speaks to the similarly delicate balance of our society. Yet as one contemplates the piece, one comes to a realization that it is not all bleak - the handles reach to the sky, striving for advancement upon the sharp balance and precarious platform of the blades, much as we ourselves reach upwards. Greatly representative of the modern trends democratizing the avant garde of the technologisia for ease of use and friendliness to the public at large, the design of the handles themselves is clean, utilitarian, yet oddly inviting. One wonders, however, whether their cold homogenity is symbolic of the pressures to conform within the artist's environment - and what the artist thinks of these. Sadly, the piece is silent in this regard, as silent as the cold stainless steel of its construction. Juniper-Yesterday at 5:45 PM I walked past a discarded condom noghiri-Yesterday at 5:45 PM o
    8 points
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