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  1. rockboy

    LRR:CE - System Malfunction | WIP | UPDATED 05-13

    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 points
  2. 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.
    1 point
  3. rockboy

    LRR:CE - System Malfunction | WIP | UPDATED 05-13

    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.
    1 point
  4. aidenpons

    LRR:CE - System Malfunction | WIP | UPDATED 05-13

    Wow! I wasn't expecting another LRR overhaul! I saw the pictures going up and wondered what they were for... I really hope this goes to completion, and let RRU know if we can help. For me, I can do quite a lot with level scripting - not so much level design as I struggle to get ideas, but if you have an idea I can usually make it a reality within the LRR engine. (How much the game likes that idea... well, that's a different story :P) May I ask what you have completed so far? I'm struggling to distinguish concepts from in-game screenshots: did you actually manage to mod the menu to look like that? ? I have some very minor comments I want to make on specific bulletpoints: You may find quite interesting things here when it comes to monsters and slugs: https://kb.rockraidersunited.com/Writing_NERP_Scripts In addition, here are some more concrete ideas: Of particular note with interest to monsters and klling: - there seems to be a maximum of 3 raiders which can be shooting a monster at any given time, which can be problematic if HealthDecayRate is negative (so health goes up over time) - curiously HealthDecayRate does not affect the HP of a frozen monster in response to the above - Electric Fences are only ever a one-hit-kill or not, there's nothing in between - mass manual lazer micromanagement is just not fun More ideas also available from the two links above! In some levels your objective could be to teleport down 40 Small Diggers Or to get 10 monsters on the level at once You're probably well aware of this but: - a) .ptl shenanigans can mean that no ore comes from rubble - b) the Ore Refinery can be used to duplicate ore unless you do a significant amount of tweaking: but that tweaking then makes the Ore Refinery utterly useless (it would become cheaper to build with ore than studs); even if you add the Ore Refinery as a dependency for a building you can depower the Ore Refinery to make LRRs build with ore (unless you let the Ore Refinery be self-powered....) - c) no building can cost more than ~30 materials: upon trying to build it the game may crash (eg 40 pieces of ore -> game crash, but 8 studs -> game fine, but 40 studs -> game crash) What, so the giant scanner on the Chrome Crusher can't scan as far as a pair of binoculars on the Hover Scout? See also this thread. The same increase in functionality can be done for any vehicle BTW. Three comments about this: a) it is ludicrously and painfully micromanagement intensive to manually grab crystals and bring them back to base, and makes for extremely not fun gameplay (I have tried!) b) large quantities of crystal, ore, or generally anything to do (which are stored in the RR engine as 'tasks') on an inaccessible island lag the pathfinding out and trigger Idleness Syndrome very early on - which ALSO isn't fun: for a perfect example of this, play vanilla Fire 'n' Water and keep a base on both sides of the river c) point b) can be slightly remedified by use of NERPs scripts that creates crystals on the island the moment you get to them, preventing the crystal from being there the whole time & causing Idleness Syndrome (although you will need to make this clear in Chief's messages: or alternatively we can send messages mid-level!) See this thread for how the Tunnel Transport is basically a useless piece of brick. As a short summary: As for how the Cargo Carrier works, well, it can't reach the Tool Store but is in the second category I really hope you get this to a functional state! Let RRU know if we can help!
    1 point
  5. 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!
    1 point
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