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Showing content with the highest reputation on 05/16/2019 in all areas

  1. GBTM101

    Ancient LEGO Web Games - Attempting to Play, Having Issues

    If you were browsing the internet and knew of LEGO's website back in the day, you might be familiar with a few ancient games back when Shockwave was still a thing. I was hit with a wave of nostalgia recently and went back to try and locate some of my old favorites, and oh boy did I find the motherlode: http://biomediaproject.com/bmp/files/LEGO/gms/LEGOgames.html I've gotten a few of these old gems to run, but when it comes to running a few games I've been extra nostalgic for, that's when I've ran into issues. Spybotics: The Nightfall Incident seems to get stuck on the game's loading screen (the one where text is written across the blue matrix-y background). Beltz and Dreamz get stuck on the Shockwave Player Loader. Anyone have any experience with this and have any idea how to fix these issues? Technical info, if anyone needs it: Operating System: Windows 10 (64-bit) Browser: A specifically-configured Mozilla Firebird, to run Shockwave (as it no longer functions in any modern browser. Do not under any circumstances attempt to load any webpages apart from locally-hosted ones or ones being hosted by biomediaproject using this browser.) What I have tried: Installed the games and XAMPP, attempting to run them locally. Three versions of Shockwave installed in an attempt to get The Nightfall Incident to run: 8, 11, and 12. EDIT: For The Nightfall Incident, I started to try and run the game from http://biomediaproject.com/bmp/files/LEGO/gms/online/Spybotics/TheNightfallIncident/, but then I get an "Out of memory, even after purging all purgeable castmembers" error.
    1 point
  2. JosiahsBricks

    Thoughts on a Lego Stranger Things Video Game?

    Auto Correct. But maybe I'll pick it up defiantly. ?
    1 point
  3. rockboy

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

    Thanks! I'm glad you like it! I'm sure it'll all work out. Thanks for the compliment! All jokes aside, I've done development work on games in the past so I have a fair bit of understanding and experience. Thus it's all not as hard for me to design new content. As for software, I mainly use Adobe software (Photoshop, Illustrator, After Effects, etc) and for the sound and music I use Cubase 10 Pro, some VSTI's and for recordings like for the cavern effects or maybe vocals I use my recording equipment (Laptop, audio interface, mixers, microphones). The rest is all done with .CFG edits; or other files. My editor of choice for that is a combination of Ultra Edit Studio and Notepad. Model tweaking is done in Lightwave; if required. You are correct though, it's a mod for the game. It requires the community edition by Cyrem and my aim is to ship it as a bunch of patches for Cafeteria. Do note, that some of the included patches will have to be disabled. Such as the "resolution patch" as I'm planning on reworking nearly all things in the in-game the interface as well. Also, depending on how things go; if it all goes right, I plan to split up certain things in the overhaul, such as UI, Game-play balancing, and levels. Each patch replacing the following after; but we'll see. ~Rockboy
    1 point
  4. T-34_Warrior

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

    This is looking really cool! I have no idea how you are doing this, I do understand this is a mod, so this is going to work together with cafetaria?
    1 point
  5. GBTM101

    Ancient LEGO Web Games - Attempting to Play, Having Issues

    UPDATES: I got Spybotics to work! As it turns out I was trying to run the game from a broken download, and a functional version of The Nightfall Incident is included in biomediaproject's LEGO Game Pack 3.0 Part 5. As for Beltz and Dreamz... I've made progress, at least. The versions that biomediaproject host and have up for download are broken, so I hunted down the game on webarchive.org, saved the earliest version of the archived hosting page for Beltz, edited the .html file to cut out all the junk, and set up my "hosts" file to redirect club.lego.com so that Firebird would quit trying to communicate with the actual site and failing at it because of the lack of common encryption algorithms... and this happens. I'm pretty sure that editing the "hosts" file was supposed to fix this very issue, so I'm not sure what to do at this point. (I posted it in the right topic this time.) EDIT: So it would appear that if I edit the index.html file that came with the biomediaproject download to point to club.lego.com instead of localhost.lego.com, the game's loader actually starts working whereas before, the game would get stuck on the Shockwave loader and not make any progress at all. It still suffers from the same issues as trying to download the game from archived versions of lego.com, though. If there was some way to disable that "copy protection" (perhaps through a hex editor?) I could probably get this game to work at long last.
    1 point
  6. aidenpons

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

    Absolutely fantastic work. Wow. I hope this and everything works as well as it possibly can! Good luck, Rock Raider!
    1 point
  7. rockboy

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

    Alrighty then, an update it is!! First and foremost, I want to apologize in advance if updates aren't as rapid or seemingly major as they should be. I'm (right now at least) working on most of the content in the overhaul by myself. In addition, Real Life is being is a little busy, so I can't work on the overhaul 24/7. Things are a little slow because of it, but it doesn't mean I won't be creating any new content. That being said, a lot has changed since my last post. Lemme make a list of the biggest new features: Added Splash Screen with basic information + linked my webdomain to this post. (The title may change, which is why. (see splash screen) Added in an intro. Nothing too fancy. Worked on and finalized the Simulation Biome with help and advice from @Cyrem Worked on and started implementing new fonts. The main menu font is currently too small for my liking. It'll be twice as big. These buggers have given me tons of trouble in the past few days. Big thanks to @miningmanna and @Cirevamfor helping me! Started working on some concepts for the missions selections. The Moon Missions will contain a full map of the moon, where as the normal missions a map of the planet. (read below) Started working on sound design elements in the caverns. See video below. Finished loading screen Started working on implementing the additional building (The Air Filter). Note: I'm having major issues getting it to work. I don't think it'll be something I'm finishing short term. The overhaul is now based on @Slimy Slug's Rock Raiders Reloaded. Thanks for allowing me to use yours as a base! Let's work things down from top to bottom, starting with the new splash screen.. This screen only shows up to 5 seconds. It's not enough for you to read it completely in the game, and can be skipped with a simple press of a button. Its information may change depending on the time of day, or how i feel if information needs to be added or changed. It's just a mockup, nothing more. One side note, is that the overhaul falls under Creative Commons (at least for the time being). Don't worry, I won't pull you to court, you're free to use the assets as long as you credit me. If you're interested in reading up on it, you can get the human friendly version of the entire document of it here. Let's skip to the point about the mission selection. The things prior speak for themselves. You can watch the video down below to see how they look. Just keep in mind, everything is placeholder, but it's also possible it'll stay. The mission section will work quite differently from what you're used to in the base game. Gone is the planet sliced in half. I think it doesn't really make much sense in terms of the lore. That's just my 2 cents at least. The new (and in my opinion) better way of indicating levels is like this... PLEASE NOTE: While I didn't explicitly mark the images as "concept art", let it be clear that it is. I've not finalized the design of the mission indicators yet! The way it'll work in theory is that when you haven't "discovered" a level, it won't show up. There are a few ideas I have, one of them is that it'll be a black image covering up the grid cells, maybe a cloud cover. Who knows (I don't)... The border around levels will change color depending on the biome. There is currently no indication of depth beneath the surface, but that is something I'm planning to do; among other things. I'm well aware that the game doesn't support transparency like this. My workaround here is to simply cut out the levels, background included. It'll work. (I hope). This also means I can exploit the current broken level linking system with "optional" missions. Maybe some that go back up a few, to rescue a raider, or to become an extension to a level. This is all concept, not final. I'm definitely interested in feedback. Oh, and huge shout out to @Cyrem for suggestions and ideas on the design department of this! Let's move on the the cavern system sound design. Please note, these are recordings. I did my best to clean them up, but they may not be perfect yet. I may go record more sounds at some point. Who knows...Still reading and interested? Okay fine, guess you deserve it... Below is a video showcasing the new cavern sound effects (and a part of the simulation biome). Please note, this video was from an older build of the Overhaul, a few things look different! I really like how it turned out personally. Alright, I went into this sentence, thinking there's more to talk about but.. that was pretty much it for now. Here is one more video showcasing all the elements working together on the latest build of the overhaul. Enjoy!~ I'll update the first post with new info when I'm closer to a release. As for now I think it'll have to do. Please be sure to follow this thread, all new content will be posted in new posts when it comes out. Also note, that I rather post semi big updates, than keep posting smaller insignificant things. Things are gonna slow down a lot as well, so just a heads up. Don't worry, I won't let this overhaul die You and me both! As for the awesome addon, I did see this, and I think this is a huge improvement over Axel's default sound work! In terms of System Malfunction, if you've read the thread, I hope you like what you hear. While I have some things covered, there may be some things I could use some advice on and help with; sound related. Feel free to add me on Discord if you're interested! ~Rockboy PS: I'm so sorry for tagging people. Please let me know on Discord if you rather not have me do that in the future.
    1 point
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