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Showing content with the highest reputation since 12/16/2018 in Posts

  1. 3 points
    Brightfall

    old lego games meme's

  2. 3 points
    Cirevam

    Hematite Howitzer

    This is a public, standalone release of one of Time Raiders' vehicles, the Hematite Howitzer. For this release, the vehicle overwrites the Small Mobile Laser Cutter. It uses the same laser that the Mining Laser building uses, but this can be modded to your liking. It costs eight crystals to transport it, but you can change this as well. Follow the instructions in the included readme to install it.
  3. 3 points
    Cyrem

    old lego games meme's

    Still one of the best... EDIT: There was also this one from donkeys years ago:
  4. 3 points
    Merigrim

    FlicTool 1.1 (FLH compiler/decompiler)

    Seems I was still subscribed to this thread and got a notification email, been a while since I visited here haha. I made a release at https://github.com/Merigrim/FlicTool/releases with the same binary file as the old Dropbox link (I'd build the latest source code and make a release of that, but I'm a bit busy at the moment. It shouldn't contain any new features anyway if I remember correctly, been a few years). Hope that helps!
  5. 2 points
    aidenpons

    Hidden Caverns + Path.map = Stupidity (& how to solve it)

    TL;DR The game won't put paths and rubble in Undiscovered Caverns Before I even get into a modded game, I'd like to show you Frozen Frenzy: The rubble in Undiscovered Caverns at game start will not show up. Remember that room full of landslides on the right, that is immaculate when you dig into it but suddenly starts landsliding like mad as soon as you open it? There are rubble tiles there, but they won't show up for whatever stupid reason. I also wondered why there were no Power Paths in the spot where you find the Tunnel Transport. It turns out because Power Paths + undiscovered caverns not only never show up, they also cause this very strange heightmap glitch: (excuse the screenshot taken from Time Raiders, but the idea is still very much the same) Does this mean all hope is lost? .... No. Because NERPs scripts will save us! "Rubble" can be generated by using SetTutorialBlockIsGround X. Just fill in the spot you want with Rubble with any wall. Paint them with a tuto block (let's say 1). Also put a tuto block outside, in the undiscovered cavern but not where you want rubble, let's say 2. Then write a script that looks like GetTutorialBlockIsGround 2 > 0 ? SetTutorialBlockIsGround 1 That should work without any problems (haven't actually tested it...) Something similar should work for paths. Paint all the tiles you want path-ed with tuto block 3. Then say GetTutorialBlockIsGround 3 > 0 ? SetTutorialBlockIsPath 3 This will infinitely regenerate the paths if you demolish them. So we'll need a little register usage, like this: GetR1 = 10 ? :SkipPath GetTutorialBlockIsGround 3 > 0 ? SetTutorialBlockIsPath 3 GetTutorialBlockIsGround 3 > 0 ? SetR1 10 :SkipPath (see this for an explanation of what I've done) Curiously a script that looks like TRUE ? SetTutorialBlockIsPath 1 TRUE ? SetTutorialBlockIsPath 2 TRUE ? SetTutorialBlockIsPath 3 will only generate a path on tutorial block 1. I have absolutely no clue why this is :S fortunately if multiple blocks are called tutorial block 1, multiple paths will be generated on tutorial block 1, but none on 2 or 3; this will have implications if you want paths to be generated several times; experiment!
  6. 2 points
    le717

    old lego games meme's

    You're welcome.
  7. 2 points
    aidenpons

    Cunning Canyons

    Even from the outset, the effort you put into it is amazing - Custom icon - Extremely easy install instructions; it's added on as an additional level, not overwriting anything, which is very nice. You could have made it easier by just pointing Driller Night's LevelLinks to CunningCanyons, but then you ruin the continuity of the level; but the install instructions are dead easy anyway - RBG fog values which are very pretty - astounding usage of elevation, partly to create land you can't build on but also to create veeery pretty waterholes - comes with useful priorities set off the bat Unfortunately the level itself isn't amazing, but this is mostly because of the game engine and the shoddy way in which I played (hadn't booted up LRR for a couple of months). In this map, you expand in all directions at once; which has the significant disadvantage that your economy is slowed to a crawl as your STT goes to one side of the map to pick up 1 ore, another side for a second ore, and back again for a third... ugh, but I can't really blame you as much as I blame myself. The lack of land isn't really a problem. You've easily got enough for two Support Stations. Getting enough space for a Super Teleport shouldn't be tricky, but it was when I played because I didn't mine east enough, instead eviscerating all of the south and noticing random 2x2 flat squares I could build on whereas behind some Dirt I reinforced to stop the landslides where six lovely flat squares.... oops However, given how Large Vehicles notoriously suck hard, this just meant I didn't build any of them until I noticed that spot. Then I teleported down six Loader Dozers, upgraded their engines, and just went AFK to pick up the rubble The level is not challenging at all. Providing you remember that the Tunnel Scout and Cargo Carrier actually exist (forgot the first until a good deal later, whoops...), it's a cakewalk. No monsters, no erosion (but two squares of lava gave me quite a fright!), and only occasional landslides which really aren't a threat. (Bonus points: you disabled random landslides, which is always a nice thing :P), not even any slugs. There is oxygen, but it isn't a problem, and were it disabled I wouln'd have noticed. This isn't a bad thing as per se, and it was quite nice to be able to AFK for a while as my Loader Dozers pick up about 100 tiles of mess it's just that having played Time Raiders, and having played my own Time Raiders levels, my default is to arm 60% of my Raider Population with laser beams, build Electric Fences, and carefully think about blockading slug routes To find none of this was necessary just made me think you were saving a monster rush till later. (Speaking of monster rushes, I realised using NPL scripts it'd be reasonably easy to make an invasion appear when your HQ is built up enough; or lower the scale of an invasion if you haven't even got a Support Station together yet) I have some minor suggestions for improvement: - Occasional messages from Chief congratulating you on managing to fit your buildings in the space you have could be nice - Please remove those two lava tiles, they give me nightmares - Put extra crystals in the "final mining spot." this just prevents me from having to teleport up all my Loader Dozers for their crystals - Remove the oxygen requirements as this lulls the player into a better sense of security, hinting that they're not going to be monster mashed - Find some way to stop me using a tongue smiley at the end of every sentence It is a very good level, and I realise my feedback above diesn't sound like a compliment. That's because I've been playing difficult levels and have also been thinking how I can make my own levels difficult; hence it's strange to find a "puzzle" level which has no threats, and I keep thinking it's going to erupt into calamity in a moment
  8. 2 points
    aidenpons

    old lego games meme's

    It's not the same format, but I feel you can't really have this thread without @le717's masterpiece: https://le717.github.io/landslides/ There was also a thread about it somewhere...
  9. 2 points
    aidenpons

    Back from the support station (?)

    Scanners aboard the LMS explorer have detected large unidentifiable forum users that appear to be from the old site! We cannot risk leaving them unwelcomed or abandoning RRU. Protect RRU by welcoming in this forumer and write in the forum post that occurs. You will need to reply to any posts and continue to browse the site until he's joined the Discord server. The Rock Raiders Modding Tools are in a nearby section, waiting to make the game worth playing, but our only way of reaching it is browsing the forum database or dropping individual links. Take care, Rock Raider! /Misobj09.wav (Yup, you're in the right section!)
  10. 2 points
    rockboy

    Back from the support station (?)

    Hey there everyone, seems I finally nom nom nommed up that sandwich and am ready to shovel up the past! I know this isn't really a "I'm new here" kind of deal, but I have been inactive for the last 5 plus years (In my defense, the sandwich was very good. Yay for support station sandwiches) A lot has changed and some stuff stays the same. Regardless, I wanted to drop in say hello to the new community that's currently active, and ..re (idk) ..introduce myself? So why have I returned, after this amount of time? Basically, I guess I recently had some sort of... insane nostalgia burst I guess you could call it. (you're going to have one too eventually, trust me). For me, that's Lego; more specifically, Lego Rock Raiders, Stunt Rally, Loco, Island, Racers..... you name it. Basically, the old Lego games. I've completely grown out of it, and barely remembered the games as a whole, thus a few days ago I decided to fire up my secondary benchmark and render computer, install a fresh copy of Windows 7 Ultimate, and started playing my childhood again. Unrelated, but Is it just me, or aside of the visual side, the gameplay sort of really just doesn't age? I digress, so after playing for a good while, I remembered something vaguely related to modding. After googling, I found this forum again I vaguely remembered I had a username here, so after pondering my entire existence three times over, and eventually digging for about a week I realized it was based on my oldest Email address. And.. well I suppose now we're here! Now having played through the original, Baz's Mod 1.5 and Axel's Mod completely... well... I guess it's fair to say, am living back my past rock raider style. So now that’s out of the way… ------ The TLDR line ------ For anyone who hasn't yet met me, which is probably a large part, I'm Rockboy. I used to go by the name Legoboy a lot as well (It used to be my email name). Now? I'm now known as Frozen Snow. Currently I'm a songwriter, audio engineer, make arrangements, am a poor mans After Effects guy who does know some advanced things if motivated, and specialize in Orchestrations (think two steps from hell). I have written music for animation and games. (I also do some other things that aren’t interesting so let’s skip em) (Minor detail that's probably controversial, I'm a Brony - No hate pls, LMS Explorer shields are still being repaired.) I've been a long time Lego fan, and it seems I still am. Who knows, it seems from old messages in my DM I was working on a mod. I might pick that back up while I'm at it? Maybe write some background music, create new audio for the game etc. Seems some of the tools got updates (or are being updated too), awesome! Anyway, that's about it. I want to apologize if this isn't a message you post here, if it's not, feel free to point that out! I have been procrastinating this long enough. Back to mining, shoveling and walking into lava, dynamite and landslides! ~Rockboy
  11. 2 points
    grappigegovert

    Post-race extended time: make players use warp?

    I've got bits and pieces of LR mapped out, so I knew that the function at 0x39100 is the function that gets called to use a powerup. (using the 1999nodrm adresses here). I then debugged this function to see what function called it whenever the player used a powerup after finishing, and ended up in this in this function: (Screenshot from IDA, note that this is only the last part of this function) In green, I've circled the part where the game checks if the racer has finished the race. (I didn't know beforehand that this particular bit indicated having finished the race, but I knew this address stored some flags). If the racer has not finished the race, the jz jump is followed (the green arrow), and the code checking for 3 white bricks is skipped. If the racer has finished the race, the jump is not followed (red arrow), and the amount of white bricks is checked. In my above posts, I've instructed to change the jump in purple to NOPs, ensuring that the game always follows the red arrow, thus ending up calling the powerup function instead of skipping it. By the way, this check is only done for green powerups, the other 3 powerups follow the remaining 3 arrows pointing into the 'call powerup' block.
  12. 1 point
    Cyrem

    10 Year Anniversary - Whats RRU to You?

    On this day, 10 years ago, RRU first opened, it was also the day the first public level editor for Rock Raiders was released. Needless to say, 10 years ago the thought of the forum going on for years to come was never a thought that crossed my mind, it just sort of happened. Year after year the forum has gone on and has changed tremendously since its beginnings as a dedicated Rock Raiders forum. Rock Raiders United has gone through its phases, it’s highs and lows as some of the older members would remember. We’ve had lots of laughs, lots of rants (mainly at RR’s inability to work when we want it to), and lots of mods. We’ve made new friends (maybe even lost some). We’ve consumed too many of Addict’s cookies, been crushed by the weight of Rock Whale stampedes… but never have we needed the help from the Infomaniac. Some of us have been here a long time and RRU represents a large portion of their life. You could even say some members grew up with RRU. So I’m handing this question on to you guys…. What has RRU meant to you for the time you’ve been here? (Coincidently this is post #124,000) SPEEE
  13. 1 point
    aidenpons

    Npl Scripter v2.1 - UPDATE!

    The utility is great! But if you ever feel like making changes to it, here are some ideas: - In a commented out line, colours still activate. For instance, numbers are always red and labels are always green. In a comment, if you have a number, or a word with a semicolon before or after it, the colours will activate (red and green respectively). - "Open New Window" would be a fantastic button. oh and - if you told it to compile to an existing file and the compile fails, the existing file will be deleted but no new file will be created - when the compile fails it would be nice if it told you where
  14. 1 point
    musiclover350

    Post-race extended time: make players use warp?

    So, as we all know, it is possible to hex edit the .exe file to extend the amount of time a race lasts upon completion of the final lap. As an extension of that, I was wondering if anyone had any ideas as to whether it's even possible to mod the game so the player car uses warps after a race is completed? It's always bothered me that my car never uses warps after a race finishes. Hex editor? Editing some file within the extracted jam? Anyone have any thoughts?
  15. 1 point
    groovy grover

    Rock raiders sound bytes

    true that! but for a lot of games getting the orginal soundfiles isn't that easy.. (and as far as i know (and i'm not a programmer, so don't know much about it) they are some times encrypted) so notting wrong witch also knowing this methode.. besides that: if you using a really high bitrate while recording the difference will not be that great, i think that are a verry little amout of people that can hear the difference between a good recording and a orignal file. but in the end: getting the orignal audio files is always better of course!
  16. 1 point
    Rock Raider fan no.1

    Rock raiders sound bytes

    Getting the source audio file is better than recording it, though, because you're guaranteed original quality. 'Course it might not matter in some cases. I just recommend getting the source audio.
  17. 1 point
    Slimy Slug

    Axel's Mod 1.5 (Updated, 4/10/2015)

    Well, I figured someone had to do it. Went through Axel's cfg included with his WADs to see if I could find the problem. Turns out an extra backslash where one should not have been was to blame for the insane number of random crashes. Without further ado, I present the fixed Lego.cfg file: https://www.rockraidersunited.com/files/dl-r234/ This should cut down significantly on the number of random crashes. Other things I fixed: 1. Eye/shoulder view crashing. Axel's value for FPClipBlocks was 30 when anything around 18 will cause a crash. Dropped it back down to 16. 2. Mining lasers will now actually HIT walls for the most part. Axel's values were beyond too high. See my topic on this for further details. 3. Pyrite Monster will now behave as Axel intended, and not as a Lava Monster. Enjoy. 4. Minor text fixes 5. Infinite drain rate bug fix. @paperpanzerReported that the problem was actually caused by the usual fix, so if you have issues please let me know immediately. If there's anything else that needs fixing via the cfg, I'd appreciate a heads up.
  18. 1 point
    jamesster

    3DXML to OBJ - Converts LDD model captures to OBJ

    3DVIA Printscreen can capture LEGO Digital Designer models and save them as 3DXML files. It was discontinued years ago, but can still be downloaded from the web archives (direct installer link). Not many programs can load 3DXML files, so I made a program to convert them to OBJ. It does some other helpful things too. Download The resulting models are far more optimized than exports from other LEGO building software, thanks to LDD's hidden stud/tube removal. For example, a small house model that's 50350 tris exported from LeoCAD is only 13548 tris with this method - and with some additional tricks, only 2586 tris. More info here. I've only made this to work with LDD captures, compatibility with captures from other programs is not guaranteed. It will automatically name materials and textures with their official LEGO names/IDs. Setup: 3DVIA Printscreen should be configured so "Capture of textures" is on, and "Group by textures" is off. LDD should have high-quality rendering options disabled. 3DVIA Printscreen must be launched BEFORE LDD. Usage: Save your LDD model in 3DXML to OBJ's "Models" folder. Launch 3DXML to OBJ and enter your LDD model name in the first text box, then click "Move camera". This saves a new LDD model with the camera set in the proper position for 3DXML capturing. Open the new LDD model (it will have CAM_SET in the name) and capture it to a 3DXML file with 3DVIA Printscreen. Make sure it's saved in 3DXML to OBJ's "Models" folder, like the LDD models. Enter the name of your 3DXML file into the second text box in 3DXML to OBJ. I recommend leaving "Weld duplicate vertices" enabled. Choose a new color palette if you'd like, and click "Convert". It sounds more complicated than it is. Here's a model being converted and imported into Unity: And now, the advanced features, which are mostly for LEGO Universe-style color variation, but keep reading for some geometry removal tricks too. For color variation, we need to randomly adjust the color of each brick... But, LDD often batches bricks of the same color together into one mesh. Thus, we can't do it after capturing a model. We have to have the randomized colors displayed in LDD itself. So, it's LDD modding time! Setting up color variation: Download this LIF Extractor. Extract db.lif, found at C:\Users\YOURNAMEHERE\AppData\Roaming\LEGO Company\LEGO Digital Designer Put the resulting db folder where the original db.lif file was, and rename db.lif to something else so LDD will use your extracted data instead of the original file. Inside your db folder is Materials.xml. Put a copy of it in the same folder as the 3DXML to OBJ EXE. Launch 3DXML to OBJ and click the "Advanced" button. In the "Edit Materials.xml" box, choose what changes to make. You can add color variation and also apply changes to the base color palette. Click "Edit" and it will create a new XML file. Now you'll want to update the program's own internal color definitions. Enter the name of the XML file you just created in the box below, and click "Update color definitions". Replace LDD's Materials.xml with your new version. Again, this all sounds more complicated than it is. There's a video further below showing how it's done. Adding color variation to LDD models is simple enough; in advanced mode there's an option for it in the same box where you set the camera position in your LDD model. Just choose how strong you want the variation to be. I strongly recommend converting all the materials to vertex colors for models with color variation. How you do this will depend on what software you prefer; in the video below I'm using Ultimate Unwrap 3D. There's one more advanced feature: You can keep meshes of certain colors from receiving color variation and/or being exported. This is useful for "dummy bricks" only placed in the model to trip LDD's hidden geometry removal. In 3DXML to OBJ v1.8.0_Data\StreamingAssets, you will find "Color Export Exclusion.txt" and "Color Variation Exclusion.txt". Add the desired color IDs here, one per line. Covering studs is obvious enough, but tubes are a bit more finicky. Original LDD model, vs export with the dummy bricks excluded: A simple brick has the entire underside present. These quickly add up to loads of polygons. Placing 1x1 round plates across the surface causes LDD to replace the underside with two triangles. Nice! There's a small handful of other parts with this effect, but 1x1 round plates are the best. In fact, even just one 1x1 round plate can trigger this so long as the rest is still covered. Covering the bottom entirely will cause LDD to remove it 100%. Beware: Some bricks, like those rounded 2x2 pieces, will look like they have the same effect as 1x1 round plates, but actually don't... They still leave much of the tubes intact. And finally, here's a video showing all of the advanced features, if the text wasn't clear enough: More tips and tricks! If 3DVIA Printscreen is causing LDD to freeze and/or not launch, see this post. If you have developer mode enabled in LDD, you can press Shift W to toggle wireframe mode. You can also turn rendering of different parts of bricks on and off. LDD's bricks come in four sections, and can be toggled as such: K: Toggles studs Shift K: Toggles bottom and inside of tubes Q: Toggles outside of brick Shift Q: Toggles bottom and inside of brick You can use this to, for example, capture a model without studs, and use that as a lower LOD. Don't have developer mode enabled? Go to the same AppData folder as db.lif and developermode=1 to preferences.ini. If you've modded LDD's decorations, or LDD has updated, you can update 3DXML to OBJ's internal texture definitions - just copy the Decorations folder from db to the same folder as 3DXML to OBJ's EXE, and click the button for it in advanced mode. (In case you're curious what this does: The program keeps a list of MD5 hashes of texture data, along side their file names/IDs. This allows the program to identify what textures are what in a 3DXML file, without actually containing any of the texture data itself.) You can add your own custom color palettes, just go to 3DXML to OBJ v1.8.0_Data\StreamingAssets\Custom Palettes and use the existing files as examples of how they work. If for some reason you need to, Shift R resets 3DXML to OBJ's saved preferences (resolution, most recent conversion options, etc). Replacing colors when converting a 3DXML with color variation will work... But look very strange, as it'll only affect bricks that happen to be the original color values. The ones that have been slightly lightened or darkened won't be changed. You can mod lower LODs of bricks from LU into LDD... But that'd be its own topic.
  19. 1 point
    le717

    LEGO Media Alternate Installers

    This is a listing of alternate installers created for LEGO Media video games to replace the aging and often-incompatible ones on the disc. This will help you install the game on modern computers. In most cases, they do nothing to actually get the game running. There are other topics that detail troubleshooting each game. This list will be expanded as more installers are written. Game Author Download Island le717 GitHub LEGOLAND le717 GitHub LOCO le717 GitHub Racers le717 GitHub Racers 2 le717 GitHub Rock Raiders le717 GitHub Rock Raiders TheDoctor Topic Stunt Rally le717 GitHub Information explaining why alternate installers are needed and why we can't just keep using the game's original installers.
  20. 1 point
    Jessietail

    PEPPRS SUICICDE SCARY CREEPY CREEPY PASTA

    "no! i must ride the skateboard!" pepper shouted. the radio said "no, pepper. you are the skateboard." and then pepper was a skateboard
  21. 1 point
    jamesster

    Masterxilo's Lego MMORPG

    The website for this thing has been gone for a while: http://www.hurricane-eye.webs.com/legommorpg.html And while it's still on the web archives... http://web.archive.org/web/20140225235948/http://www.hurricane-eye.webs.com/legommorpg.html The download links are dead. So for the sake of, uh, preserving history, I'm reuploading this thing. Hopefully if the guy who made it is still around he doesn't mind. -> http://oresome.rockraidersunited.com/download/307 <- If you haven't seen it before, here's his YouTube channel: https://www.youtube.com/user/masterxilo/videos You can customize your character a bit, jump around, and kill other players with a variety of weapons, so it's at least a better game than LEGO Minifigures Online. Oh and you can do a little modding to explore some terrain besides what's loaded by default. That's about it, really. Well, side note also on the subject of old fan games - LEGO Wolf3D was a thing, too: http://www.drdanick.com/legowolf3d/
  22. 1 point
    alan

    Map Resizing Tool

    Hey there, I haven't been online for quite a while (and I probably won't be active any longer, other things to do, ...) but I at least wanted to post this here. Cyrem's map creator (can't get used to any name other than this ) was the very first program that gave us the possibility to do what we always wanted as childs (and today): creating your own level. I think this has been a huge step for this community to go further into modding ol' Lego Media games. It all began here. I love to use Cyrem's map creator, especially when there came new versions to improve the creating process. But there was one thing - only one - that I was not happy with... In my opinion a possibility to edit map dimensions afterwards was missing. When you were creating a map and you suddenly realized that you need way more space than expected, you definitely ran into a problem. So after I went through a Java programming introduction book (very simple) and a few months after that I decided to make this on my own. A special thanks goes to Cyrem's Map Creator again because I used it for my .map research and for bug-finding. As I suck at programming it took me several weeks to program this. I wasn't able to convert it to an .exe (and I didn't find any suiting programs that didn't want to have money) and there is one display bug (buildings are sometimes not shown completely with their power paths). The next thing is that you will have to use the scroll bars to explore the invisible part of the maps. But in general this program should be working fine. Features: - open maps as folders (unlike the Map Creator my program remembers the path and saves it into the file Lrrmpwrtrloc.txt) - maps displayed with ingame textures (you can switch between Rock, Lava and Ice biome) - you can switch between the different map views (e.g. surface, cror, high, fall, ...) - Resizing: in one resizing operation you can change only two neighboring dimensions (so top and left, left and bottom, bottom and right, ... but not top and bottom, left and right). But you can repeat this step as often as you want (I limited the maximum dimensions of the map to 105... if you need more space, please tell me so I can modify the program). DOWNLOAD If you see any bugs while running the program, please tell me. I hope you like it
  23. 1 point
    Oh, hey, this is back. Now I will finally have my revenge on Fushigisaur for tricking me into poisoning myself and
  24. 1 point
    Fush

    Get drawn

    So I needed some drawing practice now that I have my new tablet, and Ace suggested drawing RRU members as Rock Raiders. So That's what I'm doing. Completed: (note: the color bleeds out of the outline in some of these, I am currently working to fix that) Ace Ben Drill Master Fushi (Me) Jedi299 Jimbob Le LEGOCyborg McJobless McStudz MaelstromIslander Pereki and Phantom Terror Phantom Terror Pranciblad ProfessorBrickkeeper Rocket Shadowblaze Xiron Zeph If you want drawn, post here, along with a brief description. Physical traits only, the rest I'd prefer to do myself. New drawings will be added to the OP as I finish them.
  25. 1 point
    Strider

    Pwp Tool 1.0

    You can use this tool to extract the files out of the PWP package file on the Lego Rock Raiders PS1 game disc. Download Here
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