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Showing content with the highest reputation since 04/21/2019 in Posts

  1. 6 points

    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
  2. 5 points

    Rock Raiders: Community Edition - New! - Preview 1

    Just an update for those following this topic. I'm excited to announce the next version of LRR:CE will be Alpha 1 and has some big additions, especially so for modders! The non-modders can possibly enjoy the outcome however of some new mods that will then be possible. So what can you look forward to? - New CFG Property to set the starting oxygen in a level. - New CFG Property to set unpowered crystal colour per level. - New Parameter "-debugconsole" (See below) - New debugging information for CFG loading. - New (Optional) Level Scripting system alongside NERPS to add vast amount of new possibilities now and in the future. - New (Optional) environment hazard: Level "Toxicity". ... and more yet to announce!
  3. 5 points

    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.
  4. 3 points

    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
  5. 2 points

    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?
  6. 2 points

    Awkward Hello

    (by awkward I mean it feels weird just saying hello in the title) So... hey! I'm just a dude who grew up with LEGOs... and eventually discovered LEGO games, both on LEGO.com and offline games. I've owned a lot of the classic games over the years... except Rock Raiders, ironically enough. I get the feeling I'm seriously missing out. Gonna have to try and track down a copy sooner or later. Among my favorites: LEGO Island: Xtreme Stunts (PC) LEGO Racers (PC) LEGO Racers 2 (PC) LEGO City Undercover (really all the TT LEGO games are good but they start getting repetitive after awhile. This is my favorite out of the bunch that I actually own, though.) Beltz (Web Game) Dreamz (Web Game) Junkbot (Web Game) Junkbot Undercover (Web Game) Worldbuilder (Web Game) Worldbuilder 2 (Web Game) Spybotics: The Nightfall Incident (Web Game) Mars Mission: Crystalien Conflict (Web Game) (This game was so good that I honestly wished they had made a fully-fledged premium video game out of it instead of being simply a web game.) Oh, I also used to own LEGO Fever. Sadly, the game's been lost to time at this point, and I doubt I still have a backup of my files when I did have it installed. From what I remember, the game was basically Junkbot 3.
  7. 2 points

    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!
  8. 2 points

    Porting LR1 map models+textures to another game

    Hey everyone, A little story on how I got to do this: I was modelling and modding stuff for this game called Crashday Redline Edition, eventually I was testing something with a friend and he said something (I can't remember what...smh).. Which gave me a great idea; port models from Lego Racers (1 and maybe 2) to Crashday! So I started searching on Google and immediately ended up on this site. After browsing through threads I found a link in one which seems to contain every map model and texture from LR1. (damn can't remember where I found this, sorry!) I opened one of the models in Blender, copied textures and made sure the map shows up in the game including some other necessary files. After a few dumb trial and errors because I made a mistake in Blender, this was the final result of the first ported map, Knightmare-Athon! Images https://imgur.com/a/KjtZrl8 https://imgur.com/a/cn8GMqc https://imgur.com/a/hUHnIBY Video https://streamable.com/9cjpg i also just realised this might be in the wrong sub forum..woops?
  9. 2 points

    [SOLUTION] Lego Rock Raiders on Windows 10

    I am close, like really really close to get this to work! I have the game running on Windows 10, in windowed, without lag, with decreased desktop resolution (so it matches the game), cinematics play, music plays, etc. Just one little thing left: Getting this specific "window repositioning" fixer to work. You see, to get the cinematics running, I have to run the game in Windows XP (SP2) compatibility, yet this is the ONLY compatibility setting that doesn't work with this fix from this post. When running the fix without admin, the window simply flashes, but doesn't change its location. When running the fix with admin, the window's location does go into the right spot in the screen, but the image remains permanently frozen. The fix works perfectly fine even without admin with all other compatibility modes, but ofc the cinematics don't work in those... Any chance that you could maybe update this fix so it works when the game runs in WinXP compatibility as well? EDIT: Part of the problem seems to be that when setting to Windows XP compatibility, the game will run in admin mode regardless of anything. EDIT2: Solved! If anyone else runs into this issue, the best fix is to open the command line (cmd.exe) as administrator, navigate to the folder your game is in and after running the game, start the rr-fix.exe through the command line! This will avoid the Windows 10 prompt for admin permissions and avoid bricking (pun intended) the game.
  10. 2 points

    Porting LR1 map models+textures to another game

    In case you were wondering, here are some of my attempts at porting to BeamNG.drive: As you can see, these physics just don't work well with low-poly tracks.
  11. 2 points

    Time Raiders

    Time Raiders Final Vehicle Pack Release Features: Vehicles: Every vehicle is "done." That means each one is in a playable state and will not receive major changes in the future. Some will get new upgrades as I think of some or see good suggestions, and some animations may be improved, but the designs will not change further. You will notice that some vehicles list "Future" as a dependency. The level must contain a "Future" monster in order for these to be teleported. This represents the Time Raiders' time travel shenanigans, as some vehicles and buildings have not been created when the game's plot begins. Add an object of type "Future" to any level to enable these future vehicles. Also note that the Assault Cruiser requires a Hovercraft Pilot to drive it. Train them at a Level 2 Landing Pad. Right now, everything depletes oxygen. Vehicles, some buildings, and some monsters do too. The problem is that the game doesn't tell you what your current oxygen rate is, so I'm considering changing the oxygen mechanic to a per-level time limit. The HUD has reflected this for a long time and I think it's for the best considering the limitations we face. However, some levels will have unlimited time so you can sandbox. This also creates opportunities for things like Support Stations that only last a certain amount of time and cavern traps that deplete your remaining time. There are some other improved animations and sounds in a few places, but they're minor and you'll come across them eventually. Let me know if some sounds are too loud or too soft. I lowered the volume of some of the loudest ones, but I want to know what you think. Levels: Some of aidenpons' levels are in here. Check the first few after The First Minute. All levels are going to get remade in a giant connected map (one for each biome) with a boss level in the middle, so nothing is permanent, but let me know if you like his style. The debug playground is still to the west of The First Minute, but Moving With Vehicles now has better support for you to teleport down a ton of things right away. Known Issues: The Pyrite Punisher's canopy (PyLid) doesn't cull correctly, so it restricts 1st person view. If the Unraveler's hit animation is interrupted by the player clicking on it, the vehicle freezes and cannot move anymore. The laser still works and raiders can get in and out. The Bulldozer is unable to scoop rubble (but tries anyways) after taking certain upgrade combinations. Only use the Engine upgrade for now. Only the standard Time Raider (Pilot) has all of the vehicle animations. This is less of an issue and more of not transferring everything to the other raiders yet. Buildings are next on the list. Luckily, they're super easy since they only have a few animation states and are mostly static.
  12. 1 point

    Request: Building LEGO Game

    In the meantime you can always use Roblox
  13. 1 point

    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.
  14. 1 point

    Thoughts on a Lego Stranger Things Video Game?

    Auto Correct. But maybe I'll pick it up defiantly.
  15. 1 point

    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.
  16. 1 point

    Hello from a long time lurker!

    Hi there! I'm a lurker here since several years back, but now I figured is a good time to join. I've been an incredible Rock Raiders fan ever since childhood, and the theme has always felt unmatched to me in the rather grim storytelling and atmosphere that the game and lego sets provided. Currently I'm working on creating Rock/Lava/Ice monsters with standard lego pieces as I think the original monster is charming, but clunky (and also not made out of lava!). Other than that, I'm a huge Blacktron fan, even though it was before my time, as well as other older Lego Space themes. I'm an engineer (soon, anyway) and programming teacher on a basic-intermediate level so I'm very interested in possibly remaking the game, in HD if nothing else, but I see there are tons of started and dead projects of varying quality already and I have no idea where to start. If someone could give me a rundown of what projects are alive/working and what open-source assets I could use if I want to tinker with that, it would be awesome! Specifically, I've read the model assets are supposed to be available somewhere but I can't find them, same with sound/music assets. Off-topic wise I have a huge interest in music and compose my own stuff with varying instruments, mostly piano (classical ish). Sometimes I play around with electronic stuff. I'm also part of the music team on a small community project called Sea Of Greed, a game where you play as Pirate Waluigi, but it is progressing very slowly at the moment. I probably won't be super active due to my studies but I want to be posting enough to be a part of the Discord eventually! Cheers!
  17. 1 point

    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.
  18. 1 point

    Awkward Hello

    Oh, I forgot about LEGO Battles! I actually own that. Was able to satisfy my CrystAlien Conflict nostalgia somewhat after its webpage vanished and before I was made aware of the existence of an entire community devoted to fixing bugs with the game... and they've even recently come out with a map editor for it! I could hardly believe it myself when I discovered it. The Nightfall Incident used to be playable on jayisgames.com but due to the EOL of Shockwave, it isn't anymore unless you already have Shockwave and its compatability components installed for Internet Explorer.
  19. 1 point

    Ancient LEGO Web Games - Attempting to Play, Having Issues

    That's fantastic news @jamesster! Really looking forward to seeing where that goes. And thank you so much for the link @GBTM101, I can now get it working Next I'll package the whole thing up in Cameyo or something similar so it's completely portable. Anyway, here's a guide for you and anyone else that stumbles upon this thread, using the links you kindly provided: Spybotics - The Nightfall Incident Setup Create a new folder to work in, let's call it SpyboticsTheNightfallIncident. Make sure the folder's name and the directory path to it don't have any spaces as they could break the software. Go to this page: http://biomediaproject.com/bmp/files/LEGO/gms/LEGOgames.html, and click the link next to “--- download: ” under Spybotics – TheNightfallIncident. Extract the zip file inside your game directory and you'll get a folder called TheNightfallIncident. Go here: https://sourceforge.net/projects/xampp/files/XAMPP%20Windows/, and click the topmost folder in the list, currently 7.3.5. Download the portable installer; in this case I'll use xampp-portable-windows-x64-7.3.5-0-VC15-installer.exe. Run the installer and click Next > on the first setup dialogue. You'll be presented with a list of checkboxes, leave them all selected and click Next > again. Now you'll be asked for an installation folder. Choose a folder called xampp inside your game folder, e.g.: C:\Users\JJ\Documents\Gaming\SpyboticsTheNightfallIncident\xampp Then click Next >. Uncheck the learn more box and click Next > again, then again. When it's finished, uncheck the checkbox to start the program and click Finish. Create a shortcut to the xampp-control.exe file in the new xampp folder, and place it in your game folder. Call it Launch Server. In TheNightfallIncident, select the folder spybotics and move it inside your xampp folder into the directory called htdocs, e.g.: C:\Users\JJ\Documents\Gaming\SpyboticsTheNightfallIncident\xampp\htdocs Download this specific version of Firefox: http://biomediaproject.com/bmp/files/LEGO/gms/MozillaFirebird.zip, and extract it into the game folder. Inside, double-click the Shockwave8_Installer_Full.exe file to install the software. Now create a shortcut to MozillaFirebird.bat, place it in the game folder and call it Launch Browser. Run the Launch Server shortcut. All settings can be left at their defaults, unless you have Port 80 in use (check the Netstat button) in which case you'll need to enter a new unique one in Config > Service and Port Settings > Main Port. Click the Start button under Actions, to the right of "Apache". Now you can run the Launch Browser shortcut and open the Launcher.html file in the TheNightfallIncident folder. When you're done, click Stop in XAMPP and Quit. Note: If you have a whitelist-only firewall, or a particularly invasive anti-virus, you may need to whitelist the game folder here.
  20. 1 point

    Campaign 2 91% Complete | Now: First Level-Correcting Phase|

    Hi! I know, its a lot of time gone. And sadly, its not that much that is left to do. There are (if I remember correctly) just 3 Levels that dont worked, all others was playable. In the progress of making this Campaign 2 I learned over the years some things, which would improve the Gameplay of the levels, like the Trigger-function. But with integrating these new Mechanics I spend more and more time into the same level, more than just for getting an first, completely playable Campaign 2. And for the last 2 Years now, I had no more time to continueing, in case of weeks with up to 80+h per 7d of "work" (study). So, just to be sure, I have all that Data up to now, so nothing is lost or so, it "just" need to get a finish. But as the last years I cant say when I will get that time :/ I want you to know, that Im still on it, but had to see "Life is Hard". Best regards, Hammerkraft
  21. 1 point

    Porting LR1 map models+textures to another game

    I asked in the Crashday Discord about this, the game somewhat has vertex colouring..its a bit difficult to explain. It won't fully work, but it would definitely change the looks if I figured out how to do this.
  22. 1 point

    Discord Server Signups

    Um uh, accidentally left the server earlier while trying to leave another. Mind giving me my role back? Sorry for the mistake. Done - jamesster
  23. 1 point

    Porting LR1 map models+textures to another game

    Notice how a lot of colour is missing in the ported map? LR1 uses vertex colours to do shadows and to colour objects. Here is Royal Knights Raceway with and without vertex colours enabled (viewed using LR Track Editor) :
  24. 1 point

    Porting LR1 map models+textures to another game

    Well one thing's for sure... LR1 tracks with that game's physics work better than LR1 tracks with BeamNG.drive's physics. I'm noticing a lack of vertex colouring though. Is that something that game doesn't support?
  25. 1 point

    Lego Island 2 Settings Reset On Game Launch

    I think most of us have just accepted that LEGO Island 2's settings are just screwy...
  26. 1 point

    Rock Raiders: Community Edition - New! - Preview 1

    i tried with and without dgvoodoo setup and sadly my comp wont run it Y_Y i am super excited for this mod though. it looks like yall have done amazing work
  27. 1 point

    [SOLUTION] Lego Rock Raiders on Windows 10

    It's available here:
  28. 1 point

    TT Games Explorer

    TT Games Explorer: This tool allow you to extract and modify file of the LEGO Traveller's Tales Games. //New Screenshots coming... Changelog: v0.1 BETA Full support of *.DAT/*.HDR files extraction (one or all files). LZ2K and DFLT Uncompression files support. *.TEX files preview support (and extract as PNG file). Edit of *.TXT/*.SF/*.SUB/*.CSV files, with Color Syntax (Need to Fix Color Syntax). Basic folder explorer to read the DAT extracted files, and try to Preview/Edit them. Many littles options. v0.1 BETA Download Link : http://www77.zippyshare.com/v/94090126/file.html (No Readme file included). .NET Framework 4.0 and .NET Framework 2.0 needed (I need to fix for just use .NET Framework 4.0). Please, take in consideration it's a beta version so many things are not finish (Like there is no progress bar when you extract all files of a DAT file). If you have any bug, idea, or you want help me, you feel free to contact me at Pakexplorer[at]gmail.com or through this forum in this topic or PM. Thanks. // Old presentation Topic.
  29. 1 point

    Rock Raiders: Community Edition - New! - Preview 1

    I should have commented earlier, this is great work Cyrem! Including Cafeteria I can't imagine how much work this took but it's great to have an all-in-one edition for ease of use. Sadly my particular PC has never played nice with LRR without other methods like a VM or SafeMode booting so this didn't work for me, but I'm sure it'll be great use for others out there.
  30. 1 point

    LRR remake project

    So some small updates: I reworked the map rendering. It now uses a texture atlas, which gets generated by the supplied texture splits. This optimizes the drawing of the map by A LOT. Since the last update in this topic. I made some changes to the config files. It is now possible to add scripts, that get executed after the config got loaded. This will allow bulk changes to things. As example, if you want to change all textures to the rock split. I use it in this video to make a non-intrusive change to the original config to add the trigger items to the level selection screen. This functionality was mainly used for this purpose. To reduce the amount of hardcoded parts of the game. I also created a discord for more frequent updates. Mainly since I think, that I shouldnt spam in this topic, nor on the RRU discord: https://discord.gg/XAyZXD The project is (since a while) also a lot easier to set up. This is thanks to the priorities.txt file and the AssetManager class, which makes specifying assets a lot easier. It currently supports directories and WAD files. ZIP support will be added too. The setup also got easier because of a pull request of @Erisdar_Skolir making the classpath of the project relative. https://github.com/miningmanna/LRR-remake
  31. 1 point

    LEGO Star Wars: The Complete Roster mod

    As a bit of an expenditure into LEGO modding, I've been working on a mod for LSW:TCS that expands the character roster. It adds many characters that can't be freely selected and played as in the original game, as well as some that aren't even present in the original game, to the roster. This first release adds 16 characters and 7 vehicles to the roster. You can download the mod here (Backup Discord attachment file here). Note: Sadly, this mod is not compatible with existing saves made before installation of the mod. Any characters that unlock through clearing levels cannot be unlocked if those levels are already cleared, and if characters have been purchased in the shop in a save prior to installing this mod, the shop will break on that save. If you have any existing saves that you wish to keep intact but wish to try out this mod, it is advised that you back up your saves (They can be found in C:\Users\[user]\AppData\Local\LucasArts\LEGO Star Wars - The Complete Saga\SavedGames\.You can put %localappdata% in the address bar to instantly jump to the Local folder, then navigate from there). However, as long as you don't select those saves with the mod installed, they should remain intact. Characters Story. These are characters that can be unlocked by playing the levels they appear in. Anakin Skywalker (Darth Vader) Description: Darth Vader, but with the animations of Anakin Skywalker and a scarred gray head under his helmet. Gameplay: Anakin Skywalker (Jedi) with Dark Force, Force Choke, and Imperial Access. Also can wear hats! Unlock Criteria: Clear the A New Hope bonus level. Shop. These characters appear in the shop after clearing their associated levels, and can be bought for a certain amount of studs. Anakin Skywalker (Scarred) Description: Anakin Skywalker after being burned in the lava but before being put in his signature Darth Vader outfit. He has no hair and a scarred face. Gameplay: Anakin Skywalker (Jedi) with Dark Force. Unlock Criteria: Clear Darth Vader (Episode III, Chapter 6) or use the cheat code BRN555, then buy in the shop for 125,000 studs. Luke Skywalker (Ceremony) Description: Luke Skywalker as seen during the Episode IV outro. Gameplay: Luke Skywalker (Tatooine) Unlock Criteria: Clear Rebel Attack (Episode IV, Chapter 6) or use the cheat code LGG466, then buy in the shop for 25,000 studs. Luke Skywalker (Pyjamas) Description: Luke Skywalker in his pyjamas, as seen in the Episode V outro. Gameplay: Luke Skywalker (Jedi) Unlock Criteria: Clear Cloud City Trap (Episode V, Chapter 6) or use the cheat code LPJ522, then buy in the shop for 30,000 studs. Lando (Waistcoat) Description: Lando Calrissian wearing Han Solo's waistcoat. Gameplay: Lando Calrissian Unlock Criteria: Clear Into the Death Star (Episode VI, Chapter 6) or use the cheat code LCS328, then buy in the shop for 33,000 studs. Jedi Description: A random generic Jedi, as seen in Jedi Battle (Episode II, Chapter 4) Gameplay: Obi-Wan Kenobi Unlock Criteria: Clear Jedi Battle (Episode II, Chapter 4) or use the cheat code UTF066, then buy in the shop for 25,000 studs. Mos Eisley Citizen Description: A random generic citizen of Mos Eisley, as commonly seen in the Mos Eisley Cantina. Gameplay: Han Solo, but without a combat roll, dodge, or the ability to fire at enemies behind or to the side of them. Unlock Criteria: Clear Mos Eisley Spaceport (Episode IV, Chapter 3) or use the cheat code DEN808, then buy in the shop for 15,000 studs. Cantina Alien Description: A random generic alien, as commonly seen in the Mos Eisley Cantina. Gameplay: Han Solo, but without a combat roll, dodge, or the ability to fire at enemies behind or to the side of them. Unlock Criteria: Clear Mos Eisley Spaceport (Episode IV, Chapter 3) or use the cheat code ZEN042, then buy in the shop for 15,000 studs. Cloud City Citizen Description: A random generic citizen of Cloud City, as commonly seen in Betrayal Over Bespin (Episode V, Chapter 5). Gameplay: Han Solo, but without a combat roll, dodge, or the ability to fire at enemies behind or to the side of them. Unlock Criteria: Clear Betrayal Over Bespin (Episode V, Chapter 5) or use the cheat code IHS010, then buy in the shop for 15,000 studs. Bonus. These characters unlock like Story characters, but aren't present in the levels they're unlocked through. Surprise! Battle Droid (Pilot) Description: Similar to Battle Droid (Commander), but with blue markings that are slightly different in shape to Commander's. Gameplay: Battle Droid Gungan Warrior Description: A generic character of the Gungan species. They appear running across the opening area of Invasion of Naboo. Gameplay: Captain Tarpals Kaminoan Description: A generic character of the Kaminoan species. One is seen at the beginning of Discovery on Kamino, next to the broken light that you repair. Gameplay: Taun We and Lama Su, but can't dance when the special button is held (s a d). Padmé (Mustafar) Description: Padmé when pregnant, as seen in the opening cutscene of Darth Vader (Episode III, Chapter 6). Gameplay: Padmé, but with 75% run speed and half jump height. Padmé (Hospital Gown) Description: Padmé when pregnant and in a solid white hospital gown, as seen in the Episode III Outro. Gameplay: Padmé, but with 75% run speed and half jump height. Wuher Description: The man behind the bar at the Mos Eisley Cantina. Gameplay: Ambles along slowly, doesn't jump high, and throws punches. Mon Calamari Description: A generic character of the Mon Calamari species, seen with Admiral Ackbar in the cutscenes of Into the Death Star . Gameplay: Admiral Ackbar Vehicles Story Anakin's Pod (Green) Description: The green variant of Anakin's Pod that player 2 plays as in story mode. Gameplay: Anakin's Pod Unlock Criteria: Clear Mos Espa Pod Race (Episode I, Chapter 4). Naboo Starfighter (Green) Description: The green variant of the Naboo Starfighter that player 2 plays as in story mode. Gameplay: Naboo Starfighter Unlock Criteria: Clear the Anakin's Flight bonus level. Naboo Starfighter (Blue) Description: The blue variant of the Naboo Starfighter that player 2 would have played as in story mode in the scrapped Anakin's Flight level from LEGO Star Wars: The Video Game. Gameplay: Naboo Starfighter Unlock Criteria: Clear the Anakin's Flight bonus level. Anakin's Speeder (Green) Description: The green variant of Anakin's Speeder that player 2 plays as in story mode, piloted by Obi-Wan Kenobi. Gameplay: Anakin's Speeder Unlock Criteria: Clear Bounty Hunter Pursuit (Episode II, Chapter 1). Republic Gunship (Green) Description: The green variant of the Republic Gunship that player 2 plays as in story mode. Gameplay: Republic Gunship Unlock Criteria: Clear Gunship Cavalry (Episode II, Chapter 5). Snowspeeder (Green) Description: A green variant of the Snowspeeder that player 2 now plays as in story mode. Gameplay: Snowspeeder Unlock Criteria: Clear Hoth Battle (Episode V, Chapter 1). Shop None... yet. Bonus Imperial Probe Droid Description: The droids in Hoth Battle (Episode V, Chapter 1) that fly around and try to pull on your tow bombs. Gameplay: Tight but slow movement, and the ability to drag tow bombs. Other changes General The Mos Eisley Citizens and Cantina Aliens in the Mos Eisley Cantina hub are taggable. You now play as Anakin Skywalker (Darth Vader) instead of Darth Vader in the A New Hope bonus level. Player 2 now plays as Snowspeeder (Green) instead of Snowspeeder in Hoth Battle (Episode V, Chapter 1). Anakin's Pod, Republic Gunship, and their green variants now also unlock when beating the bonus Original variants of their levels. Color variants of vehicles now use the same icon as the normal vehicle. The game is limited in how many icons it can load, so this was done to make room for less redundant icons. Bug Fixes Han Solo's icon now shows white on his shirt's folds instead of a beige, skin-like color. Han Solo (frozen in carbonite) can no longer ride vehicles. Known bugs Icons for added characters frequently fail to load in the shop and the character select screen. As of now, this is nigh unfixable. The four random characters (Jedi, Mos Eisley Citizen, Cantina Alien, and Cloud City Citizen) all turn into a different variant when riding something. This is an inherent problem with these types of characters and was actually worse before I worked on them, as they had random parts instead of looking like a proper random character. You can get a Mos Eisley Citizen or Cantina Alien into a Freeplay level without unlocking them by tagging one and keeping them as your AI partner as you enter a level. Droids piloting STAPs don't have blue markings. They were intended to, but the files weren't included in the download. Will fix for next version. The Minikit Snowspeeder is named Snowspeeder (Green). Another result of files I forgot to include. I plan to do another release some time in the future (no guarantees when), so if any of you are willing to contribute, that'd be greatly appreciated. Things such as technical restrictions or techniques I may not know about, or a good way to get proper character icons (thus far, I've been doing edits, and the Lukes don't even have unique icons), are what I'm looking for. I'm thinking editing a texture and camera positioning in a level would work well for the icons, using a green screen effect with in-game lighting to get good-looking icons, but any better methods that you guys can get working would be great! A way to extend a GSC file, either through proper creation of a new file or through hex editing, would also be great, as that'd allow me to add icons to STARWARS_ICONS_ALL_PC.GSC, therefore fixing the first Known Bug I have listed. If you're newer to modding and just want to check out the mod, here's how to install it: Step 1: Follow this tutorial (starts with "Alright, I owe it to you guys to teach you how to mod these games. Here's how you do it". You'll need to scroll down a bit to see it) to get your game to a state where it can be modded. For step 4 in the tutorial, "Select one of the .dat files from either game," make sure you extract all the .dat files for TCS, not just one. Step 2: Download the mod Step 3: Extract "The Complete Roster.zip" to the copy of the game folder that has the extracted .dat files
  32. 1 point

    [SOLUTION] Lego Rock Raiders on Windows 10

    This fix application only moves the window to 0,0 position, so your issue is probably one of the several other compatibility issues. Firstly, is your game the protected version? You can find this out by seeing if your "LegoRR.icd" file is greater than 0kb. If it is, you have a protected version which can't run because Microsoft removed the Safedisc drivers from Windows. There are ways to get around it, but they're a little bit of work. It's easier to get yourself a no-cd version of the game (Masterpiece Release). Second, try running the game in Windowed Mode. Thirdly, If you have an unprotected version and you have an AMD graphics card, this is probably what is causing it. AMD and LRR do not get along well. I recommend following this guide. Forthly, If it's still crashing before you see anything it could be that you do not have the needed Indeo Codec to play the game video's. Download this file. If you're running WIndows 10 the installer probably won't work, so just follow the intructions in the README file for installing the DLL. If you've done all of those things and it's still not starting up, your issue may require further investigation. Hope this helps you.
  33. 1 point

    Modding Tt LEGO Games: Beginner's Preparation/Setup

    Hey guys! If you've come to this tutorial, I assume you're probably new to the world of LEGO Video Game modding! If you've already gone ahead and extracted your files, this tutorial isn't going to be much use to you. However, if you're new to the modding process, this is a great place to start! This tutorial will work on any Traveller's Tales game starting with the original LEGO Star Wars. This also includes their non-LEGO games such as Transformers. NOTE: I am not responsible for any game updates which break your files. If you want to be completely safe, make sure you turn off "Automatic Updates" in Steam, or simply don't install game updates for retail games, and always keep backups of your game saves and data files. If you have any problems with tutorial, please let me know in the replies below. Modding TT Games - The Basic Setup Step 0: Finding Your Game Files In order to mod the game, we need to be able to access its files. If you've never dived into a program's folder before, here's the quick method to doing so. Head to your game's directory. If you bought the game through Steam, you can; Right-Click the game in the list of games. Press "Properties". Press the "Local Files" tab. Press the "Browse Local Files..." button. What if you bought the game at retail and it's an older title that doesn't unlock on Steam? That's all groovy too. Click on the Start menu, and go to the "All Programs" button. Find the shortcut for your LEGO game that you'd like to mod. If you can't see it, use the search bar. Right-Click on the program's shortcut, and press the "Properties" button. Under the Shortcut Tab (which should be automatically open), press the "Open File Location" button. Either way, these should both take you to the game's folder. Step 1: Backing Up Files This step isn't strictly necessary, but it's good practice that will save you having to reinstall the game if you accidentally break something. To backup, simply select the files you want to keep a safe copy of, right-click, select "copy" and paste them into a new folder somewhere else on your hard-drive. If you've got lots of space, you may want to backup the entire game folder, leaving a clean one you can use to compare your modded copy with. However, most of us aren't overflowing with space, so if you want to only backup specific files, you need to look for any file that has the name "GAME.DAT" or "GAME<number>.DAT", where <number> is replaced with a number between 0 and 9. These .dat files are specially packed archives that hold the game's data that we want to modify. The number of .dat files will vary between game, but they will always start with "GAME". Note: Just pointed out by Kirk?by; if for any reason you need to get your .dat files back and you are running a Steam copy of the game, you can simply press the "Verify Integrity Of Game Cache" button you can see in the same window as the "Browse Local Files..." button above. This will re-download any missing files (including the .dat files), but may overwrite any files you've changed. Step 2: Creating a Working Directory If you're a confident modder, you could go ahead and extract all the files directly to the game's directory, but we're going to use a Working Directory; an intermediary folder that holds our files so we can comb through them and make sure there isn't any problems before we put them in our game folder. On your Desktop, create a new folder called "LEGOFUN" or something similar. The name doesn't matter, just so long as it's recognisable. We will delete this folder when we're done. Inside your LEGOFUN folder, create two new folders. Call the first one "QuickBMS", and the second one "GAME". Step 3: Downloading The Tools In order to open up those .dat files, we need some special tools. Firstly, head into this link and download the file in the first link at the top that says "QuickBMS generic files extractor and reimporter". QuickBMS is a little tool that allows people to create scripts that tell it how to extract different kinds of files. When the file downloads, it should be a RAR file. Open this up with WinRAR or any similar archive program, and drag the contents of this archive into your Desktop/LEGOFUN/QuickBMS folder. We're not done yet! Open up this link, and in your Web Browser go to the "File" meny and press "Save As...". Make sure you select "All Files" in the "Save as type" dropdown box! Save the file as "ttgames.bms" in your Desktop/LEGOFUN/QuickBMS folder. Note: If for whatever reason the file doesn't exist, simply go to that first link (the same page that has the QuickBMS program) and scroll down until you find the "Ttgames . Traveller's Tales games DAT files extractor" script. Click on the blue link and save this as "ttgames.bms" as I suggest above. Step 4: Using QuickBMS To Extract The Game Files It's finally time. Are you ready?! In your Desktop/LEGOFUN/QuickBMS folder, run the program called "quickbms_4gb_files.exe". The name hints at the fact that this version of QuickBMS should be used for larger files, such as what you'll find in any TT Game. The first prompt will ask for a script or plugin, which we have already downloaded. Double click ttgames.bms in your Desktop/LEGOFUN/QuickBMS folder. The second prompt will ask you for the files you wish to extract from. Go to your LEGO game directory that we found in Step 0, and select all of the .dat files. You can select multiple files by dragging over all the files, or holding either Ctrl or Shift as you click on them individually! The third and final prompt will ask you to select a folder to save the files to. Open up your Desktop/LEGOFUN/GAME folder and press the "Save" button. Let the program extract the files. Get a drink and sit back! If you encounter any errors, don't be afraid to post here and ask. Step 5: Cleaning Up We're almost ready now. Before we can put our extracted files ready for modding into the game directory, we need to delete/backup a few files first. In your Desktop/LEGOFUN/GAME directory... You want to look for any file that says ".pak" or ".fpk", and put these files into the same directory as your backed up .DAT files. QuickBMS (should) automatically extract the contents of these packages as well, making them redundant. If for some reason the game crashes or things don't appear to load normally, restore them to where you found them. In your LEGO game directory... You need to delete all of the .dat files that you've backed up/extracted. You should make a backup and then delete all of your save files, as your mods may change the data that they store and could make them incompatible if you ever want to return your game to a normal state. Note: Be aware that you will need Administrator privileges to overwrite/create/delete files in your Program Files/Program Files(x86) folder in versions of Windows beyond Windows XP. There are a number of ways to disable this security feature for your LEGO Game's data folder permanently, but they are beyond the scope of this tutorial. Google searching for "Windows Folder Ownership" should give you plenty of results. Step 6: Moving The Files We're finally there. Carefully follow the next set of steps, and then you can start modding your TT game; Go to your Desktop/LEGOFUN/GAME folder and press "Ctrl" and "A" to select all. If this doesn't work, simply drag and highlight everything in the folder. Either press "Ctrl" and "C" or right-click and press "Copy". Go to your LEGO game directory. Make sure you are in the same folder as the .exe file that you use to run the game! Press "Ctrl" and "V" or right-click and press "Paste". All of the extracted files and folders should now be inside your LEGO game directory. Celebrate because you made it! Step 7: Your First Mod In order to show-off that we made it this far, let's make a quick change to the game. In your LEGO Game directory, go into the stuff/text folder and open up "english_credits.txt" in Notepad, Notepad++ or any plain text editor. Change the following text: heading "DEVELOPED BY" credit "Tt Fusion" to heading "MODDED BY" credit "<enter your name here>" Save the file and run the game. Enter the Options menu, and press Credits. Congratulations, you've just entered the world of modding! Note: If you find that you cannot save the files and that you get an error about "Read-Only" access or similar, this is because of the problem mention above regarding Administrator access. You will either need to run your text editing program as an Administrator (right-click and select "Run as administrator") or save the file to another location and then manually copy it over to the game directory.
  34. 1 point

    RRU Quotes 2: Reckoning

    [6:32:47 PM] Hugh Wotmeigh: Are you the best Lair because you're very roomy and warm for those who enter you?
  35. 1 point

    no intro, no cd, debug info & level select, windowed mode, long load times fix

    This game is an incredible piece of software.
  36. 1 point
    Quisoves Potoo

    Porting vehicles from other TT games?

    My apologies for not responding sooner. I was on vacation last week. Anyway, it would seem that the devs have tweaked the model format once more for Jurassic World, so that's a no-go, without some sort of converter. As for Batman 3, here's a guide I've put together. There are some things I still haven't looked into, thanks to a very hectic past four weeks.
  37. 1 point

    Brock Raiders

    Inb4 drying pan helmet mod to go with it. Now all we need is some weather effects. Oh wait, we're underground.
  38. 1 point

    Brock Raiders

    Make your Raiders look like Brock. Sorry, I had to. Download (Alt) To install just merge the 'Data' folder with the one in the LRR directory. You need to extract your WADS first as with any mod. Not guaranteed to work with other mods. If this breaks your game please return it for a full refund. I have no idea what I am doing.
  39. 1 point

    Brock Raiders

    Brocket Racer? LEGO Brock Band?
  40. 1 point

    Brock Raiders

    ...and once we figure out how to mod LEGO Island, we can have Mama & Papa Brockolini!
  41. 1 point
    The Ace Railgun

    Brock Raiders

    A Brock Slide has Occurred...
  42. 1 point


    My throat hurts... eurgh... What do I do?
  43. 1 point


    Do indeed tell your parents. And make sure you don't put any non-food object in your mouth again. EVER.
  44. 1 point


    Warg, unless you are on Ambien, or do schrooms, I don't see how any intelligent being would manage to accidentally swallow a quarter. But, for you, we might need to make an exception.
  45. 0 points

    What are you listening to right now?

    yes good
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