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Showing content with the highest reputation since 02/19/2019 in Posts

  1. 9 points

    Real LEGO Racers [Fan-Art]

    I'm made realistic Rocket Racer fan-art. I'm photoshoped Stig from "Top Gear" and now he looks like most famous LEGO racer
  2. 7 points

    Prototype Granite Grinder Model

    I decided to make it in Blender from scratch whilst working on other things. Given the small scale and grain, it's a bit hard to make out the details, but I think I did alright. I nicked the backside from the standard model. Anyway, now you can see what the other side of that pimp-walk looks like. I've put it up for download here if anyone wants it for your own purposes. Use it for whatever you want. For reference:
  3. 6 points

    WIP - System Malfunction: A mod for LRR:CE

    Lego Rock Raiders - System Malfunction Greetings and welcome to my (somewhat poorish) attempt at an overhaul of Lego Rock Raiders. System Malfunction aims to take Lego Rock Raiders and its great ideas as a base, but retell the story from the ground up. Telling the story of everything past the main intro. It will attempt to switch away from the sandbox and happy tones and strive to create a slightly more serious, challenging and balanced experience where winning the levels feels rewarding and resource management becomes a must. The intention is to give the player a sense of progression and slightly more immersion, where through story telling, new units and buildings become available allowing for more creative combinations in play style, while encouraging resource and build management. I don't consider it a Rock Raiders 2. I'm not skilled nor creative enough for that. I consider this my own thing, something new, based on the original assets. (loading screen will be provided as stand-alone patch for the Community Edition, for use with the original game/mods) This overhaul is based exclusively around Lego Rock Raiders: Community Edition - a modified version, created by Cyrem of Lego Rock Raiders with many new features coming soon. This mod will be supplied as multiple WAD patches for it so you can decide what your game is like in the end. This is why the assets you'll find here are higher in quality than what could be used by the base game. Note, that the max supported resolution I will target with my overhaul is 1920x1080 due to the scaling of assets. Any higher render some of them too small. (Not final. Rock types are not clear enough. left to right: Ground Dirt Soil Loose Rock Hard Rock - Lava water oreseam crystalseam solid rock) As you may have noticed by now, I am moving away from the original art style of Lego Rock Raiders. This is only the case for some parts of the game. Many parts of this will be optional and modular. Don't want the taskbar? Don't load it. Don't want the new menu's and loading screens? Simple. Want to load them with the base game or other mods? Go for it! (Assets in the background will be animated when in game. Font not final due to insufficient testing) Planned features: - Defined unit roles, making water units be useful making you want to use the hover scout and making sure no unit is overpowered in any field - Attempting to use game elements as a fun challenge, instead of annoying the player out of inconsistencies (looking at you, erosion) - Adding more challenge from Rock Monsters and Slugs without making them a pain. Nerfing tools to get rid of them fast, but bringing down the annoyance of slugs. - A (most likely) full voice over of the main campaign and "Moon Missions" that you can unload via patch. (Removes all voice overs) - Building unlocking through story telling, attempting to let the existence of them make more sense - New UI with animations for the loading of missions and the main menu - New objectives, not just crystal gathering. Some ideas will be borrowed from Cyrem's topic - New building - The Air Filter (hopefully it makes it in time - if not, I'll have to rewrite parts of my story layouts) - Increasing difficulty of units, buildings and more. Making everything feel believable within lore while you'd still have to think twice about it. - All new levels and custom maps with the aim to be less predictable on first play through. - New biomes - Simulation biome already in the works - New sound effects, based on the originals. - Making ore useful, you'll have to think twice on what you spend it on to reach the mission objective! - A new task-bar UI inspired by Starcraft and many RTS games alike (hopefully) (screenshot in the background behind the task-bar belongs to Packer and is from Cave Raiders, see credits) This topic serves as a place where I will occasionally place updates, and request opinions about certain things. I'm open for any and all suggestions, feel free to make comments regarding anything you see! I'm also always looking for help in certain aspects, from snippets to levels to models (especially those) - but they're not required! Interested in the story? Below here, I will start posting parts of the story once they become available. Mission 1: Rock Bottom! Mission 2: Go with the flow Currently planned balance fixes for units: Small units Experimentals (big vehicles) I don't have much more to add on to this topic for now. If you want to stay more up to date, want to help out with stuff or have other questions/concerns, don't hesitate adding me or pinging me on the RRU server on discord. CREDITS GO HERE: (in no particular order) @Cyrem: Lego Rock Raiders: Community Edition, the backbone of the mod. He's given a lot of support and info and awesome ideas. A true genius. Without them this wouldn't be possible! @Slimy Slug: Many assets may end up being borrowed from his wip overhaul, such as animation fixes and more. The guy knows the game well. Looking forward to what he comes up with! @miningmanna: Feedback and support and helps me speed up .wadp creation. Thanks! He's remaking LRR, check it out here! @Cirevam: Creator of the Hematite Howitzer - Replacement for the Small Mobile Laser Cutter. Awesome design! @Packer: Screenshot from Cave Raiders used in the taskbar concept art. Great stuff! @rockboy: Did a few things. Yes, really! - I know! I'm surprised as well! More people, no doubt, soon. (Think high-poly assets, new units etc) PS: I was against the idea of posting this topic at first, especially considering that many overhauls have died in the past few years. This will most likely not be the case with this one as I seriously want this to be an actual thing, especially considering the effort I'm trying to put into it. If anything does happen, I'll end up posting whatever assets I have and give full right to anyone to do with them what they want - Although... that will be the case with the final build anyway.
  4. 5 points

    Real LEGO Racers [Fan-Art]

    Sam Neill as Johnny Thunder
  5. 5 points

    LRR remake project

    So I got some stuff done: -TriggerItems can get their function assigned via Lego*/Triggers where you put the path to the TriggerItem with : and define their function (for now only exit) -The MapMesh is reimplemented. A bit more structured this time -Cursor is able to select a tile (not really select but the tile under the cursor gets highlighted to test the ray-mesh intersecting) (https://www.youtube.com/watch?v=WZvtmtvVuOw) -The Main-menu overlays have a random delay inbetween -The rock animation for the menu transitions has been added -The initial cave in the dugg map gets "expanded" to have a 1 tile wide border of any cliff type, meaning that it will add every neighbour tile until it has a 1 thick border plans: -Being able to modify the map and update the mesh accordingly -Improving the cursor tile highlighting. It currently is a bit iffy. It works but sometimes it doesnt feel like it. Note that i implemented that today. There is probably a better way of doing this. Currently it uses a parametric description of a plane and the ray from the cursor to set up 3 equations (for each component: x,y,z) and solves the system with gaussian elemination. -Ingame menu (building menu, etc.) -NERP to lua compatibility. I already have a way of compiling the nerp files to lua. Basically it reuses the function names. I will make a lua file which then binds the function to the new alternative function. Example: GetEnergyCrystalsStored (nerp) -> function GetEnergyCrystalsStored GetEnergyCrystalsStored is then defined as: function GetEnergyCrystalsStored() return base.crystals end regarding registers. They will use global lua variables. So everything should work like intended after compiling to lua lastly: -A solid loading system. The idea will be that it first tries to get the assets from the following places. The last with the overrides the ones coming before it: * WAD files "LegoRRx". Larger x overrides lower x * "Data" folder * "LegoRRx" folders. Same order as the WADs. It might be a good idea to switch around "Data" and "LegoRRx" folders, but that should be an easy fix, as soon as its done
  6. 5 points
    Drill Master

    10 Year Anniversary - Whats RRU to You?

    Oh man. I can't believe it's been so long, let alone me being here for a decent chunk of it. Albeit a bit late here, but... The year was 2012... I was fresh out of high school with no car, no job and no college plans. Being bored around the house, I quickly defaulted to video games. It was a back and forth between consoles and handhelds, with a laptop thrown in. This game here, that game there. Eventually, I found myself bored of most of the games I had, with no ability to buy more. So, I decided to blow the dust off of some old PC games I had. There was one in particular I remembered that I never did finish, but enjoyed it all the same. Can you guess? It was totally LEGO Rock Raiders I figured I'd return to the game that took up a lot of my time on the computer as a kid. I sat down, popped the disc in, grabbed my headphones, installed LRR, aaaaaaaaannnnnnnndddd.... It didn't work. I fought and fought with it, trying numerous things, and LRR wasn't having any of it. Of course it wasn't. I mean, it is LRR. It wasn't meant for the future. But I wasn't about to not play this game again. To the internet I went. I searched for a while, checking videos and gaming forums and everything. I completely skipped over this site for some reason, looking over all the rest. Finally, I decided to check it out. Browsed as a guest, couldn't find what I needed, and decided to make an account. Drill Master was born. (My username is the name I used to call one of my Rock Raiders that I would control and do all the drilling with when I was younger.) I asked the members about my problems with the game, and with the help of them and even @Cyrem himself, I was able to play LRR again. From then on, I decided to stick around. This was the first forum I had ever been a part of. I enjoyed seeing all of the cool mods and things members were making. The friendly atmosphere of the forum itself was nice. It was a good place to hang out. I'm glad to have grown more with it, and as I mentioned before a long time ago, I saw RRU as family. You guys have put up with me from my "Halo vs Star Trek" post (For those of you who remember it, I'm sorry) to my (Slightly Disturbing) Running Man, and everything in between. Sadly, I have been rather distant from RRU now. I've been moving on with my life irl, and have had less time to visit, or the need to take care of other things. I am glad for the time I've spent here, and the friends I've made along the way, some of which I am still in good contact with. The journey we shared together will be one I will always remember. RRU will always be a family to me. That will never change. Through the good times and the bad ones, we've kept moving on, and I hope to see Rock Raiders United push on even further. If this happens to be my last post on this forum, I would like to thank all of you, both old and new, for the experiences that have been made and will be made. I showed up to get an old game working. I will leave with so much more. So once again... Thank you. Drill Master (DM) (JAL)
  7. 4 points

    Real LEGO Racers [Fan-Art]

    Karen Gillan (Nebula) as Gypsy Moth
  8. 4 points

    LEGO.com 20th Birthday

    Found these wallpapers again on an old laptop, they're pretty great, here's a zip:
  9. 3 points
    Mr. Eight-Three-One

    Lego Games on a 1997 PC with a 3DFX Voodoo

    Hey, it's my first post in two years on this forum, and it's for *another* self-promotion. Hopefully that doesn't bother any of you...my apologies. Anyway, you all probably know that I love old computers, but for the last several years I've largely been unable to pursue that hobby having been in college. Well...that's no longer the case! I'm now out on my own, and I'm free to pursue it as much as I desire. Recently I finished a project where I put together what effectively would have been my "dream computer" in 1997 (which, incidentally, was the year I first used a computer...at the age of two), and would also have been a high-end build when Lego Island was released. I've wanted such a machine for a long time as it's basically the equivalent of a high-end computer to coincide with 5th gen game consoles (the Nintendo 64 and PS1). Featured in this video are the first five 3D Lego games (Island, Chess, Creator, Racers, and yes, even Rock Raiders), running with a 3DFX Voodoo card (except Creator, which uses the 2D card in this machine). I felt inspired to make this video because the sands of time seem to have washed away a lot of the experience of playing these games on such a machine. Many of the people here seemed to have grown up in the Windows XP era where computers that could play these games without any lag at all were the norm, not the exception. And, as you might expect, they don't run anywhere near as well as you might be used to. But that's the whole charm of it. There's a certain appeal to be had when you're so used to the games running without an ounce of lag and suddenly that luxury is taken away from you, and it serves as a fun reminder of technological advancements. And yes, this is a real computer running this; this is not an emulator or a virtual machine. I have listed the specs in the video description but the general gist of it is that it runs a Pentium MMX 233 MHz CPU and Windows 95 (quick disclaimer, I actually prefer 95 to 98. I know, unpopular opinion, heh). This was the fastest desktop Pentium ever made1 before the Pentium 2 was released. The Voodoo card is essentially the original must-have graphics card; like, you were the wimpy unpopular kid if you were a PC gamer and didn't have one. And, unlike what you might be used to today, it *only* did 3D stuff -- you still needed a whole 'nother graphics card to run the Windows desktop and everything else!2 Regardless, I hope you enjoy this foray into computer history, and marvel at the prospect of having to turn down graphics settings in games you probably never even thought of turning down the settings in before. 1There were mobile Pentium 1 processors that clocked faster than this, but as far as the desktop market went, you couldn't get any better than that before the Pentium 2 came out. 2When 3D graphics were the hip new thing, and with the advent of DirectX, Microsoft made their own graphics API called Direct3D, but it had the caveat of requiring specially made hardware in order to run it, so your old graphics card wouldn't be able to run it out of the box. So, during the awkward transition era where not every graphics chip was expected to have 3D support out of the box (the computer you see in this video does happen to support 3D on the "main" graphics card, but it's not very good), 3DFX made cards that specifically only did 3D, either on Direct3D or with their proprietary API called "Glide". I explain this in the video, but the way the cards work is that the 3D card had a VGA-in and a VGA-out port. You daisy chain from your main card's VGA out to the 3D card's VGA in port, and then the monitor cable goes into the 3D card's VGA out port.
  10. 3 points
    Slimy Slug

    Unused Animations and Upgrades

    Update 3/5/2019: Modified topic title to reflect new content. So after some mucking around with activity files and the config, I managed to get some unused upgrades for vehicles working. On top of this, there are a bunch of unused animations for things in here too. Behold what DDI left behind for us to find: Disclaimer: tested this in my mess mod. -deleted temporarily- Had to take this down for now while I fix some things up with this.
  11. 3 points

    Understanding .trk files

    Hello friends of RRU, it's been a hot minute since I've done anything on this website. I recently acquired a copy of Lego Stunt Rally, my favorite childhood game (I even went as Mr. X for Halloween once), and I've been slowly picking away at the game's files, specifically the track file format. I have so far figured out how to generate an entirely new track file, hex IDs for a good majority of the buildings, decorations, and track pieces, and how the tiles are structured in the file format. I was quite surprised to find out that the track files are fixed in length at 65kb, no matter if you make a singleplayer or multiplayer track. Further digging revealed that there is a significant amount of nulled out data between the rows of tiles, meaning that theoretically if the game supported it, we could have even bigger maps. Another interesting discovery is that the game will treat any value that doesn't match a particular scenery type as it's own type, but wrap back around to the city scenery. This /might/ mean that we could create new types of scenery packs eventually! I'm currently writing a Python program to aid in track creation and tinkering, however in it's current state it is extremely buggy and I wouldn't want to release a broken tool to the public. But once I've stabilized it just a bit more so it doesn't crash every other time you try to make a track, I will release it. If you have any more details on how the track files work, I'd love to know! EDIT: I totally spaced it, but here is what I know about the hex stuff so far, not really organized due to the fact that it was originally just a private document. I've opened up commenting on the file, so anybody is welcome to leave specific things there if they have any additional incite. Here is the link to the Google Doc: https://docs.google.com/document/d/1W8TvnOuQHVJPWumpz2AmZhxrYMDFgVP-vgKqvh1JkdI/edit?usp=sharing Thanks for still being around, Yellow
  12. 2 points

    Galidor Ae Tool V1.0

    Galidor AE Tool v1.0 This tool will extract the resource archive (*.AE) files LEGO Galidor uses. v1.0 Features: Extraction How to Use: Just put the program in the same folder as game.ae is in and run the program. After extracting you'll see heaps of tex/pck files. I am working and an extractor for these files also. Download: here.
  13. 2 points

    WIP - System Malfunction: A mod for LRR:CE

    Hey there @aidenpons ! First of all, thanks for the kind words! I appreciate this a lot. There have been too little Overhauls for this game, and many have been abandoned. Indeed, too little has come to completion. I hope I'll complete this as stated in the post, and I'll do my darn doodle best to to get it there Future mission scripting might pose a problem. I'm glad you bring this up, as I'm not great at it. Mostly anything else I can do though. If I need it, I'll definitely come here for help. I really appreciate the offer! Indeed I have managed to make my menu look like this. I've done quite a lot of testing over the past few months in fact. My early tests were done in the standard game, not the Community Edition (Which I have on hand now, and am working on getting it to work in, also. Animation exporting and redoing takes some time though, especially at the higher resolutions! As for what I've completed, not terribly much, but I've made progress on many, many fronts. The menu animations are finished, the loading screen is finished, and I've done 2 mission briefings and goals. The first one is in the main post. I hid the goals and other info in another spoiler, as it does contain spoilers. For a video of the main menu in action, see this: It's low quality, it wasn't meant to be uploaded to youtube at first and is now a few weeks old. The RRU Discord asked me a while back to make a guide on how to get the videos to work. I'll see if I can cook one up at some point later. The same counts for the loading screen this isn't in game yet, but would only take me a few minutes of asset replacing and some value tinkering. I just have to load the background and move the bar. Cyrem asked me for the files for it, so I have a feeling it may be included with CE as an add on by default. If not, it'll come with the overhaul and will be supplied as a separate patch, just like many other elements, for cafeteria. Thanks a lot for the feedback by the way, there's a lot to go through and I really appreciate it! This is the exact reason why I decided to make the topic regardless (after pondering about it for a few weeks) I digress, let's get through it.. 1. I'm well aware of this, yeah. With what I stated, I meant it exactly as it's there. They will be more challenging, but not a pain. In my books that means that I won't go about and spam them endlessly, although you will need to make sure you deal with them regardless! It's an interesting point to raise regardless. I won't completely make my raiders useless, I was thinking of only letting them take of 3 to 5% of the health of a monster, and maybe 10 to 15%+ of a slug given lasers will be having a hard time hitting them) - again, the key is for it to be challenging, but not unfair. I've done game development work in the past with teams, there's nothing more annoying than challenge feeling unfair. 2. Hmm, I didn't even know you could give it health over time. I wasn't planning on doing this though, again; this would feel unfair in my eyes, how would a monster regain health like that? The same counts for losing health. Monsters live there, it's unlikely they'll be unable to do so when you're in that same cavern. 3. That sucks, but I am planning to work around it. I know it's also invulnerable to lava and landslides. At first my idea was to give them a crystal spot, but that's hard coded and doesn't work. In my overhaul, if this ends up staying the case, they'll be removed. For this, the mining laser (named something else later) is going to step in. (Monster defending will be slightly different here, see the howitzer, LMLC and Chrome Crusher too.) Nice! Those are ideas are cool for the moon missions (?) More on mission design will follow later, I've got actual believable ideas in making them fun and varied. Most involve multiple goals. 1. Aware, and that's not a problem. I was actually planning on placing ore manually in my levels. See the experimental (big units) section. The loader dozer will be mandatory, or at least, you shoveling it. It will be a balancing act based on mission design and such. I'll be sure to not have gigantic caverns with rubble. That's just annoying 2. Aware, and that's actually one of the other mechanics I've laid out. In my mod, the ore refinery will: At level 0 (no upgrades) give 1 stud for 3 ore At level 1 (level one upgrade) Give 1 stud for 2 ore At level 2 (level two upgrade) Give 1 stud for 1 ore A stud is worth 3 ore. I know this is duplication, but that's where mission objectives tie in. In later levels, it's mandatory to have, not having it can mean you don't finish the level, finish additional goals, or it will constrain your use of units, buildings or upgrades. The most important thing to remember here is that since I place ore manually, there won't be an insane amount, and that upgrades to buildings are planned to cost 15 ore or 5 studs. It's important for the player to balance their units, their buildings and more in the end. 3. This is true it seems, I just tested it. My game seems to handle up to 35, or 36 sometimes. Curious is that the thing can be placed. I hope this can be fixed in CE. I might hit Cyrem up about it. Picture is from the community edition in case you wonder why it's 1080p. This is good to know, I'll make sure I'll factor this in. Indeed. In my mod, the hover scout will make use of some form of ultra sonics on the ground. I'll try to word it better in the briefing. I know it makes no sense from visual standpoint, obviously, but right now I'm entirely basing my thing around making units have defined roles. Nothing will be overpowered, or underpowered (At least, that's the goal) The dishes on the various units are going to be some sort of proximity tools, which will (uselessly) over the team over at the LMS Explorer valuable data. That's an interesting threat by the way. I have indeed known you can switch functionality around to other units. I'm currently not planning anything insane though. 1. Same haha, it becomes very tedious. Just because it can do it, doesn't mean you have to though. I'm going to do my best to make sure you won't ever have to do this. It can however, be sometimes used to give you that extra crystal for that perfect base build (Yes that's a thing I'm also planning). 2. I'm aware of this yeah. Crystal Caches, Ore Caches, or anything of the sort will not be things I'll implement. Both because it's unrealistic from a geological standpoint, and because of that very reason. I've had many discussions related to getting map designs right, to make sure the idleness syndrome won't be an issue. Don't worry. I've also taken steps to make base building more challenging, especially having multiple bases will be hard and sometimes even impossible. You can pull it off later. More info will follow as I work it out. 3. I didn't know NERPs could be this powerful! That's actually really neat. You seem to know a lot more than I do regarding them lol. But again, that won't be an issue I have to deal with, I think. At least for now. I'm aware of the broken state. I've known about it for a while. That being said, I'm still planning to integrate it regardless. It is too vital for my current overhaul's concept of units to not have this. Especially considering the Cargo Carrier is going to fill the role of the transports over water abilities. I haven't had too many issues with it, not to the severity as reported by some, but indeed it may pose a problem. I'll evaluate later. I sure will, I mainly require actual help with modelling and the level scripting in the end. Modelling isn't required by any means, but it's still something I'd be totally down for if anyone on RRU was up for it. All of that is down the line though, I first want to get the core elements operational. For now, I'm working on a few other projects before I kick this one in full gear (cafeteria patches of Baz's and Axel's mod, AI upscaling the assets for Cave Raiders) One again, thanks a ton for writing this wall of feedback up. Don't hesitate to send in more if you have it ~ Rockboy PS: I didn't expect it to be such a long comment. Guess there was lots to say.
  14. 2 points

    Galidor Ae Tool V1.0

    Galidor extractors were mentioned in discord, I forgot a made this 8+ years ago... though looks like no-body looked at it. Fixed the download link. Happy 8 year topic bump!
  15. 2 points

    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
  16. 2 points

    Understanding .trk files

    Hey, these are my notes on the trk format (piece names are in italian, sorry haha) Fixed-length file (65576 b) ***Little-endian values*** Header example: 4C 45 47 4F 20 4D 4F 54 4F 00 00 00 05 00 00 00 28 00 01 00 01 00 00 00 02 00 00 00 00 00 00 00 4C 45 47 4F 20 4D 4F 54 4F (bytes 1-9) magic number (LEGO MOTO) 00 00 00 05 00 00 00 (bytes 10-16) apparently fixed 28 00 01 00 (bytes 17-20) filesize (65576) 01 00 00 00 (bytes 21-24) map type (00 multi, 01 single) 02 00 00 00 (bytes 25-28) ambiance (00 jungle, 01 ice, 02 desert, 03 city) 00 00 00 00 (bytes 29-32) time (00 day, 01 night) Track description, starting from right side going down: An empty space is 00 00 00 00 00 00 80 BF FF FF FF FF 00 00 00 00 16 pieces, then 48 unusued blocks like 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 Multiplayer: 8 pieces and 56 unused blocks. This for each row. After the last row the file is filled with unused blocks up to 64K. Last 8 bytes are like 00 00 00 00 01 00 00 00 01 00 00 00 (bytes 5-8) open/finished track (00 open, 01 finished) A piece (departure) is eg 00 00 00 00 00 00 80 BF 30 43 00 00 01 00 00 00 00 00 00 00 (bytes 1-4) unknown (can be 00, 01, 02, 03), doesn't seem to have any effect 00 00 80 BF (bytes 5-8) height as a ***floating point number*** 30 (byte 9) piece type 43 (byte 10) piece ambiance (43 city, 47 desert, 3B jungle, 3F ice) 00 00 together with the preceding two bytes forms the asset id 01 00 00 00 (bytes 13-16) clockwise rotation (00, 01, 02, 03) Pieces occupying more than one space are marked only in one place, the one around which they rotate Pieces (city, desert, jungle, ice): Partenza: 30 1D 65 48 Rettilineo semplice: 31 19 61 49 Rettilineo camion: 32 1A 62 4A Curva semplice: 33 1B 63 4B Curva larga semplice: 34 1C 64 4C Rettilineo parapetto: 36 1E 66 4E Rettilineo lungo: 37 1F 67 4F Curva parapetto: 38 20 68 50 Curva larga parapetto: 39 21 69 51 Rettilineo dosso: 3B 23 6B 53 Salita parapetto: 3C 24 6C 54 Paravalanghe: 40 28 70 58 Chicane: 41 29 71 59 Ventola: 42 2A 72 5A Pantano: 43 2B 73 5B Salto: 44 2C 74 5C Giro della morte: 45 2D 75 5D Salita accelerazione: 46 2E 76 5E Piastra: 47 2F 77 5F Nastro: 48 30 78 60 Incrocio: 49 31 79 61 Rettilineo fumo: 4A 32 7A 62 Rettilineo griglia: 4B 33 7B 63 Rettilineo casse: 4C 34 7C 64 Cannone: 4D 35 7D 65 Rettilineo semafori: 51 39 81 69 Salita semplice: 53 3B 83 6B Pot. supersterzo: 58 40 88 70 Potenziatore turbo: 59 41 89 71 Pot. a sorpresa: 5A 42 8A 72 Pot. autoscontro: 5B 43 8B 73 Pot. oggetti insidiosi: 5C 44 8C 74 Fabbrica: 5D 45 8D 75 Edificio 1: 5E 46 8E 76 Pot. raggio paralizz.: 5F 47 8F 77 Edificio 2: 60 48 90 78 Edificio 3: 61 49 91 79 Edificio 4: 62 4A 92 7A Edificio 5: 63 4B 93 7B Edificio 6: 64 4C 94 7C Aeroporto: 67 4F 97 7F Statua: 6C 54 9C 84 Angolo: 6D 55 9D 85 Schermo: 6E 56 9E 86 Parcheggio 1: 6F 57 9F 87 Aiuola: 70 58 A0 88 Laghetto: 71 59 A1 89 Pini: 72 5A A2 8A Cespugli: 74 5C A4 8C Parcheggio 2: 75 5D A5 8D Casse: 77 5F A7 8F Lampione: 78 60 A8 90 Lago: 7A 62 AA 92 Salita cespugli: 7C 64 AC 94 Astronave: 7D 65 AD 95 Albero: 7E 66 AE 96 Buca: 7F 67 AF 97 Rettilineo luce: 8D 75 BD A5
  17. 2 points

    Time Raiders

    The final vehicle is in the game. It's the Pyrite Punisher. There are some difficulties with the model that I'm trying to fix (the fingers), and the animations need to be made, of course, but it won't take that long. One of the arms will be player-controlled and the other is meant for the drilling animation. Unlike the Unraveler, you will be able to teleport as many of these as you want.
  18. 2 points

    Pepper(?) in LEGO Hidden Side

    Cause there's been some chatter about this on Twitter and Discord but not everybody uses those... For context, Toothdominoes is a designer at LEGO: And, being one of the designers at LEGO who regularly discusses older LEGO stuff on Twitter, it seemed a safe assumption he had something to do with this, haha - and indeed he did: If you haven't heard about the new Hidden Side theme yet, here's the rundown: https://www.slashgear.com/lego-hidden-side-combines-ar-game-with-physical-building-sets-14565846/ https://www.lego.com/en-us/themes/hidden-side https://news.toyark.com/2019/02/16/toy-fair-2019-lego-hidden-side-333586
  19. 2 points
    To be fair, you have to have a very high IQ to understand The Infomaniac. His sense of humor is extremely subtle, and without a solid grasp of lego building bricks™ physics most of the jokes will go over a typical viewer's head. There's also The Infomaniac's nihilistic outlook, which is deftly woven into his characterisation - his personal philosophy draws heavily from legos in space, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these jokes, to realize that they're not just funny- they say something deep about LIFE. As a consequence people who dislike The Infomaniac truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in The Infomaniac's existencial catchphrase "Green Red Brick, You stay" which itself is a cryptic reference to how he became it with the island I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Wes Jenkins genius unfolds itself on their computer screens. What fools... how I pity them. ? And yes by the way, I DO have a The Infomaniac tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 IQ points of my own (preferably lower) beforehand.
  20. 2 points

    LEGO Island Size Comparison

    Earlier today I imported the original LEGO Island model into a LEGO game project of mine to test something and noticed that despite it being scaled accurately, it felt a lot smaller with a third person camera. So I imported the LI2 island model to compare, then a rip of the IXS island from Xiron, all scaled to match each other, to see just how much the island had grown between games... Images under the spoiler. Bonus: LEGO Island(s) vs Nexus Tower in LEGO Universe. First, read this if you haven't already. Now prepare yourself: See also: Pics of LEGO Island combined with its full racetrack: Todo: Figure out how big these islands would be if built with real bricks...
  21. 1 point

    Cave Raiders (LRR Remake)

    A remake of Rock Raiders in Unity, updated and improved from the original game. About: Cave Raiders is a recreation of Lego Rock Raiders, originally being developed in Torque 3D as a Multiplayer first person experience, now being redone in Unity with a much closer match to the original single player expirence with all the modern improvements. This game is being developed from the ground up using Unity, no code from the original game is being used and its a time consuming process. Development has been ongoing since Q1 of 2018 with public discord server going up around May. The title Cave Raiders was chosen to avoid confusion with the original game that could easily be recognized as it's own game. There will be a lot of content reused from LRR (Sound, Music, Icons) however the visuals will generally be recreated. Discord: Link News and updates posted regularly Features: Ideally recreating all of the original games content is the goal, there will also be improvements, fixes and changes. Below are a few planned and already added features. * Modern Visuals - Every stud on every brick included (With a toggle tick box to turn them off for extra performance) plus accurate to the brick vehicles and structures. * Built in Map Editor - Why use external tools when you can do it all within the same game (Loading maps from LRR will not be added). * Rock Raider Avatars - Raiders now have customization and will have visual presets depending on the raiders training. * Extra Structures, Vehicles and functionality - The Tunnel Transport wasn't a usable vehicle in the original (Without mods), it and a few other pieces will be included with new functionality to the original play sets such as picking up vehicles and transporting them over water/lava etc. Also potential new "Helipad" structure for air vehicles separating them for special levels/tech. * Re-balanced Wall Tier System - There are now 5 types of destructible wall tiers (Diet, Loose Rock, Rock, Hard Rock, Condensed Rock). The purpose being for more diverse use of each vehicle giving them more reason to be used and additionally adding Condense Rock for an end game style mining. * Re-purposing laser vehicles and structures - When implemented, they will include two modes. Mining and Weapons, allowing for better combat use and basic mining functionality for more vehicle tech versatility instead of just Raiders using weapons. Future Features: Also known as Feature Creep * Custom Walls, Resources, Structures, Vehicles (Mod Support) - While the game is being developed with this in mind, getting it working and safe for everyone to use is extremely time consuming. * HD Textures - A likely patch or toggle option in the future. A complete rework of all the textures in the game to make them pop and look much more modern. Downloads: Test versions on the Discord server, when a proper stable release is out it will be placed here. Screenshots: Main Menu Test Animation: Link
  22. 1 point

    The FREE GAME notification thread!

    From that link: Wait, since when did Lego have a Game Technology Platform with actual generations- oh, wait, that's not a typo
  23. 1 point
  24. 1 point

    Average Race

    this is how races usually look i can confirm this fact
  25. 1 point

    Hover Scout Upgrade

    Thank you! I was quite surprised to find all this could be done reasonably easily in Notepad++ ; no need for Lightwave or anything! If the .cfg carry shenanigans is taken out of the picture, only half the time was spent adding nulls; the rest was just cfg tweaking and pointing out the upgrades in the .ae. That's the plan: these become your standard raiders. No need to eat, clear rubble and pick up the resulting ore, not terrified by bats... these are very much an upgrade to your standard raider. You will need something to drill Hard Rock though; as a consolation for "no dynamite" I'm considering giving them the ability to drill Hard Rock; but you can get multiple (>10) Hover Scouts to drill something and it'll go down in seconds Hover Scouts Ltd (a branch of Grammar-Nazis Incorporated) is currently unable to take internet transactions. However, should you want to contribute, our profits would be going towards a worthy cause. This charity identifies Rock Raiders in need of help, which can arise because of unemployment from the devastating Idleness Syndrome, which tears apart friends and families, or poor Raiders that were never able to afford the tuition fees for professional qualifications as a Driver, Pilot, Engineer, Geologist, etc, and thus never got a chance to shine in life by becoming the driver of a Chrome Crusher. To give you a little context on how easy it is to help, only three clicks are needed for a professional Rock Raider qualification in one of the most common employing areas, a Driver, and ten clicks will elevate a Rock Raider to the maximum level obtainable, which opens up many more elite employment possibilities, such as Monster Buster (requiring Drill + Laser Beam + Sonic Blaster + Hammer (for reinforcing monster walls)), or Chief Reinforcer (Drill + Shovel + Hammer). A click could save a raider's life from landslides: please donate!
  26. 1 point

    Discord Server Signups

    I'm sorry aiden, I'm afraid I can't do that. o- oh, someone already has.
  27. 1 point

    MOCS of old computers in LDD

    Been enjoying a new hobby of mine lately- old computers made in LDD. I've already made a separate thread about the first computer I attempted- the Heathkit Zenith H88/89 terminal computer. I'll post links to the projects as I finish them here. Done quite a few already. Zenith Z100 https://studio.bricklink.com/v2/build/model.page?idModel=58542 Commodore PET model 4032 (mmm tape drives) https://studio.bricklink.com/v2/build/model.page?idModel=58678 Sun Microsystems Sun-1 workstation https://studio.bricklink.com/v2/build/model.page?idModel=65888 IBM System 23 Datamaster https://studio.bricklink.com/v2/build/model.page?idModel=72696 MITS Altair 8800 with WANG dumb terminal and tape drive https://studio.bricklink.com/v2/build/model.page?idModel=74746 Each one takes a while to finish, but they can be quite relaxing to make!
  28. 1 point

    LEGO Media Alternate Installers

    Very cool, thanks a ton for giving us these. I'll try and make use of them, if you don't hear from me, assume it's good news.
  29. 1 point
    Slimy Slug

    Test Levels

    Not sure if anyone ever managed to get these working, but the test levels are in fact functional maps. The Ice Level is the only one present in the cfg by default, and it can be made to load correctly with a small amount of editing. Basically the map lacked the properties for the menu bmp/position and the level links. In addition to this, the map is missing a NERPs file, meaning it would be wise to comment out/remove that line from the config for the test level. Otherwise you can just make a NERPs script to fill in the blank. Below are vids I've uploaded showing off what each one looks like. (If you are wondering why these last two are 640x480 and not the first one, it's because I figured out what was going on with the resolution shenanigans I was having.)
  30. 1 point

    Discord Server Signups

    I decided that I would rather stick with my old discord account and rejoin the server with that one. My tag is Jaywood_Aves#5698 Sure, will give ya the roll whenever you rejoin - jamesster
  31. 1 point

    Im looking for a download to the Lego Island 3 fangame

    Uh, I don't think it's revived. I just think jamesster was perhaps slightly bored and wanted something that was actually functional? Don't expect anything further on this...
  32. 1 point

    Project Island - a LEGO Island fan-made sequel

    it'll be bigger than Fortnite and middle schoolers everywhere will learn to skate
  33. 1 point

    10 Year Anniversary - Whats RRU to You?

    This is a great place. For a long time I was completely unbeknownst to there being many more of these people still reminiscing about LEGO games of which I figured they had all gone into oblivion for the most part. But you proved me wrong, and not only do the people here have passionate discussions about these relics from the nineties, you even managed to reverse engineer this stuff and open up a world of modding. That was quite an eye-opener for me, and I'm pretty sure that occupied quite the hours of my free time as well back then. Interests fade and change, and as far as I recall, I have not been active much in this place of the web for months, or years, now. But from time to time, I still like to check up and see what is happening on the forum. I have always found it remarkable how kind the people here are, and it is interesting to see how some of you have established strong friendships via this channel. In the background I also still keep in touch with some members. I even got to meet up with them, usually by coincidental circumstances when I was travelling. I met Xiron and his brother in the west coast of Canada last year, walked around Amsterdam with Shadowblaze a few months back, and rode some wacky rollercoasters with SomeSwedish not long ago in Sweden. Thank-you for this forum Cyrem.
  34. 1 point

    10 Year Anniversary - Whats RRU to You?

    I initially joined RRU after watching videos regarding the very first inklings of Racers modding (uploaded by @jamesster, iirc) but it quickly became a place I enjoyed. It was here that I began to explore the world of programming. Though the semi-mentoring and guidance of @JrMasterModelBuilder to the utter disaster of so. many. projects., I learned and grew. Today, I am a 5+ year web developer, working on my third college degree, hold a professional job, have professional experience, and often have the opportunity to guide others in programming. All that and more has origins here at RRU. Ye, during my nearly 7 years of membership, I have had my far share of tussles with people (who doesn't?) but they were resolved. I've seen people come and go, fights occur, acted as a chat mediator more times than I can count, but in all of it, as @McJobless once wrote, RRU is a family. Families are dysfunctional but they are still family. And that is RRU. While, like Xir, I've not totally made life-long friends from here (probably my fault), I do have trust with some people on here, and maybe one day, I can meet them in-person and we can perhaps continue our trust more deeply. It's through RRU that I've grown as a person. Y'all, I was 16 when I joined (do the math). I made bad pranks that got the forum rules altered because of me (something I occasionally laugh about), wrote blog posts that talked on my life issues, and spoke on a hope for a better life. Long time members may remember my post #NoSocialLife. Since that post, so many things I spoke of and wished for have changed. But if I had not written it, telling my family, I'm not sure I would be where I am today, RRU is, to this day, the only forum on the Internet bearing my name in the membership and history. I'm not near as active as I was before, but I still lurk, occasionally post, and develop tools with RRU in mind. I'm proud to be a part of RRU. I don't know what the future holds, but I know my past here has not been in vain. Here's to 10 years and more of eternal landslides, Gypsy Moth being a harder opponent than Rocket Racer, and a future generation of family.
  35. 1 point

    10 Year Anniversary - Whats RRU to You?

    I remember stumbling on this forum in like... 2011? I was amazed people still had interest in these games. I joined and threw up a ton of texture mods, learning PaintdotNet like the back of my hand in the process. Now here I am, haven't been as active, but still here. Thank you RRU, I'm glad I'm still a part of this awesome community.
  36. 1 point

    10 Year Anniversary - Whats RRU to You?

    It's been quite a long while since I stumbled upon RRU. If my memory serves me correctly, I first found it when it was the old design. I'm fairly positive I created an account then, but for the life of me I could not remember the login details when I refound the site a few years after. I believe what attracted me to RRU in the first instance was that midway through college a wave of nostalgia had hit me and I reinstalled the game. Modding in the gaming community as a whole was just about reaching the level where it stands today and I, wanting a bit more of challenge or a way to experience Rock Raiders afresh, must have Googled "LEGO Rock Raiders mods." This brought me to RRU and it, with Baz's mod in hand, fulfilled my desire for something new within the familiar. But even after I had run through Baz's mod, something stuck with me about the site. Rock Raiders , and other LEGO games (not to mention LEGO's themselves), formed a large chunk of my childhood and formed an inescapable foundation to my taste in gaming and other aspects of my outlook on the world. Once I had joined RRU, I found I was not unique in that. Perhaps not everyone shared my specific brand of appreciation or aesthetic, but nearly all placed the game within the same box of glowing praise and nostalgia that I did. These other users were passionate people; they were intelligent, hardworking, good-humored, and fun. I was, and continue to be, so incredibly impressed and amazed by the range and depth of the content created and work done by users here, whether it be MOC's, renders, modding, game mechanics research, or original programming (doubtless I'm forgetting a few). The creativity, competence, and effort of the community of RRU is astounding and so very impressive. It was through RRU that @bartvbl and myself took on the challenge of recreating Rock Raiders as a team. I was very lucky to find such a good teacher, friend, and teammate in @bartvbl and though ORR-D has gone through many ups and downs, it remains as one of my most rewarding and positive experiences (plus it helped me be a better programmer!). I hope someday we may return to it. ? As I've taken on new roles over the course of my tenure here, not only have I been able to interact more with the community and have countless positive experiences with its members, but I've had the good fortune to find many friends and to bond with them over something equally loved. @Cyrem, @Cirevam, @Addictgamer, @jamesster: I could not have been more lucky to have found such a steady group of comrades such as yourselves, whose intelligence, good sense, and good nature has only ever been a positive influence on my life. Thank you for that which you have given me. I would be remiss if I did not mention that RRU was gracious to provide me with the opportunity to help me grow as a responsible, even-handed, and fair-minded adult. For that, I will always be appreciative. Rock Raiders United is unique. The community and the leadership of the site combine to elevate it above most others, not only in substance but in integrity and longevity - for indeed, the site is the users, and that is what attracts many and continues to make this wonderful place vibrant, stimulating, and worthwhile. The users are united in common cause with the games that helped, to a degree, form them as individuals. In that respect, Rock Raiders United has played an integral part in helping to grow many of us as people, and that, I think, among so many others, is an achievement very much worth celebrating. Congratulations, RRU, and 10th Happy Birthday.
  37. 1 point

    Sound addons for Axel's Mod

    Thanks for the responses guys- tbh this is the first time I've attempted to share my work with the public for any game that I've modified. @Slimy Slug I wondered why one of the cavern dripping sounds wasn't playing- and why the "creaking sound" never played in-game. Both instances were fixed, thanks for the heads up (the "creaking" sound was by accident btw, I just simply copied the old file and renamed it when I started this whole project, should have been obvious lol) As for the drill sound bug, you mean the sound not playing at all? I do know one of the limitations with LRR's sound engine is that it is only capable of playing one sound sample at a time (rockfall happens at the same time in two different ends of the level- only one has the sound play- or two or more vehicles of the same type causes one's engine sound to stop). That's one reason I added all the unique building sounds. Will do! @Cyrem Update- Added new unique drilling sound for the Small Digger Added a propeller sound effect to Axel's modded Cargo Carrier engine Added a few new sounds to the Loader Dozer's shovel smack. Added a couple more cavern sound effects (dirt and loose debris falling in the distance) Only took a video of the Digger and Carrier, LD is kinda hard to hear. At this point I'm pretty much happy with how everything has turned out.
  38. 1 point

    10 Year Anniversary - Whats RRU to You?

    I'm really grateful to all the kind people that taught me how to behave on the inter- - what? You quite literally took the words out of my mouth I came over from the LMBs, which while we like to rubbish them, are a lovely safe haven for very young people. This was the second forum I found and while I was one of the worst arch-necromancers ever to come to this forum, Antilles fixed that in one of the nicest ways I've experienced. Much, much time has passed since then (... must be all of five years? Yes, five years in 29 days!) and you've all taught me how to behave oneself on the internet. For my family, my parents did not care (and still do not) about the internet, and my siblings didn't do much to educate me either. All of you - with special thanks to Terrev and Cyrem, but I would like to emphasis all of you, have taught me how to behave on the internet, and you've shaped me into the smiley-loving person I am (Perhaps you should have changed the way you talked to me if you wished to be spared such smilies ). RRU has been a fantastic place. To use the term, it is my "happy place." Whenever things go pear-shaped, RRU is always up (or if it isn't Cyrem has graciously provided us with a chatbox!), RRU is always here. A place where I can forget everything I want to. A place where I can just go and talk, read, and browse, without any commands or orders; where I am under no obligations to do anything. In some ways RRU's quieteness has benefits - it means one is never overwhelmed. Nothing's lost here, partly thanks to Cyrem's fantastic preservation efforts - I see you're busy migrating some files off Oresome It might be quiet, but that makes it cozy. It certainly doesn't feel empty and bare. I'd like to close this gush with a self quote: "You're all lovely people!"
  39. 1 point

    10 Year Anniversary - Whats RRU to You?

    For me, Rock Raiders United represents my first experience chatting with an online community, but it also helped to teach me how to talk/communicate online in a civilised manner. Yes, I do regret the things I did and said back when I was a young attention-seeking fool, but I'm thankful for the backlash that I received as it helped me understand what I was doing wrong and how to become a better person online. As for modding, I didn't intend on joining RRU to become part of the modding scene - I think I joined RRU so I could keep up-to-date with the weird/silly stuff jamesster and Jessietail used to make - but I was fascinated to hear about the inner workings of the classic LEGO games I had been collecting as a kid (especially reading about the dumb design decisions behind LEGO Island 2, that always gives me a good laugh), and recently I've been inspired to start digging through LRR's wad file to teach myself the basics of modding LEGO Rock Raiders. So here's to RRU's 10th anniversary. It's been a wild ride, and I honestly cannot wait to see what the next decade has in-store. -- Ben24x7 --
  40. 1 point
    Mr. Skeltal

    10 Year Anniversary - Whats RRU to You?

    My goodness, it's really been that long? Thats honestly insane to think. RRU means a lot to me for a couple of reasons. This place the first time I was really active on a forum. I was 10 when I made this account all that time ago. I found the website from a youtube video, of which I couldn't tell you the exact name of, but it was for texture mods for LEGO Racers, a game I had been playing at the time. I went to the link in the description, which lead to here. At first glance, I didn't thank much of the place, but that quickly changed once I noticed that it was a board dedicated to classic LEGO games, and those games were something that I grew up playing as a kid. While I may not had posted much at the time, it was always fun to read what others had to say, and look at the work that was being done on these games at the time. I also found the community to be full of great and insightful people as well. Sure, a few people have left over time, but to see pretty much all the people I remember seeing all that time ago really is cool. One other thing I will never forget is how I was treated at the time of registration. My first post was about how I add maps into LEGO Rock Raiders, which led to someone to making a "Hello" topic for me. Since I was so young at the time, I didn't know what to say or do, so I never did properly introduce myself at the time. In that thread was also threats of being banned, as people thought I was someone else, due to sharing a very similar PFP. I'll end this long post by saying that I hope that this community continues to live for a long time, and more and more work can be done to these games as time goes by.
  41. 1 point

    10 Year Anniversary - Whats RRU to You?

    Whoo humm. Gee, I've been here for almost that long? Erm... well, back when I had any decency for activity, RRU use to be one of my big go-to places for inspirations on projects to work on. I have some regrets not ever making any real solid friendship in the time I've been here, which was mostly my fault to be honest; outside the things I made I kept myself very distant. Oh well. Why I still check up every now and then still? I'm not entirely sure, I guess partially it's because I'm still interested in the health of the site I've been a part of the longest (and only old one I haven't truly left). It's also just a pretty nice place to just chill around.
  42. 1 point

    10 Year Anniversary - Whats RRU to You?

    Wow, 10 years already? Incredible to realize the community held together that long (you surely worked a lot for that, Cyrem ). RRU has always been that small, cozy corner of the internet which I can visit every couple of months and find a new or updated awesome mod or brick build or info or story or some person to talk with. Seeing that occasionally people turn up here who used to work on LEGO games in the past surely also speaks for RRU Here's to the next 10 years, rock on! ?
  43. 1 point

    10 Year Anniversary - Whats RRU to You?

    I really am no good at answering questions like this... I came for the modding information and tools. ?️ I stayed for reasons I don't know how to explain. It's nice here.
  44. 1 point

    10 Year Anniversary - Whats RRU to You?

    It's been a great place we're I met friends (And where most of them are). Have enjoyed learning so much about histories of various games thanks to great people like jamesster, which later inspired me to do my own research. It's been a long journey since I first found this place while looking for LEGO Island 2 modding information back in 2013 (Well sort of, I think I may have known about RRU for awhile, but really wasn't ready to explore online communities at the time) and I hope there's several more fun years in store!
  45. 1 point

    how do minifigures why they don't the lego people?

    edit: oh my god
  46. 1 point

    Here's a TeeVee that looks like an apple

  47. 1 point

    The FREE GAME notification thread!

    you should. the rewards are many
  48. 1 point

    LEGO.com 20th Birthday

    I miss classic town and... well... classic LEGO in general.
  49. 1 point

    2015: What is keeping us away from creating custom tracks?

    ​I was able to generate a small tree. There are many things that are not stable. My progress is very slow currently (no time ). Here are two images of my current test track: It is a flat octagon.
  50. 1 point

    Cafeteria Patch Documentation

    PATCH DOCUMENTATION FOR CAFETERIA If you do not have Cafeteria or don't know what it is, go to the >Cafeteria Topic first. WADP Files A WADP file is a standard WAD file with the same format as LEGO Rock Raiders’ WAD files. The extra “P� means “Patch�. It’s used to bundle all the necessary files for a patch into a single file for easy distribution. A WADP file has two necessary files for it to be identified by Cafeteria as a patch it can execute. These two required files will be covered in the next section. WADP Anatomy A WADP file must have 2 files in the root directory. These files must be called info.xml & script.txt (lowercase) so they are correctly identified. info.xml This file provides information about the patch for the patching system. Inside it contains information about the patch such as its name, author, version and more. It also contains information to help the patching system to prioritize your patch and ID’s to check for any patches that may be incompatible with each other. script.txt This file is the script that Cafeteria will run in order to apply your patch. The contents contains commands, one per line similar and it will tell Cafeteria what to modify in the CFG and WAD. The format is similar to standard command line. Info.xml The required contents of an info.xml file (for version 1 of the patch system) are as follows. All these elements are REQUIRED. It is however best to create this file using the Developer Tools in Cafeteria itself, rather than writing your own. If this file cannot be found or if it is invalid, it will not appear in the Mod Manager of Cafeteria. Standard Format: <?xml version='1.0'?> <patch system="1"> <name>My Patch Name</name> <author>Username</author> <version>1.0</version> <description>This is a little info about my patch.</description> <uid>rru.lrr.username.mypatchname</uid> <priority>1</priority> <dependency>rru.lrr.username.myotherpatch,rru.lrr.username.someotherpatch </dependency> <incompatible>rru.lrr.username.badpatch</incompatible> </patch> System: This defines the patch system to use to apply this patch. In the future, changes to the system will occur and this number will increase, you should always use the latest version. Name: This is the human readable name of your patch. Do not include a version number here. Author: This should be your username. Version: This is a human readable version number of your patch. Description: This is information about what your patch does. UID: This is a unique identifier for you patch, it is used to internally identify your patch when processing. This is required to be in the format: rru.lrr.[username].[patchname] . This should be in lowercase and contain no spaces. You should never re-use across different patches, this is to say if you make a patch that changes textures and another patch that adds models, these should have different UID’s. Priority: By default this should always be 1. The function of this is to provide a sort order for application of patches. If your patch MUST be applied after someone else’s patch, you can use a higher number. The maximum priority is 6, however you should always try use the lowest number possible (1). Dependency: This is a comma separated (no spaces) list of UID’s of other patches that a user needs for this patch. If a user does not have the patches in this list, your patch will not be applied. Incompatible: This is a comma separated (no spaces) list of UID’s of other patches that this patch cannot be installed with. If an incompatible patch has been installed before your patch, your patch will not be applied. Script.txt CFG Commands CFG:AddProperty - Adds a property to a block. CFG:AddProperty <block path> <property name> <property value> CFG:SetProperty - Changes the value of a property. CFG:SetProperty <property path> <value> CFG:RemoveProperty - Removes a property from a block. CFG:RemoveProperty <property path> CFG:RenameProperty - Changes the name of a property. CFG:RenameProperty <property path> <new name> CFG:AddBlock - Adds a new block { } CFG:AddBlock <parent block path> <block name> CFG:ClearBlock - Clears properties from a block and/or removes child blocks. This will not remove the block itself that you are clearing. CFG:ClearBlock <block path> <remove children TRUE/FALSE> CFG:RenameBlock - Renames a block CFG:RenameBlock <block path> <new name> CFG:InsertCFG - Inserts the contents of a CFG file from the Patch WAD into a block. CFG:InsertCFG <parent block path> <patch file path> WAD Commands WAD:AddFile - Adds a file from the Patch WAD to a directory. WAD:AddFile <patch file path> <wad file path> WAD:AddFilesFromDirectory - Adds a directory of files from the Patch WAD to a directory. WAD:AddFilesFromDirectory <patch directory path> <wad directory path> WAD:RemoveFile - Removes a file from a directory. WAD:RemoveFile <wad file path> WAD:RenameFile - Renames a files in a directory. WAD:RenameFile <wad file path> <new name> WAD:InsertReplaceFile - Replaces a file with another file or adds it as a new file if it doesn't exist. WAD:InsertReplaceFile <wad file path> <patch file path> WAD:ReplaceFileData - Replaces the data of a file in a directory with the data of a file in the Patch WAD. (No file names are changed) WAD:ReplaceFileData <wad file path> <patch file path> WAD:CopyDirectory - Makes a copy of a directory. WAD:CopyDirectory <wad directory path> <wad directory path of copy> WAD:RemoveDirectory - Removes a directory and all it's files. WAD:RemoveDirectory <wad directory path> WAD:MoveDirectory - Moves a directory to a new path. WAD:MoveDirectory <wad directory path> <new wad directory path> Block & Directory Paths These paths are formatted the same, and must finish with a final backslash. Block Path: Lego*\Main\ Directory Path: Interface\RightPanel\ Property & File Paths Again these are the same, however they do not feature a final backslash. File paths must include a file extension. Property Path: Lego*\Main\LoadingText File Path: Interface\RightPanel\CrystalSideBar.bmp If a parameter in your scripts contains a space, for example in a directory path, enclose the parameter in quotes e.g "This Folder Has A Space" Comments You can put comments in scripts. Comments should begin with a double forward slash. // This is a comment
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