- Rock Raiders United
- Most Liked Content
Most Liked Content
Posted by StewartG on 26 August 2012 - 07:09 PM
Posted by Kenney on 04 December 2012 - 05:28 PM
LEGO Racers HD design philosophy:
- Keep the original LEGO Racers drawing style (no photo realistic textures)
- LEGO-fy textures (add studs)
- Most textures drawn in vector
- LEGO.jam File Extractor by JrMasterModelBuilder
- LR Textures thread by Cyrem
Posted by jamesster on 02 May 2013 - 05:07 AM
So, I initially emailed Tom and briefed him on the game/theme's status as a well-loved classic in the LEGO community, our progress in modding it, and the various finds regarding LEGO Logic and such, and basically asked if he had any info he could add to this. Boy, did he ever!
So yeah, my jaw dropped. I sent an email back, thanking him for the details, and also linking him to this and this as examples of what fans have done with the theme. He loved them, and added that he's gonna try to dig up some more LEGO Logic and Alpha Team development stuff sometime. He also had an amusing little anecdote to share:
Holy cow, what a great email! I’m glad we have fans.
Yes: it was originally called LEGO Logic and the team was called T.I.L.T. Digital Domain (DD) was coming off the heels of making Barbie Fashion Designer for Mattel, which make boatloads of money (it kept the company afloat while they were doing special fx for Titanic). So DD decided it would be a “digital toy” company. It pitched 5 concepts to LEGO Media – LEGO racers, a virtual LEGO set, LEGO robot builders, a LEGO adventure, and then to round out the list, they threw in a half-baked idea to build wacky Rube Goldberg type contractions – similar to the popular game The Incredible Machine. LEGO already had a number of the other ideas in development but they loved the contraption-builder concept, so that’s what they chose.
The initial idea was to freely mix-and-match themes. So the team consisted of a chef, a gymnast (Flip), a magician, a mad scientist with bouncing powers (Dr. Pogo – our idea was that LEGO would produce a rubber mini-figure instead of hard plastic), and a marching band musician (Major Minor). The chef would flip things in his frying pan; the gymnast would provide spinning motion; the marching band musician would provide forward motion, the magician could teleport things from one spot to another. There were probably other team members – my memory is fuzzy. We had a lot of characters in the game at one point. I recall a “motor” that was a cowboy sitting at his campfire. If something lit his fire, he’d start cranking his spit. So he functioned as a fire-activated motor. The worlds included places like Aromazona, Mt. Fridgy (home to the Neanderthaws – those unfrozen cavemen-type creatures you referred to), Poodle Dreamland, and more. Bill Benecke did the concept art and may still have some of it. I’ll see if he can dig some up and share it. It was really fun.
We were fairly far into full production – animation, building out the worlds, starting to build puzzles – when LEGO Media flew myself and the senior producer to their offices in London to present what we were doing. They hated it. The mix-and-match aspect just didn’t fit in with how they market LEGO themes. We were pulling bits and pieces from themes targeted at 5 year olds, 8 year olds, boys, girls, etc. They told us they wanted to completely revise the idea to base it around a “Mission Impossible” style “Spy” team. Keep it all very blue and black and “boy” oriented. More of a focus on cool gear and gadgets. So we threw out 90% of what we had developed … keeping TeeVee and Evil Ogel … and created Cam, Dash, Crunch, and the rest. It was a bit rushed – we had eaten up a year and a half of production heading in the wrong direction – but all things considered, I think it came out pretty well. I think the abbreviated schedule necessitated cutting the moon base and the mountain hideouts. I’m not sure how developed those ever were though.
If I can find some old files I’ll share them with you. I’m still in touch with a number of the guys who worked on the project too, so I’ll forward your email.
Thanks again for the great email.
He also mentioned where some of the other developers are at now, and what their current projects are:
A funny anecdote: When we redesigned the characters, we had a hard time getting Dash’s character design approved. I finally told the character designer to just make him look as much like the LEGO Executive Producer (Tom Gillo) as possible. Tom loved Dash’s new look—having no idea we were trying to make Dash look like him—and the character design was promptly approved.
Tom Gillo: http://www.mobygames...51474743-00.jpg
He then forwarded my email to Bill, who added the following:
The two main engineers, Bob Soper and Thomas Miller, went on to work at SONY. They were heavily involved in the God of War series. The Executive Producer on LEGO’s side, Tom Gillo, works for Sony Europe and oversees development of Sony Kinect games. Bill Benecke, who designed the characters and devices, now works at Mattel as a toy and action-figure designer. I’ve mostly worked for LeapFrog for the past 10+ years producing interactive books. LEGO Alpha Team was super fun to work on. Great team. Fun work environment. Loads of creative freedom … until the boot came down those last six months and we rushed to revamp the whole product. Immediately afterwards, Digital Domain shut down their interactive division and laid-off the entire department, so the project has always been tainted for me by that. But you’ve reawakened some nostalgia for the good times we had making that game. Thanks for that.
And Bill's email reminded Tom of more specific details of LEGO Logic, and then things started really coming together:
This is just flat- out wonderful- I never suspected that there would be dedicated fans of Alpha Team, or that they were able to piece together so many bits of what we worked on!!!
Alpha Team was one of the niftiest projects I’ve worked on, and probably the biggest in terms of my career where I look at the designs for our first version and feel a strong dose of “what if…?” tinged with a lot of “if only…!”- especially when I think of Roller Toaster! And Ol’ Blue Ice! And the Neaderthaws! And, yes, Poodle Dream Land.
You’ve really brought a huge smile to my face with this- thank you ☺
His email jogged my memory a bit:
The very earliest concept for LEGO Logic was that the things we take for granted in our homes: refrigerators, dog bowls, toasters, are actually powered behind the scenes by incredibly complicated contraptions and loads of mini-figures hard at work.
The look and feel was very much akin to Diddy Kong Racing, or Crash Bandicoot, or Banjo-Kazooie: brightly colored surreal worlds, with fun bosses to defeat. Evil Ogel was meant to be the final boss. As I said, this wasn’t just preliminary concept work: quite a bit of actual production (modeling and animation) was done along these lines before it was all scrapped for the “spy” theme.
Mt Fridgy was a “snow and ice” freezer environment that included a lot of frozen foods: pizza boxes as platforms, ice cream tubs, things like that. The Boss was “Ol’ Blue Ice” and the Neanderthaws were frozen in blocks of ice. If you defrosted one, he’d starting walking in a forward line, swinging his club.
The Roller Toaster was a roller-coaster “hot lava” environment. Roller coaster cars that looked like slices of bread would ride the rails and get toasted by hot pools of lava. The boss was King Crusty.
Poodle Dreamland took place inside a dog pool. It was shades of pink and lavender, with topiary trees, and giant doggy bones. The boss was a killer poodle named Flea-Flea.
Aromazona was a world of giant flowers, inside a flower pot.
I'm so darn happy right now.
Thanks for all the great emails. I’ve forwarded them to the rest of the team. They really made everyone’s week.
Glad you liked the game—good to know there was fans! It was a lot of fun to make. And of course we’re all very happy it spawned a popular LEGO theme.
Posted by JimbobJeffers on 01 May 2013 - 09:32 AM
Click on the image for a full 1080p version.
I'd really like a suitable cave background to place behind this, something akin to the game's loading screen if possible, but definitely 1080p - can anyone suggest such an image?
Posted by origamiguy on 24 January 2013 - 07:04 PM
I've finally started documenting the structure that all **B files follow.
My documentation is available HERE.
As of 24/01/2013 it covers basic datatypes and decompression.
A list of file formats and what they do (used in my LR1 Binary Editor):
ADB - Skeletal Animation
BDB - ?
BVB - Collision Mesh
CCB - NPC Car List
CDB - Cutscene
CEB - Cutscene events
CMB - ?
CPB - Checkpoint Layout
CRB - Circuit Listing
DDB - NPC Driver List
EMB - ?
EVB - Event Script?
FDB - ?
GCB - ?
GDB - 3D Model
GHB - Time-Trial Ghost Path
HZB - Hazard Script?
IDB - 2D Image List
LEB - ?
LSB - Loading Screen Layout
MAB - Material Animations
MDB - Material List
MIB - Menu Interface Layout
MSB - ?
PCB - ?
PWB - Powerup Layout
RAB - Track header
RCB - Race Listing
RRB - NPC Path
SDB - Skeleton Structure
SKB - Skybox Gradient
SPB - Start Positions
TDB - Texture List
TGB - ?
TIB - ?
TMB - ?
TRB - ?
WDB - 3D Scene
Posted by Cyrem on 25 February 2013 - 03:33 AM
Cafeteria is a LRR Launcher that allows you to run LEGO Rock Raiders at any resolution your monitor supports as well as giving LRR background music like it should have. Gone are the days of 640x480 stretching and blurring.
Place the Cafeteria files into the Rock Raiders installation directory.
LRR Setup (Required for Resolution Mod)
Open LEGO.CFG. Do a "Search and Replace" in your text editor for: "640x480" with the resolution you would like to run the game at. E.G: replace "640x480" with "1920x1080". Replace all occurances in the config file. This is required.
At this time you will need to move LRR's panels yourself to fit your resolution. Look for a CFG block called "Panels<Your Replaced Resolution> (e.g "Panels1920x1070" ). This is where you will find the positioning of most of the panels in the game. You will not find positions for the Oxygen/Ore Bar, Crystal images or the message panel. The message panel can be moved by increasing the height of it's image. Oxygen/Ore bars cannot be moved at this time, by I am working on a solution. Until then, you can either leave them or delete it's image file to get rid of it.
Copy Protected Versions
Due to copy protected version having a disk checking period, you will not be able to use "Launch and Apply". You will need to start both Cafeteria and LRR. Make sure you select "Copy Protected" on the protection settings. When the "Mode Selection" window appears, click "Apply Only". This will apply the resolution changes needed. On LRR's mode selection window, leave "640x480 (16 Bit)" selected and press OK.
Start Cafeteria, then click "Launch and Apply". Cafeteria will attempt to start LRR, apply the changes then simulate pressing the enter key in order to skip the Mode Selection window. If the Mode Selection window appears but the game does not start after a moment, click OK to start the LRR manually.
Cafeteria 0.6 has the ability to play game music on levels. Create a folder called "Music" in LRR installation directory. Add any MP3 files you want to this folder.
- Do not change anything on the Mode Selection window. Windowed mode will not work at this stage.
- You do not need to close Cafeteria after the application has been made, infact, don't close it. It needs to run while LRR is running.
- You can start LRR with you parameters by using you already made shortcut, and clicking "Apply Only" instead of "Launch and Apply"
- I recommend grabbing all the high poly models/enhanced textures as you can.
It is still early days for this launcher and I plan on improving and adding some more features. The setup will become easier when either resolution packs are made or until I get this tool to make all these changes automatically. Thanks to everyone for participating in my tests.
Posted by jamesster on 14 April 2013 - 01:29 AM
Posted by Arthuriel on 01 March 2013 - 10:06 PM
this is a thread, where I will try to continue a comic series every or every second week. Usually they are based on my experiences with the Rock Raider PC game and the behavior of the Rock Raiders (including a good portion of insanity and exaggaration).
Number 1. Dynamite: Fun source no. 1:
Number 2. Oh no! Things will burn, if they fall into lava?:
Number 3. A wall without reinforcement? What could possibly go wrong?:
Number 4. It's about that moment after seeing obskure pictures and videos on the internet:
Number 5. It's about possible improvements in the game, which would solve some annoying problems:
Number 6. On some days you just can't get rid of a SMLC:
Number 7. I wondered, why some vehicles have combustion engines, but still run on energy crystals:
Posted by Cirevam on 20 January 2013 - 06:37 PM
This is the core issue with our community. Read this over a few times then look at the people who do modding research and make tools. Everyone can come up with ideas but only a few people can implement them and even fewer give us the ability to do even that. For Lego Racers it's something like THREE PEOPLE researching the game. Rock Raiders was roughly the same way on the old forum. And even when we get good ideas for mods it either takes us bloody forever or the end result is not too significant.
Let me just say that, in my humble opinion, reverse-engineering games and such is simply too difficult for the majority of people. We have to rely on our small cadre of four or five skilled experts for that. I'd love to contribute something, anything to Lego Racers research, and I gladly share my observations from playing the game where it's relevant, but most of the things origamiguy and the others do are simply beyond my humble understanding. All I can really do is use their tools and thank them for their efforts.
Why? We're all lone wolves here. It doesn't take a geologist to see that. None of the community overhauls even got off the ground. A few people make one or two things, a texture or something just to act like they're interested. But the community doesn't band together because only a few of the elite have the capability to create expansive mods. But that's not the only reason, since we do have enough people to create small teams. The main reason is that we're all dicks to each other! I don't even have to point out names due to the recent topics and blog posts. And it's all avoidable. Why? Well, the shoutbox only appears on the forum index. You can click away at any time, turbo goblins, don't let the mean people get to you. You don't have to read every single blog or status update. I certainly don't. And I believe there's an Ignore Member feature if you're so easily offended by someone's words.
At the end of the day, if someone here is getting on your nerves you really have to ask yourself, "why am I on this forum?" If you can't come up with a reason or if it's "forum games lol" then you might as well leave since the only thing you're contributing is anger or padding your post count. Don't bother making a goodbye topic just to come back a week later, simply ask me to ban your account and I'll do it since I really can't stand how childish some people are here. Granted, there are a lot of what most would consider children here, but that's not really the point. The mods don't have time to babysit you guys, so either get it together or pack your bags. Better yet, contribute to the forum community. I have plenty of stuff that I don't have time to do since I have a full-time job, I'm looking for a better job, and I'm looking at the process of buying a house for next year. I have maps and other simple things that I would gladly let other people handle if they were willing. Even if you yourself don't have much time, it helps. And that's what a community is about.
Posted by jamesster on 12 May 2013 - 06:35 AM
Posted by McJobless on 16 April 2013 - 11:59 PM
I can make it go on longer. I still have not made a furry Infoderpiac nor have I made an Infomooniac.
Now seriously, go spread your putrid and disgusting fetish elsewhere. We don't need it on this site, nor do we want it.
Posted by grappigegovert on 10 February 2013 - 01:45 AM
LR Coordinate Viewer
I'd like to show you the coordinate viewer I made.
It shows you your coordinates when in a race.
This may be useful with editing tracks (startpos/object locations)
I don't know how to display this in full-screen mode,
so you'll have to play in windowed mode for this to work.
New since this version:
- Highlightable values for easy copy/paste
- One exe for both versions
- Option to change pointer if all values show '0'
Hi, I'm new here.
I have been following this forum for a while now, but I don't post often on forums.
Posted by JimbobJeffers on 21 December 2012 - 09:11 PM
For my first tutorial on RRU, I'd like to make a simple guide on modding Lego Racers by creating custom textures for the models. These textures replace current textures, they don't add new textures. I've written quite a lot, you should be able to skim-read through if you don't have the patience.
Preparing the Mod
This is often standard procedure when modding, but if you're not aware of what to do, follow these steps. You will create a new directory for your Lego Racers game in which you can safely make a new texture mod.
1. Find the install directory of your Lego Racers game.
2. Copy the containing folder (LEGO Racers) and paste it in the same directory. Rename this new folder to something suitable, e.g. 'RacersModded' (I've purposely made it twelve characters for the next step).
3. Inside the new folder, you will find the LEGO.JAM. Download JMMB's JAM Extractor, and use it to extract this file.
4. You should now have two folders inside the main LEGO_JAM folder, 'GAMEDATA' and 'MENUDATA', ready for modding.
Making the Skins
The texture files for models in LEGO Racers can be found in GAMEDATA\COMMON and MENUDATA\PARTDB. While both use the same file, the former is for textures seen while actually racing, while the latter is for textures that you see in the menu section of the game.
To mod a texture, you first need to download these template texture files, ripped from the PC game. Inside you will find a collection of files including heads, headgear, bodies, and legs. These are the templates you will use to create new textures.
The textures are named using a simple system. Files containing 'CHST' refer to the torso, files containing 'DFLT' are the face, 'LEG(S)' are the leg of the model and 'HELMET', 'HAIR' and 'HAT' are obviously those pieces of headgear. In addition, files containing 'MAT' are for in-game AI opponent textures. None of these can currently be viewed, which is why you downloaded the template skins. I've given a small explanation of them below.
The DFLT texture is very simple - what you see is just wrapped around the front of the face.
The CHST texture is split into two major segments. The line along the left is used to texture the hands, arms, and other such features - this can be seen in the template textures. The main area is displayed on the front of the model's body.
On the whole, the LEG texture represents one leg, and is layered along the front. The base is used to colour the sides and back, with a small square (seen as black in RR's) defining the belt segment.
All headgear textures are the same size. However, they use the texture file differently. As you will see below, I haven't figured them all out yet, but I can explain the helmets - like the torso, the main area is placed on top of the helmet, while the left area is placed on the visor. The small square at the bottom-left defines the colour of the rest of the helmet.
The MAT texture is used for all the AI opponents in the game. It is found in the GAMEDATA\COMMON folder only, as it is used to texture the main elements of the racers in-game. There isn't as much of a system with this - it has four main sections, but these can vary in position and use:
- Face Texture: One section is for the face. It is simply a scaled-down version of the DFLT texture.
- Chest Texture: Another section is for the chest, and again is just a smaller-resolution version of the CHST texture.
- Headgear Texture: The other two sections are used for the headgear.
Note that this doesn't work quite the same as the player textures. For instance, the colour of the face doesn't necessarily affect the colour of the characters face - these are defined separately (I'm not sure as to where).
So, you simply need to draw over the template files in any image editor to create new ones! The files must be saved as .BMP images, but can be in any resolution (so long as it is a power of 2), allowing for textures of a variety of qualities. Remember, the first four textures above will only affect the player textures - it is the MAT texture that is used for AI opponents.
Adding the Skins
All characters in the Lego Racers game have a two-letter name assigned to them which is used in their relevant texture files. Some characters (mainly bosses) have all four textures, while others will share the standard ones. The naming system for the racers are as follows (in circuit number order, followed by alphabetical order, the two letters to the left are the file names):
(AD) Ann Droid
(CR) Captain Redbeard
(GB) Governor Broadside
(PM) Pharoahs Mummy
= CIRCUIT NUMBER 2 =
(CC) Commander Cold
(KK) King Kahuka
(RK) Royal King
= CIRCUIT NUMBER 3 =
(AP) Alpha Dragonis
(BB) Basil the Batlord
(BJ) Blackjack Hawkins
(SB) Sam Sinister
(WW) Willa the Witch
= CIRCUIT NUMBER 4 =
(AD) Ann Droid
(GB) Governor Broadside
(JT) Johnny Thunder
(PH) Pharoahs Mummy
= CIRCUIT NUMBER 5 =
(VB) Baron Von Baron
(CC) Commander Cold
(RK) Royal King
= CIRCUIT NUMBER 6 =
(AP) Alpha Dragonis
(BH) Blackjack Hawkins
(GM) Gypsy Moth
(SB) Sam Sinister
(WW) Willa the Witch
= CIRCUIT NUMBER 7 =
(BK) Black Knight
(GS) Gail Storm
(NH) Nova Hunter
(RR) Rocket Racer
You just need to change the file names of your textures to match the characters in-game, then copy the files into the GAMEDATA\COMMON and MENUDATA\PARTDB folders.
Original Skin Textures
I have ripped all of the skin textures from the game, and you can click the link below to download them (thanks Xiron for the HELMET2 texture).
JJ's LR Texture Rips
They are saved as BMP images with the exact same names of the game textures for your modding convenience
I've kept the original screenshots I took below in case it's easier for people.
Here are all the bodies found in the game.
Here are all the faces found in the game.
Here is all the headgear found in the game.
This section isn't complete yet, as the method I used to work out the files doesn't quite work with legs.
How the Textures Work
To help even further, I have begun to determine how the game maps the textures onto the models. So far I have worked out the helmet, body and legs - feel free to use these textures as reference when creating your own textures.
The yellow section is the main area. The white square at the lower-left is used for the rest of the helmet, and the line of colours above this is the visor.
The black areas are not used, and you can use the screenshots below to determine the rest.
It is worth noting that in menu selection, the game uses the right hand to texture the left hand too, while in-game both hands use separate textures. In addition, the template textures have shading, suggesting that the textures may have been designed to be more advanced before the final release.
Again, the black areas are not used.
The leg texture has (annoyingly) only three areas to colour. The yellow area is the main portion of the leg (thigh and that-lower-part-no-one-knows-the-name-of), and the green area is used for the belt section. The red area is used for the foot, sides and back, which unfortunately restricts texturing items such as shoes.
The final step in texture modding is to recompile the mod. Once all the modified textures are copied into the folders, you can either recompile the main folder into a JAM file using the Jam Extractor, or run the game without the Jam Archives.
Then, voila! You have successfully created a texture mod!
Posted by Shadowstalon on 08 September 2012 - 03:33 PM
You can also view a small sample of my work here: www.anthonypalcic.com
I also run a Minecraft server that is set to launch between this month and next month so I am pretty good at managing project deadlines and such.
Posted by Alcom1 on 07 August 2012 - 02:44 PM
This is a troll topic...
ToolRaider, there is something wrong with your brain, and I want to fix it. Everyone says it is a lost cause, but I believe, that if you and I work together, we can pull you through this!
Posted by McJobless on 23 June 2012 - 04:14 AM
The building spans over 32,000,000 floors, and every floor contains at least one toilet. All toilets are in-sync, so if one breaks, they all break. Watercoolers are next to every single toilet block. Important floors are documented below; undocumented floors have either been abandoned or remain undiscovered caverns, containing high traces of ore, crystal and Brickonium. Several members have bought out entire floors, but all members sleep in private rooms in the barracks. 1 floor is square in shape approximate to more than the size of 20 A380 wings tip to tip. Every floor has a pants collection bin which automatically empties into the pants chute. All members are required to submit their pants to this bin upon the entering of a level. Staff are exempt.
Level -1.340780793×10¹⁵⁴ - Addictgamer's secret lab. It's the basement of RRU. The elevator can't go any lower due to it being at the lowest end of the 512 bit integer, and 512 bits is the largest integer the elevator supports. This level cannot be accessed under normal conditions. You must emag the elevator to unlock 512 bit mode. Some say the reason people (spammers, trolls, bots, etc) disappear from the prison is because addict kidnaps them at night, takes them down to his secret lab, and performs illegal experiments on them. They say he used some of these experiments to create force fields that keep spambots out of the building.
Level -32,000,001 - Safe Room, in case of emergency all units should teleport here.
Level -32,000,000 - Night Club Archon, IceHusky2's second DJ estate.
Level -404 - Everything.
Level -322: The holding area and private quarters for the Ultimate Life Form also known as Shadow322.
Level -29 - Stargate Command.
Level -7 - ftgsarge's level for his shenanigans and stuff.
Level -5 - Lair's giant volcano robot living in a lava pool.
Level -4 - Watering Hole (only area with natural water).
Level -3 - Death Course - Filled with barbed wire, mine fields, snipers and radioactive waste. Aim is to open up a safe
Level -2 - Gas Room - Funny gas that makes you invincible.
Level -1 - Basement, contains several support stations. Most link strangely to Level 16, and the air tanks seem easy to replace.
Level 0 (Ground) - Main entry point to the building. Staff here handle registrations, and employees come down here to handle technical support at the HelpDesk Kiosk.
Level 1 - Newbie Floor. Members with less than 50-75 posts are only allowed here and Level 0, for safety reasons.
Level 2 - Main Floor. Most members work on this floor, doing file research and other things.
Level 3 - Office Amenities, including Extreme's DJ Office (radio), the Blogosphere, a secret cave containing the Knowledge Bricks (wikis) which can only be accessed by worthy members and the Search Bar. It is rumoured that seamonster spends most of his time at this bar, getting drunk and searching things, but nobody can determine what.
Level 4 - VIP Section.
Level 5 - Moderation Office.
Level 6 - Prison and Banhammer Holding Cell. Currently suffering radiation leak, but is under repairs.
Level 7 - Extreme's Floor.
Level 8 - Was the old Shoutbox, but is currently suffering an unfixable radiation leak.
Level 9 - Pascalgames Room.
Level 10 - Fanfiction Library. A recent fire destroyed the remaining copies of Matter Shift.
Level 11 - Devil's Toybox. Accessible to only certain members, contains dangerous secrets.
Level 12 - Segatendo's Room. Lots of junk all over the place due to loads of unfinished projects; contains a bunch of Sonic and Nintendo stuff in the gaming corner of the room; there is a mirror that makes every object in its reflection rainbow coloured (except for the walls, floor, and ceiling). There are rumors that this mirror's power can be harnessed to make a gun that shoots rainbows.
Level 13 - Storm's Floor.
Level 14 - Starship docking station. Styled similar to Star Wars. Currently, Noghiri, Extreme, Cirevam and Lair all have fleets parked in this space.
Level 17 - Office of Recorded Speeches and Quotations.
Level 18 - The office of Katatonic717.
Level 20 - Barracks
Level 21 - Barracks
Level 22 - Barracks
Level 23 - McStudz's Quarters. On the floor, there's a bunch of stray bricks, paper, and half-finished Cups-o-Ramen, as well as a TARDIS that he's been building. There would be a private elevator to Sector G7, so if the need ever arises, I'll be down there in a flash to rip everyone present a new one.
Level 24 - Barracks
Level 25 - Rock Raiders HQ, serves as a place to create all the buildings, raiders and vehicles.
Level 26 - Upload Center.
Level 27 - Download Center (currently being deconstructed).
Level 28 - Gallery (currently being deconstructed).
Level 29 - Minecraft Portal.
Level 30 - World of Text Portal (currently uninhabitable).
Level 31 - Modification Testing Area.
Level 32 - Software Documentation Throwing Room.
Level 33 - Woman's Bathroom. Pretty much unused.
Level 34 - Leaving Member's Signout Station, Dead (Banned) Member's Graveyard.
Level 35 - RockmoddeR's House
Level 36 - Forum Games (It's back, baby). The toilets were originally located in just this spot.
Level 37 - Webcomics Printing Room.
Level 38 - Karsten's Workbench (Locked Down).
Level 39 - Biology Department, serves as a place to examine Planet U monsters. Contains a pen with all know species.
Level 40 - Teleporter, unknown location. Research here is being conducted by a subsidiary of Aperture Science.
Level 41 - Brickonium Refinery, a dangerous location where raw Brickonium is processed into harmless bandwidth.
Level 42 - CireLabs, a place where Cirevam can practice his magic, specifically waving light and milking shapes, as well as creating Infomaniac references. Guarded by CireCams.
Level 52 - Alexpanter's chocolate storage, along with a rambling Packard Bell PC which runs Crysis surprisingly well.
Level 66 - MAGARE Tracking Station, Action Station's DEFCON Planning Station. In the event that "Action Stations!" is declared, the appropriate DEFCON level is selected, and the war council meets up to discuss and take action against spam attacks.
Level 67 - Closed down. Sometimes the sound of explosions, heavy artillery and atmospheric electronic music can be heard inside.
Level 68 - Closed down.Sometimes the sound of explosions, heavy artillery and atmospheric electronic music can be heard inside.
Level 69 - Lord Zakadia Private Crypt, created and maintained by McStudz.
Level 70 - Leased by Incom Technologies for future collaborative projects.
Level 71 - The mandatory Noodle Location/Forbidden Area/"That Place" that is sometimes mentioned but never actually seen.
Level 72 - The Hiatus room. All members and projects on hiatus live here.
Level 80: The speedrun section. This floor contains everything about speedrunning. All the records (and the previous ones) hang on the wall, and there is a cinema where you can view all the evidence-movies and discover some tricks for your own attempts. Dusty due to low amounts of people visiting.
Level 88 - Pheonyx's Lab. Accessible only by a resonance door, where he experiments with Einstein-Rosene bridge generators, flux capacitors, Zero Point modules and DeLorian DMC12s, among other things that can rip holes in the space-time continuum.
Level 322: The public/private office of Sonic322.
Level 323: 1 single room that is a giant amalgamation of every level and zone of the Sonic Universe combined into the hardest most difficult racing track ever devised for a hedgehog.
Level 399: Former office/research facility of Professor Gerald Robotnik. Current office/research facility of Dr. Ivo Robotnik.
Level 404 - Doesn't sppear to exist, but was last recorded as Nishliau's Time Rift room. It contained a very unstable time crystal that sent him into a random point into the future. The crystal is linked to him, and became so shortly after the passing of gmjab, however its effect kicked in after moving office buildings.
Level 717 - Trianglular Minifigure Floor, owned by Le717.
Level 718 (Sector G7) - Brony Community Outreach. Known as "Bald Spot".
Level 775 - Alcom's primary suite
Level 776 - Dropship Hangar
Level 780 - Mech Hangar
Level 999 - Button to the level is missing and the elevator will always skip this room even if you press 'immediate stop' while travelling between levels 998 & 1000, no-one knows why. Going past Level 999 the sounds of a Rickroll can be heard.
Level 1313 - Noghiri's secret base.
Level 1848 The Cheese Room - A room completely and absolutely dedicated to every and all forms of cheese.
Level 1991 - apemax's floor. He builds with LEGO plus LEGO, computers and consoles/games everywhere. A big mess basically.
Level 1997: Infoderpiac Memorial/LEGO Information Center with FLOWERS and a car or a bike or something.
Level 1999 - RocketTheRacer's personal room. Resembles the LEGO Racing champ's personal track from the first game & a drawing desk filled with fanart with the Plush doll of RR on it & a PC with a drawing tablet.
Level 1,337 - The 1337 Club, a Cyber Cafe for RRU members only.
Level 3,141 - Potato storage.
Level 3333 - s0d3rb3rg's place. Loud music is playing when he's working.
Level 4,998 - Kitchen for mandatory 5-star steakhouse.
Level 4,999 - Mandatory high-altitude 5-star steakhouse.
Level 5,000 - Observation deck.
Level 8000 - Club Archon, IceHusky2's DJ estate. Come for some mad beats.
Level 8001 - IceHusky2's hotel.
Level 8002 - IceHusky2's personal estate. Invite only, locked out otherwise.
Level 8989 - Cap't Rex's Penthouse. Has a rollercoaster, nether portal, hia own personal squads of Magna-guards, 2 legions of battle droids to protect hum, 3 squads of the 501st troopers under his command, 2 AT-TE's, pet creepers, pet lava monsters, a ventor class star destroyer and a Providence-class destroyer. It also features a huge alien ware pc, huge plasma screen TV and etc. It also features squads of vulture droids/heyena bombers, and ARC-170s to defend him.
Level 9001 - Cyrem's Administration Office.
Level 9002 - Roof.
The initiation process involves taking a brochure from the registration desk and filling out a 900 page form. If a member loses their pen, they are required to obtain another one. After completion of the forms, you must pass multiple tests, all of which take about 20-30 years. Are completion, they receive a drill and a shovel.
Anonymouse, when around, always uses up the paper towels, and doesn't replace them.
Now guys, I need your help. We have a lot more to write about, so let detail exactly what I need from you:
RRU has a pretty BLAM!tastic history, and I'm currently writing up a whole series of events that cover LZ leaving, the Brony War, the site being shut down multiple times, and much, much more. That said, I need specific dates, information and more events. If you have anything you'd like to add to the timeline, please comment.
The Anonymous fact is a random fact. The toilets are a random fact. If you know anything about the building or members or ANYTHING that should be considered a fact, please write it down. The more, the better.
Posted by McJobless on 17 May 2013 - 05:44 AM
*Ahem* This topic is about asking me questions. Not talking about McJobless. Ask away!
It's nice to see that you like to share the spotlight...[/SARCASM]
O.T. ||Hey, he used it first. Someone had to show him how to use it properly...|
EDIT: I wanted to clarify my response so I don't trip any accidental flame wars.
New members who come to this site are usually VERY courteous, and eager to get involved in our forum discussions. I have never seen a new member who has, in an introduction topic (late or not), demanded that they be the focus of attention. All new members understand that they are just that, new, and that they have an expectation to build a positive reputation on the forums.
Ben24x7, however, has demonstrated that he feels "special". That, because he has already made an impact within the site, that he doesn't need to continue working on a positive reputation. He is under the belief that when a topic is made, there must be a strict adherence to the subject matter, and there can be no diversion from it under any circumstances whatsoever.
Ben24x7, I do not like to be in this position, but unfortunately I feel as though I must step forward. I am not saying I want you to leave, however, I am saying that you have major attitude problems, and your understanding of how a forum works in completely wrong. You have gained yourself a highly negative reputation within a few days of joining, and every post you make continues to lower the respect threshold we maintain.
RRU is, as I'm sure most members would agree, a family. We might argue with each other and be at each others throats from time to time, but at the end of the day we still work together and cooperate and try to work together to build a respectable modding community for games that the rest of the Internet has forgotten. Your actions here, though, continue to shame and embarrass us, and quite frankly even bring some of us to the point of complete rage.
I respectfully request that you lurk more around this site to see how we, as a community, function, and learn why we get so aggravated about things you have said and done here. I also respectfully request that in future you do not backseat moderate, and that if you do not like the course of a topic, you report a post and otherwise ignore it, allowing the actual moderators, who do a fantastic job here, to take up your complaints with the offending member in a professional manner.
I would have reported your post, but I feel it's important that everyone sees this response and can acknowledge that you have been told that we are near the very end of our tether with the constant disappointment you bring to our forum topics. We do not hate you, but we wish that you would stop with your current childish and disrespectful behaviour, and attempt to become a part of our community.
EDIT 2: BTW, the topic title should say "Should've introduced myself first, shouldn't I?" Grammar and spelling, sir.
Posted by Cyrem on 07 March 2013 - 09:41 PM
No. No. No. Then there will be a TT LEGO Simpsons game. No.
Posted by jamesster on 01 March 2013 - 07:06 PM
This is a Rock Raider. With fur.
Posted by origamiguy on 23 January 2013 - 08:40 PM
REQUIRES .NET FRAMEWORK 4.
Version 1.3.4779.34743 (LATEST): [LINK]
Version 1.3.4779.33571: [LINK]
Version 1.3.4775.41358: [LINK]
Version 1.2.4774.34658: [LINK]
Version 1.2.4774.32223: [LINK]
Version 1.1.4774.26914: [LINK]
Version 1.0.4771.38689: [LINK]
Version 1.0.4771.38445: [LINK]
Version 1.0.4771.37089: [LINK]
> Reworked localization to use US-style decimal separators even on non-US machines.
> Fixed saving bug if your computer uses a comma as the decimal separator (god I hate localization bugs)
+ Added misc. keyword hints
> Replaced the syntax highlighting engine with a more stable one
> Moved keyword hint database into config files
+ Added misc. keyword hints
(26/01/2013) v1.2.4774.34658 (hot-patch)
+ Added global error logger so I can debug crashes more easily
+ Added syntax highlighting
+ Added line numbers
> Syntax highlighting can be disabled by adding <span style="font-family: courier new" ,="" courier,="" monospace'="">-no-highlight as a command-line argument
> stopped really small floating-point numbers being shown in exponential form
+ Added support for "Open With..."
+ Added drag-and-drop for file opening
> Fixed broken handling of escape characters in strings
(23/01/2013) v1.0.4771.38689 (hot-patch)
> fixed window title being "Form1" on startup
(23/01/2013) v1.0.4771.38445 (hot-patch)
- removed syntax highlighting for speed reasons
> Initial build
+ Comments for a number of partially/fully understood formats