LEGO Racers 2 (Windows)
LEGO Racers 2 |
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Developer: Attention To Detail This game has uncompiled source code. |
To do: Add unused sounds, and an image for Professor Voltage.
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The sequel to a racing game with LEGO, and all you can build are cars. What's with LEGO games and limited/no building?
Various Script File Contents
In SCRIPTS/SANDY ISLAND/ANIMS.TXT, the following can be found, describing what each animation does:
some useful anims for general npcs, and example values TALK_ARG_LEFT 1.5 1.0 TALK_ARG_RIGHT 1.5 1.0 - gesturing to left and right TALK_SUPRISED 1.5 1.0 - arms kind of spread out. note the spelling TALK_ANGRY 1.5 1.0 - kind of flapping arms about in a kind of angry way TALK_NO_WAY 1.0 1.0 - waves one hand across, as if to say, er, 'no way' LAUGH1 - loop, looks like he's being sick LAUGH2 - loop, chuckles LAUGH3 - loop, rocking to and fro but less violently than 1 MWUHAHAHA 3.0 1.0 - more of a belly laugh, waves hands like 'get outta here!' I_AM_THE_BEST 1.5 1.0 - minifig points to his chest TALK_EXCITED 0.75 1.0 - does a jump in the air HEAD_IN_HANDS 1.5 1.0 - in one hand only actually, looks kind of confused SHRUG 1.7 0.5 - 'what do you want from me?' 2ND_PLACE_CELEB 3.0 1.3 - looks to left and then shrugs ANGRY 1.5 0.5 - sorta shaking his fist, but slowed down looks a bit like he's pointing 3RD_PLACE_CELEB 3.0 1.3 - looks to his right and then shakes his hand like, oh darn it TALK_SAD - loop, head hung low LOOK_AROUND 1.5 1.0 - hands on hips, looks left and right
In SCRIPTS/CARCRAZE some various text files can be found, all containing various messages commented out with pound-signs before what may have been code for cutscenes.
XALAXBONUS1.TXT:
Greetings, XXX. I am honoured to finally meet you Thank you. Are you a racer here "I certainly am. You are XXX, are you not? My fellow racers and I have been watching you very carefully. You are a formidable racer Thank you. What do you do here This is where we train. Rocket Racer himself has trained here. If you like, you may take part in one of our exercises. If you can complete it to our satisfaction, I will help you in your quest to become Galactic Racing Champion can do that, no problem The Ramas have explained the rules to me, XXX. You have to collect (x) drones from around the track, then return them to the Start line Sounds pretty easy It may be harder than you think, buddy. The drones move across the track, so collecting them is tricky. Plus, they're guarded by Ramas in cars. If one of them hits you, you'll drop all the drones you're carrying. Got it
XALAXBONUS2.TXT:
Ah, XXX, you have returned Yeah. I was wondering if you had any other exercises for me to try If you wish, you may try a harder one. This one is generally only used by our better racers That sounds good. Is it like the other one It is similar, but you will need to collect even more drones in even less time. Again, if you win, I shall award you a CAR BONUS. Then let's get to it The Ramas have explained the rules to me, XXX. You have to collect (x) drones from around the track, then return them to the Start line Sounds pretty easy It may be harder than you think, buddy. The drones move across the track, so collecting them is tricky. Plus, they're guarded by Ramas in cars. If one of them hits you, you'll drop all the drones you're carrying. Got it
XALAXBONUSWIN.TXT
That was impressive, XXX Thanks. I really enjoyed it Here, take this CAR BONUS. You have more than earned it BONUS AWARD SCREEN
Uncompiled Source Code
In SCRIPTS/SCRIPT KEY VALUE PAIRS.TXT, the following can be found:
//----------------------------------------------------------------------------- // // Script Key Value Pairs.cpp // // Tables of key/value pairs for parsing the animation scripts // //----------------------------------------------------------------------------- //---------------------------------------- // INFORMATION HEADER //---------------------------------------- /* $Revision: 39 $ $Author: Geoff-browitt $ $Date: 26/04/01 17:49 $ */ #include "..\..\Engine\Liquid Engine.h" #include "..\LegoRacers2.h" #include "..\Cinematics\Cinematic Includes.h" #include "..\NPC\NPC Includes.h" #include "..\Animation Scripting\Animation Scripting Includes.h" #include "..\Game Control\Game Control Includes.h" #include "..\Effects\Effects Includes.h" #include <string.h> // strcmp KeyValuePair NPCTokens[] = { { "SPARKY", tNPCSparky }, { "PROF_VOLTAGE", tNPCProfVoltage }, { "POSTMAN", tNPCPostman }, { "FIREMAN", tNPCFireman }, { "DOCTOR", tNPCDoctor }, { "POLICEMAN", tNPCPoliceman }, { "NURSE", tNPCNurse }, { "FISHERMAN", tNPCFisherman }, { "WORKMAN1", tNPCWorkman1 }, { "WORKMAN2", tNPCWorkman2 }, { "WORKMAN3", tNPCWorkman3 }, { "LIGHTHOUSE_KEEPER", tNPCLighthouseKeeper }, { "BEACH_BABE1", tNPCBeachBabe1 }, { "BEACH_BABE2", tNPCBeachBabe2 }, { "BEACH_BABE3", tNPCBeachBabe3 }, { "BEACH_DUDE", tNPCBeachDude }, { "GENERIC_MALE1", tNPCGenericMale1 }, { "GENERIC_MALE2", tNPCGenericMale2 }, { "GENERIC_MALE3", tNPCGenericMale3 }, { "GENERIC_FEMALE1", tNPCGenericFemale1 }, { "GENERIC_FEMALE2", tNPCGenericFemale2 }, { "GENERIC_FEMALE3", tNPCGenericFemale3 }, { "COASTGUARD", tNPCCoastGuard }, { "FOREMAN", tNPCForeman }, { "BB", tNPCBB }, { "DOC", tNPCMarsDoc }, { "VEGA", tNPCVega }, { "ALTAIR", tNPCAltair }, { "RIGEL", tNPCRigel }, { "SCIENTIST", tNPCScientist }, { "ANTARIES", tNPCAntaries }, { "SAM_SANISTER", tNPCSamSanister }, { "SLYBOOTS", tNPCSlyboots }, { "ACHU", tNPCAchu }, { "MORAT", tNPCMorat }, { "BUNGO", tNPCBungo }, { "ALEXIS", tNPCAlexisSanister }, { "MIKE", tNPCMike }, { "BERG", tNPCTheBerg }, { "FROSTY", tNPCFrosty }, { "CHILLY", tNPCChilly }, { "ROSS", tNPCCaptainRoss }, { "CRYSTAL", tNPCCrystal }, { "COSMO", tNPCCosmo }, { "SCOOTER", tNPCScooter }, { "ARCTIC_DOC", tNPCArcticDoc }, { "ROCKET_RACER", tNPCRocketRacer }, { "LIGHTOR", tNPCLightor }, { "WARRIOR", tNPCWarrior }, { "GHOST", tNPCGhost }, { "CHILL", tNPCChill }, { "DUSTER", tNPCDuster }, { "FREEZE", tNPCFreeze }, { "SNAKE", tNPCSnake }, { NULL, 0 } }; KeyValuePair PrimaryTokens[] = { { "$global", tKeywordGlobal }, { "$time", tKeywordTime }, { "$sound", tKeywordSound }, { "$subtitle", tKeywordSubtitle }, { "$actor", tKeywordActor }, { "$cinematic", tKeywordCinematic }, { "$shot", tKeywordShot }, { "$zoom", tKeywordZoom }, { "$length", tKeywordLength }, { "$startrelative", tKeywordStartRelative }, { "$endrelative", tKeywordEndRelative }, { "$targetoffset", tKeywordTargetOffset }, { "$carposition", tKeywordCarPos }, { "$figposition", tKeywordFigPos }, { "$trigger", tKeywordTrigger }, { "DELAY", tKeywordDelay }, { "ONCE", tKeywordOnce }, { "$animation", tKeywordAnimation }, { "$setactor", tKeywordSetActor }, { "$setsound", tKeywordSetSound }, { "$sample", tKeywordSample }, { "$bindto", tKeywordBindTo }, { "$expression", tKeywordExpression }, { "$name", tKeywordName }, { "$position", tKeywordPosition }, { "$motion", tKeywordMotion }, { "$yesno", tKeywordYesNo }, { "$savepositions", tKeywordSavePositions }, { "$effect", tKeywordEffect }, { "FADE", tKeywordFade }, { "SHAKE", tKeywordShake }, { "$story", tKeywordStory }, { "$spinner", tKeywordSpinner }, { "$tracking", tKeywordTracking }, { "$linkto", tKeywordLinkTo }, { "$mobile", tKeywordMobile }, { "$dirlight", tKeywordDirLight }, { "$pointlight", tKeywordPointLight }, { NULL, 0 } }; KeyValuePair ShotTokens[] = { { "FIXED_TARGET", tFixedStatic }, { "FIXED_OBJECT", tFixedObject }, { "FIXED_PATH", tFixedPath }, { "OBJECT_STATIC", tObjectStatic }, { "OBJECT_OBJECT", tObjectObject }, { "OBJECT_PATH", tObjectPath }, { "PATH_TARGET", tPathStatic }, { "PATH_OBJECT", tPathObject }, { "PATH_PATH", tPathPath }, { NULL, 0 } }; KeyValuePair ZoomTokens[] = { { "DEFAULT_SIZE", tDefaultSize }, { "CUSTOM_SIZE", tCustomSize }, { "VALUE", tZoomValue }, { "ZOOM_IN_HOLD", tZoomInHold }, { "ZOOM_IN", tZoomIn }, { "HOLD_ZOOM_OUT", tHoldZoomOut }, { "ZOOM_OUT", tZoomOut }, { NULL, 0 } }; KeyValuePair ActorTokens[] = { { "PLAYER", tActorPlayer }, { "SPARKY", tActorSparky }, { "BOSS_ALIEN", tActorAlienQueen }, { "BOSS_MECH", tActorBossMech }, { "BERG", tActorBerg }, { "ROCKET_RACER", tActorRocketRacer }, { NULL, 0 } }; KeyValuePair ExpressionTokens[] = { { "HAPPY1", tExpressionHappy1 }, { "HAPPY2", tExpressionHappy2 }, { "SAD1", tExpressionSad1 }, { "SAD2", tExpressionSad2 }, { "ANGRY1", tExpressionAngry1 }, { "ANGRY2", tExpressionAngry2 }, { "SURPRISED1", tExpressionSurprised1 }, { "SURPRISED2", tExpressionSurprised2 }, { "TALK", tExpressionTalkHappy }, { "TALK_SAD", tExpressionTalkSad }, { NULL, 0 } }; KeyValuePair StoryTokens[] = { { "INTRO", (SINT32) tStoryScriptSandyIntro }, { "PRE_TOWN_HALL", (SINT32) tStoryScriptSandyPreTownHall }, { "TOWN_HALL", (SINT32) tStoryScriptSandyTownHall }, { "WORKMAN_CHALLENGE", (SINT32) tStoryScriptSandyWorkmanChallenge }, { "POSTMAN_CHALLENGE", (SINT32) tStoryScriptSandyPostmanChallenge }, { "FIREMAN_CHALLENGE", (SINT32) tStoryScriptSandyFiremanChallenge }, { "POLICEMAN_CHALLENGE", (SINT32) tStoryScriptSandyPolicemanChallenge }, { NULL, 0 } }; KeyValuePair EffectTokens[] = { { "UP", tSF_FadeUp }, { "DOWN", tSF_FadeDown }, { "IDLE", tSF_Idle }, { NULL, 0 } }; SINT32 cEventList::ValueForKey( SINT32 token_type ) { KeyValuePair *pairs; switch ( token_type ) { case NPC_TOKENS: pairs = NPCTokens; break; case SHOT_TOKENS: pairs = ShotTokens; break; case ZOOM_TOKENS: pairs = ZoomTokens; break; case EXPRESSION_TOKENS: pairs = ExpressionTokens; break; case ACTOR_TOKENS: pairs = ActorTokens; break; case STORY_TOKENS: pairs = StoryTokens; break; case EFFECT_TOKENS: pairs = EffectTokens; break; default: pairs = PrimaryTokens; break; } while ( pairs->Key ) { if ( !strcmp( m_Keyword, pairs->Key ) ) return pairs->Value; pairs++; } DBG( Barf() ); return INVALID_KEY; }
- Pages missing developer references
- Games developed by Attention To Detail
- Pages missing publisher references
- Games published by LEGO Software
- Windows games
- Pages missing date references
- Games released in 2001
- Games released in October
- Games released on October 4
- Games with uncompiled source code
- Games with hidden development-related text
- Games with unused text
- To do
- LEGO series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Attention To Detail
Games > Games by platform > Windows games
Games > Games by publisher > Games published by LEGO > Games published by LEGO Software
Games > Games by release date > Games released in 2001
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 4
Games > Games by series > LEGO series