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Messages - Simon

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1
Lix / Re: Lix 0.8.8 released
« on: Today at 06:04:29 am »
Lix 0.8.8 released.

:lix-cool: Download for Windows
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

Still 0.8.5 physics: This 0.8.8 still has the severe bug where you can fling cubers and thereby reanimate them, leading to wrong counts of lix alive. 0.9 will fix this.

But 0.9 will take several more days because we're considering to re-shade Raymanni's tilesets. In the meantime, here is 0.8.8 with all the non-physics features so far.
  • Merged 9 new multiplayer maps by Colorful Arty. Merged multiplayer map updates by geoo.
  • All racing maps, and geoo's Tower Defense 22934, have zero overtime. All other maps have nonzero overtime.
  • The ping button highlights both your hatches and your exits in multiplayer.
  • Multiplayer colors: Orange and yellow are more distinct. Grey is lighter. Blue and black are darker.
  • Warn about fewer key collisions in the the options tab for hotkeys in menus.
  • Linux packaging: You can override the XDG install path with a custom path, see doc/build/package.txt. In the git repository, data/images/lix_logo.svg has a large logo as SVG. Thanks to Lucki, our Arch Linux packager, for this logo! I don't ship that in the download because it's over 3 MB.
-- Simon

2
Lix / Re: Raymanni's Gore, Lab, Toys improvements
« on: September 23, 2017, 05:37:11 pm »
Thanks for the honest reply. Yes, it's sizable work for questionable benefit. And it's my fault too for not discussing this earlier.

I'm okay doing all the grunt work. E.g., the Toy set is mostly mirroring, and I'm cool with re-pixelling the A-B-C-D blocks. I would report back with a few hard tiles at best.

Are you okay if I simply mirror the eye and the tentacles, because they haven't ever been used in levels yet? But if you have the set in NL, the Lix set wouldn't be a perfect match anymore then.

I'm okay delaying 0.9 over this for several days. The alternative is to release 0.9 with the v2.2 sets, then reconsider it at 0.10 when the tiles will have seen far more usage.

-- Simon

3
Lix / Re: Raymanni's Gore, Lab, Toys improvements
« on: September 23, 2017, 03:10:16 pm »
The shading in Raymanni's blocks consistenly has the light coming from the "wrong" direction, from the top-right. Other sets have the light coming from the top-left.

This makes it unnecessarily hard to combine Raymanni's pieces with other sets. It's fine in Gore, only the vertical bone and the tentacles have this, whereas the ball-shaped terrain is still fine with the lighting. But in Toys and Lab, almost every tile has the top-right lighting, and it stands out far more.

Fix lighting or keep lighting? If we fix it now, the breakage is minimal, and purely aesthetic too (only looks would be off, no physical breakage). In particular, the new tiles with zero usage -- e.g., the tentacles in the Gore set -- could be mirrored without any breakage.

Raymanni likes to keep vertical beams when the horz beam would look identical modulo rotation. Since Lix editor rotates clockwise, rotating a vertical beam takes 1 rotation in the fixed shading, but 3 rotations in the "wrong" shading, to make it properly horizontal. It's a small advantage again to fixing, but it tips the scales for me.

Opinions welcome. If we fix, I'd help recoloring pieces.

-- Simon

4
Lix / Re: Raymanni's Gore, Lab, Toys improvements
« on: September 23, 2017, 01:49:41 pm »
Raymanni: Thanks! I've replaced your entire directory with v2.2. The gore set has more detailed shading, I like it a lot. It's a subtle change, and I would've even argued against chaning its looks radically.

I'll have a go at puzzle pieces with different nubs, you can help me decide tonight/tomorrow what will go into the 0.9 release.

geoo: I've fixed your Selective Rescues (sed was perfect). You merely have to fix the chalk in Toying Around.

Proxima: I'm still waiting for your multiplayer levels. You wanted to change them somehow? If you need more time, they can still go into 0.9.1.

Anybody: If you'd like to play a couple test games with the 0.9 physics before I release it these days, find me in IRC (irc.quakenet.org #lix). mobius has scheduled a session for tomorrow, Sunday 23rd at 14:00 UTC. If the 0.9 physics are good, I can release even before the session.

-- Simon

5
NeoLemmix / Re: New NeoLemmix Website
« on: September 23, 2017, 01:25:40 pm »
I've given Flopsy mod rights on the level pack boards to fix namida's links. Caring about this linkrot is excellent housekeeping. Thanks!

-- Simon

6
Lix / Re: Multiplayer Sunday Sep 24, and Thursday Sep 28
« on: September 23, 2017, 12:02:57 pm »
I won't be joining either of these sessions. I feel like I'm all Lix'd out this month!!

No problem!

Over the next weeks, try a 2- or 3-player game. You'll have a far bigger impact on the outcome than in 4v4 team games or in 8-free-for-all.

-- Simon

7
Lix / Re: Multiplayer Sunday Sep 24, and Thursday Sep 28
« on: September 22, 2017, 11:50:00 pm »
I'll definitely join the Sunday Sep 24, 14:00 UTC session. We'll use Lix 0.8.* for this again. Lix 0.9 isn't ready yet.

I'll try to make the Thursday Spe 28, 23:00 UTC session too, but can't guarantee yet whether I'll be awake.

-- Simon

8
Lix / Re: Raymanni's Gore, Lab, Toys improvements
« on: September 22, 2017, 06:13:28 am »
Already gave feedback in IRC, great additions. Love the new lab water. Thanks a lot!

The puzzle pieces seem strange because mirror kills their shading, yet there are no mirrored versions. I'll still include them, will see what people make from them! (If I were to design them, I might let the nubs on each color stick out on different sides. No need to design 5x5 puzzle tiles, we would still get by perfectly with 5.)

Proxima: Got your files. Moved the pipe_3 in Let's Block and Blow into the background. If you order me things in IRC and I don't respond soon, please post your orders on the topic, too. Or reattach the corrected files, then I can't screw up getting the latest version. Or learn git and request pulls on github, that'll even sort the latest version into the tree for me. Make it hard for me to fail!

geoo: Toying around and the Selective Rescues broke from Raymanni's sets (chalk, and repurposed pipe pieces). Please take a look!

-- Simon

9
In Development / Re: [Lemmings 2] Quest From Kieran 2 {v27 20th Sep 2017}
« on: September 22, 2017, 04:16:49 am »
I've won a race for once. Hohohoohohoho.

I'll be happy to re-race Highland, and to race the extra Egyptian tribe. geoo and I will probably schedule a time in 2 weeks, on shorter notice.

-- Simon

10
General Discussion / Re: Simon blogs
« on: September 22, 2017, 03:23:12 am »
How often does ccexplore have to post on Lemmingsforums until all the displayed hamsters match the rotational energy of the earth?

The earth weighs 6 × 1024 kg, has a radius of 6.4 × 106 m and spins at 7.3 × 10−5 radians per second. The rotational energy of solid spheres is 0.2 × mass × radius2 × (angular speed)2. A gold hamster weighs 0.12 kg. Measure the rotational speed of ccxeplore's avatar yourself -- rotational speed speed in radians is 6.24 / (time for one revolution). Assume the hamster is very fat is a sphere of radius 0.07 m for distribution of mass.



Points A and B are 1 km apart. A river flows from A to B with constant speed. We travel between these points on a motorboat that has constant speed relative to the water. From A to B, we take 2 minutes riding with the current. From B to A, we take 4 minutes against the current. How long would we take to travel 1 km with this boat in a lake without any water current?

-- Simon

11
Lix / Re: More distinguishable multiplayer colours
« on: September 20, 2017, 10:46:11 am »
Thanks! Lix will read the above lixrecol.I.png when you place it in data/image/, overwriting the old file. Lixcolours.png is only for demonstration here.

Yeah, the similar colors are problematic, I should put it on the bugtracker. The main concerns were:
  • Yellow and orange are too similar, you're adressing that already.
  • Grey should be much lighter, ideally be borderline white.
  • Make the blue slightly darker.
-- Simon

12
Lix / Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« on: September 19, 2017, 05:59:56 pm »
I'm on the mumble server, on the Lix server, and streaming at:
www.twitch.tv/simonnaar

-- Simon

13
Lix / Re: Lix 0.8.7 released
« on: September 19, 2017, 02:54:35 pm »
Lix 0.8.7 released.

:lix-cool: Download for Windows
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker
  • The out-of-skills beep was too trigger-happy: When we clicked a mining lix and had miners left in the skill panel, the game beeped as if we were out of skills. But we weren't out of skills, we merely couldn't assign to an already-working miner. Fixed: Beeping only when out of skills.
-- Simon

14
Lix / Re: Lix 0.8.6 released
« on: September 19, 2017, 01:15:09 pm »
Depends on what you mean by "appear to everyone":
  • To play a map with everybody, only you need a copy of it. Select it in the lobby, and the server will relay it to all players. They will not store the map on their disk.
  • Lix level browsers will only browse the files in levels/ on disk. They don't access any network. When you offer your maps for inclusion in a release, everybody will be able to select the maps.
-- Simon

15
Lix / Re: Raymanni's Gore, Lab, Toys improvements
« on: September 19, 2017, 11:58:26 am »
Moved Raymanni's development to a fresh topic, apart from the Lix 0.8 releases.

I'm planning to release 0.9 later this week, that will be a physics update (x.Y.z). Do you have new tiles already that can go into this release? Or tiles that you would like removed? It's really short notice though...

Don't rush it, and take your time if you need it. There will probably be another physics update in 1-3 months. If you have really awesome changes, I can make a physics version bump just for you.

Recolorings that don't change solidity can go into any bugfix release (x.y.Z)

-- Simon

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