Author Topic: Lix 0.7.22 experimental  (Read 13383 times)

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Offline Simon

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Lix 0.7.22 experimental
« on: May 15, 2017, 02:02:03 AM »
Hi,

Update 2017-08-22: Lix 0.7.x is obsolete -- instead, get the most recent Lix version.







Lix 0.7.x experimental build.

Download for Windows
Branch exp in lix-unstable

Keep separate from your stable Lix 0.6.x installation! Levels, tileses, physics all differ. Let's look for physics bugs in this experimental build, make levels solvable, and re-cover levels with solving replays.

Proxima, Nepster, Rubix: See my next post for level pack maintainers -- I'll list which levels were affected by tileset changes, which levels need new proofs due to subtle physics changes, ...

Physics
  • Nepster's miner mask
  • Fix #129: Floater doesn't land inside terrain and turns (Bug found by Ramond in summer 2016)
  • Floater doesn't go flatter than tumbler. If you assign floater to a fast tumbler, after opening the umbrella, the lix can't gain horizontal flight over the tumbler anymore. Change suggested by Proxima in summer 2016, might affect solution to Steve's Endeavor.
  • Fix #147: Digger checks inner 14 pixels for steel. Any steel there aborts. On either side of that checked area, there is one lo-res pixel where we ignore steel. (Before, the digger stopped when there was lots of steel on the left, or lots of steel on the right, or a tiny bit amount of steel on either side. That was too complicated.)
  • Builder creates brick further ahead, like in NL. No builder backstep. Can't seal off climber ledges behind yourself anymore by building immediately after ascending.
  • Builders and platformes double their most recent brick when they run into a blocker. Reason: This prevents holes in bridges and allows the crowd to follow.
  • Blocker field narrower by 1 lo-res pixel on both the left and right. Blocker field is exact same as in 0.6, this is simplest. Even though it's possible to prevent crowd from following a builder, with most blocker placements, the crowd follows.
  • Fix #199: Don't spawn lix outside of torus bounds. Immediately wrap coordinate before the first death check.
Tilesets
  • Added Raymanni's 3 tilesets. Thanks, Raymanni, for these excellent tilesets, released in the public domain along with Lix. I should have included them in Lix over a year ago.
  • Remade the oriental set entirely: Removed matt/oriental, remade every tile with new looks and possibly different physics, added some extra tiles. Thanks to geoo for submitting awesome bamboo poles and pebbles! This new set is simon/oriental. All included levels point to the correct new tiles, but, due to changed tile shapes, some levels aren't solvable.
  • Removed simon/earth, simon/brick, simon/steel. Modified Hrududu slightly, the only level that used simon/steel.
  • Removed geoo/construction/trampoline.T.
  • Renamed amanda/occult/occult_* => amanda/occult/*. All levels point to the renamed tiles.
  • The steam in geoo/construction has alpha channel to look good overlapping itself, and its grey is lighter.
-- Simon
« Last Edit: August 23, 2017, 08:29:55 AM by Simon »

Offline Simon

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Re: Lix 0.7.0 experimental
« Reply #1 on: May 15, 2017, 02:10:23 AM »
For level maintainers.

Levels with oriental tiles

Please scrutinize these levels. The oriental tiles have different shapes. Some levels aren't solvable anymore because the bamboo rods have become shorter.

lemforum/Cunning/acompletelyridiculous.txt
lemforum/Daunting/juststop.txt
lemforum/Hopeless/recyclingplant.txt
lemforum/Simple/everylix.txt
lemforum/Vicious/waitwhyisthereatree.txt

nepster/5-of-all/15_ParadiseHell.txt
nepster/Moon/16_DontFeedFrogs.txt
nepster/Planet/10_TravellingLix.txt
nepster/Planet/18_ChineseLemmings.txt

rubix/Aftermath/Parallel/8Goldmine.txt
rubix/Nightmare/bangarangpeter.txt
rubix/Nightmare/flatlined.txt
rubix/Perplexing/steptothebeat.txt
rubix/Perplexing/theclairvoyant.txt
rubix/Pleasant/illgoonaheadwait.txt
rubix/Pleasant/thegarden.txt
rubix/Sinister/7up.txt
rubix/Sinister/bridgeovertroubl.txt
rubix/Sinister/treehousetrickery.txt

Other levels with failing replays

Most of these are still solvable. A chunk of replays failed because the builder places its brick further forward, i.e., there is no backstep anymore. Please see further down this thread for a list of failing replays.

Before you start covering levels anew, review the physics changes in 0.7.0. Did I do stupid things? Especially Proxima should get in touch with me about high-level physics changes. Maybe I should chat with Nepster, namida, geoo, Ramond, or whoever else loves to ponder low-level physics.

-- Simon
« Last Edit: June 11, 2017, 05:05:01 PM by Simon »

Offline Simon

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Re: Lix 0.7.0 experimental
« Reply #2 on: May 15, 2017, 09:57:12 PM »
Will probably change the blocker mechanics again. The narrower 0.7.0 blocker field is responsible for about half the failing replays. Not sure how to fix. Not sure what I want.

Details in IRC chatlog

-- Simon

Offline ccexplore

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Re: Lix 0.7.0 experimental
« Reply #3 on: May 16, 2017, 10:20:32 PM »
The narrower 0.7.0 blocker field is responsible for about half the failing replays.

TL;DR the chatlog.  So failing as in "the intended solution no longer works (!)", or merely "the replay stops working because obviously this change slightly alters the timing of any lixes that interacted with blockers, and replays are currently strictly time-based and not position-based"?

If it's the latter, is it really any surprise?  Don't get me wrong, I understand it's kind of annoying for so many replays to get trivially invalidated, but that's a different magnitude of matter than actually affecting solvability.  Also, just so it's clear for other people, it's not half of every level, just the ones where the replays are failing.

It's not ideal perhaps, but at least we don't expect this kind of change to happen all that often, maybe never again, so maybe a one-time pain is alright? :-\

Offline Simon

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Re: Lix 0.7.1 experimental
« Reply #4 on: May 16, 2017, 11:06:09 PM »
Uploaded 0.7.1, same download link as in first post. Only difference to 0.7.0 is the blocker behavior, now it's mostly like in 0.6. Description in this post.



So failing as in "the intended solution no longer works (!)", or merely "the replay stops working because obviously this change slightly alters the timing of any lixes that interacted with blockers, and replays are currently strictly time-based and not position-based"?

Replay stops working because obviously the change slightly alters the timing of any lixes that interact with the blocker.

Instead of narrowing the blocker field, Nepster suggested to make a hollow field, and geoo suggested to special-case the blocker field for 0.7.1. This solves the original problem that led me to narrow the blocker field.

0.6.* blocker field:     LLLLLL-RRRRRR
0.7.0 blocker field:      LLLLL-RRRRR
0.7.1 field vs. builder: LLLLL---RRRRR
0.7.1 field vs. others:  LLLLLL-RRRRRR (as in 0.6.*)

Right, it's no surprise that the outside shape affects many replays.

The goal is to always allow the crowd to follow a blocked builder A, even if we assign the blocker to B while the builder A is inside B's future blocker field. I'd like to investigate more whether we want an intrusive change or whether special-casing is OK. Maybe the builder-brick-doubling positions its duplicated brick badly and we should look into that instead.

Quote
It's not ideal perhaps, but at least we don't expect this kind of change to happen all that often, maybe never again, so maybe a one-time pain is alright? :-\

It's probably good style to not break replays or the blocker field. We have changed the builder already. Maybe more changes to its behavior w.r.t. blockers is enough, and walker-blocker interactions can stay like in 0.6.

-- Simon
« Last Edit: May 17, 2017, 12:07:34 AM by Simon »

Offline Simon

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Re: Lix 0.7.1 experimental
« Reply #5 on: May 17, 2017, 12:29:48 AM »
Uploaded 0.7.1, download in first post. See previous post for changes.

-- Simon
« Last Edit: June 11, 2017, 05:05:22 PM by Simon »

Offline geoo

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Re: Lix 0.7.1 experimental
« Reply #6 on: May 17, 2017, 09:28:07 AM »
I found one issue with the special case for the builder:

If a group of lix is tightly squeezed between two blockers, you can use a builder to get a lix out. I think this might be quite exploitable in practice to separate a second worker, but either way I think this is worse than the crowd unable to follow a turned builder.
Replay attached.

Offline Simon

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Re: Lix 0.7.1 experimental
« Reply #7 on: May 17, 2017, 02:06:03 PM »
Thanks! Behavior in 0.6 is that the builder makes a vertical stack, everybody gets free. In 0.7.1, the builder ignores the blocker and everybody else is trapped in the inside column of the field:

0.7.1 field vs. builder: LLLLL---RRRRR
0.7.1 field vs. others:  LLLLLL-RRRRRR (as in 0.6.*)
                                ^

I too think this 0.7.1 needs a revision.

-- Simon

Offline Simon

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Re: Lix 0.7.1 experimental
« Reply #8 on: May 30, 2017, 11:37:45 AM »
I think I want the 0.6 blocker back. That blocker has no corner cases and looks good. You can't escape a builder from between two tightly placed 0.6 blockers.

It's probably OK if crowd-follows-builder only in some cases, not all cases. With the brick-doubling 0.7 builder, you can always force crowd-follows-builder even with a 0.6 blocker: Assign blocker to a lix far ahead on the recent builder brick.

Little progress on Lix these weeks beacuse speedruns and reallife and 30 degrees C outside. Eventually, I have to come forward and declare a set of physics standard.

-- Simon

Offline RubiX

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Re: Lix 0.7.1 experimental
« Reply #9 on: June 03, 2017, 02:09:45 PM »
Nice job on the Oriental update, its so nice now.

Offline Simon

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Re: Lix 0.7.2 experimental
« Reply #10 on: June 11, 2017, 05:03:42 PM »
For Lix 0.7.2, I've reverted the blocker field to the 0.6 blocker field of LLLLLL-RRRRRR everywhere, against everybody, including builders.

Please look at your oriental levels. The tiles look differently in 0.7.x than in 0.6. Do your levels still look reasonable?

Let's prove all levels solvable! More details in the most recent post below.

19:09 <Nepster> SimonN: Are the physics changes (more or less) final, or do you plan further changes? I am asking, because I am wondering whether it makes sense to rerecord the solution replays.
19:09 <SimonN> I'd love to keep this stable
19:09 <Nepster> Ok, thanks.
19:10 <SimonN> I've wondered only about the blocker field in the past month, everything else seemed good. And the blocker field is now the 0.6 field


Nice job on the Oriental update, its so nice now.

Thanks!

-- Simon
« Last Edit: June 14, 2017, 03:06:44 PM by Simon »

Offline RubiX

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Re: Lix 0.7.2 experimental
« Reply #11 on: June 11, 2017, 06:55:59 PM »
Overly busy with being the main installer for the company I work for.   Dont think i'll get around to checking the 39 levels for a while, but i'll keep it in mind for when ive got some spare time.

Offline Simon

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Re: Lix 0.7.3 experimental
« Reply #12 on: June 14, 2017, 03:19:43 PM »
Lix 0.7.3 experimental.

* Same physics as 0.7.2.
* NepsterLix updated and proven 100 % solvable. Thanks!
* Replay verifier in the GUI! Merely lists unproven levels, doesn't mark browser entries.
* Reworded scroll-speed option.

Proxima, Rubix: The Lix replay browser has a new button. This verifies all replays in the current directory and all subdirectories, then lists levels that still need replays. Run it over your own replay collection, or over the most recent replay collection on github (download .zip)

Quote from: Rubix
Overly busy with being the main installer for the company I work for.   Dont think i'll get around to checking the 39 levels for a while, but i'll keep it in mind for when ive got some spare time.

No problem -- thanks for keeping it in mind. I can start covering your easier maps, too.

I've put the replay verifier in the GUI to help you work in little chunks, to keep track of what you've already covered.

-- Simon
« Last Edit: June 14, 2017, 10:57:32 PM by Simon »

Offline Simon

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Re: Lix 0.7.4 experimental
« Reply #13 on: June 14, 2017, 06:57:57 PM »
Lix 0.7.4 experimental.

Download 0.7.4 for Windows -- keep separate from the stable 0.6 installation
Branch exp in lix-unstable

* Changed a few pixels in the bonsai tree. Lixes don't get stuck in it anymore.
* Replay browser opens at recent replay or at recently-verified dir.
* Rubix's levels: Pleasant and Sinister are 100 % solvable. Small changes.

I've covered the first 2 out of Rubix's 5 ranks, Pleasant and Sinister. I've changed the oriental levels to make them solvable, preserving the spirit as much as possible. I removed an unnecessary exploder in Center of Attention because this level is save-all.

-- Simon
« Last Edit: June 20, 2017, 01:33:12 AM by Simon »

Offline Simon

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Re: Lix 0.7.4 experimental
« Reply #14 on: June 20, 2017, 01:32:20 AM »
Lix 0.7.5 experimental.

* lemforum coverage: I've covered 15 levels. We need 37 more.
* A Completely Ridiculous Level's is 48 pixels narrower.
* Down-facing tumblers drown head-first. Purely cosmetic.

Proxima: What's our plan for coverage? I don't know how to solve every level. Who shall cover what? Editing levels is OK to improve them. Everybody can pitch in with replays -- see list of not-covered levels below.

I'd like to have 100 % coverage by July 8th end of July, to declare 0.7 stable, with its tilesets and physics. I'd leave out a few not-covered levels in a pinch, but it's certainly nicer to ship all.

Are you happy with the floater-tumbler physics? Cover Endeavor to get a feeling.

-- Simon
« Last Edit: July 17, 2017, 11:42:12 PM by Simon »

Offline Simon

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Re: Lix 0.7.6 experimental
« Reply #15 on: June 20, 2017, 05:23:01 PM »
Lix 0.7.6 experimental.

Download 0.7.6 for Windows -- keep separate from the stable 0.6 installation
Branch exp in lix-unstable

Physics bugfix: Duplicated brick are gratis, they don't decrease number of bricks left. This didn't impact replays; we still need 37 lemforum and 29 Rubix replays.

-- Simon
« Last Edit: July 01, 2017, 02:56:20 PM by Simon »

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Re: Lix 0.7.8 experimental
« Reply #16 on: July 01, 2017, 02:56:08 PM »
Lix 0.7.7 and 0.7.8 experimental.
  • Physics in 0.7.8: Walker always turns, even if it has cancelled a worker. I don't know whether I want to keep this. I've built both executables for Windows, 0.7.7 (with the 0.6 walker) and 0.7.8 (with the always-turning-walker).
  • The backroute fixes from 0.6.39, and geoo's lemforum level changes from the last few posts.
  • Some work on overtime, but that should be invisible. I want overtime in 0.7 because it's important to end drawish games, even if rarely necessary. Neutral lixes should wait at least until 0.8.
I'll be away for a week. You can play around with the walker physics. I'm still 50:50 on what it'll be, maybe slightly pro-always-turn after Rubix's most recent post that he likes them.

Would like feedback on the batch-verify button in the replay browser. It's crude because it merely prints text; it doesn't mark replay file entries in the browser. Still helpful?

-- Simon
« Last Edit: July 17, 2017, 08:36:54 PM by Simon »

Offline mobius

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Re: Lix 0.7.8 experimental
« Reply #17 on: July 02, 2017, 09:44:50 PM »
I downloaded the 0.7.8 exp build. (I don't currently have any other version on this PC)

some kind of glitch happened when I had tabbed out of Lix to another window my cursor got stuck in the top right corner of my monitor (not the Lix window, my whole screen). Only closing Lix solved the issue. It hasn't happened again-- can't say what caused it.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

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Offline Simon

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Re: Lix 0.7.8 experimental
« Reply #18 on: July 03, 2017, 03:50:13 AM »
Thanks for reporting. I reposition the mouse cursor to allow infinite movement, strange that this bug hasn't surfaced so far. I haven't seen that before and couldn't repro either. Will examine the source and guess.

In a pinch, Shift+Esc kills the game without questions, losing all unsaved data.

-- Simon

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Re: Lix 0.7.9 experimental
« Reply #19 on: July 17, 2017, 08:33:25 PM »
Lix 0.7.9 and 0.7.10 experimental.
  • Physics change: Reverted to 0.7.7 physics, i.e., the walker skill either cancels, or turns. This is the behavior from 0.6 and earlier. I've rejected my proposed walker change. It was a hard decision.
  • Shotgun-debugged mobius's mouse problem by applying a Linux workaround for all systems. I couldn't test, hope this helps.
  • Proxima's changes to lemforum levels from his posts above.
  • The lemforum pack is 233/240 covered. Thanks!
-- Simon
« Last Edit: July 30, 2017, 11:02:46 PM by Simon »

Offline Simon

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Re: Lix 0.7.10 experimental
« Reply #20 on: July 17, 2017, 09:02:18 PM »
Updated to 0.7.10, Vicious/_order.X.txt mentions the new One-Lix Showdown instead of Lixes in Arms.

Let's cover all of lemforum, and as many Rubix levels as possible, until end of July August 10th. I'd love to declare Lix stable with Raymanni's tilesets then!

-- Simon
« Last Edit: July 31, 2017, 07:38:44 AM by Simon »

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Re: Lix 0.7.10 experimental
« Reply #21 on: July 20, 2017, 05:36:44 PM »
Lix 0.7.10 replacement executable with mouse code from April 2017. Proxima had trouble with the mouse, let's see if exe fixes that on Windows. If still bad, I'll get even older mouse code.

-- Simon

Offline Simon

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Re: Lix 0.7.10 experimental
« Reply #22 on: July 24, 2017, 04:14:24 PM »
Strategic plan for 0.7.
  • Debug overtime. I had a nasty build problem where the server wouldn't initialize on my home machine, but looks fixed now but I was an idiot, I had an old instance running that already listened on the port. I can finish the physics myself, we don't have to schedule test sessions yet. Physics must be good, everything nonphysics can come after the stable 0.7 release.
  • Look at möbius's levels. Wait for Proxima to decide what goes in and cover lemforum 100 %. Should be done around August 10th. (Not August 1st because Proxima is on visite surprise en France.)
  • Rubix: Have you covered some of your 29 levels that need extra replays? In two weeks, I'd like to release Lix 0.7 as stable. I can hold back the uncovered levels and include all covered.
  • Have a multiplayer level design contest after the stable 0.7 release. I'd like to encourage new levels with Raymanni's tilesets or the new Oriental set.
-- Simon
« Last Edit: July 24, 2017, 04:35:16 PM by Simon »

Offline Proxima

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Re: Lix 0.7.10 experimental
« Reply #23 on: July 24, 2017, 07:21:15 PM »
More coverage replays: Survival of the Craftiest, From the Other Side, Toccata.

The following levels currently have problems (intended solution does not work):
Dream the Impossible Dream: problem with floater/tumbler behaviour. May be fixable with a terrain change.
Metal City Mayhem: problem with builder/blocker interaction. Should certainly be fixable by changing the SI.
« Last Edit: July 24, 2017, 09:39:45 PM by Proxima »

Offline Simon

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Re: Lix 0.7.12 experimental
« Reply #24 on: July 30, 2017, 11:55:27 PM »
Lix 0.7.12 experimental.

(Ask me if you want this before the 0.7.13 physics changes, I'll build you this.)
  • lemforum pack: Simple renamed to Lovely. Some backwards-compatibility code that converts progress checkmarks during loading the user file.
  • lemforum/wip-0.7 has all levels in consideration for lemforum pack's stable release with 0.7.x in 2 weeks. I hope all levels are up-to-date.
  • Raymanni's 3 water tiles have higher trigger areas. (Lixes drown earlier and higher up than before when they drop into the water.)
  • images/geoo/construction/chain1.png added temporarily. This is 57 pixels high. In case we keep a lemforum level that requires chain1: Please revise the tile and give it a multiple of 8 for its height!
  • Zoom 1x is always allowed, even if the level doesn't fill the available area.
  • Fix #206: Editor browsers show the innermost directory of hatches, goals, traps, and other gadgets. (The bug was: All hatch buttons are called "hatch", that's zero information.)
  • Goals are locked during the nuke. The nuke is purely for decoration and to finish replays in style.
  • Mouse code reverted to the 0.6 mouse code. If anybody has trouble, tell me.
  • Keyboard key duration before first repeat for moving selected editor pieces: 0.33 seconds -> 0.2 seconds.
  • Lots of multiplayer nuke code that handles conceding and calling for the nuke. When you press the nuke button, you lose control over your lix, overtime starts, but your lix don't explode yet. We'll see how it feels in 2-3 weeks. Let's get the singleplayer into shape this week!
  • Editor allows to set overtime in multiplayer levels. Existing multiplayer levels are tagged with the correct player number.
-- Simon
« Last Edit: August 02, 2017, 02:21:17 AM by Simon »

Offline Simon

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Re: Lix 0.7.13 experimental
« Reply #25 on: August 01, 2017, 09:22:36 PM »
Lix 0.7.13 experimental.
  • Physics: The basher ignores steel in its top 5/18 rows, not merely 2/18.
  • Physics: The digger ignores steel in its 4 outermost hi-res pixels on both sides, not merely in its outermost 2 on each side.
  • Physics: The digger digs every (16*n) frames following its assignment, not already every (16*n - 4).
  • Fixed bug #202: Small levels image-export with all stats again, not only with their skills.
I don't know whether I'll keep all these physics exactly. I'll probably keep them. The changed digger frame breaks many replays. :lix-cry: The changed steel sensitivity breaks very little. Reasons for these changes.

-- Simon
« Last Edit: August 02, 2017, 03:04:44 AM by Simon »

Offline Simon

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Re: Lix 0.7.14 experimental
« Reply #26 on: August 02, 2017, 02:19:48 AM »
Lix 0.7.14 experimental.
Again, please try hitting steel at various heights with the basher. Startup animation for digger is still placeholder.

-- Simon
« Last Edit: August 09, 2017, 03:54:09 AM by Simon »

Offline Nepster

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Re: Lix 0.7.14 experimental
« Reply #27 on: August 02, 2017, 03:41:35 PM »
Here are some minor issues with the current experimental version 0.7.14:
1) Please use "\r\n" as a newline in both level files and replay files, regardless of the current OS. It is pretty annoying when I want to modify a replay file created by Simon on Linux and everything is displayed in a single line on my computer...
2) Some of the digger sprites still have numbers "0" to "4". Please do not forget to remove them for the new stable version.
3) Lix does not close the "log.txt" file properly. This means while Lix is running, I cannot delete the file or parts of it, but rather have to scroll to the very bottom every time I want to read the replay verified results.
4) Anyway, the replay verified results should probably not be written to "log.txt", but rather to a separate text file.
5) You mentioned at some point that the SI can still be displayed in some way. I have not yet found out, how to do this. This needs to be a lot more discoverable.

Offline Simon

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Re: Lix 0.7.14 experimental
« Reply #28 on: August 02, 2017, 04:05:32 PM »
1) Please use "\r\n" as a newline in both level files and replay files

Unsure if I want to print \r\n, but will keep in mind and research what other programs would do.

Use a normal text editor, not Notepad with its 30-year-old bugs. >_>

Quote
2) Some of the digger sprites still have numbers "0" to "4". Please do not forget to remove them for the new stable version.

Yeah. I'd like to draw 4 unique frames of startup animation. These 4 new frames aren't looped, let's see how creative I get before the release.

Quote
3) Lix does not close the "log.txt" file properly. This means while Lix is running, I cannot delete the file or parts of it, but rather have to scroll to the very bottom every time I want to read the replay verified results.

Yeah, I should close it after any larger chunk of logs.

If you're desperate and want this before tomorrow, find a Windows version of tail and then tail -f log.txt in a shell. Or verify from the command line instead:
lix --coverage path/to/your/replay/dir

Quote
4) Anyway, the replay verified results should probably not be written to "log.txt", but rather to a separate text file.

Ideas for where? Next to where the image exporter writes images, export/nameOfDirectory.txt?

Quote
5) You mentioned at some point that the SI can still be displayed in some way. I have not yet found out, how to do this. This needs to be a lot more discoverable.

Hover with the mouse over a hatch. Good to know that this is undiscoverable. Probably mouse cursor isn't expected to interact with anything but the lixes on the map. Thanks!

-- Simon

Offline Nepster

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Re: Lix 0.7.14 experimental
« Reply #29 on: August 02, 2017, 04:17:14 PM »
Quote
4) Anyway, the replay verified results should probably not be written to "log.txt", but rather to a separate text file.
Ideas for where? Next to where the image exporter writes images, export/nameOfDirectory.txt?
A text file in data is fine, e.g. "replaycheck.txt". Just not the "log.txt" that already contains huge amounts of other stuff that is totally uninteresting for the average player.

Offline Simon

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Re: Lix 0.7.15 experimental
« Reply #30 on: August 04, 2017, 12:56:17 PM »
Lix 0.7.15 experimental.
  • Revert basher's steel sensitivity to 0.6 and before: Bottom 16 pixels are steel-sensitive, not only the bottom 13. I.e., we have 2, not 5, insensitive pixels over the sensitive.
  • Kept 5/9-sensitive digger for now. Unsure whether to revert to 7/9-sensitive and draw a wider digging machine, or keep. Only argument for keep is "we're used to this sprite".
  • Replay verifier logs to `data/verifier.txt' and closes the file after writing its last line or after closing the dialog.
  • Coverage didn't change since 0.7.14.
-- Simon
« Last Edit: August 09, 2017, 04:34:28 AM by Simon »

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Re: Lix 0.7.16 experimental
« Reply #31 on: August 09, 2017, 03:51:52 AM »
Lix 0.7.16 experimental.
  • Water gadgets in images/simon have multiples of 16 for their sizes: 48x48 or 48x32 or 48x16. The old water size was 50x50. I've looked through all singleplayer levels -- lemforum, NepsterLix, and Rubix -- and fixed the few water placements that had not yet looked good with 48x48.
  • Idling animations! All triggered gadgets (triggered traps and triggered flingers) have two rows of animations: The first row loops while idle, the second row plays while busy. After the final frame of the second row has played, the gadget will eat another lix and jump back to the frontmost frame of the second row, or, if nobody is in range, begin looping the idling animation from the front. I've drawn idling animations for all triggered gadgets.
  • Kept digger at 5/9 sensitivity for now: Digger chokes on steel when the innermost 10 of 18 pixels contain any steel. I should make a final decision this week.
  • Rubix's singleplayer levels, Perplexing: Lowered initial lix on some levels.
  • Get Hype and Theresa V2 merged into lemforum from the 0.7-lemforum thread.
-- Simon
« Last Edit: August 10, 2017, 02:57:43 AM by Simon »

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Re: Lix 0.7.17 experimental
« Reply #32 on: August 10, 2017, 02:56:11 AM »
Lix 0.7.17 experimental.
  • Physics identical to 0.7.15 and 0.7.16.
  • 100 % proof coverage for lemforum and NepsterLix! Thanks to all who submitted replays. The coverage is for the 5/9 digger.
  • Rubix's singleplayer levels are almost covered: 155/157. Uncovered levels are The Clairvoyant and Flatlined, these Oriental levels need an overhaul due to tileset breakage. I'll PM Rubix. Removed The More You Know because that's a nuke level, but D Lix locks the exits during the nuke. Lowered initial lix on some levels.
  • No decision yet for the digger. 5/9 is implemented. I'm leaning towards keeping this 5/9 digger, but I want to read over yesterday's chatlogs again and Proxima might post to the 0.7-steel-sensitivity topic. 9/9 would break 9 replays in lemforum, 2 NepsterLix, 2 in Rubix.
PM to Rubix (click to show/hide)

-- Simon
« Last Edit: August 12, 2017, 03:11:31 AM by Simon »

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Re: Lix 0.7.17 experimental
« Reply #33 on: August 10, 2017, 01:48:10 PM »
That is awesome news.  Work has me drained and It's been on my mind that I need to work on the levels, but I just keep putting it off, so thanks to you guys for taking the time to work through it.
As that is just a small thing left to do, i'll get onto it this weekend for those oriental levels to be overhauled.

Thanks again!


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Re: Lix 0.7.18 experimental
« Reply #34 on: August 12, 2017, 03:08:47 AM »
thanks to you guys for taking the time to work through it.
i'll get onto it this weekend for those oriental levels

You're welcome! Take your time, I'll sit in IRC often for any questions on the fly.



Lix 0.7.18 experimental.
  • Physics: I've fixed MaxFallHeight for tumblers inconsistent. Tumblers remember how many pixels they have moved downwards since (they got flung for the last time, or since they moved upwards, whatever of these happened later). When non-floatable tumblers hit the ground, they splat if the fallen hi-res pixels exceed 126 = the faller's safe-fall distance. They ignore the y-speed for splatting. Tumblers are slightly sturdier, surviving 4 more hi-res pixels, for consistency with the faller.
  • I've drawn 4 new digger frames before the animation loop begins.
  • In multiplayer, when overtime starts, the bell sounds and the console warns about how much time will be left before the nuke.
Digger still undecided. Very likely 5/9 steel sensitivity, but unclear whether I want special-casing against razor-edge digging or not.

-- Simon
« Last Edit: August 16, 2017, 01:32:06 AM by Simon »

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Re: Lix 0.7.18 experimental
« Reply #35 on: August 13, 2017, 04:10:44 PM »
Here are the 2 maps with replays.

The Clairvoyant I had to completely change the puzzle as it was a race against the clock before. 
I like the new vesion now though.   Race against the pack instead.


Flatlined was an easy fix.


Rubix

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Re: Lix 0.7.19 experimental
« Reply #36 on: August 16, 2017, 01:03:48 AM »
Lix 0.7.19 experimental.
  • Physics: Digger has anti-razor-edging: Whenever a digger ignores steel, he cannot remove earth pixels beyond the steel in the same row. This didn't break any replays. (The digger stays at 5/9 steel sensitivity, i.e., chokes on steel in the central 10 of 18 hi-res pixels and continues despite steel in the outermost 4 hi-res pixels on either side.)
  • Updated lemforum's Down Among the Dead Lix, Let's All Go Down the Strand, Division of Labor, Empty Space is Hardly a Waste (Proxima's 2017-08-15 version). Theresa v2 has been up-to-date since 0.7.16.
  • Merged Rubix's remakes of The Clairvoyant and Flatlined. Thanks!
  • Removed the downwards steam. I adapted the decoration in the only 3 lemforum levels that used downwards steam: Goblin City, Gomen Ne, 100 Ways To Die. (Downwards transportation beams are slow, not intended to kill, and therefore still in the game.)
  • In the editor, you can delete tiles by dragging them onto the panel. While hovering over the panel with dragged tiles, the mouse cursor becomes a trashcan and the tiles become invisible.
  • Fix: Drag tiles around in the editor, tap the tile-deleting hotkey, and continue to drag around nothing. The game crashed. Fixed by stopping the dragging on deleting a selection.
  • Fix #174: The ingame level map, during non-integral zoom, sometimes didn't initialize/overwrite outside rows of pixels. Fixed by rounding up.
  • Fix #201: The ingame level map during large integral zoom that didn't divide the length of the map, didn't initialize/overwrite outside rows of pixels. Fixed by rounding up.
lemforum, NepsterLix, an Rubix are proven 100 % solvable. Thanks to everybody who pulled along!

Work left:
  • Proxima shall decide whether to use Sinking Ship in place of Bulldozer.
  • Rubix shall rename Just A Minute (Part 3), because the level is untimed and the name clashes with Genesis lemmings.
-- Simon
« Last Edit: August 17, 2017, 10:04:26 PM by Simon »

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Re: Lix 0.7.19 experimental
« Reply #37 on: August 16, 2017, 02:01:33 AM »
Lets change it to:     Come on down! (the price is right)
if its too long just :   Come on down!

Thanks
Rub

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Re: Lix 0.7.20 experimental
« Reply #38 on: August 17, 2017, 10:12:15 PM »
Lix 0.7.20 and Lix 0.7.21 are the same except that Lix 0.7.20 didn't have the overhauled 3 multiplayer maps by Rubix (see next post).

-- Simon
« Last Edit: August 17, 2017, 11:48:20 PM by Simon »

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Re: Lix 0.7.21 experimental
« Reply #39 on: August 17, 2017, 11:46:36 PM »
Lix 0.7.21 experimental.
  • Fix: The last exiter didn't play the exiter sound.
  • Renamed Rubix's "Just a Minute... (Part three)" to "Come on Down! The Price Is Right", which is long but still fits well.
  • Removed lemforum/wip-0.7/ (unused lemforum levels). Removed images/geoo/construction/chain1.png (the now-obsolete tile) because its size doesn't conform to multiples of 8. Download unused levels and chain1.
  • Removed simon/wood/. In the 3 multiplayer levels by Rubix that used these tiles, I've replaced the tiles with Matt's wooden planks: Going Up, Coming Down (2p); Naoh's Ark (2p), Naoh's Ark (Team).
All singleplayer levels are solvable. Work left:
  • Decide between Sinking Ship and Bulldozer.
Re simon/wood/: I've decided to cut this 11-year-old programmer art. Its size was multiples of 10 and 25 instead of powers of 2, and it looked bland. Rubix has built a few maps with it: Especially Naoh's Ark was popular in networking games. Ideally, I would make some wooden planks to replace simon/wood/ with better sizes.

-- Simon
« Last Edit: August 20, 2017, 07:49:22 AM by Simon »

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Re: Lix 0.7.22 experimental
« Reply #40 on: August 20, 2017, 07:48:45 AM »
Lix 0.7.22 experimental.

Download 0.7.22 for Windows -- keep separate from the stable 0.6 installation
Branch exp in lix-unstable
Replay collection on github
  • Physics: Flinging downwards initializes pixelsFallen with the distance that speed-0 tumblers normally fall before reaching the given speed. Still, all flinging overwrites pixelsFallen without respect to earlier values. Tumblers splat when pixelsFallen on impact is larger than 126.
  • Re-introduced downwards steam and the 2016 decoration on Goblin City, Gomen ne, 100 Ways to Die.
  • Digger unchanged since 0.7.19: Still 5/9 with anti-razor-edging. Discussing.
  • lemforum: Bulldozer out, Sinking Ship v2 in. Empty Space reverted to the 2014 version, rejecting both proposed versions from 2017. Renamed Cuber Replacement to Jack in the Box.
All levels are solvable.

Work left: Discuss fling physics and digger anti-razor-edging again.

-- Simon
« Last Edit: August 20, 2017, 08:06:08 AM by Simon »