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Lix Main / Re: Error logging on Windows
« Last post by Simon on Today at 09:11:38 PM »
I'm asking on the D forums: Does the D runtime support generating an error box for uncaught exceptions?

I don't believe it does. We'll generate the message box by hand.

Code: [Select]
version (Windows) {
    import core.sys.windows.windows;
    const wstring messageBody = /* ... */
    MessageBoxW(null, messageBody.ptr, null, MB_ICONERROR);
}

I'll put this in the catch-all that logs uncaught exceptions, then terminates Lix. Now, every time we log an uncaught exception on Windows, we'll also display an error box.

The box doesn't know about the Allegro 5 window (= Lix's main window). You can bring the hanging Lix window into the foreground, obscuring the modal box. Possible future investigation: Pass the Allegro 5 window instead of null for the first argument to MessageBoxW() and look at how the box interacts with the Lix window.

-- Simon
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yeah, thats the group and end, you have sent those before, but in order to reliably set it up without hours of trial and error i'd need the setup that gets the group like that
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NeoLemmix Levels / Re: Fiat Lem! (Let there be Lemmings!)
« Last post by Pieuw on Today at 12:24:08 PM »
@Armani :thumbsup:

Some levels may be considered breathers when one is already familiar with the tricks they require. This makes ranking some levels quite difficult. Do we take the original Lemmings games as reference or do we assume most players are now familiar with such tricks as the digger being turned around by a blocker? What if a new player comes around and gets stuck on a very early level because they don't know any of these tricks? This is a pickle :D

I'm glad you liked level 10, this is the very last one I made for the pack. It's indeed purely made with the dirt tileset but I cheated a little by abusing the group tool. I made single pixel terrain pieces in order to add some details. :cute:

Take Five may be too convoluted for its own good, and it's quite broken anyway. Your backroute will be easy to block but I'm sure others will be found very quickly.

Also I think you switched your commentaries about levels 6 and 7?

A word about some of Dodochacalo's levels! It's great you solved Hanging Gardens as intended, I think it's an excellent level. You backrouted Rooftop Run and Save Our Souls though, two of my favorite levels of his. I know he's already working on fixing them. Hopefully you'll be able to replay them to solve them as intended :D
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I believe it only affects the first level in Sports, though. (which is the easy starter)
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NeoLemmix Styles / Re: New Styles - Lemmings Faithful
« Last post by Mindless on Today at 08:28:33 AM »
Autumn:  Very nice!  If I didn't know better, I'd say this was a style that they just forgot to ship with the original game.
Circuit:  It's alright.  Like the Brick style, the primary color is a little overpowering.  Brick has the advantage that it's used for real-world structures.
Mosaic:  I stared at this for a long while, and I almost can't believe that this follows the palette restrictions.  Marvelous!
Palace:  Not bad, but I think some of the the wood and marble textures could be a bit less realistic somehow.
Rust:  It looks monotonous yet very busy.  It's kinda depressing.  Taking parts from other styles and junking them was clever though.

My apologies if that was more negative feedback than you wanted.  Even my least favorite was better than a lot of styles I've seen over the years.

I really hope you'll make more of these palette-restricted styles in the future.  It really gives it that retro feel that I love.
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NeoLemmix Levels / Re: Fiat Lem! (Let there be Lemmings!)
« Last post by Armani on Today at 07:35:10 AM »
Here're my solutions to third rank.  8-)

comments on individual levels (click to show/hide)

Scando1~7: https://youtu.be/aY-Qz13YI9U?si=uYuOqUQQn20LdIaT
Scando8~20: https://youtu.be/mjzgznXrqGI?si=sYcOCF2DkRX7nE3X
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NeoLemmix Styles / Re: New Styles - Lemmings Faithful
« Last post by kieranmillar on May 04, 2024, 10:11:56 PM »
Phenomenal stuff. Wow!
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Potential bug report:

In the first level of the Sports tribe, several animations are invisible, such as the swinging of the rock climber or the shrug of the platformer. But how would a level file affect those shared animations?
My understanding of how it woks is as follows, it's just a guess based on observations, I don't know the exact specifics:

Each skill consumes some amount of "sprite memory". The game is very old and could only allocate so much space for animations in memory at a time. If you go over the allotted space, some animations will not show up, so the lemming will be invisible when those animations would play. Shruggers and danglers always seemed to be the first ones to drop for some reason, maybe they were always allocated last, perhaps trying to save on space by checking if any skills that need those are being used, and so only adding them once?

When you play in practice mode you can see that when you pick some skills, others are disabled. It's always the most sprite-intensive ones that are disabled first. It seems the developers were aware of this limitation and so stopped you picking skill combinations that would send you over the limit, and they avoided those in their official levels. The editing tools for custom levels don't stop us going over the limit, and so we see the consequences of that.

Skills with lots of rotations, like rock climber and superlem, eat up a lot of memory. So do ones with long animations like kayaker and pole vaulter. Meanwhile skills like jumper barely make a dent.

The bug is happening because the level has too many sprite-hungry skills available.
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NeoLemmix Styles / Re: New Styles - Lemmings Faithful
« Last post by WillLem on May 04, 2024, 08:25:43 PM »
These are just the sorts of styles we need - clear theme, beautifully crafted, high versatility. Excellent work, Dexter :thumbsup:
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This one seems very similar to this idea, which seemed to have a good amount of support from multiple users. Namida also seemed to think that the codebase would support it in all but auto-scrolling the screen according to the user's mouse movements.

As of 2.7, SuperLemmix now has .nxrp file association - i.e. if you right-click a .nxrp file in Windows and associate it with SuperLemmix.exe, then double click the .nxrp, it will open SuperLemmix and auto-load both the level and the replay (albeit to Preview screen rather than opening the level directly - this is so that the user can make sure that the correct level has been loaded). There is also the Mass Replay Checker, which already auto-plays replays, it just doesn't render them.

In theory, we could harness these capabilities to play multiple replay files back-to-back. We'd generate and store a list of replays from a specific directory, and then auto-load each one in turn, always bypassing the Preview/Postview screens (or, perhaps, displaying them for 5 seconds or so between levels).

Not out of the question, and we may even be able to address the issue of screen movement not being saved in the replay - it seems like this would almost be a must for this feature anyway. At the very least, auto-loading replays shouldn't be too difficult even if we can't also record screen movement. We just generate a list, then iterate through the list matching each replay to a level file, load the level, load the replay, move on to the next one. It'd probably be best to skip any cases of "level not found" as well.

With that in mind - as of 2.8, SuperLemmix will have the ability to write a replay's Mass Replay Check result to the filename (I'll see if it's also possible to write the result to the replay file itself), that way we could have the proposed auto-play/"screensaver" feature only play successful replays.

Then, it would be up to the user whether they wanted to load only replays for a specific pack, or for a random selection of levels. The button would open a file browser, and you'd select which folder of replays you wanted to play.

I've added this one to the wish list.
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