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Messages - EricLang

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61
Tech & Research / validation
« on: March 20, 2020, 04:48:38 PM »
http://lemmings-db.camanis.net/levelpack/ag1zfmxlbW1pbmdzLWRichYLEglMZXZlbFBhY2sYgICAgMaOhAkM/

Testing...
Can anyone confirm that there is an invalid terrain in the Snow Lev 6 level?
Thanks Eric

62
I cannot find the latest neolemmix source code

63
Ah greet. Nice to see there is some loose stuff sometimes at the left side.
Can you confirm that Do or Die has no skills? It solves itself :-)

64
Interesting!
There are a few things I would like:
Where can I find the NL level format?
Could you provide me with the original LVL files or DAT file?
Thanks in advance. BTW In the not so far future I will have a look at NeoLemmix.


65
Tech & Research / Re: lemmix player revisited
« on: March 18, 2020, 11:51:03 PM »
Yes. Thank you. I saw that. Working my way through the changes :-)
The mouse thing right-click bug emulation is more complicated..

66
Tech & Research / Re: lemmix player revisited
« on: March 18, 2020, 11:10:45 PM »
Both are in the making

67
Tech & Research / Re: lemmix player revisited
« on: March 18, 2020, 09:35:27 PM »
Beta test Lemmix player available: https://github.com/ericlangedijk/Lemmix/releases/tag/2.0.2

goto "assets" and download lemmix.zip
(and if you want pdf and the nice conway levels)

68
Challenges / Re: Minimum skills with maximum % Challenge
« on: March 08, 2020, 10:29:36 PM »
I was wondering if this solution was known.

69
Level Design / Re: [POLL] Is 300 Lemmings too many?
« on: March 05, 2020, 10:37:24 PM »
The only delaying factor with 300 lemmings walking around is the graphics, not really the calculations: when implemented a bit clever they are almost instant. With my new exploding sound nuking 300 lemmings was really spectacular :-)

70
Tech & Research / Re: lemmix player revisited
« on: March 03, 2020, 11:16:47 PM »
All very interesting. I probably can use some graphics help and will come here soon with details.
By the way: I just looked - for the first time(!) - at some custom levels which I still have on my computer. Some insanely difficult. It is a joy to see!

71
Tech & Research / Re: lemmix player revisited
« on: March 03, 2020, 07:07:12 PM »
Reproducing DOS is maybe personal. I have these memories of the old DOS time and my LemmixPlayer fully fulfills my expectations, while adding some nice features.

I am aware of the stretched images. In particular the logo, which is nice if you make the width exactly twice as small. In my next version I will check this out.
And rethink the nuke glitch or at least make it optionally available :-)

I never played amiga and I played a little bit of Lemmini. Never played the mac and I played with WinLemmings.
Lemmini and WinLemmings felt to "slow" or "sluggy" in my opinion. Not very responsive somehow.

The next plan of me is to make the higher resolution version with some real nice graphics, using OpenGL or something like that. And leaving the LVL format forever then.
And togther with that a A.I. levelcreator, which I already mentioned here.

I will have a look at the NeoLemmix newest version. I am using 10.3 as well for compiling.
I presume there is a download link in that post.

72
Tech & Research / Re: lemmix player revisited
« on: March 02, 2020, 11:29:14 PM »
O wow: all the old stuff is still in neolemmix! (and of course some new I see).
When I finished my lemmixplayer I will come up with some ideas. Give me some time!

73
Tech & Research / Re: lemmix player revisited
« on: March 02, 2020, 10:23:02 PM »
That is interesting. Indeed the plan is to stay with the DOS versions. A next seperate version will be high-res and hardware accelerated etc.
I will certainly try to find the shortcomings in the player you mention. Although I am in a state of refusal to reproduce the nuke glitch.
Optimizing is a reasonably strong side of me. When I have the time I will for sure have a look at Neolemmix.

74
Tech & Research / lemmix player revisited
« on: March 02, 2020, 05:47:35 PM »
Able to compile my old Lemmixplayer again about 15 years later, I started refactoring it, cleaning it as well as speeding it up because of some new language features like inlining.
Instead of compiling different lemmixplayers for each DOS-game I decided to include all DOS-games in it as a resource. After that it occurred to me that supporting custom levels would be nice as well. Just looking in a "styles" folder and analyzing the files. Because there are a *lot* of custom LVL files and .DAT files around.
In the near future (and after beta-testing the source code) the exe will be available for testing.

When supporting custom levels it will not be possible to decide - reading the LVL or DAT files - what graphics should be loaded unless there are ground and vgagr files in the folder as well.
In case of LVL files only probably some config-file should be included.

I'll post a message here when the player is ready for testing and share the github location.

75
Tech & Research / Re: Rendering speed in Lemmings-like games
« on: February 18, 2020, 07:55:30 PM »
Graphics32 does not use hardware acceleration itself, but the windows GDI BitBlt() is. I don't know how to hardcore verify this in practice though.

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