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Thanks for the effort Jeremy, not sure if the levels are in readable format yet though. When viewing the .DAT files in a text editor, we still have nots of "NUL" and no information that matches up with the format linked to by geoo.

Wrestling with messy data files isn't really my cup of tea anyway. It's actually been quite nice just sitting with the Editor and placing the tiles in manually with some music on, makes a nice change from all the programming tbh. Managed to finish the first level after only another 5 mins of work:



So, it looks like it's going to take about 20-30 minutes per level.

Skillset replacements so far (click to show/hide)
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or 10 levels (1 tribe) for 12 people

Eleven. Classic has been done years ago and should be findable with a forum search.

:thumbsup:
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General Discussion / geoo visits Simon, May 2024
« Last post by Simon on Today at 04:45:00 PM »
Hi,

geoo will pay me a short visit next week. He'll arrive on Thursday, May 23, and leave on Saturday, May 25. With only two days, there isn't much time, but I'm looking forward to:
  • Discussing Lix development. What is important? Which bugs are most nagging?
  • Discussing Lix physics. We have some long-open small physics oddities. Let's fix at least some for 0.12, whenever that will release.
  • Testing a top-secret work-in-progress feature. Well, it's only semi-secret because I'll give you a hint:
To get into the mood, here's our topic from the February 2023 visit.

-- Simon
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Here are all of the Lemmings 2 level files. I used Lemzip to decompress them and zipped them.

I hope this helps.
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or 10 levels (1 tribe) for 12 people

Eleven. Classic has been done years ago and should be findable with a forum search.
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I get this error when I try to run any of it, including drag-dropping the .DAT files onto lemzip.exe:

It's a DOS executable. The Linux file command tells me:
lemzip.exe: MS-DOS executable, MZ for MS-DOS

Thus, I've tried running Lemzip in Dosbox. When I run it in Dosbox without arguments, it says: [De]Compress Utility for Lemmings II The Tribes Resource Files. V0.90
Parameter Error. USAGE: LEMZIP c|d|h source_file dest_file

Running it with h, i.e., lemzip h, prints some help, and I conjecture that c stands for compression and d stands for decompression. Thus, to uncompress things, try running Lemzip with three arguments in Dosbox:

lemzip d nameOfCompressedFile desiredOutputFilename

-- Simon
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My post was in response to how many levels per tribe you thought there are and letting you know there's 10 levels per tribe ;)

I see. Well, that's either 20 levels (2 tribes) for 6 people to work on, or 10 levels (1 tribe) for 12 people, if my Maths serves me correctly.

I'll start with Beach and see if that generates any interest. Let's continue discussion of this project here for now, since it's more than likely that we'll be using SLX skills and features for these levels (with that said, there's no reason the levelmaps themselves couldn't be used in NL once they're complete).
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Began work on the first beach level today. Screenshotted from Amiga Forever, set is as a background image with reduced brightness for ease of use as a template, and began placing the tiles manually. Here's how it's coming along so far. This is about 15 minutes' work:


(With background template image)


(Without background template image)

I anticipate that it would take me several hours to figure out how to work with the original tiles / .dat level files, particularly since they aren't already in some accessible format and I'm getting sass from Windows when I try to even get started, so I'll continue with the manual work for now. It will be slower overall, but at least it will definitely get done.
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I’m happy to put myself forward for Beach.

Again, happy to do the 10 beach levels.

Yes, I got that you happily volunteer yourself to recreate the Beach L2 levels. My post was in response to how many levels per tribe you thought there are and letting you know there's 10 levels per tribe ;)
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Fixed the incorrect Preview screen & music loading bug. The important thing was to first update the CurrentLevel in GameParams, and get all subsequent levels having correctly loaded that one (or, more specifically, that one's parent group).

What this does mean is that, at least for now, we won't be able to search the entire level file directory if a match isn't found in the currently-active-pack. I plan to update that in the future if at all possible, but for now it's good to have this feature working solidly.

Commit 6f6ed62bf implements this fix.
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