Recent Posts

Pages: [1] 2 3 ... 10
1
or 10 levels (1 tribe) for 12 people

Eleven. Classic has been done years ago and should be findable with a forum search.
2
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
3
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).
4
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.
5
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 ;)
6
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.
7
OK, I think I know what the problem is.

In SLX, a level exists as 3 different things:

1) The file itself
2) A TNeoLevelEntry, which stores the basic level information (title, levelID, etc)
3) A TLevel, which stores the more complex information (skillset, talismans, plus whether or not the level was successfully passed, etc)

I need to find a way to create a TNeoLevelEntry from the file. I can do that for the purposes of playing back the replay, but not loading the actual information. It's baffling, but nothing I haven't encountered from this codebase many times before. I'll get around to it.

A Rount Tuit (click to show/hide)
8
OK, I downloaded the Lemmings 2 files from My Abandonware.

I get this error when I try to run any of it, including drag-dropping the .DAT files onto lemzip.exe:



@jkapp76 - Any ideas? You're usually good with this sort of thing
9
Made a surprising amount of progress with this today. We now have a Playback Mode button in the Level Select Menu:



As well as looking pretty, this button opens up a dialog from which a folder of replays can be selected. Once chosen, SLX will then iterate over each replay in the folder, matching it up with a level from within the currently-active pack (note: at this point, it only looks in the currently-active pack for matches - this could be expanded to it searching the entire levels directory, but this may make loading slower). The "currently-active pack", in this case, is the parent pack of whichever level is currently selected in the Level Select treeview.

Each replay is then played back automatically, one after the other (the preview and postview screens are briefly seen in between each level). If a level has multiple replays associated with it, each one will be played back as and when the replay appears in the Playback list.

Playback Mode can be cancelled by simply cancelling the replay as normal (I might give this a dedicated hotkey if people think it's worth it - it's possible that users might cancel the replay by accident, and also users might want to do something within the current level, but then go ahead with playback again for the next level, which is currently possible if we don't cancel Playback Mode along with a normal replay cancel).

Some issues:

1) The preview screen always shows the first level in the list's info, even though the correct level is loaded when playback itself starts
2) The music is always that of the first level in the list - this is likely part of the same problem, but I'm not sure exactly what's going wrong
3) If a replay doesn't have a definite "end" point (so, if the original player pressed [Esc] rather than nuking at the end of Tailor-made For Blockers, for example), the level will continue to play indefinitely - not sure exactly what to do about this at the moment, but ideas will come
4) Not an issue as such, but randomizing the playback currently isn't possible by any other means than manually mixing up the replay files so they're not in logical order. Let's get the other issues sorted first and get the feature nice and tight, then we can look at expanding functionality to randomization of playback, etc.

If you're interested, check out commit 80da87c02 to see implementation so far. If you can see possible improvements or ways to fix the above bugs, input would be most welcome.

Otherwise, just watch this space!
10
SuperLemmix / Re: [DISC] Porting Lemmings 2: The Tribes Levels to SuperLemmix
« Last post by geoo on May 17, 2024, 10:24:40 PM »
If you look at Lemmings 2 DOS version, you'll see there's a levels folder with one file for each of the 120 levels plus the 4 practice levels. After decompressing these files, you can read the level layout of each (as documented in the file format description).
Pages: [1] 2 3 ... 10