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NeoLemmix => NeoLemmix Main => Archived Bugs & Suggestions => Topic started by: IchoTolot on October 11, 2016, 08:26:01 PM

Title: [SUGGESTION/BUG][EDITOR] SL/L to NL conversion broken in the new 1.48B version
Post by: IchoTolot on October 11, 2016, 08:26:01 PM
Converting SuperLemmini/Lemmini ----> NeoLemmix is now only really possible in the old editor version!
As the editor doesn't ask anymore which NL tileset to use. It tries to load a NL tileset named the same as the SL/L one, but it is often not the case that both tileset version are named actually 100% the same!
This results in a simple error message that the NL tileset was not found and no way of loading the level without renaming the whole SL/L tileset.
Here the editor tries to be smarter then me, but I know which tileset I need to use!
My proposal:
- When loading SL/L: The editor tells me the name of the SL/L tileset and then lets me choose from all included NL tilesets with which one I want to load the level.

I want to keep a proper SL/L ---> NL conversion even in the new editor as this is still frequently used by quite a few people (+ I want to convert DoveLems at some point ;))

Here the IRC discussion:

<Nepster>IchoTolot: Would it be possible that you write a NL post "How to load SuperLemmini into the NL Editor and how to best port level packs"? I would then make the post sticky.
<IchoTolot>I could do that Nepster
<IchoTolot>I will do that
<Nepster>Thanks.
<IchoTolot>I try to writ a topic tomorrow
<IchoTolot>which board would be the most fitting?
<IchoTolot>NL, SL, Other Projects or simply Level Design?
<Nepster>I think the main NL board, because currently loaded levels can only be saved in NL format.
<Nepster>So only NL users will be interested in this topic.
<IchoTolot>ok in the new editor this will be difficult
<IchoTolot>I have to use an old one for this
<IchoTolot>or I need the question from the editor which NL set to use
<IchoTolot>that how I did it before
<Nepster>Ok. Then we should perhaps wait a bit and ask namida first.
<IchoTolot>with Jamies stuff it recognised my city tileset automatically
<IchoTolot>but now even the standard sets are not recognised at once
<Nepster>Or you write your post for Editor V1.43 and namida adds how it is done in Editor V1.48.
<IchoTolot>when loading SL/L i need a check question which of the NL sets it needs to load
<IchoTolot>you cant
<IchoTolot>I load a dirt level and it says the tileset isnt there---> end
<Nepster>This sounds like a bug.
<IchoTolot>because its name Dirt (Orig) now
<IchoTolot>a better workaround would be    load SL/L ----> question which tileset to use
<IchoTolot>the uses knows best
<IchoTolot>user
<Nepster>And you cannot tell the editor the new name by modifying the style.ini in the styles//SuperLemmini folder?
<IchoTolot>maybe if i edit the level file itself but the workaround is too high in that case
<IchoTolot>as I said    load SL/L ----> question which tileset to use    would be the easiest
<IchoTolot>and most user friendly
<Nepster>As long as the editor tells you the name of the original SuperLemmini style, yes.
<IchoTolot>yes this would be good as well
Title: Re: [SUGGESTION/BUG][EDITOR] SL/L to NL conversion broken in the new 1.48B version
Post by: namida on October 12, 2016, 01:01:38 AM
Hm, good point. In the past, it was fairly reasonable to assume that the graphic sets would have the same name between both; as neither had any guidelines on how to name sets, so the same name would generally just be used. Now, NeoLemmix has a guideline on naming sets, but SuperLemmini still lacks one.

I'll do something about this for the next update; most likely exactly what you suggested. :)
Title: Re: [SUGGESTION/BUG][EDITOR] SL/L to NL conversion broken in the new 1.48B version
Post by: namida on October 12, 2016, 04:30:56 AM
Added a further improvement on this:

In styles.ini, you can now give a graphic set an "alternate name". This name will never be used when saving, but can be used when loading. For example, if a graphic set was called "stuff" in SuperLemmini, but called "bob_stuff" in NeoLemmix, you could add "stuff" as an alternate name of "bob_stuff" and it would match the graphic set to "bob_stuff" even if the SuperLemmini file specified "stuff" as the set. This is especially useful when running a mass-convert. (This alternate name works not only with (Super)Lemmini levels, but also NeoLemmix ones, so you could use it if eg. you've changed the name of a graphic set.)

This currently can only be specified manually via the styles.ini file. I do need to make some kind of in-editor menu to handle modifying the data in this file in a more user-friendly way...