Latest versions:
Player: V10.12.15-D
Editor: V10.12.12-C
Flexi: V10.12.14
GSTool: V10.12.13
NeoLemmix Player
A lot of the changes here are behind-the-scenes optimizations, but there's still some stuff that's relevant to the end-user.
Please note that VGASPEC support has now been entirely dropped. Tileset mixing should be used instead. Music pack support remains for now, but it won't remain for much longer.
XX.12.XX Core Changes
- Flipping or rotating one-way arrows now affects their functional direction rather than just graphical. This also means one-way-up arrows can be created, which are only destroyable by bombers.
- VGASPEC support has now been discontinued altogether rather than just deprecated. If you haven't already, switch to tileset mixing.
- Replay format has been revised (old version replays will work on this version; this version's replays will not work on older versions)
- The L2, L3 and LPV graphic sets are now built into NeoLemmix (thanks to Prince Jamie and IchoTolot for the L2 sets, and IchoTolot and GigaLem for the L3 sets)
- Something which will not be revealed yet ;) * Update: This new feature is the addition of a Fencer skill.
XX.XX.12 Feature Changes
- Cloner shadows have now been implemented, in cases where the Cloner is selected and a lemming with a shadow-supporting skill is moused over
- Skill panel is generated at runtime from source images instead of being mostly pre-rendered
- If custom sprites are specified but don't exist, NeoLemmix will fall back to default sprites instead of crashing
- Graphic sets or entire packs can specify lemming spritesets to use other than "default" or "xmas"
- Entire custom sets of lemming sprites can be added rather than just modifying default and/or xmas
- Custom lemming sprites may have arbitrary framecounts instead of having to stick to the original amount
- Custom lemming sprites may alter the foot positions
- Bomber and stoner sprites no longer have oddities in some cases (eg. athletes, zombies, moused-over, etc, especially in the Xmas set)
- Fixed the "white line on right side of minimap" bug
- Added an option (turned on by default) to replace the minimap with extra buttons for features such as fast forward and directional select; there is a clickable button in-game to toggle it
- Fixed some bugs with assigning skills to highlit lemming when highlight hotkey is a keyboard key and not a mouse button
-B Hotfix
- Fixes a crash on levels that have background images placed as regular objects.
-C Hotfix
- Fixes the bug where the pack-wide sprite specification doesn't work in many cases.
- Fixes the bug where if the minimap is turned on while paused, the border appears but the minimap itself is blank until a frame advance or unpause.
- Fixes the bug where the displayed Cloner count may be incorrect after a restart or frameskip (only affects display, not function).
XX.XX.13 Feature Changes
- The bugs relating to the weird way NL handles windowed mode are gone, which should greatly improve compatibility with Linux+WINE and "Window Capture" modes in recording software and negate the need for the "-alt" versions.
- Fixed bug: Trigger areas of objects with the "Only On Terrain" flag didn't show up in clear physics mode.
- Fixed bug: "Most Lemmings Saved" record was only saved on successful attempts.
- Fixed bug: "Fastest Time" record was based on the last lemming the player saved, not the last required lemming the player saved.
- You can now assign a "Select Fencer" hotkey without having to manually modify the hotkeys INI file.
- If music is turned off via the Toggle Music hotkey then turned back on, it resumes from where it left off rather than restarting. (This can easily be reverted if people don't like this change.)
- Preview / postview texts can now have up to 21 lines instead of only 18.
- Talismans screen now displays 6 talismans per page instead of 5.
- Level select menu can now display 18 levels at a time instead of only 15.
- Preview screen now uses as much space as possible for the level preview image.
- Postview screen now shows previous lemmings saved records and best time.
- When starting NL on a Linux+WINE setup with Fullscreen mode enabled, NL asks if you'd like to switch to windowed mode; this is due to fullscreen mode not working on certain Linux desktop managers (Unity is known to have issues with fullscreen; LXDE appears to work fine; have not tested any others).
XX.XX.14 Feature Changes
- There's now a proper screen for the mass replay checker, instead of the gameplay screen flickering during testing. (And it's now working again; it was broken in V10.12.13)
- Mass image dumping no longer causes the screen to go blank while processing.
- Added an option to restore the old behaviour of using the entire screen area on menu screens when in fullscreen mode instead of having black borders like in-game.
- Added an option to use a smooth resampler when zoomed. There are seperate options for menus and in-game, menus default to on while in-game defaults to off.
XX.XX.15 Feature Changes
- Changing between fullscreen and windowed no longer requires a restart of NeoLemmix.
- Menus are always stretched to take up as much space as available while remaining proportional; the option has been removed.
- Zoom and fullscreen settings are now independant of each other.
- When in windowed mode, the window can be resized arbitrarily (subject to a minimum of 320x200 x zoom level).
- When in-game, the gameplay display uses as much screen space as available rather than having black borders for everything outside a 320x160 region.
- Mouse wheel scrolling can now be used as a hotkey.
- It is possible to zoom in and out during gameplay as long as there is enough space in the window (or on screen in the case of fullscreen) to fit at least a 320x160 region of the level plus the skill panel.
-B Hotfix
- Fixed a bug where the game may crash when entering Clear Physics Mode.
-C Hotfix
- Fixed the bug where music fallback was not working correctly.
-D Hotfix
- Fixes a bug which may cause crashes or incorrect results when running the mass replay tester on packs that use a large variety of graphic sets and/or graphic sets with a lot of pieces.
Downloads: Latest Stable Release (http://www.neolemmix.com/download.php?program=16) | Permalink to V10.12.15-D (http://www.neolemmix.com/download.php?id=80) | All Available Versions (http://www.neolemmix.com/?page=download_list&program=16)
Thanks to changes in the XX.XX.13 features update, an alt version should no longer be necessary.
NeoLemmix Editor
The NeoLemmix Editor update is mostly just to include the newly-added styles.
V10.12.12 Update
> Many improvements to the piece selection menu, most notably that it can now be vertically resized
> Fixed the bug where object rotation is lost during copy/paste
V10.12.12-B Hotfix
> Fixed the bug where an error message prevented changing the background
> Fixed the bug where if a flipped or inverted object was copy-pasted, the new object would display in both forms
V10.12.12-C Hotfix
> Fixed the memory leak when scrolling through the piece selection menu.
Downloads: Latest Stable Release (Full) (http://www.neolemmix.com/download.php?program=17) | Permalink to V10.12.12-C (Full) (http://www.neolemmix.com/download.php?id=20) | Permalink to V10.12.12-C (Upgrade) (http://www.neolemmix.com/download.php?id=19) | All Available Versions (http://www.neolemmix.com/?page=download_list&program=17)
Flexi Toolkit
Flexi's update is mostly for compatibility with V10.12.XX of NeoLemmix, but one major change: the Talisman Editor is now built into Flexi directly, rather than being a seperate app. This also means that if you move a level around, you don't have to manually update the rank and level that the talisman refers to (you do still need to update the description, though).
> Creates NXPs compatible with NeoLemmix V10.12.XX
> Talisman editor has been integrated into Flexi Toolkit, negating the need for a seperate app
> Removed direct support for many rarely-used custom images
> Added support for arbitrary custom data files, which can be used for the purpose of said custom images
> Removed the no-longer-useful "Export / Import SYSTEM.DAT" buttons
> As far as possible, custom graphics will be auto-converted to V10.12.XX layout
> Can set a forced lemming spriteset other than "default" or "xmas"
V10.12.13 Update
> Image import dialog can now be resized
> Image import dialog is offered when importing BMP or PNG files as custom data files
V10.12.14 Update
> Should fix the issue some users had with Flexi not showing up on the alt-tab menu
> Fencer-related options in Talisman Editor are now visible
Downloads: Latest Stable Release (http://www.neolemmix.com/download.php?program=18) | Permalink to V10.12.14 (http://www.neolemmix.com/download.php?id=29) | All Available Versions (http://www.neolemmix.com/?page=download_list&program=18)
Also, I finally updated the tutorial (http://www.neolemmix.com/old/flexitutorial.html)! Not only is it up-to-date for this new version, but I also finally added information on the Replay Manager. :D
Graphic Set Tool
The only change here is that it now supports setting a lemming spriteset other than default or xmas. Just for the record - there's no need to worry about "what if someone uses it without building an NXP that includes my custom lemming sprites" - if the custom sprites a set specifies aren't available, NeoLemmix will just revert to default sprites.
Just to be clear - the piece names still have no effect on current versions of NeoLemmix. It's still recommended to set them as it will matter when we do properly move to new-formats, but for the moment they do not affect anything except the display list in GSTool itself.
V10.12.13
Added a "Lemmini Resolution" checkbox when importing pieces.
Downloads: Latest Stable Release (http://www.neolemmix.com/download.php?program=19) | Permalink to V10.12.13 (http://www.neolemmix.com/download.php?id=102) | All Available Versions (http://www.neolemmix.com/?page=download_list&program=19)
Content Upgrade Guide
First things first - if you have levels that use VGASPECs, I told you a while ago to switch them to tileset mixing. V10.011.XXX deprecated VGASPEC support, but still had some degree of backwards compatibility. That's not the case anymore - your VGASPEC levels will not work at all on this version unless you change them to use tileset mixing.
There's a fair few changes to how custom images are structured. Flexi Toolkit will actually take care of most of this for you when you open a pack; and if you're just using a custom set you got off the NeoLemmix website (http://www.neolemmix.com/old/neoflexi.html), you can simply redownload it from there (they have all been updated to the new layout). If they're completely new ones, some images will require some degree of manual editing. Flexi will alert you to this; I recommend checking out the default images (http://www.neolemmix.com/old/flexitutorial/default_custom_images.zip) to get a feel of what your custom ones should look like, as that's easier than trying to explain it.
If you're using the color-shifting Floater / Glider sprites, you'll need to redownload the updated versions of these too.
If you are using any of the Lemmings 2: The Tribes; Lemmings 3: The Chronicles / All New World Of Lemmings; or Lemmings Plus V graphic sets, you no longer need to build these into your NXP. All other custom graphic sets still need to be included. It's fine if your levels refer to them by the older names ("medival" (notice the missing "e"), "gigalem_l3egypt" and "gigalem_l3shadow" rather than the new ones "medieval", "l3_egypt" and "l3_shadow"); NeoLemmix has some compatibility code to use the right ones, and the editor's style.ini specifies these as AltNames.
The VGASPEC thing aside, existing levels and replays should work perfectly fine as is (there are no physics changes that would break them), but it's still a good idea to run a test just in case. But if your levels were solvable on V10.011.XXX, it is extremely unlikely that they won't be on this version. So far, there isn't even a single report of a broken replay.
Custom graphic sets will not need any modification for this update.
See the pinned post on the Level Packs board for how to add compatibility icons for this version to your posts.
There's been some reports in the IRC channel of some levels refusing to load in the player, usually with an "ObtainObject loop" or "ObtainTerrain loop" error message. If you get this on any levels that worked on V10.011.XXX and have confirmed that all required graphic sets are present, can you please send me the broken LVL files via private message so I can investigate? Please be sure to also include any styles that aren't either (a) among the default ones or (b) on the auto-downloadable list; including customized versions of those styles.
There has been a lot of behind-the-scenes changes which some of required new backwards-compatibility code (as mentioned, versions since V1.47n actually run off the new-formats code internally, but have compatibility code to load older formats; rather than natively using the old formats), so it is not impossible that some of this may have caused issues. However, I haven't encountered problems on my own content, nor did anyone report issues on the experimentals, so without some examples of levels that cause these issues I have nothing to go on in terms of working out why this is occurring.
Well, V 1.41 of MegSEBytes has 2 of these levels:
- The 2nd level of the last rank. It uses my City tileset conversion + OWW from gronklings Beast 2 tileset. Mixing in the OWWs caused the error there. Removing those and unsing just the City tileset works fine.
- Flopsy's scrapbrain level. Here the error comes from renaming the tileset after the level was created with the old name. There is no easy way to fix level affected by this anymore, like simply switching the tileset to the new one in the editor. There should be such an option for easy switching of the primary tileset again (like in older versions of the editor)!
EDIT: All my single level stuff made with Beast2 and City seems to work just fine. Indeed everything I checked so far from my stuff (including Reunion and PimoLems via mass replay check) works as expected.
Took a look. I don't know why what you're suggesting ended up fixing them (unless they fixed these other things at the same time), but in fact they both have the same cause: Image background objects have been placed in the level as regular objects, instead of only selected as backgrounds.
In previous versions, these were still loaded as objects, and thus the object reference to them wouldn't fail to find a valid object. In the new version, they're loaded into a completely seperate "backgrounds" list, with the result that references to them as objects result in the object failing to be found. (EDIT: Okay, I was confusing the exact details a bit, the backwards-compatible version handles them a bit differently than this, but the general idea was still the same - it was relating to background image objects being placed in levels.)
I'll make a hotfix that prevents crashes on levels that have this issue.
Released a -B hotfix that fixes this crash. Tested it on both of these levels and they do not crash.
Ok, that explains a lot. Now it does make sense why the crash happens! :)
Flopsy/Wafflem must have forgotten to remove the big bg object instead of just selecting the one you want to use via the "level properties window".
Uploaded a Flexi Toolkit update V10.12.13.
This update offers the Image Import popup (the one presented when importing a directly-supported custom image) when importing a BMP or PNG file as a custom data file. If used, the image will be converted to a 32-bit PNG and you'll be offered the opportunity to set transparency via a transparent color. In the case of a BMP file, the extension will be changed to PNG after importing and converting - which is probably what you wanted, since after all, NeoLemmix doesn't look for files with a BMP extension either.
Additionally, the Image Import popup is now resizable, which might help when handling larger images (such as the title screen logo).
Since this is only a features update, not a core or bugfix update, it is not critical, and you can remain on Flexi V10.12.12 if you have no interest in these new features.
Just realised I forgot to mention a couple of things in the changelog, which I've now added:
1. Flipping or rotating a one-way-arrow object now affects the directions physics-wise, rather than just affecting the graphic. (EG: A horizontally-flipped one-way-left arrow object will function as a one-way-right arrow object.) Creating a one-way-up arrow this way is possible; it will only be destroyable by bombers.
2. When the Cloner is selected and a lemming that is performing a shadow-able skill is moused over, a shadow for the cloned lemming will be displayed.
The first point does not currently apply to one-way fields, but we are strongly considering it.
Another player hotfix.
Fixes the following bugs, which range in severity from "most people won't notice" to "very fucking annoying if it happens", but none of which affect anything functionally.
- The pack-wide lemming sprite specification doesn't work in many cases.
- If the minimap is turned on while paused, the border appears but the minimap itself is blank until a frame advance or unpause.
- The displayed Cloner count may be incorrect after a restart or frameskip (only affects display, not function).
As you might've noticed elsewhere, I've mentioned that V10.12.13 (this will solely be a features update, and as such will not be critical - only update if you want the new features) will be fixing the weird windowing system at last. This should mean better compatibility with recording software or Linux-WINE setups inherently, and no need for an "alt" version. :D
But aside from that, I've also fixed that odd thing (carried over from DOS lemmings) where the internal resolution of all screens other than in-game is 640x350. Instead, it's 640x400 now, which means a bit more space. Preview / postview texts can now be up to 21 lines instead of only up to 18; the level select screen can now display 18 levels at a time instead of only 15; the talisman screen can now display 6 talismans per page instead of 5.
But the most exciting change is on the preview screen. My initial change was to dedicate more area to the level preview image. But then I thought - all it's doing this way is putting the 1/4-size image into the middle of a larger area. So I went and improved it further - the level preview image has 640x128 of space to use, and it now uses as much of that as possible while still (a) remaining proportional, and (b) not cropping out any part of the preview image (which in and of itself sometimes happened on the existing version with very large levels, for example Lemmings Plus Omega Puzzling 30 "Drop Them Lems").
Here's a preview screen comparison on a level that's both more familiar to most people (especially since the one in the above shot isn't released yet except in private test versions), and shows it off much better. :)
While it's not as interesting as the improvements to the preview screen, I made some nice adjustments to the postview screen too. :)
The time is only displayed / remembered on successful attempts, and is counted from when the last required lemming exits. So if you save 30 but the level only requires 20, the time recorded here will be based on when the 20th lemming exited.
The lemming count is always remembered. So if a level requires saving 15, and you save 12, it won't count that as a pass of course, but it will remember that 12 lemmings is your record.
(If you're wondering what level this is on, it's "The Arcade" from the LPO2 demo.)
If you can't wait for a stable release to try out these features, why not give the experimental version (http://www.lemmingsforums.net/index.php?topic=2390.msg62475#msg62475) a try - be sure to report any bugs you encounter!
Keeping track of personal bests is an excellent feature :thumbsup:
I take it "+13f" is the number of frames beyond an integer number of seconds? I don't like showing that, because it's extra clutter, I don't think most players will care, and players who don't follow development discussions won't know what it means. I would suggest either removing it (entirely, or as an option), or replacing it with centiseconds, which are more universally understood.
The centiseconds idea is a good alternative. :thumbsup: I was going to suggest showing " ([number of frames] frames)" in place of the "+Nf", but that would be more verbose than centiseconds.
I welcome this feature with open arms
I do like the idea of personal bests, Maybe a record table in the player will work too?
QuoteI take it "+13f" is the number of frames beyond an integer number of seconds?
It is. And yeah, I like your suggestion of changing to centiseconds; I'll implement that.
NeoLemmix actually has kept track of these for a while, but there were a couple of bugs that I only noticed now (with lemmings saved, it won't remember your best
unsuccessful attempt, only successful ones; with best time, for example, if a level required 30 lemmings but you saved 35, it would count based on when the 35th lemming exited, not when the 30th lemming exited). And there was no obvious way to display them - there was a key you could press on the preview screen, but I don't think many people were aware of it.
Player V10.12.13 update and Flexi V10.12.14 update released.
Main thing to note with the new player is there's no longer an -alt version, as some changes in this should remove the need for one. There's a few other tweaks; check the first post for full changelogs (and download links) for both of these updates.
The only change from the last experimental version of the player is that times on the postview screen are displayed with centiseconds, not frame counts.
Now it seems I have the ingame all-around blackedge that's around the level game area even in the menus and pre/postview screens (fullscreen mode).
This seems kinda ugly to be honest. Is there a possibility to zoom the menu screens to real fullscreen size again and make these black edges disappear?
The main goal with this is so that the menu screens and the in-game take up the same amount of screen area, rather than in-game taking up slightly less. I'll see what I can do to offer an option for the old method, though.
(EDIT: Have added such an option for the next update.)
Quote from: namida on January 26, 2017, 10:33:32 AM
The main goal with this is so that the menu screens and the in-game take up the same amount of screen area, rather than in-game taking up slightly less. I'll see what I can do to offer an option for the old method, though.
(EDIT: Have added such an option for the next update.)
I would even argue to make this the default option.
The black menu edges seem weird and new people might think that something is working wrong here. It is also somewhat weird for recordings.
Maybe make a poll ???
To those who are used to the existing layout, it may seem weird. These people are more likely to see that there's an option, as they'll be around when the version with the option is released.
New users, on the other hand, might find it weirder that menus take up the entire fullscreen area, but in-game has the borders. It might seem more consistent to them for all screens to take up the same amount of on-screen space.
Stretching the image to take up the entire screen area can also cause some degree of distortion. I have added some options that will help address this to some extent, but for obvious reasons it cannot be addressed completely except by not using the "use entire screen area" option. This is even more true now that the menu screens use the same width-to-height ratio as in-game (16:10), whereas previously they used one that was much closer to 16:9 (which is also the ratio for most widescreen resolutions).
I agree with IchoTolot that the black border is not perfect. However adding another option is not the solution, because it doesn't actually fix the core issue: It just migitates the problem on some screens, while it persists on others (namely when actually playing a level). So I would prefer to have one full-screen option, which behaves as follows:
- Menu screens are resized to use either the full height or full width of the screen, while keeping the ratio of 16:10.
- For game screens, we use the maximal zoom and then fill the border with a larger part of the level. So for example on a 1024x768 screen, we would use a zoom factor of 3 and instead of a 960x480 image of the level with a 960x120 image of the skill bar, we use a 1023x648 image of the level area (which is a 341x216 part of the level, zoomed by 3) and a 1023x120 image of the skill bar (which is the usual skill bar with some empty space on both sides).
Unfortunately I suspect that this would not be straight-forward to implement, though I know not nearly enough about the screen output and user input code to make a qualified statement in that regard.
It would be a fair bit of work, but not on the level of near-total rewrite. The main question is how to handle levels that are too small to make use of additional area. Lix handles this by putting a border (in a color very distinct from the background black) in the unused area, while the skill panel still takes up the entire width. This is somewhat ugly. It is also less practical for NeoLemmix, where level backgrounds are not always the same color. Not expanding the skill panel when this happens would then mean the user interface varies based on the level size, so this is not ideal either.
Stretching the skill panel by a non-integer multiple is also going to produce some somewhat ugly results. The alternative to ugly results is to use a TLinearResampler on them, which looks much nicer but requires much more processing power. An option for this exists in current code (newer than the V10.12.14 release) with existing zoom mechanics, with seperate options for menu screens and in-game (there is no seperate option for the skill panel vs the gameplay area); this defaults to on for menus, and off for in-game. On my PC, in-game performance is the same at normal speed with or without it, but fast forward is significantly slower than normal. I suspect that applying this only to the skill panel will reduce, but not entirely eliminate, this issue. More complex solutions involving pre-rendering the resampled graphics may exist, at a cost of much higher memory usage. This is probably the optimal solution, but also the most work.
Quote from: namida on January 26, 2017, 03:11:57 PM
The main question is how to handle levels that are too small to make use of additional area.
How about a 2-pixel wide white border and then the non-level color beyond?
Quote from: namida on January 26, 2017, 03:11:57 PM
Stretching the skill panel by a non-integer multiple is also going to produce some somewhat ugly results.
I would stretch the skill panel by an integral value, center the resulting panel horizontally and then fill the remaining space left and right by some empty background.
Quote from: namida on January 26, 2017, 03:11:57 PM
The alternative to ugly results is to use a TLinearResampler on them, which looks much nicer but requires much more processing power.
I don't think this will be a problem for menus, and with the method above we only need to zoom by integral values while playing a level. So there shouldn't be performence problems with my suggestions above, should there?
Your previous post implied a non-integer resize for the skill panel - 1023x128 (which I assume you meant rather than x120, as this keeps proportions) is a 3.19x zoom. Of course, now that I think about it, you could just as easily have meant 960x120, which is a 3x zoom exactly.
Linear resampler on the menu screens causes some slight slowdown of the fade (I have made some changes to minimize the impact of this, and at any rate the resampler can be turned off), as well as to the speed of text scrolling on the main menu screen (not a huge concern).
A further question that arises on this - why should such options be restricted to fullscreen mode? And, how would the options be provided for windowed mode? (In particular, I suspect that adjusting during gameplay might be very difficult to implement, meaning the obvious of "make the window resizable" might not be the way to go.)
Released an editor update that greatly improves the piece selection menu, as well as fixes the object rotation copy/paste bug.
The option to use Fencer skills is still hidden. Those who I've told how to unlock it; it's still unlocked the same way in this update.
EDIT: Sorry, there were a couple of bugs with the improvements to the piece selection window in the initial upload. I've reuploaded now with (hopefully) all of these bugs fixed, as well as one other minor bug that's been around since day one but I never noticed until now.
Ugh, discovered some more bugs with the new code. Uploaded a -B hotfix that deals with them.
Mass replay checking is broken in the new player version. Will try and get a hotfix later today to address this; in the meantime here's a download link for the previous version (V10.12.12-C) where it's working; there are no physics changes in the new version so replays that work on one will work on the other:
http://www.neolemmix.com/old/NeoLemmix101212.exe
Instead of a hotfix, I've decided to do a proper fix and make a proper replay testing menu, that should also have at least somewhat better performance than the existing one. :)
As far as I can tell, the new tester is working 100% with the new-formats code, but I've yet to integrate it into the backwards-compatible code that stable releases (and even most experimental releases, certianly all recent public ones) are based off.
Uploaded V10.12.14 of the player, which fixes the replay checker (actually, it implements an entirely new - and much less kludgily-coded - replay tester, that's far less likely to break again in the future).
It also has an option (not enabled by default) to revert to the old fullscreen behaviour for menu screens, of using up the entire screen area instead of resizing by an integer multiple and having black borders.
The new replay tester does have a bit better performance than the old one, though it's still nowhere near as fast as the Lix one. I suspect that as code is further optimized - in particular completely making physics processing independant from any kind of UI or rendering code - this will improve further. It already has the advantages of cutting out most rendering-related code apart from the physics map, and that whereas usually tilesets would be discarded from memory if they're not used for a while, tilesets are never discarded during this replay checker's running (removing the need to reload them again later during the check, which was in some cases one of the biggest causes of slowdown in the old tester, especially on packs that use a large variety of sets).
The download link still gave me the XX.XX.13 version. It seems you might have forgotten to update the download link ;)
That'll be the site playing up again. -_-"
It's giving the correct download now, although I do notice I forgot to take the (somewhat outdated anyway) commit ID off the menu screen. I've reuploaded to fix that. Don't worry if it gives you the version that does have the commit ID, nothing has changed in the reupload except for removing it.
Uploaded an editor hotfix, V10.12.12-C.
Treat this as a critical update if you are on V10.12.12 or V10.12.12-B. These versions are prone to crashes that may leave you unable to save your level and thus losing your work.
People have reported the NeoLemmix website doing that thing again where it sometimes gives the older version of a file for download. Since this update is very important, I've attached the EXE here as well, which should definitely give the correct one. (If you wanted the full package rather than the upgrade one - just download it, run the EXE and check the version in Help -> About, and if it's wrong, replace the EXE with this one.) I'm kinda sick of this error happening, so at some point in the next few days I think it's time I revamp the NeoLemmix site to avoid this issue.
Released the V10.12.15 update for the Player. This has that nice "show more level area instead of black bars if possible" feature that I've been discussing on the bugs & suggestions board. :) You can even zoom in and out while playing - use the mouse wheel to do so. (Note that you can't zoom in so far that a 320x160 area of the level + the skill panel won't fit in the window, or in fullscreen mode, on your screen.)
As with V10.12.13 and V10.12.14, this is an optional update if you're already on at least V10.12.12-C. It gives some nice features, but is not required for compatibility with any content or to fix any critical bugs.
Discovered a bug that causes NeoLemmix to crash when the user attempts to activate Clear Physics Mode. Am working on a hotfix for it. (EDIT: Done.)
Another bug. This one may have been around for a while rather than being new as such, but it's fixed now. Specifically - the music fallback when a specified-in-level-data track wasn't found wasn't working; it is now.
This V10.12.15-C update is not overly critical, unless you're still on V10.12.12 or V10.12.12-B (V10.12.12-C is fine).