- Floaters and Gliders exiting midairYes, now would be a good time to try and come to a decision on that.
- Floater / Glider vs. Splat Pad (assuming there are any changes proposed there that don't result in culling the pads completely and aren't implemented yet)Already implemented a change to this one in V1.48. Floaters / Gliders should always survive, even if they haven't been able to pull their thing out. (That just sounds wrong. :P )
It is warning me everytime I open a pack (even if it was build with the latest Flexi Toolkit version) that this pack might not be campatible, even though it totally is.As long as the pack is compatible as far as "everything loads properly" is concerned (ie: built with at least Flexi Toolkit V1.47n-C, preferably V1.48 or newer), it should only warn the first time. Can you copy/paste the first two lines of the NXSV file from a pack you're having the issue with.
And the D key is not working anymore.
What should happen when pressing the D-key? My D-key works perfectly fine and selects the walker skill. :P
Yes, I understood that (though the phrasing of my question probably didn't express that - sorry). But I simply don't know what the D-key does in the default hotkey setup. From your comments it seems that it has to do with displaying some fall distance guide, but is this everything it does or only a side-effect?QuoteWhat should happen when pressing the D-key? My D-key works perfectly fine and selects the walker skill. :PIn the absence of any reason to believe otherwise, it is best to assume people mean on the default hotkey setup. Certianly, what he mentioned fits perfectly with the default setup.
Adds the following features:
- Save state now works more like an actual save state, rather than just "remember frame number" and "jump to remembered frame number".
- Can assign a hotkey to jump to previous skill assignment. ( Default key is [ )
- Can assign a hotkey to jump to the next shrugger. ( Default key is ] )
3. The skill bar's zoom is not tied to the level area's zoom completely. Even if you adjust the zoom lower via in-game zooming, the skill bar will never shrink below what you've set as your zoom setting. And the skill bar won't be zoomed to a larger size than can fit in the window. (In the case that these conflict, the "won't be larger than..." rule has priority, for obvious reasons.) If you're using a 960x600 window, there is not enough space to fit the skill panel at a 3x zoom. Your window would need to be at least 1248px wide, and at least a certain value which I don't remember exactly tall (120 + a certain amount more to display at least some level area, I don't remember what I set the minimum as).I don't understand this. In V10.12 zooming it to 3x worked perfectly fine in 960x600, so why do I need 1248 now?
I don't understand this. In V10.12 zooming it to 3x worked perfectly fine in 960x600, so why do I need 1248 now?
Experimental Player V10.13.16:304937E.
http://www.neolemmix.com/download.php?id=104
Changes:
- Fixed the bug where NL always goes into fullscreen mode if loading a config file from an older version (at least on actual Windows; while not tested, based on the code I suspect this bug would not occur under Linux+WINE*).
- Fixed the bug where the special skips (to previous assignment / to next shrugger) have weird lables in the hotkey config menu.
- Fixed the bug where part of the skill panel may end up outside the window when the window is resized to a smaller size during gameplay.
- Fixed the bug where the window's vertical size is much smaller than it should be when exiting fullscreen mode.
- Various performance improvements; in particular, the fadeout when leaving a screen should have much better performance now, even on weak PCs with the Smooth Resampling option on.
>>If it's intended that you can't scroll when paused; I don't like that idea at all.This is a known bug, cf. http://www.lemmingsforums.net/index.php?topic=3202.0 (http://www.lemmingsforums.net/index.php?topic=3202.0). Disable the high-quality minimap for now.
Retesting replays for all levels featuring teleporters is recommended after this update. Any levels that also require very specific timings with them may have broken as well, so be sure to check.
The intended behavior is actually slightly different: Fake objects (or non-paired teleporters/receivers) should not be displayed at all in clear physics mode as they have no impact on the game physics. Last time I checked, this worked at least for objects that had the fake flag set, disabled traps and spent one-kill traps. I don't remember checking non-paired receivers though, so the bug might be older.
In more technical terms, the trigger effect of fake objects should be set to DOM_NONE (i.e. no effect) and then the clear physics mode should not display any no-effect objects. At the moment I don't know yet which of the two steps contains the bug.
At this stage, I think we're not too far from (FINALLY!) being able to have a V10.13.16 stable release. At least off the top of my head, the only remaining things I want to do first are:You forgot:
- Implement Proxima's suggestion of click-and-hold for the skill panel frameskip buttons
- (Possibly) ensure all default graphic sets have trigger areas consistent with a set of conventions, rather than somewhat arbitrary
- A few more fixes to the default graphic sets (some receiver trigger areas aren't quite where they should be, currently)
- More testing, of course
ObtainObject loop on "bubble:17". Please report this.Bug is reported, my duty done, and have fun ;)
(or "J" in the Lix-like setup).
Will the custom menu graphics such as the custom menu background and text be removed (as I've noticed in Lemmings Plus V)? I personally wouldn't want this. :(
Also, when pressing F2 at the level preview screen, it gives me a List Index Out of Bounds (0) error. It should not do this, but instead re-open the level select / pack selection menu.
mobius: In the case of your pack, did you have two copies of each folder from the rank? The "levels.nxmi" file in the main folder refers to rank folder names with "(1)" on the end, which is what the NXP conversion tool would do if it detects a conflict.
I am running the Experimental in an entirely separate folder to the older Neo Lemmix builds to avoid conflicts with my level pack content, not sure if this is relevant or not.