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NeoLemmix => NeoLemmix Main => Topic started by: namida on January 17, 2020, 06:59:32 PM

Title: NeoLemmix V12.8.0-RC Release [RC3 released]
Post by: namida on January 17, 2020, 06:59:32 PM
At this point, the target date for V12.8.0 stable is 15th or 16th of February.

The Release Candidate build for V12.8.0 is now here.

Known issues (click to show/hide)

Download V12.8.0-RC3: https://www.neolemmix.com/download.php?id=386

This download does not include any copy of the editor. Please use the stable editor version for now. If levels refuse to open in it, first try running them through Cleanse Levels using V12.8.0 (F8 on title screen of a pack).

This download only includes the Orig and OhNo styles, plus "default", "xmas" and "special". You can use the in-game Style Manager (in the Settings) to download other styles, or you can download styles manually:
- All styles: https://www.neolemmix.com/download.php?id=387 (Updated 15th Feb 2020)
- Any individual style: https://www.neolemmix.com/styles/12.8/XXXXXXXX.zip (replace XXXXXXXX with the style's name, eg: https://www.neolemmix.com/styles/12.8/orig_fire.zip (https://www.neolemmix.com/styles/12.8/orig_fire.zip) for orig_fire)

As always, it is recommended you install the RC build to a new folder, rather than trying to use it in the same folder as your existing version of NeoLemmix.

If you have a custom hotkey setup you'd like to keep, run the new version once, then copy settings/hotkeys.ini across from your V12.7.X folder. Please note that in this case, you will need to manually add keys (if desired) for the new "Projection Shadow" and "Skill Projection Shadow" features.


Changelog from V12.7.4 (click to show/hide)



No change to existing content is required. However, if you have custom lemming sprites, you may want to update them to reflect the recent changes to the Blocker and Digger sprites. You may also, if you have any custom styles, wish to create high-resolution graphics for them - but this is completely optional.

Please report any bugs you find! This update should not break any existing content (at least that I can think of), so if something does break, assume it's a bug and report it rather than trying to update your content to work around it. (This is, of course, assuming the content in question works fine on V12.7.X - there was a lot of potential breakage from V12.6.X to V12.7.X.)
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on January 17, 2020, 06:59:38 PM
I have updated the styles format topic with details regarding high-resolution (as well as the new - or at least, newly-useable-by-style-creators-instead-of-a-single-global-list - aliasing feature): https://www.lemmingsforums.net/index.php?topic=4337.0
Please read that first if you're trying to create high-resolution graphics for your styles, and if you still have any questions, ask away.

For the official styles, please coordinate with Nessy if you're interested in helping to prepare these.

Most graphics are currently just running through an upscaler. The lemming sprites (default / xmas), the skill panel, helper icons, and the default Pickup and One-Way Arrow objects are the only things with actual high-res graphics so far.



Attached image is a guide to how the new fall distance ruler works.
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: WillLem on January 17, 2020, 09:00:54 PM
:party:
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: WillLem on January 17, 2020, 10:24:28 PM
I've amended the default blocker because there was a stray pixel (also this sprite appears about 4 or 5 pixels too low in-game - not sure how to fix this), and also made the penultimate miner frame a bit better because it looked like the pickaxe was shrinking slightly (done this for both default and xmas).

Other than that and the recolouring issues that you're already aware of, this is looking fabulous!

I'll do another double-check of all sprites over the weekend.
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on January 18, 2020, 12:11:47 AM
Well, good time to test out the online feature. Of course, you can download the images manually from WillLem's post, but otherwise - you can also now use the online features in-game to get updated versions of "default" and "xmas" that contain these sprites. :)

Quote
I've amended the default blocker because there was a stray pixel (also this sprite appears about 4 or 5 pixels too low in-game - not sure how to fix this)

I can't reproduce this re: appearing too low. Could you confirm you're not using a styles download from elsewhere (such as the styles download for the stable version), either wholly or as a "mix-and-match", or otherwise using any older files? Basically - this experimental should be set up in its own folder, seperate from any existing NeoLemmix installation. If you are, could you explain in more detail what you mean?
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: uci on January 18, 2020, 11:29:12 AM
Low quality graphics is the main reason I don't use NeoLemmix and still prefer other players. So, this is a very useful addition for me.

My top wishes for this hi-res version would be: skill panel made bigger, hi-res cursor, continous zoom in windowed mode. Thanks. :)
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on January 18, 2020, 06:20:50 PM
Quote
My top wishes for this hi-res version would be: skill panel made bigger, hi-res cursor, continous zoom in windowed mode. Thanks. :)

The skill panel will increase in size as you zoom in, as long as it's not becoming too large to fit on-screen (or in the window). You can often get one or two extra levels of zoom by using the "Compact Skill Panel" option, although note that this sacrifices most of the utility buttons and gives a smaller minimap. The smaller minimap is something you just have to live with if you're using compact panel; but all the utility button functions can be given hotkeys instead (indeed, if you're using either default layout - Functional or Traditional - every utility button has a keyboard shortcut already).

High-res cursor - could you clarify what you mean by this? Do you just think it needs to look nicer? Or do you think there's an issue with the sizing?

Continuous zoom - NeoLemmix has had this for a long time (since V1.47 IIRC). You can even change zoom on-the-fly while playing, using the mouse wheel (or you can use the Configure Hotkeys menu to assign that functionality to keyboard keys). EDIT: Unless you're meaning "allow non-integer zoom levels"? I'm a bit wary of this, as it would distort the visibility of physics, even when using clear physics mode.
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on January 18, 2020, 08:03:26 PM
Details on how to provide high-res graphics for your styles have been added to the styles format topic: https://www.lemmingsforums.net/index.php?topic=4337.0
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: uci on January 18, 2020, 09:04:31 PM
Quote
The skill panel will increase in size as you zoom in, as long as it's not becoming too large to fit on-screen (or in the window).
It will not happen for me. Panel has fixed size. Here is an image.

(https://i.imgur.com/zD4SaS7.jpg)

Quote
High-res cursor - could you clarify what you mean by this? Do you just think it needs to look nicer? Or do you think there's an issue with the sizing?
Well...to look nicer. Maybe thinner to fit with the hi-res graphics.

Quote
Unless you're meaning "allow non-integer zoom levels"? I'm a bit wary of this, as it would distort the visibility of physics, even when using clear physics mode.
It seems 3x doesn't work properly. It's the same as 2x.  BTW, 1x generates a division by zero. (I have a 5:4 monitor)

Anyway, thanks for listening to my suggestions.

Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on January 18, 2020, 09:26:05 PM
Regarding the skill panel - there isn't enough room in that window to zoom it any further than it already is (while still sticking to an integer zoom). Make the window a bit wider and it should be possible - if your screen has sufficient room for it, that is. The compact skill panel's unzoomed width is 320px in low-res or 640px in high-res. Note that NeoLemmix is DPI-unaware; if you override the default behaviour in compatibility settings, to set "Scaling performed by application", this might help. (This doesn't apply if your OS scaling is 100%, in which case this won't make a difference.)

I'll see what I can do about the other points.
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: WillLem on January 22, 2020, 10:29:49 PM
Well, good time to test out the online feature. Of course, you can download the images manually from WillLem's post, but otherwise - you can also now use the online features in-game to get updated versions of "default" and "xmas" that contain these sprites. :)

The online/update feature is a genius addition! I can confirm that it worked for updating the styles.

I can't reproduce this re: appearing too low. Could you confirm you're not using a styles download from elsewhere (such as the styles download for the stable version), either wholly or as a "mix-and-match", or otherwise using any older files? Basically - this experimental should be set up in its own folder, seperate from any existing NeoLemmix installation. If you are, could you explain in more detail what you mean?

The Blocker was appearing about 5 pixels too low on the screen. It seems to have been fixed now though, so I can't send a screen shot or anything. The stray pixel is also gone, so it's looking all good for now! :thumbsup:

Low quality graphics is the main reason I don't use NeoLemmix and still prefer other players. So, this is a very useful addition for me.

Glad to know the hi-res mode is a welcome feature!

My top wishes for this hi-res version would be: skill panel made bigger, hi-res cursor, continous zoom in windowed mode. Thanks. :)

I've attached a hr version of the cursor, it'll almost certainly need some tinkering from Namida to make it work in-game but it looks visually fine. You can change the existing cursor's look by going into gfx>cursor, opening each image in any PNG image editor that allows transparency and customising it as you wish. Just bear in mind that the low-res cursor is limited to 16x16, for the hr version I've doubled this to 32x32 to allow for a thinner-looking cursor with the same colour scheme as the original. :lemcat:

Side-question: whence cometh the Xmas Lemming in your profile pic?
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on January 29, 2020, 09:47:58 PM
The cursor doesn't show up properly in screenshots, but I've implemented support for it. It looks nice - so that can definitely become part of the update. :)

I did make a few minor tweaks to the graphic.
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: WillLem on February 03, 2020, 12:48:58 AM
OK Namida, I've given the following HR sprites another look:

Fencer - the lance now fits the mask perfectly and the movement is a bit more flowy. The only issue with this is that the feet don't fit the diagonal slope of the destruction path; I think the only way to fix this would be to have the first few frames be separate from the rest, like the floater/glider sprites, so that the fencer's feet can be on the floor to begin with, but then 'stepped' during the animation. It looks much better now anyway, see what you think.

EDIT: I've seen your message on Discord regarding this; if moving the feet would create a different problem, let's leave it as it is!

Glider - another few tweaks to make this more subtle, I think it looks a lot better now.

Platformer - tidied this up, there were loads of stray pixels and it was looking a bit like a wobbly weeble :crylaugh: looks far better now, and more like the low-res version.

Reacher/Shimmier - given these another quick tidy, I think the movement is much more natural-looking now.

Let me know what you think of these - community feedback also very welcome. If you're happy with them I definitely think these should be the final versions of these sprites for the 12.8 release (with the exception of the Fencer if you think it's worth getting that animation as tight as possible).

WillLem :lemcat:
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: namida on February 04, 2020, 01:00:28 AM
Fencer - It fits the destruction mask very well, but the lemming's body is too far back from its physics position IMO. At the very least it needs to be one pixel further forward, then at least the further-forward foot would be in the right position - maybe this would be enough. However, the lance would then also need to be adjusted to suit. Regarding the back foot - I think it would work better if the back foot was placed slightly lower, and thus would be weird for the first cycle but good for subsequent ones. (This is still an improvement over the previous Fencer sprite, though.)

The others look great! :D
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: namida on February 04, 2020, 01:15:19 AM
V12.8.0-RC2 is released. Download is in the first post.

Make sure to update the "default" and "xmas" styles, either via manual downloads or - better - via the in-game style manager. There's also a new style, "bulletride_thorn", that's been added.

Note that the bugs with projection shadow currently remain unfixed.
Title: Re: NeoLemmix V12.8.0-RC Release
Post by: WillLem on February 05, 2020, 07:55:54 AM
Fencer - It fits the destruction mask very well, but the lemming's body is too far back from its physics position IMO. At the very least it needs to be one pixel further forward, then at least the further-forward foot would be in the right position - maybe this would be enough. However, the lance would then also need to be adjusted to suit. Regarding the back foot - I think it would work better if the back foot was placed slightly lower, and thus would be weird for the first cycle but good for subsequent ones. (This is still an improvement over the previous Fencer sprite, though.)

The others look great! :D

Thanks for the feedback :thumbsup:

Fencer-wise, I can do the 1-pixel move forward for the body no problem. However, regarding the back foot - if the lowest horizontal row of foot pixels was even 1 pixel lower vertically, that row of pixels would disappear from the bottom of the current frame and reappear at the top of the next frame - the only way to fix this would be to resize the area allowed for each frame of the sprite by 1 vertical pixel. Not sure if this would mess with the mechanics/code or anything...

Let me know what's possible and I'll give it one more tickle before the final 12.8 release.
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: namida on February 05, 2020, 03:55:58 PM
You'd need to increase the frame size by 2, as the low-res needs to be the same size (adjusted for resolution).

Increasing the HR frame height by 2 is fine as long as the LR one is correspondingly increased by 1 - even if the extra row is just blank space.

(It's possible it might work even without doing this, but that may not remain true in the future, so to be safe keep them the same (proportional) size.)
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: Proxima on February 05, 2020, 07:23:49 PM
I have a similar problem to uci earlier in the thread -- in high-res mode only, the skill panel doesn't expand to fill the space. I know the space is there, because NL 12.7 and low-res 12.8 work fine. My best guess is that the algorithm is giving extra space to the playing area first without considering the balance between the two. My screen resolution is 1366 x 768, if that helps.
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: namida on February 06, 2020, 10:25:15 PM
^ For anyone else with this issue - we discussed this on Discord.

Basically, it's not a bug. It comes down to that the panel only allows integer zoom.

The panel can nearly fill the entire screen in low-res, because it can zoom up to 3x while still fitting on screen. The full-width low-res panel is 416px, which can zoom 3x to 1248px (still fits within a 1366px-wide screen).

However, in high-res, it can't zoom at all from 1x. The full-width high-res panel is 832px (exactly double the low-res one, as expected), and even a 2x zoom is too wide - it'd be 1664px.

Aside from "deal with it", the only other workaround is to use the compact panel. This one is 640px wide in high-res, and thus can zoom to 2x (which would be 1280px wide).
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: namida on February 09, 2020, 06:53:39 PM
I've now set a target release date for V12.8.0 stable, for either the 15th or 16th of Feb (ie: this coming weekend).
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: WillLem on February 13, 2020, 05:52:56 AM
I've now set a target release date for V12.8.0 stable, for either the 15th or 16th of Feb (ie: this coming weekend).

Here are the Xmas versions of the most recently improved sprites (Fencer, Glider, Platformer, Reacher/Shimmier). I think this is everything sprite-wise now; do let me know if there is anything else that needs to be done in time for the weekend.

Also made some final improvements to all of the blockers (namely, reducing the amount of foot-taps). Finally, I have made a suggested improvement to the HR fall-height ruler which now makes it exactly 128 pixels high, and slightly easier to use as a result.

Excited for the official 12.8 release! :lemcat:
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: namida on February 14, 2020, 11:22:37 PM
The fall distance ruler - the existing one was already 64px tall (so 128px in high-res). The whole reason for changing it is because of the limited usefulness for situations with climbers hitting their head (rather than lemmings walking off an edge). However, I've decided to stick mostly to what works - and keep the existing design (as in the V12.7.X and earlier one), just with a slight addition on the top for the climbers.

I don't think the blocker updates are needed, the ones at this stage seem fine. Plus, there are issues with the high-res ones here - stray pixels in the default one; misalignment and/or size mismatch to low-res in the xmas one.

The other xmas updates look good; added them now.
Title: Re: NeoLemmix V12.8.0-RC Release [RC3 released]
Post by: namida on February 15, 2020, 12:59:53 AM
Uploaded V12.8.0-RC3, which has a few minor fixes / new features. See the first post for download links / changelog.

I won't wait too long on this - it's for last minute testing / etc. I wouldn't be surprised if there end up being no changes between RC3 and stable.
Title: Re: NeoLemmix V12.8.0-RC Release [RC2 released]
Post by: WillLem on February 15, 2020, 01:01:11 AM
I don't think the blocker updates are needed, the ones at this stage seem fine. Plus, there are issues with the high-res ones here - stray pixels in the default one; misalignment and/or size mismatch to low-res in the xmas one.

To be fair, I did these blockers really quickly after deciding that I wanted less foot-tapping for the other custom sprites. ;) So yeah, just ignore these if there are issues.

Anyway, let me know if there's anything else I can do to help for 12.8, otherwise - can't wait to see the final release in all its glory!
Title: Re: NeoLemmix V12.8.0-RC Release [RC3 released]
Post by: namida on February 15, 2020, 01:03:22 AM
Test, and report any bugs you can find. That's the most important thing at this point. :)