Do you absolutely have to have JDK installed for your version to work? I find that (original) SuperLemmini doesn't behave well with JDK (as opposed to Java SE), so I'd rather not install the JDK if I can help it.
WillLem should need JRE for Java 15 or newer
Try the attached. I recompiled it with Java 1.8 in mind. It seems to run fine in Java 17 for me, so I get my HiDPI. I'm happy. Does it work for you?
I've attached a version of the logo which uses the font I used in my original version of the logo for the "too" part of the graphic. If you like this, feel free to swap them over and re-release.
Check if root.lzp exists in your data tree. Ensure that you have full rights in that directory.
What exactly is meant by "full rights"? When I go to Properties>Security, there are green ticks for all Permissions. Is this correct?
I've patched the error message, but if your path is being interpreted as having %'s in it, then there's probably going to be a whole host of other related places I'll need to patch.
I've patched the error message, but if your path is being interpreted as having %'s in it, then there's probably going to be a whole host of other related places I'll need to patch.
I'm sure one of these days I'll get a release working right out of the gates, right... ... right?
Yeah, I've seen a couple similar such constructions in your Core.java, but didn't check every single one for whether the runtime string might end up containing '%'.
At least you know about this kind of bug now, and can catch it by eye. :) But if you already have doubts, then I think it's worth sanitizing the codebase for such unchecked formatstrings in the medium term.
If I remove the space in the directory name (e.g. SuperLemminiToov1.10.1) it starts normally. But this would only be a workaround. One shouldn't have a space in the path name.
Try this version (v1.10.2)
What I mean is: I remember that Windows grants you, as non-admin, read/write access only to some directories. You want to have SLT and root.lzp where you have such read/write access. Maybe write access is already enough.
I don't use Windows. >_>;; Thus I don't know what those checkmarks would be for
Are you a Windows or Mac user?
I'd be happy to help with the dogsbody of this task in exchange for some Java lessons!
number for the timed bombers appears slightly offset to the left.
might be worth adding it to the next update.
Charles: As helpful as the Sunday may have been, it's beginning to derail your release announcement topic
Quote from: WillLemAre you a Windows or Mac user?
No. :P (Linux.)
This bug is an ideal way for you to get into the project. One possible place to start might be GameController.java, after line 1810 (https://github.com/Blazingstix/SuperLemminiToo/blob/cdc7886b574c721f43dae19133e8c1290e9353d1/src/lemmini/game/GameController.java#L1812). (Or maybe it's to change the font images that getCountdown() returns. Or...)
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Sure, Charles might beat you at fixing it, but where's the fun in not trying? :D
The graphic will, of course, be easy enough to edit if it comes to that.
Should we split the topic?Good idea. I've just created a new thread to discuss general Java programming: https://www.lemmingsforums.net/index.php?topic=5801.0
Would you like mod rights for the SL board here, so you can split topics in the future, too?Thanks for the offer, but being a board moderator of any capacity feels like more responsibility that I'm interesting in taking on. As long as I'm not creating more work for you, I'd rather leave things as they are.
We can also split the entire board for SuperLemminiToo, or we can split it later if the interest continues.Oh, I think that's going overboard -- I'm pretty sure the target audience for SuperLemminiToo can be counted on one hand. And it's still nearly fully cross-compatible with SuperLemmini. I'm not doing much more than adding window dressing.
And because of the space gained by using icons, I added a 4th icon for number of lemmings needed.
Also, as an extra visual indicator, I made the "In" number Red until you've saved enough Lemmings to pass the level.
The new enhanced status bar is a great addition to SL, nice work! :thumbsup:Thank you.
The only problem I have with it is, despite installing it in a different folder, this engine still happens to use my custom thingies from SuperLemmini, which makes the bottom bar look kinda glitchy since they weren't made for it in the first place...
I'm glad you like my icon sets. I can help more you need it.
The only problem I have with it is, despite installing it in a different folder, this engine still happens to use my custom thingies from SuperLemmini, which makes the bottom bar look kinda glitchy since they weren't made for it in the first place...
The labels and icons are woefully misaligned at the moment;There are a few restrictions on creating the enhanced iconbar-- so part of my bugaboo was that I really hated how the skill numbers were in the black space above the icons. Every other port I'd seen of lemmings had them incorporated into the icon bar itself. Now, the static icons and the animated icons had a fixed size of 32x40 (WxH)... some of the animated icons even used that full space (namely the Bomber). So to put them inside a standard brown button, I had to make the buttons wider and taller. And taller even till to put the numbers into them.
Not sure why the level title has to be displayed in the status bar - I think this makes it look overly cluttered to be honest. Consider either adding this as an option, or just removing it altogetherThis is another of my goals, actually. No metadata information. i.e. if information is important enough to show in the title bar or elsewhere, it should be in the game window. It is actually togglable, but I just haven't exposed it in the GUI yet... I hate working on Java's GUI. find the showLevelName= option and set to false (or add it if it's not already there).
Here's some alternate versions of the Basher, Pause and Nuke animations. I've improved the colours slightly to make them more like what we're used to seeing in SL. If you like these, I'll get a full set done and send them over sometime soon.Thanks for those. The Lemm95 ones definitely suffered from a 16-colour palette. Honestly the neon green hair has kinda grown on me, but the better skin tones are much appreciated. I'm not sure I like the black paws button though. I don't like the yellow one -- again, that limited palette -- but going back to black feels like a step backwards to me. Maybe a softer yellow/orange blend...
any iconpack creaters will have to choose one or the other, instead of being able to support both. So, in the next update I'm going to change the names of the transparent icons
There are a few restrictions on creating the enhanced iconbar
Thanks for those. The Lemm95 ones definitely suffered from a 16-colour palette
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I'm not sure I like the black paws button though ... Maybe a softer yellow/orange blend...
What I'd really like to see is animated xmas lemmings done in the style of these animated Lemm95 icons
As for the name, pardon my bluntness but I'm not changing it
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And like I said before, I very much want to maintain cross-compatibility with SuperLemmini for as long as I can.
Out of curiosity, how will renaming the icons help with mods being able to support both? Am I correct in guessing that a mod will be able to contain icon sets for both the un-enhanced and the enhanced style, and whichever is relevant will be selected?
The trouble is that as an icon designer you have to decide: am I supporting SuperLemmini or SuperLemminiToo...
Those look fantastic, WillLem!
I tried resizing the animations themselves by adding a few pixels to each frame, but this didn't work
sorry for making you make so many changes to your icons, WillLem
Regarding the Timed Bomber option:
Is there any way this feature can be enabled/disabled per-pack (or per level), i.e. from within the levelpack.ini file (or level file), thus overriding the user-selected option?
I'm going to change the options toggle into a timed bomber override, as a trinary toggle, with on being yes timed bombers, off being no timed bombers, and maybe being use level specified setting
if a player has SL2 as a standalone app, how do they add a levelpack?
I keep getting this same error as posted on another page of this thread. How do I get rid of it? The file IS in data folder but keeps saying it isn't? I'm sure I got it to run no bother the last time I had a play with it.
Here are my folders I just uploaded to Mediafire.com
Please can someone tell me if Lemmings 2: The Tribes and Lemmings 3 have been ported/converted to work in SuperLemminiToo?
I posted Emulated versions of Lemmings 2, 3, and 3D all on the forum here to download and play on windows 7 or newer. Just unzip to a folder and click to play.
Unfortunately, neither L2 nor L3 has been fully ported to any of the modern clones yet. However, NeoLemmix (https://www.lemmingsforums.net/index.php?board=9.0) and SuperLemmix (https://www.lemmingsforums.net/index.php?board=41.0) both feature the style sets, sprites and other assets from these games, and fan-made levels have been created using them.
Bearing in mind that NL and SL have many of the features (and many more) of L2/L3, is there any particular reason why neither game has been fully ported?