This pack has now been converted to .rlv for RetroLemmini. Post here if you encounter any issues playing this pack, have any replays to share, or general comments/feedback.
Enjoy MazuLems!
Enjoy MazuLems!
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Quote from: roltemurto on April 02, 2026, 07:34:31 AMOn your concern about existing lemming effects (countdowns, balloon pop, etc.) potentially rendering beneath the foreground object: for this use case that's actually acceptable or even preferable. A timebomb countdown visible through a tunnel arch would look fine and is arguably better than it being hidden.
Quote from: roltemurto on April 02, 2026, 07:34:31 AM- Additionally, when a lemming's position is covered by a FOREGROUND-flagged decoration, you can have the engine draw a simple outline or silhouette of that lemming to rlEffects as well, ater the decoration is composited. Since both would write to the same layer and decorations are drawn before lemmings in the pipeline, the outline would naturally sit on top of the foreground asset. I believe the infrastructure for this already exists in the codebase as the CombineFixedColor is already used for similar fixed-color overlay passes and the lemming's bounding rect is readily available at draw time.
Quote from: roltemurto on April 02, 2026, 07:34:31 AMAnd sincerely thank you for keeping "The" nostalgia alive and keep improving it up to this day. I was stunned with disbelief when I discovered your fork (and NeoLemmix to be totally frank).
I wish you a great day!
Quote from: kaywhyn on April 02, 2026, 08:44:41 AMYes, splitting the current v4.0 RotL pack into two packs of 120 levels each and then as a result Lemmings Assemble is its own thing independent of any of the RotL packs (save for any levels that get used from the Outtakes and overflow/extra pool) available makes complete sense to me now.
...
I agree about not leaving the 2022 RotL pack the way it currently is
Quote from: kaywhyn on April 02, 2026, 08:44:41 AMI don't think it'll be possible to fix all backroutes with only one update ... Here, I would suggest giving it maybe 3 versions, similar to how you detailed me your approach to backroute fixing your levels
Quote from: kaywhyn on April 02, 2026, 08:44:41 AMOne thing, and that is I would suggest letting the poll run its course first before we commit to our duties.
Quote from: Proxima on April 03, 2026, 10:27:35 AMmy hope is that by putting in the work now, we'll reach a version we're happy to sign off on as the definitive final version so that no long-term maintenance is necessary (especially as the NL engine will now have no further updates). If more backroutes turn up later, we just accept that the pack isn't perfect.
Quote from: Proxima on April 03, 2026, 10:27:35 AMI'd like it to be done so that I can move on and get back to finishing my own pack (which I have been promising to do for years at this point).
Quote from: WillLem on April 03, 2026, 11:28:22 PMJust to add my own two cents to this, here are my favourite levels so far (which I'd be sad to see removed unless they're present in another pack somewhere):
NOTE: I'll update these lists later as I'm still working my way through the pack - when I do update them, I'll repost the lists for convenience.WillLem's favourite ROTL levels
Rounds and swingabouts
Bat country
No loitering
Crystal caves
Lem dunk (a save all solution would be nice)
Brick City
Crossing The Chasm
Harder, Better, Miner, Stronger
Don't Leave Me Hanging!
Lempire State Building
Use the grey matter for this one
Think Again!
Betcha can't save just one! (a save all solution should be possible, though)
Fiery Depths
The Climbing Frame
A break in the pillar
Dilemma
And, some that I've identified as possible levels to remove:Candidates for removal
Build it up with iron and steel - far too pixel-precise, at least in the RL version. If kept, it should be revised to allow more margin for error
Subterranean - this one look fairly ugly due to what I can only imagine are backroute-fixes which pretty much give away the solution. I'd suggest revising the backroute fixes or removing the level
Crossing Paths Part Two - not as interesting as part one, and easier. The two could swap places!

Quote from: roltemurto on April 03, 2026, 02:49:08 AMFor my particular problem; an option to Show/Hide Steel (like any other layer) would solve it immediately.
Steel is the only asset type that hasn't got an option to hide/show.
Quote from: roltemurto on April 03, 2026, 02:49:08 AMAn option in the settings or a modifier key press; that simply allow bypassing the alpha channel when selecting, would also save me right now.
Quote from: roltemurto on April 03, 2026, 02:49:08 AMWhat would be a QoL update is; an actual toggle button to let the cursor prioritize and select the layer at the back/behind.
Quote from: roltemurto on April 03, 2026, 02:49:08 AMWhat would be an even better addition; is the layer system implementation;
Currently there is no way to tell how many layers are there or which and what layers are currently on the map.
...
If there was a file list ... that would allow...
Quote from: roltemurto on April 03, 2026, 02:49:08 AMThis also makes it impossible to clean/delete an asset that has been removed/changed from the style folder,
because there is no way to select it once the editor is restarted, the level is reloaded or simply the styles has been refreshed.

Quote from: roltemurto on April 03, 2026, 02:49:08 AMI hope I was able to explain the situation that I am struggling with.
TRenderLayer = (rlBackground,
rlDecorations,
rlGadgetsLow,
rlShadowsLow,
rlTerrain,
rlLemmingsLow,
rlOnTerrainGadgets,
rlOneWayArrows,
rlGadgetsHigh,
rlTriggers,
rlShadowsHigh,
rlObjectHelpers,
rlParticles,
rlLemmingsHigh, <--- vast majority of lemming states are drawn here
rlEffects); <--- effects are drawn here
Quote from: roltemurto on April 02, 2026, 03:49:02 AMI took a while for me to realize that you moved this under a separate topic, I thought I hallucinated reporting it. Sorry about that.
Quote from: roltemurto on April 02, 2026, 03:49:02 AMI'm deleting the file now to see what new errors it'll fill up with.
Quote from: mobius on March 28, 2026, 02:51:52 PMI already have a folder of levels, some finished, some not that could possibly work here.
Quote from: mobius on March 28, 2026, 02:51:52 PMI do have a week off presently that I will have some time to re-familiarize myself with ROTL and maybe offer some feedback and thoughts on ROTL in general. I do have some idea of the age of most of the levels.
Quote from: mobius on March 28, 2026, 02:51:52 PMset a goal for WAY fewer levels than ROTL had/has. Trust me that was too much workLike around 100 or fewer levels would probably be best.
Quote from: mobius on March 28, 2026, 02:51:52 PMI'd also recommend starting something totally new that has little or nothing to do with ROTL [other than being like a sequel as it seems you already may have in mind].
Quote from: mobius on March 28, 2026, 02:51:52 PMMy addition of newer levels seems a bad idea in hindsight.
Quote from: mobius on March 28, 2026, 02:51:52 PMwhen dealing with ROTL you're dealing with levels by people who aren't here to answer "is this a backroute or not" ... it would be far better and easier today to make a pack based on people that are here and can address questions and issues with there levels in real time.
Quote from: mobius on March 28, 2026, 02:51:52 PMAlso it would be nice to utilize the new skills and features of modern games [which the old levels obviously don't have].
Quote from: mobius on March 28, 2026, 02:51:52 PMpart of why I got frustrated with the project was that besides the end result being too large lots of people came in saying they wanted to contribute but in the end I did most of the work
Quote from: mobius on March 28, 2026, 02:51:52 PMand there were generally only a few people coming forward with opinions that disagreed, so they ended up at an impasse.
Quote from: mobius on March 30, 2026, 05:51:02 PMJust to quickly add; in case I didn't mention this before; every time I produced an update; my biggest concern was taking in everyone's feedback.
Quote from: mobius on March 30, 2026, 05:51:02 PMI fully support whatever you guys do with this. If we start a new pack (sequel or whatever) I'd recommend making a new topic for that, inviting people to post levels and go through a playtesting period, like we did with the lix community set. That was tons of fun honestly, I hope we can do that again, even if my involvement is minimal.
Quote from: mobius on April 02, 2026, 12:39:09 AMin case any levels by ISteve are being used; The Top Shelf; all these are ruined by instant bombers ... if the levels are adjusted then it wouldn't matter reinstituting a timed bomber.
Quote from: Proxima on April 01, 2026, 11:34:34 PMstill leaves 287
...
So the process of splitting the pack will also be a selection process -- some levels won't make the cut any more.
Quote from: Proxima on April 01, 2026, 11:34:34 PMlevels will need to work on both engines, and I'm not sure exactly what set of features are available in RL.
Quote from: Proxima on April 01, 2026, 11:34:34 PMthe first two packs will use only the originals plus a handful of L2 styles, so it might be good to do the same in the third pack for consistency.
Quote from: Proxima on April 01, 2026, 11:34:34 PMWell, we are producing a new version, so ... this will be version 5.