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Messages - WillLem

#1
Added latest Editor version (2.9) to the download folder. See Editor release topic for more details.
#2
SuperLemmix / Re: [RELEASE] SuperLemmix Editor 2.9
November 20, 2025, 09:28:35 PM
2.9 Hotfix Update

A quick fix for the following bugs:

:lemming: Piece Browser Window - Bugfix - The Piece Browser window is now re-drawn correctly after minimizing and then restoring the Editor

:lemming: Piece Browser Window - Bugfix - Minimising the Piece Browser window to the taskbar no longer creates an unhandled exception error

:lemming: Piece Browser Window - Bugfix - Fixed focus for the piece dropdown control, so hotkeys should now work fully as expected when the Piece Browser window is active



Get the latest version here.

#3
I'm about 90% sure that the culprit is in fact the new Piece Browser window, which has the styles dropdown embedded. This control can eat hotkeys if recently focused, so I've had to take steps to make sure this doesn't happen (whilst continuing to allow the form to respond to hotkeys in general).

The fix is to essentially mimic what happens with the main editor form itself: we pull focus to/from text-based controls when the mouse is not interacting directly with those controls. I've replicated this behaviour on the Piece Browser form and it seems solid.

I'll get the hotfix out later today.

Fixed in commit 159ca64.
#4
Resolved. We needed to ensure that we were passing the windowed state (or not) of the Piece Browser control when resizing the main form. This was already done for all but one repainting method call, but it's sorted now.

I'll get this hotfix out tomorrow. In the meantime, a workaround is to simply resize the Piece Browser window itself to force it to update.

Fixed in commit fdc9397.
Also fixed an unhandled exception when minimizing the Piece Browser window in commit 332c0f2.
#5
Quote from: GigaLem on November 20, 2025, 01:30:39 AMThe piece window also blanks out when the level editor window closes or opens, or when the editor is minimized

Confirmed. I'll get on a fix for this tonight.
#6
Split from this topic.



Quote from: GigaLem on November 20, 2025, 01:30:39 AMThe piece window also blanks out when the level editor window closes or opens, or when the editor is minimized
#7
From Discord:

Quote from: DiscordWill — 5:13 AM
Try this and see if it works:
1) Open a new level and select desired style
2) Open the Level Arranger window and make sure it's in focus
3) Press "1" to add a piece to the level
4) Press "C" to duplicate the piece
5) Press direction arrows to move the piece
What happens?

GigaLem — 5:18 AM
strange, that worked, could there be conflicting hotkeys perhaps

Will — 5:19 AM
Possibly. It could be that certain controls "eat" key inputs and don't pass them to the main form. I've made sure that both Level Arranger and Piece Browser preview keys and pass the events to the main form, but when you have moving parts like this it's very easy for things to go wrong
Best thing you could do to help is please pay attention to exactly what's going on when the problem occurs: is a particular window or control in focus? What was the last thing you clicked with the mouse? Stuff like that helps to narrow things down

GigaLem — 5:22 AM
This time it was the level arranger window and the hot keys worked

Will — 5:22 AM
OK, try this then:
1) Open a new level and select desired style
2) Open the Piece Browser window and make sure it's in focus
3) Press "1" to add a piece to the level
4) Press "C" to duplicate the piece
5) Press direction arrows to move the piece

GigaLem — 5:25 AM
When the piece browser is selected, it did dupe the piece but it also changed the style assuming I was pressing C to type in the style

Will — 5:28 AM
Yeah, I've noticed that as well. I'm thinking that's probably a focus issue

GigaLem — 5:28 AM
Now that I did what you asked, the hot keys work when the arranger window is open. Like before it wasn't working but opening a new level made them and im like...huh?!

Will — 5:29 AM
To be fair, there may well be certain scenarios which cause the hotkeys not to work. Clicking a control might cause that control to be in focus, ad it might be eating the hotkeys. If it happens again, try to remember what was the last thing you clicked, and have a look at which window is in focus
I'll obviously investigate it thoroughly myself as well, but any input you can provide will be helpful
#8
Quote from: GigaLem on November 20, 2025, 01:30:39 AMI have to click on the main editor itself to use hotkeys simply because when I try to use them in the window, nothing happens or it only moves the view point of the level

I haven't been able to replicate this one; both forms have key preview and send events to the main form. It's possible that the individual controls might be eating the key events in some cases, I'll have to look into that. Which window is active when the hotkeys aren't working?

I'm currently thinking that having these pop-outs as separate forms migt not actually be the best way to do it. I'm looking into whether these can be actual widgets which are still part of the main form.
#9
2.8.9 - The Turbo Upgrade! :lemming::lemming::lemming:

To get this update, please download SuperLemmix as normal from here.

This update includes a number of significant features and bugfixes. It is strongly recommended that you update from 2.8.5 this this latest version.



Changelog

:lemming: Level Select Bufixes/Optimisations
• Many optimisations to improve the overall speed and responsiveness of the Level Select menu, it's now much snappier, even with very large level packs and collections
• Improved talisman panel layout & position
• Bugfix - The correct "X of Y levels completed" is now shown for all tree nodes (previously, it was only correct for parent packs as opposed to individual groups)
• Bugfix - Added and updated feedback labels & buttons throughout the menu
• Bugfix - Compilation packs are now marked as compilations

:lemming: Level Search Bugfixes/Optimisations
• The search process is now much faster: 2-5 seconds maximum for initial search, basically instantaneous for subsequent searches, even for very large level collections (tested with a folder of more than 9000 levels!)
• UI now stays responsive throughout the process
• If the search yields no results, the list is displayed anyway (with a "no results" message) and the "Close" button is shown so that users can return to the level treeview

:lemming: Replay Editor
• It's now possible to select all future events with the same lemming index as the original event
• Multi-select is now possible
• It's now possible to return to the starting frame (after skipping to a different one) without having to close the dialog
• Bugfix - 'Current Frame' label is correctly updated when skipping to a frame

:lemming: Amiga Theme
• Improved skill panel graphics
• Single-digit skills are now shown as "0x" instead of "x"

:lemming: Physics
• Ladderers now transition to Shrugger when the action stops; more consistent with other construction skills, and allows Skip-to-Shrugger hotkey to be used for Ladderers
• Jumpers now interact with Splat Pads during the downwards phase of their movement arc
• Extended Reacher distance back up to 19px following an unintended drop to 18px
• Non-invincible swimmers that are already swimming now don't continue swimming when they reach a fatal water object (Blasticine, Vinewater, Lava), but *do* continue swimming when they reach Poison and become a zombie
• Fixed this Swimmer bug, and various others relating to re-triggering of the swim action state

:lemming: Menu Screens
• "Show Skills Used" button added to Postview screen when in Playtest mode (shows a list of the skills used during the current playtest)
• It's now possible to tile / stretch the background using title.nxmi
• Improved some tooltip hints in config & level select menus

:lemming: Bugfixes
• We now only play the time up sound if time is up and gameplay has moved to the next frame (prevents it from cueing on exit to postview)
• Data loss prevention - If multiple instances of SLX are open, settings & userdata are now preserved correctly
• Pressing Esc repeatedly in quick succession from any menu screen allows the game to close without crashing
• Physics doesn't update if an attempted assignment fails because there is an existing assignment at the current frame (Assign Fail provides feedback)
• Physics always updates when attempting an assignment to a highlit lem
• Further improvements to Rewind button handling
• Cursor should now stay normal whilst in config menu and level select screens (further testing is needed to confirm reliability of this fix: I haven't been able to replicate it)
• If a Sleeper is removed from the level, the number of "lemmings out" is now updated correctly
• Rescue results postview text is correctly updated when in test mode and the level has talismans (we needed to make space for the talisman buttons)
• Explosion from Blasticine and Zombies-hit-with-projectiles now doesn't destroy surrounding terrain if a (Time)Bomber detonates simultaneously



See also: Editor Release Topic for full info on Editor updates



To get this update, please download SuperLemmix as normal from here.

As usual, it's worth downloading this update as a fresh install with everything included.

A reminder of what's new in SuperLemmix 2.8
#10
SuperLemmix / Re: [RELEASE] SuperLemmix Editor 2.8.9b
November 20, 2025, 12:46:14 AM
2.8.9b Update

Further improvements and bugfixes. Here's the full list of updates:

:lemming: Piece Browser Window - The Piece Browser can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions

:lemming: Custom Skillsets - Added a button for "Save As Custom Skillset" which allows the user to save the currently-applied skillset as a custom preset. When saving, entering the name of an existing custom skillset will overwrite the existing one

:lemming: Set All Non-Zero Skills to [N] - "Set All Skills to Zero" is now "Set All Non-Zero Skills To [N]", where N can be specified using a numeric control

:lemming: Bugfix - Level Validation - When playtesting, the game .exe doesn't open if validation has failed (i.e. the user chose not to save anyway, and instead clicked "Edit Level")



Get the latest version here.

#11
OK, so after a failed attempt to embed the resources (which would only solve the default style anyway), I tried exploding lems to replace the missing Sleeper. This is fun, we get the fireworks, but it takes longer for the animation to play out, requires extra code for having the explosion not leave a crater, and fills the screen with particles which may obscure important level detail that the player may need to see.

So, let's try the Vaporizer (Burner) animation instead, effectively turning the exit into a fire trap when time runs out. This is shorter even than the Sleeper animation, less code, and less impact on the visuals (which, again, may be important).

That handles the missing sprite. We also need to handle missing animation data from scheme.nxmi. After a bit of unsuccessful tinkering with various bypassing methods, I've opted to simply add the missing data to the scheme.nxmi file at runtime. This is relatively low impact, and in fact helps any sprite set designers because they won't then have to manually add the data themselves should they wish for their style to support the Sleeper sprite.

This seems to be the best solution overall. It's highly unlikely that any other sprites will ever be added to CE, so the special handling in this case is acceptable. And, it only applies to users who opt to run CE from their original NeoLemmix directory. If doing things the other way around, the Sleeper sprite will be there anyway.

Implemented in commits 2651404 and 7c9de20.
#12
Quote from: jkapp76 on November 16, 2025, 02:56:39 AMCould you add some code so if the sleeper sprite is not present something else happens? (explode comes to mind)

This is actually a great idea: have the lems explode rather than exit.

I'll have a go at embedding the Sleeper sprite (and default\lemmings\scheme.nxmi) into the .exe first, and fallback to default sprites if a custom set doesn't include the Sleeper (I think this happens anyway) just so that we have this as a potential option. Even so, explode might be the best way to handle this: it removes the lemming, updates the "available" count correctly, and it's more fun/novel than some awkward fallback behaviour.
#13
Are you using CE or NL 12.14? Please note that no further updates will be made to NL 12.14 - However, since this involves user data loss, namida may wish to make an exception in this case (although this can't be guaranteed).

In the event that this issue isn't resolved in NL 12.14, I'd recommend giving CE (Community Edition) a try. There is now a Show/Hide button in the Level Select menu which shows/hides the Advanced Options tab (so, no need to change the settings). This will at least make it a bit quicker to get to the Mass Replay Check (now called "Replay Manager").

Also, CE's Replay Manager allows you to append the result of each check to the replay's filename, making it much quicker to find replays that haven't passed validation for whatever reason. This should at least help to streamline the process a bit.

Regarding the checkmarks being lost: next time it happens (in either version, NL or CE), please check the following immediately:

1) Is the settings\userdata.nxsv file present?
2) Is the settings\userdata.nxsv file populated with your level progress data?
3) At the top of the settings\settings.ini file, what are the values for "LastVersion=" and "UserName="?

This should help to narrow down exactly what the issue is. Best guess is that the userdata.nxsv file isn't being read from in certain circumstances, but if the data itself is being wiped that's a pretty big problem that we could do with fixing.
#14
Added a button for "Save As Custom Skillset" which allows the user to save the currently-applied skillset as a custom preset, as per the method described above. When saving, entering the name of an existing custom skillset will overwrite the existing one.



Implemented in commit 5bc7fea
#15
The "Set All Skills To Zero" button has now been changed to "Set All Non-Zero Skills To" + [N], where [N] is a number control that's set to "0" by default. This essentially does exactly the same thing, but now the user has the option to specify a non-zero amount to be applied to non-zero skills:



So, for example, if you wanted to have 4 of each Floater, Blocker, Basher, Miner:

1) Set Floater, Blocker, Basher and Miner to "1" by clicking the ^Up arrow on the [N] number control for each of the chosen skills.
2) Set the [N] control (shown above) to "4"
3) Click the button. This would set all of the chosen skills to 4.

To achieve "Set All", you'd non-zero all skills first, then set the amount you want, then click the button.

Implemented in commit f0bd7a0