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Messages - WillLem

#1
Here is a GUI-based tool for building a full levelpack.ini file. You can add music, levels and groups and auto-generate a codeseed for the pack.

For RetroLemmini: Make sure the .exe is placed in the RetroLemmini root directory, or 'resources' folder.

For any other version of Lemmini: Make sure the .exe is placed in the same folder as 'levels', 'mods', 'music', etc.

Enjoy!

Changelog:

Version 1.1 ensures that the resources\ folder is present
Version 1.2 adds .rlv support
Version 1.3 removes the junk strings between level entries (your level files should be properly named anyway! ;P)
Version 1.4 fixes the music indexing issue
Version 1.5 adds the ability to load and edit a pre-existing levelpack.ini file
Version 1.6 adds 'mods' to the .ini correctly, and shows a confirmation dialog after saving
Version 1.7 adds the ability to choose between three music playlist modes (restart playlist at the start of each group of levels, wrap continuously in order (default), or randomize)



F.Y.I. It's always possible to download the latest version of the LemminiLevelPackCompiler via the Editor.

#2
To get the ball rolling, here's a few solutions I found recently that are new (to me, at least!) ways of solving these levels.

L1 Mayhem 25 Have a Nice Day 100% saved using a different route than usual.
ONML Crazy 19 Don't Panic using compression method throughout.

#3
This topic is for sharing replays for the DMA levels included with RetroLemmini:

Lemmings
Oh No! More Lemmings
Holiday Lemmings
Lemmings Extra
Genesis (MegaDrive) Lemmings
SEGA Lemmings
PSP Lemmings
NES Lemmings
ZX Spectrum Lemmings

Feel free to share any replay you like for any of these levels. Whether it's an interesting new solution, a 100% saved achievement, or a cheeky backroute!
#4
Lemmini / Re: [RELEASE] RetroLemmini 2.9.3
March 23, 2026, 12:18:32 AM
Version 2.9.3 hotfix update

Well, we found something game-breaking, of course! :forehead:

Here's what needed to be changed for this hotfix:

:lemming: Global 'Direct Drop' option

• Bugfix - Backwards-compatibility has now been implemented for replays which don't have the Direct Drop status written in (so, all replays pre-2.9.2 and any 2.9.2 replays for which DD was toggled off). This should have been done from the start, apologies for the oversight. Your existing replays will now play exactly as they did previously.

And, 2.9.3 also has the following updates:

:lemming: Player Records

• Bugfix - When "Unlock All Levels" is toggled off, groups and packs are only shown as "completed" if all levels are completed, not just those that are visible/available.
• Player records are now stored in a more human-readable format in the player.ini data file. This is to make it easier to debug in the event of data mismatching.
• "Completion" status is now tracked in a much more stable way, and the available levels are updated correctly even if toggling "Unlock All Levels" on and off between sessions (tracking was previously broken if doing this).
• Simply copy your existing "default.ini" or "yourname.ini" file from settings/players/ into the same folder in the 2.9.3 directory and all of your progress should be intact as usual. A backup copy is automatically made when migrating anyway, so there's basically zero risk of data loss between versions, but do back up the original copy just in case.

:lemming: DMA Levels

• Adjusted exit positions in Mayhem 10 Pillars of Hercules (this wasn't game-breaking, but needed doing).

A reminder of what's new as of 2.9.


Get the latest version here.

#5
Lemmings Main / [DISC][IDEA] Lemmings Co-op
March 22, 2026, 07:20:43 PM
I imagine the following possibilities:

All players can control all lemmings but each player has a limited set of skills, so players must communicate and co-operate to maximise each player's skill usage.

Same again, except each player can only control a certain skill type or types. Again, communication would be required. Perhaps the players don't know what skills the others have, so must communicate to find out.

Multiple exits, multiple teams, players can only control one team, teams can only exit in their own exit, levels have a time limit so players must work together to make sure all teams have made it to their exit.

A mix of the above within the same game could work very well, perhaps as different modes that players can choose, or a random assortment so players don't know what's coming next and take each challenge as it comes. Anyone have any more ideas or suggestions? I'm very interested to see what people come up with.
#6
Tech & Research / Re: The Direct Drop Topic
March 20, 2026, 02:46:43 AM
Quote from: gag2000 on March 18, 2026, 05:57:34 PMThank you

No worries!

Went ahead and added a global Direct Drop option in RetroLemmini 2.9.2. I'd been considering doing this anyway to further align RL with Windows '95 Lemmings, your shout just gave me the nudge.

So, DD can now be applied globally to all levels. Players can leave it toggled off if they prefer not to have it active, and it can still be activated on a per-level basis by the level designer. And crucially, its status is written into the replay for compatibility when sharing replays.
#7
Lemmini / Re: [RELEASE] RetroLemmini 2.9.2
March 20, 2026, 02:37:28 AM
Version 2.9.2 hotfix update

Another hotfix. Apologies for the rapid fire releases this week, I'm hoping to get the current dev cycle finalised in time for Easter. This will most likely be the last hotfix for 2.9 unless we find something outright game-breaking.

Anyways, here's the updates for 2.9.2. This can be considered an experimental release - we'll refine and stabilise some of this stuff in the next update:

:lemming: DMA Levels

• Changed "\!" to "!" in all level titles.
• Unlocked all non-RR99 release rates (the incorrectly locked RRs were due to a cleansing bug in the Editor which was fixed after these levels were originally processed).

:lemming: Global 'Direct Drop' option

• It's now possible to activate Direct Drop globally in settings, so that any level can be played with 'maximum exit physics' (lems can exit in midair, from any fall distance, and in any state/transition, as long as they make direct contact with the exit's trigger area).
• Level designers can also still activate DD on a per-level basis in the Editor, and levels which specify it as active will override the global setting.
• DD status is written into replays for cross-compatibility when sharing replays with other users. Users who have DD deactivated are notified in the window caption ('Direct Drop Active') if they are playing back a DD-active replay.

:lemming: Hold Alt + LMB to assign

• This is an experimental feature for now, but if people like it we'll keep it in. Basically, holding Alt and keeping the left-mouse-button pressed allows skills to be assigned to any lemming within the cursor. This is fantastic for making repeat assignments of the same skill in real-time (it makes We All Fall Down a breeze!), but it fires very quickly so does require some care. It will probably be made optional if kept, and the mechanism itself may need some refinement. Give it a try and let me know what you think!

:lemming: Bugfixes

• Release Rate sound pitch is now the same during a replay as it is when changing the RR in-game.

A reminder of what's new as of 2.9.



Get the latest version here.

#8
Quote from: kaywhyn on March 20, 2026, 02:19:37 AMthe SuperLemmini/RetroLemmini conversions that are based on the Lemmini version of the pack, like MobiLems v6, shouldn't have locked RR's for any of the levels since locking the RR isn't possible in Lemmini even though it is possible to have a locked RR in both SuperLemmini and RetroLemmini.

The locked RRs for all these packs was happening due to a cleanse bug in the Editor. Thankfully, it's an easy fix to correct them all using RegEx in Notepad++

I've now triple-checked everything in all packs for:

"locked = True" when it should be "False" - all fixed
"locked = False" but "maxRR" is the same as "minRR", which also causes the RR to be locked - all fixed

And, of course, the cleanse bug is fixed in the Editor so this shouldn't happen again when converting/cleansing packs in the future!
#9
Lemmini / Re: [RetroLemmini] MobiLems
March 20, 2026, 02:20:34 AM
Version 1.5 Uploaded.

Unlocked release rate for all non-RR99 levels.
#10
Lemmini / Re: [RetroLemmini] MobiLems
March 20, 2026, 02:19:23 AM
Quote from: kaywhyn on March 20, 2026, 01:42:52 AMVersion 1.4 uploaded with the following level fix:

Heinous 27 - Narbacular Drop Unlocked the RR

Ah, checked this again and I'd set the property to False but the max RR was still 90, effectively keeping it locked.

I've done another check of Mobilems and there are a few other levels that slipped through the net due to this, I'll upload another fix now.
#11
Version 1.1 uploaded.

Changed "\!" to "!" in all level titles.
#12
Version 1.6 Uploaded

Changed "\!" to "!" in all level titles.

Unlocked release rate for all levels except Black Hole 14 Hanglem, which is the only non-RR99 level in NepsterLems to feature locked release rate.

All levels in this pack now have correct release rate value and locked status.
#13
Version 1.5 Uploaded

Changed "\!" to "!" in all level titles.

Unlocked release rate for Medi 26 So that's the plan......

All levels in this pack now have correct release rate value and locked status.

Get the latest version of the pack here.
#14
Lemmini / Re: [RetroLemmini] MobiLems
March 20, 2026, 01:11:58 AM
Version 1.3 Uploaded.

Changed "\!" to "!" in all level titles.

Unlocked release rate for Flapdoodle 24 Constructus Interuptus.
#15
Lemmini / Re: [RetroLemmini] GeoffLems
March 20, 2026, 01:06:38 AM
Version 1.2 uploaded.

Changed "\!" to "!" in all level titles.