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Messages - WillLem

#1
Quote from: Dullstar on July 08, 2026, 10:31:08 PMif we're going to include Release Rate, when the Spawn Interval setting is enabled it should probably respect it.

I thought I'd already done that tbh. It's defintely done now anyway (NLCEPlayer commit a41d895).

I've always thought that having an extra line for 'X to be saved' is a bit redundant. We could eliminate that line by simply saying 'Save X of X lemming(s)', and then post an additional line if the level contians neutral and/or zombies.

If we leave it as it is though, I agree with Proxima that 'To Be Saved' does look a bit odd; let's change it back to 'to be saved' instead. Here's a demo:



Since Release Rate and Spawn Interval often get shortened to 'RR/SI', it feels right to capitalise that line.

Meanwhile, 'Infinite Time' can simply not be shown if a level doesn't have a time limit. Then, we'll only show a time limit if there is one.

Also, here's the same screenshot as above but making use of different line colours. IMO this looks much less cluttered, but we could perhaps re-think which line has which colour:



Thoughts?
#2
Just giving this a bump. It's looking like August 13th/14th are good dates so far.

Leeds is our usual meetup place, we tend to do OK with that. Liverpool is probably my favourite city in England, so I can recommend that highly if people want to try somewhere new. Plenty of good places to eat, lots to do, sights to see, etc.

Post if you're interested in coming along, let us know if August 13th/14 works for you.
#3
Quote from: Simon on July 06, 2026, 06:43:05 AMI've noted Sunday 12th at 13:00 UTC == 15:00 CEST for voicechat in Mumble. All right!

Apologies! I won't be available on Sunday after all. Can I look forward to another time? This bug has sticky, persistent suckers. We can rip them away together.
#4
To be clear, cycling will always be an option.

It's now accessible via settings/NLCEClearPhysicsColors.nxmi and will remain so indefinitely.

The default is for the colours to remain static following Simon and Proxima's comments, but perhaps we should revert to the status quo as the default (so, gadget shapes cycle, everything else is static)?

Your silence = the colors will be static by default (and can still be set to 'cycle' via the .nxmi)
#5
Quote from: Simon on July 06, 2026, 10:33:13 PMGo to a preview screen of a level that has exactly 1 regular lemming and exactly 1 zombie. It will say: "1 lemmings, 1 zombies".

This is now fixed. I've also capitalized the 'L' of 'Lemming(s)' for now to be consistent with everything else:



Fixed in NLCEPlayer commit 53f667d.

We can re-think the capitalization for sure. I'd suggest that we either capitalize every word, as in the above screenshot, or don't capitalize anything. Open to other suggestions.

Quote from: Proxima on July 06, 2026, 10:56:35 PMBut considering that nothing in the level stats is a title of anything (except of course for the level and rank titles), maybe it would be better to lowercase everything and capitalise only the first letter of each line (except when it's a number)?

Agreed, this could work.

Quote from: Proxima on July 06, 2026, 10:56:35 PMI prefer NL's uncluttered screen, with no release rate and no "Infinite Time". (Time limit should be pointed out when there is one, but this is very rare in NL.) Why were these changes made in CE, and was there ever a discussion?

The changes were made mainly for 2 reasons:

1) Simply, to show the player more information on the preview screen.
2) Preview screen text color can now be customized on a per-line basis (using data/ce-textcolours.nxmi). Recoloring each line does make it look a bit less cluttered and easier to read (possibly why it was done this way in the Amiga version).

IIRC, there wasn't a discussion about this specifically. Looking back over the roadmaps/release topics, I don't think it got mentioned either, so apologies for this - it's a genuine oversight. I ported Preview Screen text creation over from SLX when implementing the ability to customise the text color (something that was previously specifically requested for NL), and I prefer the SLX refactor because it's a lot easier to deal with.

Anyway, discussion around Preview Screen text can begin here in this topic, or we can create another one. Of course, it should represent what the majority of the community wants. For now, consider it a demo feature whilst CE is still relatively new.

I feel I should also re-affirm at this stage that nothing that gets implemented in CE is final. Everything is open to suggestions, re-working, and possible removal after the fact if necessary. CE is not a 'WillLem project', I just happen to be the only dev on the Forums who has the time/inclination to take it on. If you don't like something, post a topic and we'll sort it out as a community. What I'm not prepared to do though is post a million topics about every little change and await feedback on every single one before actioning anything. That would be a recipe for nothing getting done. Better to keep development moving and respond to feedback on features already implemented IMHO.
#6
Quote from: Simon on July 05, 2026, 08:58:51 PMI'll sign up for the dungeon crawling. Level 40 Porcupine.

Grateful Level 33 Otter.

Let's do Sunday 12th at 13:00 UTC / 14:00 UK / 15:00 Germany (I think I've got that right!)

Quote from: Simon on July 05, 2026, 08:58:51 PMrelated bug that has hits me sometimes: Input gets eaten during continuous rewinding -- if we're really lucky, we'll find a single root cause behind both bugs.

Yeah, that could well be related. It does seem to be an input-themed bug.

Your help is welcome, no puzzle can beat us both!

#7
This bug is present in NL 12.14, NL Community Edition, and SuperLemmix.

Steps to reproduce:

1) Assign some key to a small backwards framestep (e.g. -3)
2) In game, rapidly refire the key (in NLCE, the best way to test this is by using the mouse wheel framesteps, which can call the backstep faster than a repeating key)
3) The game will backstep by -3 repeatedly for some time, but then will skip by some unknown large amount of frames.

This bug has thwarted the Rewind button in SuperLemmix, and is now having the same effect on mouse wheel framesteps in NLCE.

Best guess is that the game has not fully rendered before the next call to skip back is received, but honestly it could be anything to do with the save state system, the rendering loop, the update loop, etc. I've tried a number of different solutions and none of them have worked.

I'm logging this now so that I can come back to it later.

#8
Site Discussion / Re: [SUG] Post feedback buttons
July 05, 2026, 05:12:07 PM
Quote from: Simon on July 04, 2026, 11:21:10 PMIf you can restrict it to a small selection of smileys (thumbs up), that will be good.
...
it's better to have explicit thumbs-down than, e.g., abusing the sick smiley. I'm not even sure if I'd still remain neutral on those reaction buttons anymore in that case. I'd probably advise against then.

Agreed, if we can't restrict it to a select few lemojis, it's probably not worth it.
#9
Also, the .nxmi is now called 'NLCEClearPhysicsColors.nxmi' and is stored in 'settings' rather than 'data'.

Implemented in NLCEPlayer commit 1a888bb.
#10
Thanks for these, Eric!

Will this link change if you update the folder? If so, I'd strongly recommend using a permalink or short url which will stay the same forever, and that way you can add to the folder over time without having to keep reposting the link.
#11
Site Discussion / Re: [SUG] Post feedback buttons
July 04, 2026, 10:53:02 PM
Quote from: Simon on July 04, 2026, 10:37:58 PMThe main hesitation is: I don't want animated thumbs-up under 3 messages out of 4.

We can make an un-animated 'thumbs up' for this purpose, I'd think? Can we choose which lemojis get used for post reactions? If so, definitely don't use any of the animated ones.

Quote from: Simon on July 04, 2026, 10:37:58 PMAmong the installed smileys, there are no good, small, clear smileys for disagreeing.

We can make a version of the 'thumbs up' lemoji with the hand facing downwards instead. And, don't animate it.

I've attached new versions of these lemojis (I couldn't see Lana's anywhere... have they been added yet?). If they look too similar, I'm happy to think of something else. It'd be a shame for 'we don't have the lemojis we need' to be a/the reason not to add this feature.

#12
Site Discussion / Re: [SUG] Post feedback buttons
July 03, 2026, 02:52:45 AM
Still think this one would be a good idea to help boost Forum engagement. Happy to help with the grunt work if necessary.
#13
Option removed.

Colours can now be cycled by typing 'CYCLE' into the relevant field in 'ce-clearphysicscolours.nxmi', or by choosing a fully transparent colour (i.e. $00------).

Implemented in NLCEPlayer commit 7b965a4.
#14
Quote from: Simon on July 02, 2026, 07:58:23 PMIt doesn't work with animated background: I have "Show ..." disabled and nonetheless see the butterflies on Dexter's The Split. Expected instead: The butterflies have gone away.

This particular object is marked as 'NO_EFFECT'. Such objects are not marked as 'Decorations' (i.e. Paint, Animation, Background) - they are simply not designated at all.

Rather than including undesignated objects in the 'Decorations' crowd, we'll instead understand 'NO_EFFECT' as 'ANIMATION' (which is more or less the same thing anyway, and won't affect existing levels/physics).

Reason for this approach: Traps become undesignated when they are disabled, and it's unlikely we'll want them to disappear when 'Show Decorations' is toggled off. Let's keep undesignated state as its own thing, then.

Fixed in NLCEPlayer commit d51c2b7.
#15
Fixed Preview/Postview clicks cancelling the replay. If 'Auto-skip Preview/Postview' is active, the click is added to the message queue and gets processed when the game starts, cancelling the replay iff Replay Insert mode is not active.

So, we simply eat the click.

Fixed in NLCEPlayer commit 8dbba16.

We also now skip levels with missing pieces during playback:

Fixed in NLCEPlayer commit 4b205ff.

We still need better user feedback when Playback Mode is first initialized. Printing a message on the Window Caption is OK, but not if the user has NLCE in fullscreen. Working on it.