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Messages - WillLem

#1
OK, got the filename displayed and added working Previous/Next buttons.

The buttons wrap around when the first and last file in the folder are reached. Note that if you want the buttons to actually mean 'Previous' and 'Next' as per their intended positions in the level pack, the level files should be named in such a way that their order is correct within the folder itself (which is good practice anyway IMHO).

One question is where to put the buttons. The position shown in the screenshot in the OP is already taken by the status bar. I suggest that we put them at the top right, just underneath the _ [] X buttons. This keeps them always accessible without interfering with any other controls:



If desired, we can also label them with 'Previous' and 'Next' rather than << arrows >>. I've tested these for a little while and they're so useful, it's surprising that this hasn't been suggested before.

Another question is: do we want to display the full file path, or just the name of the level file?
#2
Paint and Background objects added to 'ignore these when rendering' if Disable Backgrounds is active.

Implemented in NLCEPlayer commit e931353.

Option bool flipped from 'Disable Backgrounds' to an opt-in 'Show Backgrounds and Decorations'.

Implemented in NLCEPlayer commit 2727cf2.
#3
The 12.14 new objects were considered for inclusion in SuperLemmix, and the following was decided:

Skill Assigner - This has been added, and is capable of assigning other skills as well as the permaskill set - namely Jumper, Ballooner, Blocker, Walker, Grenader, Laserer, Spearer and Cloner. Other skills were considered as well, but it doesn't really make sense for a static skill assigner to assign Bashers, Builders, etc. because the lemming makes changes to the surrounding terrain immediately (Laserer is a bit of an odd case but was ultimately accepted because well, why not).

Skill De-Assigner - It was decided not to include this in SuperLemmix as it adds unnecessary complexity to the skill mechanics, which is something I'd prefer to avoid. If enough users want it in, we can possibly add it at a later date, but I'd have to see better reasons than 'existing content support' (ideally).

De-Neutralizer - This has been added as 'Normalizer' and is identical to its NL counterpart; SuperLemmix will treat a designated 'De-Neutralizer' object as a 'Normalizer' accordingly.

Neutralizer - It was decided not to include this for reasons similar to the Skill De-Assigner. A Neutralizer is something of a 'soft trap' - it doesn't remove the lemming altogether, but is still best avoided; the complexity it adds isn't worth the relatively small feature gain. Again though, if enough users want to see it in SuperLemmix, we can possibly look at adding it at a later date.

Discussion is welcome, I can generally be persuaded. Input from users is likely to result in change. Silence is not.
#4
Quote from: mobius on June 14, 2026, 11:52:44 PMTurned out I had an old version of SuperLemmix and simply updating fixed the issue. Sorry for the waste of time.

No worries, always better to report and be sure than not to report at all.

Closing this as resolved.
#5
Fixed in NLCEPlayer commit b7f37d6.
#6
The Preview Screen's CloseScreen procedure now only handles screen transitions. The check for missing pieces has been moved to BeginPlay, before transitioning to either gameplay or the preview text screen (if present).

This ensures that the check occurs no matter what the entry point, and we don't unnecessarily view the preview text screen if the level itself cannot be loaded due to missing pieces.

Fixed in NLCEPlayer commit b07faad.
#7
✓ If 'NLCESettings.ini' is absent, look for 'settings.ini' before loading the setup menu.
✓ Hotkeys are saved to 'NLCEHotkeys.ini', just in case!
✓ UI fix: setup menu shows that it wants to find 'NLCESettings.ini', not 'settings.ini'.

Fixed in NLCEPlayer commit 188c26f.
#8
Quote from: Simon on June 14, 2026, 07:19:29 PMI've found one bug with the "Cut 2 tasks" display in the bottom left hand corner

Started this topic for this bug, thanks for reporting.

Quote from: Simon on June 14, 2026, 07:19:29 PMSeveral times, I wanted to cut during insert mode by air click. Neither option allows cutting by air click. I had to exit insert mode and cut.

I conjecture that ultimate truth will be found in merging regular replay mode with insert mode.

You're probably right, but let's start a new topic for this.
#9
Quote from: mobius on June 14, 2026, 10:02:32 PMI open up a new level or existing level ... add a skill assigner to level, select skill, playtest and this happens

Which version of SuperLemmix are you using? Also, which version of the Editor?
#10
Thanks for your request and your kind comments.

Just to confirm I've understood the screenshot:

1) You wish for the filename to be displayed somewhere (status bar / menu bar / window caption would all be OK, I assume?)

2) You wish for there to be buttons to navigate between files, cycling through them and opening them in the Editor one by one as the buttons are clicked. (An "Edit" button would be unnecessary, since the editor is always in "Edit" mode. Perhaps you mean something else here...?)

But yes, a way to quickly move to the next/previous level in the folder for editing would be a great addition. I'll add this one to the list.
#11
Quote from: Simon on June 14, 2026, 07:19:29 PMI've found one bug with the "Cut 2 tasks" display in the bottom left hand corner: When you view a physics update with a freshly assigned lemming, you see, during this single physics update only, that lemming's information instead of what I expect, i.e., instead of the number of to-be-cut assignments, and that information is printed in purple like the number of to-be-cut assignments would be. Video of this "Cut 2 tasks" display bug -- a benign bug, purely a visual oddity.
#12
I've been unable to replicate this bug in SuperLemmix 3.0.2.

@Mobius - could you provide steps to reproduce this bug as seen in your example video?
#13
From Mobius on Discord:

Quote from: mobiuswhen a skill assigner is chosen (climber for example) when playtesting the level the graphic cycles through all the skill graphics rapidly

Example video: https://youtu.be/uV9tAGGQS7Y

#14
Quote from: JawaJuice on June 10, 2026, 03:49:17 PMThe only time I ever used Delphi at work was back in the early Noughts ... I've sure the language has evolved out of sight since I last looked at it!

NeoLemmix and SuperLemmix are both Delphi-based, which is pretty much the only reason I know it exists. I find its form-building interface very comprehensive and user-friendly, and it's still a great IDE for simple tool building.
#15
Thanks for reporting, added this to the list for 1.1.2 (hopefully due in the next few weeks).