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Messages - kaywhyn

#1
Thank you @Simon, @The Tomato Watcher, and jkapp76 for all investigating and looking into this. Especially jkapp76 for submitting a bug report on the Dosbox-Staging Github:

https://github.com/dosbox-staging/dosbox-staging/issues/4370

Quote from: Simon on June 09, 2025, 03:06:21 PM
Quote from: kaywhyn on June 05, 2025, 08:07:48 PMintro movie sequence: It flickers between a black screen and showing the movie.
whether there's a fix

I can reproduce this black flicker in DOSBox version 0.74-3 on Arch Linux. I remember that I have seen this flicker for many years. The flicker makes the movie practically unwatchable.

My weak guess was to fumble in dosbox-0.74-3.conf with this setting:

[dosbox]
machine=


I've tried all values for it. Earlier settings (hercules, cga, tandy, pcjr, ega) make Lemmings 3 complain about the missing VGA card. Later settings (vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe) make Lemmings 3 run, and L3 reacts according to each card, but the flicker stays in all of these settings. I've reverted to the default svga_s3 and accepted the flicker.

Failure. And no other option sounds promising to me.

Yea, I tried changing the machine type in my Dosbox configuration file before you posted and no dice there for me either with getting the flickering in the intro video fixed. I've tried vanilla Dosbox and its variants Dosbox-X and Dosbox-Staging and same thing.

QuoteI don't know about a solution. Try the Dosbox forums, or the forums of one of its forks (Dosbox-Staging, ...).

jkapp76 has submitted a bug report on the Dosbox-Staging Github, which I've linked to above. I will be keeping my eye out on this. Feel free to do so as well if you wish! ;)

Quote from: The Tomato Watcher on June 09, 2025, 07:59:03 PMThe CD-ROM image is available on archive.org along with a pre-packaged playable version. The only way to view the intro sequence as intended is to mount the disc image as its own drive within DOSBox with the IMGMOUNT command. For example:
IMGMOUNT D "C:\the full path to the CUE/ISO file" -t iso

At that point, you do not install the game to the C drive in DOSBox, but you play it directly from the disc image, making sure to run either L3CD.EXE or L3CDGUS.EXE depending on whether you prefer SoundBlaster or Gravis UltraSound audio for the intro (and whether you have GUS enabled in your config file.)

I've tried doing the imgmount command in Dosbox and it made no difference for me in regards to the intro video flicker.

QuoteUnfortunately, I can't seem to get the intro music or game sound effects working no matter what my DOSBox audio set up is, no matter which executable I run, and no matter which fork I use. Will update when I figure out a way to get that working. I have not tested the pre-packaged version yet; perhaps it works just fine.

I'm not sure which file you used for this download. I did the 7th part and as I kind of expected, once again no dice for me.

Quote from: jkapp76 on June 09, 2025, 10:07:19 PMMy portable version of Lemmings 3 plays all the movies properly. I just fixed it. The link above will download the newest version.

Thanks for this, as well as for explaining that you could swap out the movie file but then the flicker returns. Indeed, I have tried that with your portable copy and can verify the flicker issue with the larger movie files.

Thanks for letting me know that you've submitted a bug report to the Dosbox-Staging Github. I've linked it above for Simon and The Tomato Watcher if they wish to keep a watch on it. Thanks again! :thumbsup: 
#2
@Icho

R1 - Your solution for "Oh Yes" is now acceptable and is pretty much Armani's acceptable alternative, with the only difference being that you were more efficient and hence was able to spare a skill. These variants I deem acceptable solutions for my level are a bit more complicated than the intended way IMO, but it's fine. Well done! :thumbsup:

Spoiler
The blocker you spared is for the builder, where you can stop and hold him in place after he walks back to the left, who will later get freed by the miner who uses the builder staircase to continue downward. I didn't account or test for the possibility of the miner and builder being able to meet at the right moment when I made the level, hence I don't require any heavy timing in the intended solution anyway! ;)

In short, you can think of the leftover blocker's purpose is to make the solution easier to execute and also just as a way to avoid any heavy timing shenanigans players might resort to. If that happens, then well, it's on them :P Think your Mr. Lemmy R3 level from LDC 30, where I spared that same blocker in my solution to your level ;)   
#3
Bug filed against Dosbox-Staging: Lemmings 3 (CD Version) has bad flickering video animation. #4370



All right, let's give this a try and see if either kieran or Simon or anyone knowledgeable enough about Lemmings 3 can advise me here. So the good news is that I'm able to get the L3 game running on Dosbox by following the instructions in either post for the CD version, though yea I agree that Simon's post is the much easier way to go about it since it doesn't require or recommend installing the game. The game runs fine, but there is a problem with the intro movie sequence: It flickers between a black screen and showing the movie. Perhaps this is what kieran meant by "the opening video might be messed up"? ??? I'm not sure why it happens and whether there's a fix for it. I've tried researching it online but I haven't found anything, and it doesn't seem to be a problem in general for the game.

The other alternative is to run the floppy version of the game instead of the CD version, which doesn't have the opening video messed up flickering issue, but instead the problem is now there's no moving at all in the movie, i.e, you don't see the Lemmings Ark moving and flying in the movie. This seems to be very common, as pretty much nearly every video of the opening L3 sequence I've seen on Youtube have this no movement in the opening video.

So yea, any suggestions or know of a fix for the flickering for the CD version?
#4
@Icho

R1 - "Oh Yes" is nearly an acceptable solution, with the only part of your solution that's backroute-y is the way you dealt with the fissure trap. I would like it to be dealt with in a different manner! For V4, I've added OWAs.

"Oh No" on the other hand is an acceptable solution! Well done! :thumbsup: If I wanted to, I could cull the leftover skill in an update, or I could also make it a talisman, similar to how you made my solution a talisman for your R1, but this would be a bronze one since it's quite an easy challenge solution! However, I'll just leave that extra skill in, as so far I haven't seen or been sent any solutions that backroute the level because of it. Hence, no harm and therefore so far so good! ;)

Both R2 and R3 are intended! Great job! :thumbsup: So just the "Oh Yes" R1 needs resolving, but it should be no problem for you at all :)

Thanks as usual for playing my levels! :thumbsup: 
#5
V4 of R1's uploaded!

Changelog History of R1:

V2 - Added some traps to fix backroutes thanks to Crane.

V3 - Shifted a fire trap and a minor terrain change to fix a backroute thanks to Armani

V4 - Added OWAs to fix a backroute thanks to Icho.


R2 remains V7!

Changelog History of R2:

V2 - More steel to fix a backroute thanks to Crane.

V3 - Reworked my ineligible entry because it had a laser skill. The result is terrain added and some more steel. Many thanks to the user who notified me that I had an invalid entry! :laugh: Can't believe I didn't catch myself, and I came up with the ruleset too! :-[

V4 - More terrain modification to fix a backroute thanks to Crane.

V5 - More steel to fix a backroute thanks to Crane.

V6 - Terrain changes to fix a backroute thanks to Armani

V7 - Massive reworking with the following changes to fix backroutes thanks to Crane and Armani:

  • Terrain changes (including more steel)
  • -1 jumper, -1 miner, and +1 basher
  • RR is now locked and increased Lemming count to 50


R3 remains V7!

Changelog History of R3:

V2 - Added a trap to fix a backroute thanks to Crane

V3 - Extended steel structure and shifted platforms several pixels up to fix a backroute thanks to Crane.

V4 - Added more blocks to a fix a slight backroute.

V5 - Terrain changes to fix a backroute thanks to Crane and from another solution I was PMed

V6 - More terrain changes to fix a backroute thanks to Crane.

V7 - Made the wall by the exit thicker to fix backroutes thanks to Crane
#6
Quote from: Guigui on June 02, 2025, 09:29:44 AMIt looks like the link given in first post gives the MazuLems pack, but for a version of NeoLemmix older than 12.14.0

I think I could convert it successfully to NL 12.14.0, guess it was just a matter of renaming things and putting them in correct folders. Joining this converted pack here, just unzip in levels folder of NL directory. Hopefully it works correctly.

No, that's not a mistake. When namida converted MazuLems to New Formats NL, it was originally for 12.4, but later on he updated the pack again so that it's all solvable on 12.7 when it came out. However, this doesn't matter. You can still play the pack on all versions after 12.7 with the download link in the OP.
#7
Quote from: Simon on May 27, 2025, 07:20:34 PMSnow Way, all right, I'll play it.

My solving strength is moderate. Quirk knowledge about NL comes more from reading on the forums than from playing. Skill combinations that have become second nature for Armani/Icho will not jump to my eye. I'll have to solve those from first principles, which takes time.

-- Simon

Ah, all rightie, thanks for the explanation. In that case, my A-MAZE-ING Brick House Evacuation level stumping you should be less surprising to me as a result. I've always had the assumption that you are really great at solving just like some others here in this community, myself included according to community consensus and the super detailed feedback I tend to give pack authors. I think it mostly just comes from the fact that you're the creator of Lix which is what I based my assumption on. For the most part, it's not intentional on my end to make levels so hard that people will get stumped, but rather to provide levels that are challenging but hopefully still enjoyable! As it turns out, I've been severely underestimating the difficulty of my own stuff, as even Armani and Icho have both been kind enough to tell me they're hard. Even the former has been honest with telling me that my more recent stuff are harder than his more recent levels lately!

I'll also emphasize no worries if you don't get to play any of my levels again for tomorrow's stream. It's not exactly of the utmost importance that you play "Snow Way!" Rather, it is the level of mine I suggest you play over my other 3 levels available in the LOTY2024 collection. I've played all of the levels in the pack before the playing phase opened, and they are all excellent, so lots to go through anyway! It's bound to be tough to choose what to play! ;)

In any case, I wish you the best of luck with tomorrow's stream (at least where I am, since it's still Tuesday), including if you get a chance to play my level! :thumbsup:   
#8
I can't be there, and unless you're only streaming levels by authors who are present watching you play, if you plan on streaming one of mine this time, I suggest you play my "Snow Way!" level. I'm including it in my Lemmings Memories pack and so it would be great feedback for me, especially as I recently upranked it from the third rank to the fourth rank based off the feedback of the user who private streamed it last week and wasn't able to solve it after spending almost 2 hours on it. At least in this case, I've seem to have greatly underestimated its difficulty!

That being said, it still surprises me that my A-MAZE-ING Brick House Evacuation level that you streamed several months ago stumped you, considering that I wasn't even trying for it to be a hard level! :P Granted, IIRC you spent nearly 50 minutes on it before either moving on or ending the stream (I can't remember which now), but then again, Armani and Icho are essentially level solving masters of the game and hence didn't have as much problems with it!
#9
I've reattached Nessy's Sanctuary style, as well as his test level cleansed for 12.14, in the OP. Here, it was just a simple matter of replacing "entrance" in the level file with "window" so that it will load and open properly in the NL player. I've also attached my replay solution to Nessy's level here. Nice level, it kind of gave me Lemmings Migration vibes! :laugh: :thumbsup:

It was definitely a long time coming and should had been a really long time ago, but a reminder that Nessy's Sanctuary style is now included in the NL styles standard library! :thumbsup:   
#10
Quote from: Crane on May 24, 2025, 03:52:37 AMNew solution for kaywhyn's Organic National Park - this feels intended.

Yup, it is! Well done! :thumbsup: As mentioned, it has become heavier on the precision than I would like it to be, but well, as I've learned the hard way,

Spoiler
because the fencer and miner angles are the same, it's very difficult to stop the backroute of using a fencer to release the crowd while also not blocking off the intended way with mining through the same wall to release the crowd! :XD:
#11
Another update, and that is regarding the music. It's not very high on the priority list right now, as Lemmings Memories is still very early in development, but rather it's really just a way for me to be organized and keep track of what I currently have picked out for the music for the pack.

As there will be two levels per tileset except for the special graphics level of each rank where there's only one such level, there will be two music tracks per tileset for Lemmings Memories. I definitely look forward to when you can hear the music, especially as the user who recently has been privately streaming my levels have approved of my music choices for the pack! :laugh: :thumbsup:

Music Breakdown per Lemmings Memories Tileset so far

L1 Dirt - None

L1 Pillar - None

L1 Crystal - None

L1 Fire - Probably 1 so far, and it might possibly be a track from an online game called Gunbound I've used for a previous contest level of mine, but I'm not certain yet.

L1 Marble - None


ONML Brick - None

ONML Rock - Probably 1, thinking of maybe that one BioMenace track I've used for a previouos contest level of mine, but I'm not certain yet.

ONML Snow - 1 track so far, one of which will be a track from an online game called Gunbound. It has the tendency to play in snow-covered environments as the background, hence I thought it quite fitting for Snow levels for the pack! ;) 

ONML Bubble - None


L2 Circus - None

L2 Sports - None


L3 Biolab - The only set of the pack where I have both tracks picked out. One of them will be from a PC game called Maui Mallard in Cold Shadow, while the other one is from a Dos game called Chex Quest. For the former, Maui Mallard is the alter ego of Donald Duck, while for the latter, if you're familiar with Doom (I haven't played it), Chex Quest is essentially a Doom mod but without the gore and a kid friendly game. I first got the Chex Quest CD that was inside a box of Chex cereal when I was a kid, as these were prizes that one can find in cereal boxes at the time.

Years later, the game was expanded with two sequels, Chex Quest 2 and Chex Quest 3, and there are Remastered versions of the games you can find online which I believe are possible to play without needing Dosbox like back in the days for the first Chex Quest. They're pretty fun and I can highly recommend to check them out! :thumbsup: 

I can also confirm that I'll be using tracks from The Incredible Machine 2/3 and Lost in Time (another game by Sierra/Coktel). Maybe some from The Incredible Toon Machine, The Learning Company games, and Humongous Entertainment games, such as Freddi Fish and Putt-Putt and Fatty Bear. If you're not familiar with the HE games, that's because generally people who are from the USA would know about them, as HE is headquartered in Washington state. I only learned about this recently actually, but it makes perfect sense why people who were born in the 1980s/1990s and from the USA have heard about these HE games, while people outside the USA wouldn't have or be as familiar with them.

So, lots of tracks still to decide on, but again it's not of utmost importance right now to have all the music picked out, since Lemmings Memories is still very early in development. This post is really just a way for me to organize and to provide myself reminders as to what I have picked out for music ;)

Links to where I've found some music:

Video Game Music Downloads

and

Zophar's Domain

These were provided to me by Nessy when I was asking where I could find music for Lemmings levels I make back when he was still around a few years ago. Many thanks to Nessy for the links, I found them quite useful and helpful for finding great music for custom Lemmings levels! :thumbsup:
#12
NeoLemmix Levels / Re: Lemmings Plus Series
May 22, 2025, 07:57:07 PM
Hi @Ghia, welcome back after a long absence then! :laugh: :thumbsup: I registered to be a member in 2017, so about 2 years after you took your leave, though I didn't post anything to the Lemmings Forums site until 2020, almost 3 years after I registered.

In addition to the link in Proxima's post which is a topic in the NL Styles board, other places where you can download NL and the NL styles:

The NL V12.14 topic in the NeoLemmix Main board: https://www.lemmingsforums.net/index.php?topic=6985.0 (this one is stickied as well)

and

The NL Website: https://www.neolemmix.com/?page=neolemmix
#13
General Discussion / Re: My first post!
May 22, 2025, 07:47:46 PM
Hello @CrazyAfroAli and welcome to the Forums! :thumbsup: We're so glad to have you :) Ah, a youngin huh? Well, that makes me feel really old :laugh: In contrast to you, I'm older than the game of Lemmings. Not by much, but I am older than the game nonetheless!

Anyway, hope the rest of your L1 journey goes well! :thumbsup: If you need any assistance on how to get past some of these levels, you of course are more than welcome to ask. Except for Lemmini, I haven't played Lemmings on any of the ports you listed except for Dos, which is the port of the game I grew up with, and much later on I believe a bit of the Genesis port but on an emulator in the 2010s. 
#14
I've split Guigui's post and the ones after it from namida's Lemmings Plus Series topic and merged them with the Lemmings Redux one, since the posts discuss Lemmings Redux instead of Lemmings Plus ;)

Quote from: Proxima on May 19, 2025, 12:21:14 PM
Quote from: kaywhyn on May 19, 2025, 11:10:22 AMFor example, this is what makes it possible to complete the WAFD (We All Fall Down) levels with only two diggers in NL, but if I'm not mistaken, the 2 digger solution on Dos is impossible. Instead, I believe it takes a minimum of 3 diggers to complete IIRC?

3 for Fun, 5 for Tricky, 7 for Taxing, 9 for Mayhem. Because no cancelling is possible, the best solution on DOS is to crowd the lemmings as tightly as possible into each digger's pit, so you need 1 digger per 9 lemmings (rounded up).

Thanks. I thought the dig cancelling is indeed impossible on Dos, just couldn't remember what you had said before on Discord about that mechanic. Thanks for affirming :P

Quote from: Guigui on May 19, 2025, 10:51:09 PMThank you for dig cancel dig explanations kaywhyn and Proxima. Now for sure I'll clear We All Fall Down's faster.
Certainly this might make it possible to save 100% on I Am A.T., this level caused me the most nightmares back in the Genesis days.

There's an interesting special case here in that on ports where you have the extra splat distance, the Lemmings will survive the fall off the platform on all the WAFD levels. Thus, this makes the WAFD levels completely trivial and hence can be completed with 0 skills! In my case, I had the CD that bundled both L1 and ONML together, which had the extra splat distance. I remember just letting a Lemming fall off the platform and to my surprise seeing that he survived instead of splatting! :lem-mindblown:

QuoteOh I did not notice I Am A.T. had a talisman in Redux.
Now that I saw the actual level again, I am not that confident : forgot the pit near the end of the wall, and you just dont have enough digger to dig-cancel through the whole wall pixel by pixel...
Execution must be hard for sure.

Quote from: namida on May 20, 2025, 09:33:56 AM
Quote from: Guigui on May 19, 2025, 11:20:16 PMOh I did not notice I Am A.T. had a talisman in Redux.
Now that I saw the actual level again, I am not that confident : forgot the pit near the end of the wall, and you just dont have enough digger to dig-cancel through the whole wall pixel by pixel...
Execution must be hard for sure.

I would assume you...
Spoiler
dig-cancel to make a staircase they can ascend (without getting anywhere near the pit)?

Indeed, there's a really good reason why I am A.T is the penultimate level of Lemmings Redux! If not concerned with the talisman, the level is easier but still not a lot easier. I definitely remember this taking me a while before I finally succeeded in getting the execution down when I first played the level on an emulator in the 2010s.

The talisman challenge solution for the I am A.T level is essentially the normal solution to it plus what chrisleec728 and namida described in the spoiler thrown into the mix. It is indeed a very difficult one to execute, especially if you do it on ports where you cannot assign skills while the game is paused. This level comes from the Sunsoft rank of both the Genesis and SNES ports, hence why these are listed in the author field for the level, and I do believe Genesis doesn't allow assigning skills while the game is paused, just like Dos. Luckily, you are given a lot of extra diggers. It is really precise, but there's still some leeway so that the 100% solution doesn't have to be super precise all the way through. In particular,

Spoiler
in NL, using the fact that Lemmings can ascend walls up to a maximum of 6 pixels for the staircase and with how you are given a builder to get the others out in case you mess up the staircase near the crowd trapped at the bottom.
#15
NeoLemmix Levels / Re: Lemmings Plus Series
May 19, 2025, 11:10:22 AM
Nice, glad to hear you're finding the list helpful, though really the credit goes to the user who sent me that list ;) Also, congrats on solving all of LPI! :thumbsup: 

Quote from: Guigui on May 19, 2025, 10:49:19 AMThen kaywhyn gave this nice list of packs sorted by difficulty in the QFK thread...

Nah, the pack list is in the Holiday Lemmings 2024 topic, not QFK :P

QuoteTook me a long more time to figure out how to save one digger, and finally understood that the "digger cancels digger" trick only work if second digger is close to the first digger by one pixel at most. Anyone can confirm this ?

Yup, that's how the digger cancelling another digger works, by digging 1 pixel on either side of the first one, or right on top of the first digger.

QuoteI'm also wondering what happens if second digger is at a correct position to cancel first, but happens to start digging on an exact frame where first digger steps down one pixel. Cancel or no cancel ? I could not produce this situation yet to test.

In this case, the second digger immediately gets cancelled because the terrain he was going to remove if he had dug was already removed by the first digger. Thus, the second digger falls and gets cancelled, not the first digger. Meaning, in this case you don't see the second Lemming do the digger animation at all and instead he transitions into a faller right away. That being said, digger cancelling does not work for all Lemmings ports or works differently depending on the port. For example, this is what makes it possible to complete the WAFD (We All Fall Down) levels with only two diggers in NL, but if I'm not mistaken, the 2 digger solution on Dos is impossible. Instead, I believe it takes a minimum of 3 diggers to complete IIRC?