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Messages - namida

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If I remember correctly, you implemented this so that it disables the checkboxes when Classic Mode is turned on. If the config menu is opened with Classic Mode already turned on, this code would likely not trigger (though it depends exactly how the code is written).

The best way to handle this might be to create a procedure "SetCheckboxesEnabledByClassicMode" which sets the enabled / checked values of checkboxes as applicable based on the Classic Mode setting (or on a boolean value passed to it, either way works), and call this in any situation where the checkboxes' states need to be set - so, when the form is first shown, and when the Classic Mode setting is changed.

NeoLemmix Styles / Re: Style updates topic
« on: March 13, 2023, 04:52:29 AM »
Updated style manager and all-styles zip to here.

Fixed in commit 46f7128.

It broke the pause after backwards skip because of the lack of begin / end around the lines you wanted to group together.

Commit 9249ee0 fixes the bug in NeoLemmix. It doesn't touch GameWindow at all; rather, it fixes it in GameBaseSkillPanel via a slight change to how the selector is drawn (in particular, it erases the selector always before drawing it). This means other code can simply continue saying "I want this selector on" or "I want this selector off", without worrying about if it's already on or off.

The countdown is not a state. It's a seperate property. When the countdown reaches zero, they transition to baExploding or baStoning as appropriate (a seperate flag is used to determine which). Until then, they remain in baWalking or whatever else.

It's important to note that not all skill assignments immediately translate into the associated state. For example, assigning baClimbing simply turns on the "is a climber" flag, it doesn't change the lemming's current actions. Some may do so only conditionally, eg. baSwimming assignment changes the state immediately for a drowner, but not for any other lemming.

You could also just check if the lemming's countdown timer is nonzero, rather than a special state. This would also prevent assignment of a timebomber to a lemming who is counting down due to the nuke (but still allow it for one the nuke has not yet reached).

I can confirm that the panel moving with the game area is intentional. The other possibilities I considered were either anchoring everything to the bottom of the screen, or keeping the panel at the bottom while centering the level area; neither really felt right to me.

Re: the zoom matter, I recall several attempts to address this kind of issue in the past (although that might have been the editor), I'll have to take another look. I haven't yet. If no one's really been complaining about it being broken, I suspect no one will complain about fixing it either, but it'll go through an RC release either way.

Live Event Scheduling / Re: Future of LF forum Jackbox sessions?
« on: March 04, 2023, 08:39:54 PM »
Mantha's server is specifically for "Drunkbox" sessions - ie: Jackbox with drinking encouraged and (almost) anything-goes as far as what content is allowed/encouraged, basically just no hate speech but anything else (including R18-type stuff) is fine. We only tend to play those a couple of times a year, although that does remind me that we're overdue for one. :P

Aside from that, we haven't really done Jackbox in a while in terms of actual LF sessions, and it's only really me and Mantha who still join Bleakcreep's ones from LF.

I'd certianly be keen to join one of your sessions if it's at a time when I can - that would be Saturday or Sunday your time zone, so that should work out alright (Sunday / Monday my timezone). I'm working full time nowdays so don't have the availability I used to, though.

SuperLemmix / Re: [SUG] Improvements to Skill Panel
« on: March 03, 2023, 10:42:44 PM »
The other issue to keep in mind with 800px tall, is that some displays - lower-end laptops in particular - have a resolution of 1366x768 and thus an 800px tall window will not fit on the screen.

I'm sure I remember coding a fallback for specifically this case; with the behavior being that it would get as close as it could. (ie: Let's say the last level played was a level in Tricky of Orig; if that level is now missing, it'll go to the first unsolved level, or maybe just the first level full stop, of Tricky; if the entire Tricky rank is missing or has no levels, it'll go to the first of Orig as a whole; and if the entire pack is gone, just to the first level you have in your levels folder)

It'd seem though, either I only thought about doing this, or it broke at some point.

I've always run dummy instances in a local VM rather than on the server. (Note though that I'm on Windows; you might not need the VM part.)

From what I recall, showing only updated topics (rather than all individual posts) was a modification in the first place. No idea why it's having issues, though - I'd have to look into it. It may just be that we never noticed the cutoff date before. If this is all it is, it's also probably not hard to do something about.

The last SMF version update was in June 2021 (which probably means I need to update it again, actually). There are more-recent changes than this in the repo, but they relate to implementing reCAPTCHA and the dark theme, not to version upgrades.

NeoLemmix Main / Performance During Fast-Forward
« on: February 13, 2023, 01:08:14 AM »
Edit Simon: I've split this off Fork: SuperLemmix.

I'd probably want to try and find a way to make it so it's the same speed regardless of what computer you run it on, and at this point I have no clue how this would even be approached. "if Superlemming=true, enable fast-forward" is relatively simple, whereas dealing with frame rates directly I can imagine will be much more difficult.

NeoLemmix sets a frame rate cap and runs as fast as it can subject to that cap. If the hardware can't manage the full fast forward speed, it'll just run as fast as it can. In extreme cases (slow hardware and/or large levels or with a lot of objects), it might not even manage the 17FPS of normal playback - again, in such a case it'll just run as fast as it can. Superlemming mode, back when it existed, just altered the frame rate caps.

Unless you can find a way to replicate the exact physics (or something you deem close enough and bug-free enough, if you're okay with breaking exact physics) with more efficient code, the only way you're getting around that is by frameskipping (ie: not actually rendering every frame if the hardware can't keep up).

Are you okay with this being moved to the public Site Discussion board?

SuperLemmix / Re: [SuperLemmix] Modified Water Objects
« on: February 10, 2023, 09:37:48 PM »
How would you explain a swimmer turning into ice but a non-swimmer not doing so, though?

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