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Messages - namida

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SuperLemmini / Re: SuperLemmini 0.104
« on: January 19, 2020, 06:41:00 pm »
In DOS Lemmings (not sure about Amiga, which is what SuperLemmini tries most closely to imitate), the level format has 32 object slots, but only the first 16 work - the last 16 will be visible in-game, but won't actually function (exception: entrances will function even when they're in the last 16, just as long as there's no more than four entrances on a level - the 5th and onwards won't function, even if they're not in these last 16 slots). SuperLemmini may be reproducing this.

To be clear - I don't know for sure that's what's going on here, it's just a plausible explanation, as SuperLemmini does retain support for fake objects so could reproduce this effect.

Fixed in commit 45daaba.

NeoLemmix Main / Re: NeoLemmix V12.8.0-RC Release
« on: January 18, 2020, 09:26:05 pm »
Regarding the skill panel - there isn't enough room in that window to zoom it any further than it already is (while still sticking to an integer zoom). Make the window a bit wider and it should be possible - if your screen has sufficient room for it, that is. The compact skill panel's unzoomed width is 320px in low-res or 640px in high-res. Note that NeoLemmix is DPI-unaware; if you override the default behaviour in compatibility settings, to set "Scaling performed by application", this might help. (This doesn't apply if your OS scaling is 100%, in which case this won't make a difference.)

I'll see what I can do about the other points.

NeoLemmix Levels / Re: Lemmings & Lix Fangame List
« on: January 18, 2020, 08:08:34 pm »
Whether Wafflem will be back on the forums or not however remains to be debated though unless you know something we don't know namida.

I wouldn't have a clue what his future plans are; all I know is that he currently isn't active, and hasn't been in quite some time.

If anyone else would like to take over maintaining this topic, feel free. If you're not a mod / admin, start a new topic for it, and I'll close this one (with a link to your new one).

NeoLemmix Main / Re: NeoLemmix V12.8.0-RC Release
« on: January 18, 2020, 08:03:26 pm »
Details on how to provide high-res graphics for your styles have been added to the styles format topic:

Engine Bugs / Suggestions / [BUG][RC-PLAYER] Projection shadow bugs
« on: January 18, 2020, 07:26:40 pm »
1. The skill projection shadow doesn't work properly for permanent skills or blockers
2. If a projection shadow hotkey is released while the game is paused, the projection shadow remains visible until either the game is unpaused, the lemming is unselected, or the other type of projection shadow is activated
3. The projection shadow appears behind objects, if those objects are not set to No Overwrite

Your understanding of what should happen is correct, and your guess as to why this happens is the same as mine.

NeoLemmix Main / Re: NeoLemmix V12.8.0-RC Release
« on: January 18, 2020, 06:20:50 pm »
My top wishes for this hi-res version would be: skill panel made bigger, hi-res cursor, continous zoom in windowed mode. Thanks. :)

The skill panel will increase in size as you zoom in, as long as it's not becoming too large to fit on-screen (or in the window). You can often get one or two extra levels of zoom by using the "Compact Skill Panel" option, although note that this sacrifices most of the utility buttons and gives a smaller minimap. The smaller minimap is something you just have to live with if you're using compact panel; but all the utility button functions can be given hotkeys instead (indeed, if you're using either default layout - Functional or Traditional - every utility button has a keyboard shortcut already).

High-res cursor - could you clarify what you mean by this? Do you just think it needs to look nicer? Or do you think there's an issue with the sizing?

Continuous zoom - NeoLemmix has had this for a long time (since V1.47 IIRC). You can even change zoom on-the-fly while playing, using the mouse wheel (or you can use the Configure Hotkeys menu to assign that functionality to keyboard keys). EDIT: Unless you're meaning "allow non-integer zoom levels"? I'm a bit wary of this, as it would distort the visibility of physics, even when using clear physics mode.

This has always been possible in new-formats. Put the files in your pack's folder, using the same filename as in gfx/menu or gfx/panel (as applicable).

For high-resolution (panel graphics only), add "-hr" to the end of the filename (before the ".png" extension). High-resolution, of course, requires NeoLemmix V12.8.0 (currently only available as an RC build).

Known bug (that was discovered while double-checking that this works): If a pack provides custom low-res graphics but doesn't provide high-res ones, NeoLemmix falls back to default instead of upscaling. (EDIT: Now fixed as of commit 8e5717a.)

NeoLemmix Main / Re: NeoLemmix V12.8.0-RC Release
« on: January 18, 2020, 12:11:47 am »
Well, good time to test out the online feature. Of course, you can download the images manually from WillLem's post, but otherwise - you can also now use the online features in-game to get updated versions of "default" and "xmas" that contain these sprites. :)

I've amended the default blocker because there was a stray pixel (also this sprite appears about 4 or 5 pixels too low in-game - not sure how to fix this)

I can't reproduce this re: appearing too low. Could you confirm you're not using a styles download from elsewhere (such as the styles download for the stable version), either wholly or as a "mix-and-match", or otherwise using any older files? Basically - this experimental should be set up in its own folder, seperate from any existing NeoLemmix installation. If you are, could you explain in more detail what you mean?

I had a look over the levels, though I was only able to solve 3 of them so far. Replays for those + intended solution for my level attached. All three of the ones I solved (Crane's rule 1, and both of WillLem's levels) were quite nice levels.

NeoLemmix Main / Re: NeoLemmix V12.8.0-RC Release
« on: January 17, 2020, 06:59:38 pm »
I have updated the styles format topic with details regarding high-resolution (as well as the new - or at least, newly-useable-by-style-creators-instead-of-a-single-global-list - aliasing feature):
Please read that first if you're trying to create high-resolution graphics for your styles, and if you still have any questions, ask away.

For the official styles, please coordinate with Nessy if you're interested in helping to prepare these.

Most graphics are currently just running through an upscaler. The lemming sprites (default / xmas), the skill panel, helper icons, and the default Pickup and One-Way Arrow objects are the only things with actual high-res graphics so far.

NeoLemmix Main / NeoLemmix V12.8.0-RC Release
« on: January 17, 2020, 06:59:32 pm »
At this point, the target date for V12.8.0 stable is "sometime in February" - no specific date set yet.

The Release Candidate build for V12.8.0 is now here.

Known issues (click to show/hide)

Download V12.8.0-RC1:

This download does not include any copy of the editor. Please use the stable editor version for now. If levels refuse to open in it, first try running them through Cleanse Levels using V12.8.0 (F8 on title screen of a pack).

This download only includes the Orig and OhNo styles, plus "default", "xmas" and "special". You can use the in-game Style Manager (in the Settings) to download other styles, or you can download styles manually:
- All styles:
- Any individual style: (replace XXXXXXXX with the style's name, eg: for orig_fire)

As always, it is recommended you install the RC build to a new folder, rather than trying to use it in the same folder as your existing version of NeoLemmix.

If you have a custom hotkey setup you'd like to keep, run the new version once, then copy settings/hotkeys.ini across from your V12.7.X folder. Please note that in this case, you will need to manually add keys (if desired) for the new "Projection Shadow" and "Skill Projection Shadow" features.

Changelog from V12.7.4 (click to show/hide)

No change to existing content is required. However, if you have custom lemming sprites, you may want to update them to reflect the recent changes to the Blocker and Digger sprites. You may also, if you have any custom styles, wish to create high-resolution graphics for them - but this is completely optional.

Please report any bugs you find! This update should not break any existing content (at least that I can think of), so if something does break, assume it's a bug and report it rather than trying to update your content to work around it. (This is, of course, assuming the content in question works fine on V12.7.X - there was a lot of potential breakage from V12.6.X to V12.7.X.)

NeoLemmix Levels / Re: Lemmings & Lix Fangame List
« on: January 17, 2020, 05:44:51 pm »
At this point I know of several NeoLemmix packs that aren't on here; also, the "Lemmings Redux" (and maybe a few other packs) link takes me to the old format instead of the new one.

WaffLem is no longer active and I don't think anyone else has taken over maintaining this topic. However, the new-formats NL packs are on a seperate board from the old-formats ones, so this should let you quickly find packs that work on new-formats NL.

In Development / Re: Lemmings, Drugs, and Rock 'n Roll
« on: January 17, 2020, 04:59:17 am »
FWIW the shade of green in the first picture looks fine to me.  Using the L3 Lab water there may well be too green, for a tileset that seems to have relatively muted colors (it seems mostly gray and white).

For reference, here's how the L3D space style looks in contrast to its slime. It stands out a lot there too.

This image is from a custom level, but it's quite accurate to how the respective tiles are used in official levels.

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