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Messages - namida

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1
Loap / Re: Rendering issues - some help?
« on: October 01, 2023, 05:39:58 AM »
I've gotten the new rendering code to a state where I'm comfortable merging it into master. It's not perfect yet - there's some cases (in particular, with the smaller segment of 22.5 degree slopes) where there's still issues, but those are issues that already existed prior to these changes. A whole lot of issues on the other hand were improved. Compare the attached screenshots (default camera on Fun 1 of L3D).

Regarding performance, on LP3D Mayhem 19 "Power Distribution", with FPS limiter turned off, I get around 210 FPS on the preview screen and 190 FPS in-game with the new code. On the old code, I get 205 FPS on the preview screen (so the new code actually performs better, somehow) and 195 FPS in-game (so the new code is about 2% slower).

2
Loap / Re: Linux build?
« on: October 01, 2023, 04:26:31 AM »
I did a bit of Googling and was pointed towards MonoDevelop. Downloaded this in a Debian VM and attempted to build.

Upon opening Loap.sln (solution file containing Loap, the main project; LoapCore, which is a library containing physics and data functions seperate from the UI / visuals; and DeRNC, which as the name suggests decompresses RNC-compressed files as many L3D data files are), was prompted to install .NET. The website I was taken to suggested .NET 6.0 or 7.0; however the Windows builds have been built with .NET Core 3.1. Quick attempts to install this version failed, so went with 6.0.

wget https://packages.microsoft.com/config/debian/12/packages-microsoft-prod.deb -O packages-microsoft-prod.deb
sudo dpkg -i packages-microsoft-prod.deb
rm packages-microsoft-prod.deb
sudo apt-get update
sudo apt-get install dotnet-sdk-6.0


I get MSB4236 error when trying to build all projects now. Some quick Googling suggests this is an issue with .NET 6.0 in some cases; rather than trying to fix it, let's try 7.0 first.

sudo apt-get remove dotnet-sdk-6.0
sudo apt-get install dotnet-sdk-7.0


I still get the same. >_>

Okay, let's see if a command line build works any better.

dotnet publish -c Release -r linux-x64

No errors. It seems to have worked. Let's go to the output folder and try to run it...

I try to run it. Nothing happens. I try in terminal; we're getting an error message about "can't find a valid ICU package". Some searching suggests intalling libicu63 should do the trick. It's not supported on Debian 12; I try the version that is (libicu72) but it seems to be already installed and not helping.

I also found a question regarding this issue on Stack Overflow. Didn't quite get what it was referring to, but came across a post on GitHub and it clicked. Tried this, ran the app again...



Performance is awful any time 3D graphics are in use, but that's very likely due to running it in a VM. It seems to work though!

3
Loap / Re: Rendering issues - some help?
« on: October 01, 2023, 12:04:41 AM »
Okay, so I tried a hybrid approach here - keeping the existing code for rendering the blocks (and cracks on them etc), but using Z buffer for sprites. Although it does have the "sprite partially disappears into deflector / slope" issue, this is not too severe and I think it's better than the downright odd stuff that was happening with the existing code.

The code for blocks seems to mostly get things right - it's when sprites (which can be taller than blocks) get thrown into the mix that things get weird, generally. However if there are still issues, I can look at going into a full BSP tree approach for the blocks.

There's also one special case, to avoid Z-fighting - when hatch flaps are completely closed, they get treated as block faces rather than sprites. Similar special cases need to be added for a few other things too; namely teleporters, spring landing pads, and trampolines; but this is trickier to do as they'd need to be seperated out from other objects during the rendering.

4
Loap / Re: [SUG] Replay insert / suspend modes
« on: September 28, 2023, 04:44:11 AM »
Quote
E.g., if there is an exploder assignment scheduled within 5 seconds, Lix should show the countdown/fuse ahead of time.

This feels like a relic of the older, timed bombers (which Loap has never had).

5
Loap / Re: General Loap progress discussion topic
« on: September 28, 2023, 04:40:01 AM »
So, the hotkey menu is finally implemented. That's everything checked off that I considered critical before releasing a stable version.

With that being said, aside from of course more testing, I do want to see if I can do anything about the rendering issues, as well as some of the minor performance issues that have been noticed. Definitely though, we're getting there! (I will note in particular that a dedicated editor is *not* on the list of things to do before releasing a stable version. If that happens, it will come later; use L3DEdit for now, it works.)

6
Loap / Re: [MISSING] Hotkey configuration menu
« on: September 28, 2023, 04:28:24 AM »
The hotkey config menu is fully functional as of commit e0e2575.

7
Loap / Re: [MISSING] Hotkey configuration menu
« on: September 28, 2023, 02:16:04 AM »
As of commit e12b4cd, it is now possible to delete hotkeys, as well as to reset them to default. Adding new ones is still to come.

8
Loap / Re: [MISSING] Hotkey configuration menu
« on: September 27, 2023, 10:13:59 PM »
I've begun implementing this at last. In its current state (commit bfac1a4), you can view the hotkeys sorted either by key or by function, but you can't edit them yet.


9
Loap / Re: Loap Test Releases (current build: V0.0.23.0)
« on: September 25, 2023, 01:20:13 AM »
Uploaded V0.0.24.0.

Changes:
> Fixed a Loap-exclusive backroute in Lemmings Plus 3D Mayhem 14 "Luck Shot".
> Fixed an error when the FPS limit is turned on, if it was turned off when Loap started.
> Fixed a bug that prevented scrolling in the level select menu if the window height was too high; or conversely displayed fewer levels at a time than it should on low-height windows.
> Fixed a bug that cancelled digger assignments if a lemming turned around before digging. (Fix contributed by rutgervw)
> Fixed a bug in the interaction between trampolining lemmings and deflector blocks. (Fix contributed by rutgervw)
> Fixed Loap not being marked as DPI-aware.
> Added a hotkey to reset the current camera to its default position; this can also be done by right-clicking the camera sidebar icon. (Default key: Ctrl+Tab)
> Added the ability to instantly min / max the release rate by right-clicking the decrease / increase buttons on the sidebar.
> Added a hotkey to skip to the last skill assignment. (Default key: [)
> Added a hotkey to skip to the next frame where a builder becomes a shrugger or otherwise stops building. (Default key: ])
> Added replay insert mode. (Default key: F3)
> Added hotkeys to cut the previous / next action from the replay. (Default key: Ctrl+< and Ctrl+> respectively)
> A spawn direction indicator is now displayed on the ground below entrances.
> User records are displayed on the preview screen.
> Added placeholders for lemmings needed to be saved / allowed to be lost on the postview screen.
> Added the skill name sound effects when selecting skills. (Feature contributed by rutgervw)


Note that the new hotkeys will not automatically be added to your config if installing over an existing copy of Loap. If you're using the default hotkeys, you can simply delete your "hotkeys.lpmi" file and next time you start Loap, it will generate a new one with all the default hotkeys including the new ones. If you are using a custom hotkey setup, you will need to manually add the new keys.

Game: https://www.neolemmix.com/download.php?id=575
Music: https://www.neolemmix.com/download.php?id=530

10
Loap / Re: [SUG] Replay insert / suspend modes
« on: September 25, 2023, 01:05:29 AM »
Commit cc2218c implements hotkeys for both "cancel previous action" and "cancel next action".

11
Loap / Re: [SUG] Replay insert / suspend modes
« on: September 25, 2023, 12:49:23 AM »
Insert mode implemented in commit 3e54781.

12
Loap / Re: [EDITOR] Creating a Loap version of L3DEdit
« on: September 24, 2023, 09:20:59 PM »
Has anyone attempted to make levels using L3DEdit but found it unfriendly or overly complicated to use? From what I'm aware of, most people who've tried it have been able to use it fairly well, it's more just that not many have tried, and those who have haven't gone to the extent of making full packs due to other priorities (including just in general that they don't have *that* much interest in creating L3D levels in the first place).

NeoLemmix by comparison started to see content even back when the editing tools were fairly primitive and tricky to use. Certianly, better tools have been very nice to have, but the custom content started to roll in even prior to that.

13
Loap / Re: [SUG] Replay insert / suspend modes
« on: September 23, 2023, 10:05:02 AM »
Another possibility instead of (or maybe as well as) replay suspend mode, could be a "cancel last action" hotkey. If used mid-replay, this would only cancel the most recent action at the current point of viewing, rather than everything after it.

Thoughts?

14
Lemmings Main / Re: Most Crap Lemmings themes?
« on: September 22, 2023, 08:52:47 PM »
Oh yeah, forgot about OhNo. Track 1 is amazing, track 5 is pretty good too, don't like track 3. The rest are alright.

15
Loap / [EDITOR] Creating a Loap version of L3DEdit
« on: September 22, 2023, 08:45:48 PM »
I've been thinking about this as an idea - instead of making a new editor for Loap, making a fork of L3DEdit that edits Loap levels rather than DOS L3D ones.

Many of the things Loap would need, would be fairly trivial to add to L3DEdit. (Many. Not all.)

Downside is this would mean having only an isometric view while level editing. There are a few things that would be hard to visualize in this view, in particular default camera angles. There's also the issue of what happens if Loap in the future supports 3D models for interactive / decorative objects; supporting these in L3DEdit would not be easy.

A bigger downside also is that L3DEdit is not as easily cross-platform. Although it can be (and has been) built for non-Windows OSes, it doesn't perform nearly as well on these platforms, due to using Lazarus rather than Delphi to compile on them. (The worse performance also occurs in Lazarus-built Windows builds, but on Windows the option of using Delphi is there.) I believe L3DEdit runs fine under WINE so this isn't too bad for Linux, but it will leave Mac out.

One reason for this is effort - there hasn't been much interest in making L3D custom content so far, so I'm not sure if it's worth the effort of a full new editor for Loap. Using L3DEdit as a base removes a lot of the required effort.

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