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Messages - namida

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NeoLemmix Main / Re: NeoLemmix V12.13.0-RC Released
« on: May 16, 2024, 03:41:56 AM »
I checked the Lemmings Plus replays. There was one broken replay in VI, I haven't investigated why, it was on an open ended level and multiple other replays for it still passed. Aside from that everything passed.

Loap / Future of Loap
« on: May 16, 2024, 02:20:37 AM »
So, similar to NeoLemmix, I haven't had so much interest in Loap lately. On top of that, unlike NeoLemmix, there's also relatively little community interest in Loap at the moment.

With this in mind, I don't see much point in further development of Loap. The current version, while it does have some minor issues, is completely usable and allows playing all existing L3D content, and is compatible with user-made content via L3DEdit. And it's open source, so if the interest is there, anyone can pick up and take over development of it - and I fully encourage anyone with the interest and skills, to do so.

Otherwise, if remains the "final"version of Loap - then it still means we have a perfectly viable way to play Lemmings 3D on modern hardware and OS, with some modern NL-like features, in higher resolution than the DOS game. That's still a pretty good result.

SuperLemmix / Re: Source Code of SuperLemmix
« on: May 16, 2024, 02:04:11 AM »
The first step is to download and install Embarcardero RAD Studio 10.4.2 from here - compatibility with later versions than this cannot yet be guaranteed/ Please do let me know if you manage to get it working in a later version..

Haven't tried with SuperLemmix; but NeoLemmix compiles in Delphi 11.3 (using the GR32v3 patches) and runs without issue, so SuperLemmix will very likely do the same.

V12.13.0-RC1 has now been released, for anyone else who wants to test this feature out.

NeoLemmix Main / NeoLemmix V12.13.0-RC Released
« on: May 16, 2024, 01:47:58 AM »
The release candidate build for V12.13.0 is here. WIP changelog here:
If you are looking for the stable version of NeoLemmix, you're after 12.12.5:

I will set a target release date for a stable build in around two weeks, depending on how many issues arise.

Known Issues (click to show/hide)

Download (V12.13.0-RC1, editor included):

This download only includes the Orig and OhNo styles, plus "default", "xmas" and "special", as well as "namida_systemtest" for (functional but not ideal visually) objects of the new types. 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 - and no, "12.11" in the link is not a typo)

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. You can copy across your hotkeys file (from the Settings folder) after running the RC build for the first time.

You can find some levels using the new objects here: (Please read the rules of that topic before posting in it!)

Please report any bugs relating to the new skills on the New Skills bugs & suggestions board.

NeoLemmix Styles / Re: Style updates topic
« on: May 16, 2024, 01:30:35 AM »
Updated to here in the styles manager and all-styles zip.

Fixed in commit 1570ba8.

If it's this specific and hasn't caused issues until now, I'm going to leave this one as-is.

Fixed in commit d131a68.

I'm going to leave this as-is. Reason being - semitransparent terrain is very rarely used, not fully supported throughout the toolchain (editor in particular) nor is it ever likely to be. Given that NL development is very much winding down, it does not seem worthwhile to address this.

Note that this does not mean that semitransparent terrain support will be culled or that it won't be possible to group such pieces anymore; just that the current status quo will remain in regards to this situation.

I've merged the pull request (along with the GR32v3 update, which at a quick check had one minor, purely visual bug that I quickly fixed but otherwise works fine). It will be more difficulty than it's worth to backport this to 12.12; instead I'm going to try and wrap up the remaining issues for 12.13 and move that into RC soon.

New Objects / The path going forward for the new objects
« on: May 15, 2024, 10:08:27 PM »
Given that not much interest is coming with them simply being in an experimental phase, and that it's desirable to move towards a release, I'm going to go ahead with the objects in their current state (and rely on "hopefully users will create the objects later"). If bugs arise, they can be fixed later (and an RC phase will still happen, of course). It's simply going to be over to the community to establish the standard on how they should look etc. Sounds can be changed in a later update if desired.

If I remember correctly there were a few remaining matters I needed to look at before going RC, but I'll no longer delay that on the basis of wanting more feedback for the new objects.

Just to be very clear, this is NOT saying "the new objects are not going to happen". They are. It's just saying I'm not going to hold things up any longer on the grounds of that there's still room for more feedback - the RC phase and 12.14 will be the avenues for addressing this if necessary.

Other Projects / Re: Golems — a DOS Lemmings game engine
« on: May 08, 2024, 11:04:06 AM »
One gotcha that Lemmix didn't reproduce (and this is only relevant to custom data files) - if a terrain piece has a pixel that uses one of the fixed 8 colors, that pixel will be visible but nonsolid.

EDIT: The browser player for the levels DB is really nice! One thing that would be nice - it's possible to set a page so that a tap and hold on mobile doesn't get treated as a right click (ish). I remember encountering that with some dumb Flash-style games I made at one point. I forget what the fix was though...

SuperLemmix Bugs & Suggestions / Re: [SUG] Level top and sides
« on: May 08, 2024, 10:59:57 AM »
Rather than deleting pixels that actually exist, consider expanding the level height by 1 pixel (a blank row at the top). You could even take this a step further and prevent this row from actually being displayed.

NeoLemmix Styles / Re: Orig/OhNo-style styles
« on: May 02, 2024, 11:21:39 PM »
If you want to get technical - using the fixed colors in terrain works visually, but not physics-wise (the pixels using the fixed colors will be treated as non solid).

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