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Messages - Nepster

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Bugs & Suggestions / Re: movement when rotating
« on: November 19, 2017, 06:07:49 pm »
When determining the position of a piece that got rotated around its center, one has to round the piece position, if either the width or the height of the piece is odd. What you encountered is, that a piece moves slightly if these "rounding unprecisions" accumulate.

I don't think there is any good way to solve this issue without adding a lot of code. So I would simply say: Don't rotate too much :P

NeoLemmix / Re: graphic set additions
« on: November 19, 2017, 09:47:40 am »
This piece will be added as "bars_diag_01.png" to the "orig_fire" style in the next update. If you already downloaded this piece yourself, please rename it yourself.

Site Discussion / Click twice on each attachment to download [SITE-BUG]
« on: November 19, 2017, 09:42:49 am »
Whenever I want to download an attachment, I have to try that twice: After the first click I always get the error "The requested URL /index.php was not found on this server." The second try then works fine.

Bugs & Suggestions / Re: sug -- builder cueing
« on: November 19, 2017, 09:11:39 am »
Unfortunately it's not really that easy to implement, basically because this means changing the code at a lot of different places:
- I have to add a new variable for lemmings, that store how many builders are queued
- I have to save this additional variable when saving the game state, so that they will still occur after backwards framesteps
- I have to change the replay code, because now it always saves a skill assignment when the lemming changes his work, not when the player clicked on it. This would mean that when loading a replay and modifying it, no skill queuing will ever happen.

So overall: A good suggestions, but not as simple to implement as one might think. I will certainly add this at some point, but don't expect it any time soon.

NeoLemmix / Re: Some complaints by GigaLem
« on: November 19, 2017, 09:06:18 am »
I see. Thanks for the clarification.

Bugs & Suggestions / Re: [Bug] Graphics Tool saving issues
« on: November 19, 2017, 09:02:19 am »
Yeah, I actually fixed this bug already for the previous update, but unfortunately forgot to add it in the update I released. :-[ Will be fixed with the next update.

NeoLemmix / Re: Some complaints by GigaLem
« on: November 18, 2017, 08:01:20 pm »
Thanks for the sprites. But I have one little problem: The 5th sprite reaches two pixels above the top of the hatch, while the 7th sprite reaches right down to the top of the hatch of the next sprite. So I have no idea how to tile this sprite?

Bugs & Suggestions / Re: bug - object don't appear overtop
« on: November 17, 2017, 09:55:42 pm »
-why not calling something like "miscellaneous moving objects/ or decorative objects". I don't see why this would be confusing.
Yes, we could call it that, but that's a pretty long name ;P

-Can regular backgrounds not fit in the same category as moving?
That's exactly what is happening now: All objects that have been "decoration objects" are now "movable backgrounds".

-booooo, removing decoration! If it's not confusing or gets in the way; it's not bad. The sphynx eyes for example; I've only ever used it in an area of the level in which you can't reach anyway. I'm sure I've had this discussion before but I'm strongly against removal. Rather improve decoration that's irritating than remove it. Decoration is always better than bland levels.
Sorry, but you misunderstood me: The decorative objects are not removed. They are simply "movable background" objects now, instead of "decoration" objects. These are just two types of objects, one of which will be removed at some point. But that does not mean that decorative objects themselves will be removed.

Bugs & Suggestions / Re: bug - object don't appear overtop
« on: November 17, 2017, 06:07:04 pm »
Why exactly are these objects classified as "movable background"? Is it for ease; having less categories of objects? I'm okay with that. Because otherwise I wouldn't call them "backgrounds" although... maybe the distinction does make sense in some cases like the clouds in the Shadow set... But not with the sphinx eyes.
Yes, my plan is that all decorative pieces are of one and the same object type. That makes it a lot easier to handle them in the code. And as movable background objects offer the most options for level designers, I use them for this purpose. That said: Yes, the name no longer perfectly mirrors the usage now, but I fear changing the name of this object type now will only add confusion.
The currently existing decoration objects, are only a relic from the old days, that are still needed for exit tops due to the limitations regarding multiple animations for objects. My long-term goal is to remove this class of objects completely.

BTW: what's with the "do NOT use" tag when hovering over these objects in the panel of the editor? ???
That's a relic from the good old days, when I thought this would basically be my private editor or perhaps an alternative to an official new-formats editor by namida. I simply forgot to change that to a more neutral description. Thanks for notifying me of this bug.

Bugs & Suggestions / Re: [Bug] Minim PS3 Factory oww error
« on: November 17, 2017, 05:55:50 pm »
Firstly there's an error with the title of the translation file, NeoLemmix tries to open minimps3factory.nxtt when it is in fact called minimps3factorye.nxtt.
I'm not sure whether this error is unique to me but my minimps3factory tileset was never called minimps3factorye.dat
I don't have this style myself, did not convert it and unfortunately don't remember who sent the conversion to me. 
First of all: My file is called "minim_ps3factorye.nxtt", not "minimps3factorye.nxtt". This is probably just a typo in your post, though.
Secondly: As I am not sure what the usual name is, I will simply add a "minim_ps3factory.nxtt" in the next NL release, that has the very same content as the existing file. Then both names for the .dat style will work.

However, if there are any One Way Walls from the PS3 Factory tileset in the level then it spits out this error when trying to load the old format file in the editor.

"Exception EAbort in module NeoLemmix.exe at 002794F2
Error loading the level: Could not find object piece: default:oww_left."

I amended this by removing the one way arrows and replacing them with One way arrows from an original lemmings tileset (Marble).
This is simply a bug in the .nxtt file. It references the piece "oww_left", while the piece is actually called "owa_left". I will fix this in the next update. Then converting everything should work fine, even without your hack.

NeoLemmix / Some complaints by GigaLem
« on: November 16, 2017, 08:18:00 pm »
<GigaLem> Well Until I can get someone who can perfectly port to the new format, I'm not upgrading
I know that your levels using the Freedom planet styles need a lot of work. I can totally understand if you don't want to do this yourself, especially as I am the reason for this high workload (with me merging lots of pieces). So if you would like to have new-formats versions of your levels, you can send them to me and I will convert them. I will even fix the ceiling issues.
The only changes you really have to make yourself is fixing levels that currently use radiation or slowfreeze objects.

<GigaLem> is the Starport set available in new format yet?
Yes, it is. I have converted all of your Freedom Planet styles.

<GigaLem> also, you'll need to get the entrances back into the dreadnought set because, they're needed for it
<GigaLem> I'm too affraid to talk to nepster about the dreadnought entrances, because im expecting a big "NO"
I checked again today, but the "gigalem_dread.dat" file does not contain any hatches. If you send me the hatch sprite, I will add it to the "gigalem_dread" style with the next update.
And I never removed anything that cannot easily remade with the remaining pieces, mostly be rotating/flipping the still existing piece correctly.

<GigaLem> I feel like nepster's making the update for him and only him sometimes, and it just ticks me off
If I did that, I would not have asked anyone for their opinions on the forums, and I would have removed backgrounds, disarmers, splat-pads and a lot of other stuff, which I personally don't like but that is still rather simple for new players to understand. And please don't confuse "many posts with one opinion" with "many people having one opinion": We have some very vocal members here (including me sometimes), but I try to balance the opinions of everyone, even if they only posted once.

Finally: If you have problems with anything I do, then please tell me! I might say "no", I might not agree with your point and I might decide against you, but I want to hear your opinion! Ranting in chat, especially when I am not there at that time, doesn't solve any issues!

Graphic Sets / Re: Missing elements in existing tilesets
« on: November 13, 2017, 09:45:53 pm »
As for the fencer, all graphic sets I looked through only had 17 images for pickup skills, the first one being the blank one. So I guess it's not even necessary to include a fencer pickup skill, if none of the other graphic sets have one either - because there has to be some kind of automatic insert taking place anyway when a level creator sets the pickup skill to "fencer" in the editor ;) .
The old-format NeoLemmix.exe contains itself a lot of styles built in (e.g. all the L1 styles). These built-in styles do contain a separate fencer sprite, i.e. 18 images in total.

Graphic Sets / Re: Missing elements in existing tilesets
« on: November 13, 2017, 09:18:16 pm »
1) You can also rotate one-way-walls. So one-way-down arrows can be achieved even with the old sports.dat file.
2) I attached the default pick-up skill sprite. This also contains the fencer sprite.
Note that this would be a lot easier in the new-formats version, as you could just have found this sprite file yourself, instead of having to ask for it. ;P

NeoLemmix / Re: Experimental NeoLemmix player - Pack conversion available!
« on: November 13, 2017, 04:51:53 pm »
Currently the lemming will step upwards and die.

Level Design / Re: Adding stuff to graphic sets later on
« on: November 12, 2017, 10:14:16 pm »
Here is a pretty old one. Not sure whether this is for V1.43 or slightly before or after that. If it doesn't work, I will look more closely through my old backups.

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