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Topics - namida

#1
This has been reported in other topics (or maybe Discord, or maybe both) in the past.

Making a topic about it, also so that I can save a record from the error log here:

Quote<username redacted>
<IP address redacted>
<session ID redacted>
https://www.lemmingsforums.net/index.php?action=pm;sa=send2
/home/lemmingsforums.net/www/public/Sources/Errors.php (Line 234)

Backtrace information

Type of error: Undefined
Error message
2: Undefined array key "attachments_limit_per_post"
#2
Hi all,

We recently had an incident where a newcomer posted fan art that pushed the lines in regards to NSFW content - it featured a "drunkard" lemming who among other things was not wearing pants (but the genitals were censored with a black box), who also had a nose that closely resembled genitalia (this was not censored in any way).

Simon initially removed this image. After some discussion between myself and him, the decision was reached to restore it, but to put the image inside a ZIP file so that no preview is shown, and put a clear "not safe for work" warning in the filename. This was primarily due to my input; my reasoning being that we have shared content of a similar level between existing members before (for example, drawings that resemble - or occasionally, just outright are - dicks, in the Jackbox topics). Simon also noted when restoring it, that the image "is edgy, but is honest fan art".

As part of this discussion, the idea also came up that we should seek feedback from the wider userbase as to how to handle such material going forward.

I do want to clear up some things right here first: There's definitely going to be limits as to what we allow. Don't expect the site to ever have a "share your favorite porn videos" topic or anything like that - Lemmings Forums absolutely is not a porn site. However, when it comes to content where the primary intent is artistic and/or comedic in nature, rather than sexual, I'm much more open to - and personally, would prefer to lean on the side of - leniency, subject to such content being hidden behind NSFW warnings (ie: no image previews for attachments, so put them in a ZIP or similar; or if they're embedded, then put them inside spoiler tags).

How do other users feel on this subject? While higher priority will be given to the thoughts of long-time members, input from newer users will be considered as well.
#3
To be clear, I don't have any need for this feature myself. I'm bringing it up on behalf of discussions I've seen elsewhere online.

From what I've seen on a few Reddit etc posts, the Windows dialogs used for level select, options, replay editor, popup messages, etc don't play nicely with the Steam Deck when in game mode (rather than desktop mode), so it may be worthwhile looking into non-Windows-dialog replacements, even if they don't offer the full functionality.

Potential issue: How does a user who can't use these menus, activate this mode for the first time? (Perhaps try to autodetect Steam Deck, and enable the option by default? It isn't the end of the world if it gets disabled again by mistake - the user can always switch to desktop mode to change back.)

It is likely this could be tested using a handheld device running Bazzite (or something that has the same limitations as a handheld, ie: has a controller and touchscreen, but no keyboard or mouse), as that's very similar to Steam OS.
#4
Subject came up in Discord, realised I couldn't easily find any documentation of the algorithm on Google despite being sure I'd seen it before, managed to track it down. Posted here for reference.

Source: The source code to "LemGen", linked under "Other game tools" on the Lemmings Universe downloads page. This is from comments in LCP100S0.BAS (which is the only source code file).

Quote'-----------------------------------------------------------------------------
'
' HOW THE LEMMINGS CODES ARE PUT TOGETHER:
' =======================================
'
' Let us number the characters in the codes as follows: 0123456789
'
' This example of the first 20 level numbers are taken from my 100% codes
' from the original Lemmings version:
'
'    Level   Real order          Real order            Logical order
'   number
'           0123456 78 9   vertically aligned 78 9      0123456 78 9
'
'       1:  CAJJLDL BC S       CAJJLDL        BC S      AJJLDLC BC S
'       2:  IJJLDLC CC L        IJJLDLC       CC L      IJJLDLC CC L
'       3:  NJLDLCA DC Y         NJLDLCA      DC Y      ANJLDLC DC Y
'       4:  JLDLCIN EC R          JLDLCIN     EC R      INJLDLC EC R
'       5:  LDLCAJN FC K           LDLCAJN    FC K      AJNLDLC FC K
'       6:  DLCIJNL GC T            DLCIJNL   GC T      IJNLDLC GC T
'       7:  LCANNLD HC Q             LCANNLD  HC Q      ANNLDLC HC Q
'       8:  CINNLDL IC J              CINNLDL IC J      INNLDLC IC J
'       9:  CAJJMDL JC L       CAJJMDL        JC L      AJJMDLC JC L
'      10:  IJJMDLC KC U        IJJMDLC       KC U      IJJMDLC KC U
'      11:  NJMDLCA LC R         NJMDLCA      LC R      ANJMDLC LC R
'      12:  JMDLCIN MC K          JMDLCIN     MC K      INJMDLC MC K
'      13:  MDLCAJN NC T           MDLCAJN    NC T      AJNMDLC NC T
'      14:  DLCIJNM OC M            DLCIJNM   OC M      IJNMDLC OC M
'      15:  LCANNMD PC J             LCANNMD  PC J      ANNMDLC PC J
'      16:  CINNMDL QC S              CINNMDL QC S      INNMDLC QC S
'      17:  CAJJLFL BD V       CAJJLFL        BD V      AJJLFLC BD V
'      18:  IJJLFLC CD O        IJJLFLC       CD O      IJJLFLC CD O
'      19:  NJLFLCA DD L         NJLFLCA      DD L      ANJLFLC DD L
'      20:  JLFLCIN ED U          JLFLCIN     ED U      INJLFLC ED U
'
' We can observe block-wise rotating of the first 7 characters:
' Each block of 8 levels rotate 7 times.  Note that the codes for levels
' 8,9 and 16,17 etc. all are rotated equally:  No change between 8 and 9 etc.
'
' We can also see, that character 7 and 8 must contain level-number
' information, because of the way those values change.
'
' Character 9 could be a checksum, which is an obvious idea to be checked.
'
' Coming back to the first 7 characters:
' It is not hard to decide where to start the first logical character. In the
' "verticalli aligned" column, we see a column with AIAIAIAI etc., and the
' column to the right of that one, we see JJNNJJNN etc.  It looks as if the
' level number is hidden in there too in a binary way:  The least significant
' bit on the left.  So let's rotate these seven characters until this supposed
' least significant bit is placed first, and we have our logical order.
' The code looks much more structured now!
'
' Looking at codes with percent information for a certain level (which you
' can try yourself and which I don't show here), we see that this extra
' information is also changing those seven characters in a similar way as
' the level-number information does.  There are some exceptions here with
' these percentages, which are due to what I call "spurious bits".
'
'- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
'
' Some conclusions and other observations:
'
' characters 0..6 : bit-coded rotating level + percentage info,
' characters 7    : hex Level low  4 bits
' characters 8    : hex Level high 4 bits (the highest bit will always be 0)
' characters 9    : hex checksum of chars[1..9]
'
' More results:
'
' Different Lemmings games use different letter ranges for each character:
' The different characters, counted the logical way as in the last column in
' in the table above, start at different  characters for different games.
' Let us call these starting values "base characters".  It is not hard to
' guess what those might be, if you look at the character ranges of each
' column in the "logical order" codes separately.  I found these "bases":
'
'                                   Logical order 0123456789
'                                                 ----------
' Lemmings, Xmas91, Xmas92, COVOX, Prima Bonus:   AJHLDHBBCJ
' Oh No!, Oh No! demo:                            AHPTDHBBAD
' Holiday 1993, Holiday 1993 demo:                AJHLDHBBAD
' Holiday 1994, Holiday 1994 demo:                AJPLDHBBCD
' Lemmings demo, old version. (Not found by me):  EHPVLXDHIJ <- see below
'
' If we forget the old demo of the original Lemmings version with its
' incomplete implementation of the coding scheme, we can see that only
' characters 1, 2, 3, 8 AND 9 use different bases.
'
' These base characters are updated to a code by adding a nibble to each
' character, which carry several different bit-wise informations.
' (A nibble is a 4 bit unit, a hecadecimal digit, a number between 0 and 15.)
' The first 7 updated characters are then rotated somehow for each level.
' Expect only illegal codes with base character (3), especially with Oh No!
' (The old original Lemmings demo would create a lot more illegal codes then.)
'
' In 1999 I found exactly the above strings (AJHLDHBBCJ etc.) in the expanded
' exe-files of each game.  These strings were exactly the same as what I
' constructed in 1994 and 1999, except for old Lemmings demo:
'
'- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
'
' Before I knew about the incompleteness of the old Lemmings demo, which does
' not use the percentages of rescued lemmings, I used the same scheme as with
' the other games, and got for 100% rescued lemmings following base characters
' Lemmings demo, old version, my first guess:     GHNVMTCHIJ <- not used here
'
' Because percentage is not used there, and because I found the string
' EHPVLXDHIJ in the expanded exe file, where all other games have strings,
' matching my already found base characters, I used that info instead.
' This meant, that I needed to make my spurous bits fixed to 33, (= hex 21).
'
'- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
'
' Checksum calculation is very eazy:
' The low nibble of the sum of the ASCII values of the first 9 characters
' is to be added to the base character for the checksum.  That is it.
'
'-----------------------------------------------------------------------------
'
' The description of each bit in the nibbles of the 7 "rotating" characters:
'
' The table below shows following:
'
' Line 1:  Nibble numbers, which are the same as the logical order numbers.
' ------
' Line 2:  Bit numbers of the 4 bits in each nibble, as usual.
' Line 3:  Bit values  of the 4 bits in each nibble, as usual: = 2^bit_number
'
' Line 4:  The bit descriptions of each bit in each nibble, where:
'     0  = fixed bitvalue: must be zero, otherwise the code is not accepted!
'     Ln = level bits: L6 is most significant, L0 is least significant
'     %n = previous percentage bits: %6 is most-, %0 is least significant
'     Sn = spurious bits: S6 is used here as most, S0 as least significant
'
' nibble 0 | nibble 1 | nibble 2 | nibble 3  | nibble 4 | nibble 5 | nibble 6
'----------|----------|----------|-----------|----------|----------|---------
' 3  2  1 0| 3  2 1  0|3  2  1  0| 3  2  1  0| 3 2  1  0|3  2  1  0|3  2 1  0
' 8  4  2 1| 8  4 2  1|8  4  2  1| 8  4  2  1| 8 4  2  1|8  4  2  1|8  4 2  1
'          |          |          |           |          |          |
'L0 %0 S0 0|S1 L1 0 %1|0 L2 %2 S2|S4 S3 %3 L3|%4 0 L4 S5|0 %5 S6 L5|0 L6 0 %6
'       |    |                     |  |                |
'       |    +---------------------+--+----------------|---> never seen as 1
'       +----------------------------------------------+---> old Demo: make 1
'
'-----------------------------------------------------------------------------
#5
Just in case the worst happens and the US-based domain name and/or servers suddenly become unavailable, unsafe or otherwise an issue, I have take some precautionary steps to hopefully get the site up and running again as quickly as possible in such an event.

The first is that backups are now being taken weekly instead of monthly, and an increased number of prior backups will be preserved. (I will also be looking into keeping a copy of them locally rather than only on a seperate cloud service -  note that the local backups will be as well as the cloud ones, not instead of them - but I have not put this in place yet at the time of this post.)

Secondly, I have registered the domain name https://www.lemmingsforums.nz/ (based here in New Zealand) as a backup option just in case. At present it simply redirects to .net, but if for any reason we can't continue to use the .net domain, the .nz one can be used to replace it. (In particular, if things really go to shit in the US and the site becomes unavailable around the same time - definitely check the .nz one. In the event something happens but I can't get the site up on a new server right away - and taking into account that neither Discord nor QuakeNet may necesserially be available in such a scenario either - I will likely use that URL to get an "I'm working on it" message out.)

I don't think it actually will come to any of this, but with how rapidly the situation has been deteriorating in the US (where all the hosting etc is based, despite me myself being in New Zealand), I feel it necessary to at least have some precautions in place.

For similar reasons, I would also like to remind all US-based users that public posts on the site are obviously visible on the clear web, but also, that private messages do not have any encryption (unless you and the person you're messaging are manually encrypting and decrypting your messages to each other) - if access to the server (or backups) were to be granted to government agencies, they would have no difficulty ascertaining the contents of private messages. As such, anything that may be sensitive subjects in light of recent US events may be wise to discuss elsewhere. To avoid any doubt - I am not saying you are prohibited or discouraged-by-rule from discussing such subjects in your PMs to other users, just be mindful of potential privacy / safety concerns if you or the person you are messaging is in the US.
#6
NeoLemmix Main / NeoLemmix V12.14.0 Released
December 24, 2024, 08:54:52 PM
Unlike the three years between 12.12.0 and 12.13.0, this update follows just a few months behind 12.13.0 - and this will be NeoLemmix's final version, with no further updates other than to user-created custom styles. (However, there is a fork, NeoLemmix Community Edition, that strives to continue improving UI aspects of NeoLemmix while retaining 100% physics / data / replay compatibility with official NeoLemmix 12.14.0.)

There are no major new features here; this update simply fixes a couple of physics bugs relating to the Fencer and the Shimmier. As such there is also no corresponding editor update; the existing version will still work.

Changelog, V12.13.0 -> V12.14.0
> Fixed bug: Sliders can be assigned Shimmiers right at the bottom of the level, and shimmy under the level.
> Fixed bug: Fencers sometimes stop at steel without turning around when they should turn.

Download: https://www.neolemmix.com/download.php?id=600 (permalink to V12.14.0)
Styles: https://www.neolemmix.com/download.php?program=52 (link will always point to the latest styles download)
Editor: https://www.neolemmix.com/download.php?id=591 (permalink to V1.42)
Alternatively - the SuperLemmix editor is based off the NeoLemmix editor and retains NeoLemmix support, but is actively being developed and has some useful new features.

You do not need to download the styles here - you can download them as needed in-game instead. This link is provided for the convenience of users who wish to download all styles in one go and/or do not wish to enable online features in NeoLemmix. Additionally, the L1 and ONML styles are included in the main download.

Game source code (Delphi): https://bitbucket.org/namida42/neolemmixplayer/
Editor source code (C#): https://bitbucket.org/namida42/neolemmixeditor/

If you are upgrading from V12.12.X or earlier, please set up in a new folder (you can copy over your Levels and Settings folders). If you are upgrading from V12.13.0 or from V12.14.0-RC builds, you can just extract over the top of it but in this case do not extract the "settings" folder (otherwise you will lose your last-updated timestamps for the style manager). NeoLemmix will show a warning message if upgrading from V12.13.0 this way, but it is safe to ignore it.

What do I need to do with my existing content?
As is always the case with a major version update, you should run a mass replay check on your levels to verify that your solutions still work, and fix any replays (or levels, if necessary) that have broken. Breakage is only likely to occur in levels that use the Fencer (there is also a Shimmier fix but it is extremely unlikely that any real-world replays, especially intended solution ones, have made use of the relevant bug).

Custom styles should not need any special attention for this update.
#7
Site Discussion / Edit vs Delete-and-repost
November 17, 2024, 01:21:25 AM
Hi all,

Just wanted to mention that, with the SMF 2.1 upgrade and the fact that the site now supports notifications for new quotes / replies to topics / etc, it would be very preferable if people edit their post if they need to make changes, rather than deleting it and then posting another almost-identical post. (This is doubly frustrating for site staff, who may very well click these notifications only to - maybe without realising it - end up in a topic on the Recycle Bin board.)

(At least at this stage) I'm not going to set any outright rules about this, it's more just a matter I'm raising as another user (rather than as admin).
#8
NeoLemmix Main / NeoLemmix V12.14.0-RC Released
October 19, 2024, 11:31:46 PM
The release candidate build for V12.14.0 is here. V12.4.0 may very well end up as the final version of NeoLemmix, so make sure to report any newly-introduced bugs (whether introduced in these RC builds, or in V12.13.0.)

Currently, I do not expect to move 12.14.0 to stable at least until bug reports for NL close altogether.

If you are looking for the stable version of NeoLemmix, you're after 12.13.0: https://www.lemmingsforums.net/index.php?topic=6835.0

Known issues
Currently none

Changelog, V12.13.0 -> V12.14.0-RC1
- Fixed bug: Fencers turning around at steel is inconsistent depending on the exact position of assignment.
- Fixed bug: Shimmiers can in some situations shimmy along the bottom of the level.
- Fixed bug: Shimmiers can be assigned to sliders who are leaving the bottom of the level.

Download (V12.14.0-RC1): https://www.neolemmix.com/download.php?id=598
Note that unlike usual for RC builds, the editor is NOT included. This is because there are no changes needed to the editor for this update; so use the stable version of the editor instead.

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: https://www.neolemmix.com/download.php?program=52
- Any individual style: https://www.neolemmix.com/styles/12.11/XXXXXXXX.zip (replace XXXXXXXX with the style's name, eg: https://www.neolemmix.com/styles/12.11/orig_fire.zip for orig_fire - and no, "12.11" in the link is not a typo)

What is a Release Candidate build in the context of NeoLemmix?
A release candidate build could be thought of as a pre-release version of an upcoming release. The idea is that except for bugfixes, or issues that were specifically noted as "should be tested during the RC phase before deciding", there won't be changes between it and the stable version, and thus it can be used to start updating content, as well as for ironing out last-minute bugs. Content specifically targetting it should not be released, though styles targetting it can be submitted for the next styles download.

What do I need to do with my existing content?
12.14 consists purely of bugfixes; it will not introduce any new features. However, as it includes physics bug fixes, make sure to run a mass replay check on your levels - especially those using the Shimmier or Fencer.
#9
As per the cutoff date for bug reports indicated earlier, no new bug reports will be accepted for NL three months after the release date of V12.13.0, or in other words, one month from today.

(Bug reports are already limited to bugs that either were introduced in 12.13.0, or cause data loss / crashes.)
#10
Site Discussion / Site downtime 2024-10-11
October 11, 2024, 07:20:22 PM
I won't have time to look into what happened here until about 12 hours from now, but I am aware of it. I rebooted the server and that seems to have sorted it for now.
#11
Non-Lemmings Projects / Commander Keen: Galaxy Reimagined
September 18, 2024, 07:48:28 PM
I've mentioned a couple of times on Discord that I was working on a Commander Keen fangame.

I've now released it. It's based on Keens 4-6 and is a bit more like "level pack on a custom engine with some customized game features" (hm, where have we heard that before? :P ) than a full-on fangame.

More info over at the Public Commander Keen Forum: https://pckf.com/viewtopic.php?t=17958

Download link: https://nv.wtf/GalaxyReimagined_1.0.3.0.zip
#12
Site Discussion / Site emails may be down
August 28, 2024, 07:33:24 PM
This is unrelated to the recent issues. The monthly limit for the email provider the site uses has been reached; seems there was a sudden spike yesterday / overnight. I'm not sure at this stage whether it's just a spike in genuine emails, something fishy, or (most likely) emails sent during the course of me working on the 2.1 upgrade on a local server.

I won't get a chance to investigate this until later today. In the meantime, keep an eye on your PMs and watched topics manually, and if anyone is trying to register and not able to verify, contact an admin via Discord or IRC and we can activate your account for you.
#13
EDIT: The upgrade is now live. Please report any issues (including oddities with the themes) in this topic.

Known issues:
- General instability. Might be fixed now, I'm monitoring it.
- Error being generated in logs (more detail in Staff Discussion), seems harmless but would be good to fix
- Slow loading of main page
- Color of mouseovered entries in Who's Online is bad on Lemmings Dark theme
- Color of some text in admin panel is bad on Lemmings Dark theme
- Color of "loading" type popups at top of screen (eg. when clicking Quick Edit) is bad on Lemmings Dark theme



So, it's come up a few times that the site should really be upgraded to SMF 2.1. I've finally begun working on this.

There's been many customizations to the site - some with addons (which have varying levels of support for SMF 2.1), some custom. Here's a list of what needs to be replicated on SMF 2.1 (struck out ones are already done):

PM attachments
> PM attachment plain text file bug fix
> Download links for PM attachments in emails
Spoiler tag
> Stripping spoilers from PM email notifications
Custom smileys
Custom themes
ReCAPTCHA or another strong CAPTCHA provider
Topic creator in emails

I expect it'll be at least a few days (more likely a couple of weeks), at least, before the update is ready to go live. Some downtime (likely 30mins - 1hr) will be necessary for the switchover.
#14
Site Discussion / Site downtime (2024-08-25)
August 25, 2024, 04:11:45 AM
Lemmings Forums (as well as the NeoLemmix website) were down from about 01:30 UTC today (EDIT: looking at Discord, it may have been slightly earlier than this - first mention of it was at 01:20). The NeoLemmix website was restored at 03:10, and Lemmings Forums at 04:00, making this probably the longest downtime during the time I've hosted the site.

The downtime was caused by system updates failing, which in turn caused Apache (the web server) to refuse to load after a reboot. This meant that none of the websites hosted on the server were accessible. Fortunately the back-end remained accessible, so I was able to perform full backups of the sites in their current state - therefore, outside of cases like "posts that weren't yet posted before the site went down", no data should have been lost.

This issue could have taken a significant amount of time to investigate, diagnose and repair, so instead - I decided to create a new server and migrate the sites onto it. This is also why the sites didn't come back online at the same time - the NeoLemmix website has much less data (the backup was half the size), as well as being less reliant on specific versions of PHP. (This is another matter - the site needs to be updated to SMF 2.0.19 at least, so that it's PHP 8.0 compatible, and from there to SMF 2.1.X if possible. I'll worry about this once I've got the current version fully working again, and likely more a "tomorrow / next week" task.)

At the time of this post, core functionality is restored but some specific things - namely, emails sent from the site (registration confirmations and PM notifications) are likely not functional at the moment UPDATE: confirmed they're working, and I'm not sure whether other admins will still be able to access the back-end stuff - please get in touch if not. (Note that the IP address has changed; all those with access should know how to find it from the domain name.)

As I work on these matters, it's possible that the site may have brief outages, if any reboots are necessary. No further downtime is expected.
#15
More than three years after the last major stable version updated, the next one is finally here!

The main attraction of course is the new object types:
- Portals - Like teleporters, but bidirectional and not rate-limited
- Skill Assigners - A lemming passing through one of these will gain a permanent skill
- Skill Removers - A lemming passing through one of these will lose all his permanent skills
- Neutralizers - A lemming passing through one of these will become a neutral lemming
- Deneutralizer - A neutral lemming passing through one of these will revert to a regular lemming

Aside from this, there's a big bunch of physics bugfixes. This will be the last big batch of physics fixes; it's possible we might see one or two more small ones in the future (especially if they relate to the new objects).

Changelog, V12.12.5 -> V12.13.0
########
# Misc #
########
> Now being compiled with Delphi 11.3 and using Graphics32 V3.

################
# New Features #
################
> Added five new object types:
--- Portals: These are like teleporters, but constant rather than triggered (think fire vs trap) and bidirectional.
--- Assigners: These assign a permanent skill to any lemming that passes through the trigger area (including neutrals / zombies).
--- Deassigners: These remove all permanent skills from any lemming that passes through the trigger area (including neutrals / zombies).
--- Neutralizer: These turn any regular lemming that passes through the trigger area into a neutral lemming.
--- Deneutralizer: These turn any neutral lemming that passes through the trigger area into a regular lemming.
> Added an option to disable music when testplaying levels from the editor.
> Added support for a "max N skill types" talisman.
> Record for fewest different skill types is now tracked. (Quantity only; it does not and will not track which combinations were used.)
> Replay files store the frame on which they are expected to complete, and mass replay check makes use of this to reduce the chance of "undetermined" outcome.
> You can now configure what the game does when you run out of lemmings (exit to postview vs freeze and allow you to rewind); thanks to WillLem and Simon for contributing this feature.

###################
# Fixes - Physics #
###################
> Fixed bug: A basher who is also a slider will continue for more strokes than he should if reaching an edge while bashing.
> Fixed bug: A builder cannot be assigned when the lemming's Y coordinate is 1 (ie: the highest position it can be without being considered outside the level).
> Fixed bug: A climber who falls after hitting his head on an overhang, where the fall height is exactly the minimum fall distance that is not survivable, may survive the fall if they started climbing from higher or lower than the floor they land on (due to terrain alterations while he's climbing or wall-grabbing as a Jumper).
> Fixed bug: A lemming moving multiple pixels in one frame may pass through thin trigger areas without being affected.
> Fixed bug: An ascender can get stuck in terrain (which he may then be able to step up through if thin enough) under certain circumstances.
> Fixed bug: A setup involving blockers or one way fields, stackers, and walkers could be used to move a lemming through walls.
> Fixed bug: A slider could be assigned a shimmier as they reach the bottom of a wall and turn around.
> Fixed bug: A slider, in certain setups, may land on a pixel behind him (and turn around) even when no wall is present to prevent him walking the way he's already facing.
> Fixed bug: Blockers' detection of other blockers when assigning was slightly incorrect and could lead to valid assignments being prevented in some cases.
> Fixed bug: Builders and platformers going through a teleporter cannot always be followed by other lemmings.
> Fixed bug: Some object checks don't behave as they should immediately after teleporting.
> Fixed bug: Some Slider behaviors that should also be applied to the Dehoister weren't.
> Fixed bug: Stoner-Ohnoers can enter exits without having ground underneath them.
> Fixed bug: A jumper going through a teleporter crashes the game.

#################
# Fixes - Other #
#################
> Fixed bug: Autosave replay filename setting may get wiped when modifying settings unless it's a preset.
> Fixed bug: Update Check and Autosave Replay Filename are enabled when first entering the config menu even if the respective options they need (online features / autosave replays) are turned off.
> Fixed bug: If the selected skill / etc graphic is semitransparent, it gets redrawn over the pause icon when backwards framestepping, effectively becoming more opaque each time.
> Fixed bug: Laserer's laser remains visible if the lemming is removed (eg. by a trap) or teleports while lasering.
> Fixed bug: Level version numbers are saved to cleansed level files / replay files in decimal, whereas the editor saves them as hexidecimal. They are now saved as hexidecimal by the game too (older files with decimal values will still function correctly, as the file format allows any numeric value to be stored in either decimal or hex and always has done so).
> Fixed bug: "Don't replay after backwards frameskip" setting not written to the config file.
> Fixed bug: Mass Replay Check may cause data loss if the Move option is selected and multiple input files end up with the same output filename.

Download: https://www.neolemmix.com/download.php?id=592 (permalink to V12.13.0)
Styles: https://www.neolemmix.com/download.php?program=52 (link will always point to the latest styles download)
Editor: https://www.neolemmix.com/download.php?id=591 (permalink to V1.42)

You do not need to download the styles here - you can download them as needed in-game instead. This link is provided for the convenience of users who wish to download all styles in one go and/or do not wish to enable online features in NeoLemmix.

Game source code (Delphi): https://bitbucket.org/namida42/neolemmixplayer/
Editor source code (C#): https://bitbucket.org/namida42/neolemmixeditor/

If you are upgrading from V12.12.X or earlier, please set up in a new folder (you can copy over your Levels and Settings folders). If you are upgrading from V12.13.0-RC builds, you can just extract over the top of it.

What do I need to do with my existing content?
As is always the case with a major version update, you should run a mass replay check on your levels to verify that your solutions still work, and fix any replays (or levels, if necessary) that have broken. This update in particular contains a LOT of physics fixes, so this step is especially important for this update.

Custom styles should not need any special attention for this update.
#16
Loap / Future of Loap
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 0.0.28.0 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.
#17
The release candidate build for V12.13.0 is here. WIP changelog here: https://www.lemmingsforums.net/index.php?topic=5674.0
If you are looking for the stable version of NeoLemmix, you're after 12.12.5: https://www.lemmingsforums.net/index.php?topic=5673.0

Known Issues
> Further feedback on the sound effects for the new objects is welcome.

Changelog from RC1 -> RC2
> Added some extra logging for when PNG files fail to load.
> Added some recent contributors to the credits in the scrolling text.
> Fixed bug: Laserer laser remains visible (but non-functional) if a laserer is killed by a trap / etc or begins teleporting while lasering.
> Fixed bug: The move/copy options in the mass replay checker may overwrite files if multiple inputs end up with the same output filename. (A number will now be appended to the subsequent ones' filenames.)
> Fixed bug: When in fullscreen mode, the start bar doesn't hide and NL doesn't quite cover the entire screen, if OS scaling is set to any value other than 100%. (This bug is exclusive to 12.13.0-RC1 and does not occur in 12.12.X.)
> Updated the version of GR32v3, which may fix some issues (in particular the issue with saving level images).

Changelog from RC2 -> RC3
> Updated the version of GR32 used, which should fix issues with NeoLemmix failing to load on systems set to languages that don't use the Latin alphabet.

Download (V12.13.0-RC3, editor included): https://www.neolemmix.com/download.php?id=590

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: https://www.neolemmix.com/download.php?program=52
- Any individual style: https://www.neolemmix.com/styles/12.11/XXXXXXXX.zip (replace XXXXXXXX with the style's name, eg: https://www.neolemmix.com/styles/12.11/orig_fire.zip for orig_fire - and no, "12.11" in the link is not a typo)

Aside from namida_systemtest, you can also find a Portal object in namida_lab. As far as I am aware, no other objects of the new types have been created so far.

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: https://www.lemmingsforums.net/index.php?topic=5872.0 (Please read the rules of that topic before posting in it!)

Please report any bugs relating to the new objects on the New Objects bugs & suggestions board.

What is a Release Candidate build in the context of NeoLemmix?
A release candidate build could be thought of as a pre-release version of an upcoming release. The idea is that except for bugfixes, or issues that were specifically noted as "should be tested during the RC phase before deciding", there won't be changes between it and the stable version, and thus it can be used to start updating content, as well as for ironing out last-minute bugs. Content specifically targetting it should not be released, though styles targetting it can be submitted for the next styles download.

What do I need to do with my existing content?
12.13 contains a lot of physics bug fixes and as such, a mass replay check should be run on all your levels (as is always the case with a major update, but especially so for this one). Please report any breakages in case they are bugs. You should not need to make any alterations to your styles, other than adding objects of the new types if you wish.
#18
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.
#19
Hi everyone,

So, a couple of our staff members have not been active on the site in quite some time now (ccexplore, Nessy, Akseli, as well as a few board-specific moderators). Purely to avoid any potential security risks relating to inactive accounts having mod / admin access, they have been removed as staff. (As this is the sole reason for it, I will be more than happy to give them back these positions if they return in the future.)

As such, I would like to look at making one or maybe two established members of the community moderator positions. Moderators are not expected (or able) to get involved in technical aspects of running the site; if your technical ability is good enough to register and post on the site, it's enough to carry out the moderator role. The main things you'd be doing are removing spam posts (or theoretically, other unsuitable posts, but that's a very rare occurence here) and organisational matters like moving posts in the wrong board to the correct one.

No hard and fast rule about how long anyone needs to have been here. If you're well known in the community and don't have a bad reputation, I'll consider you if you're interested. I'm only after one or two people, so if you don't get picked it doesn't necesserially mean you're "not well known" or have a bad reputation, and you can ask again next time we're looking.
#20
Loap / [BUG] Something going wrong when rewinding
October 16, 2023, 09:01:42 PM
Was making a solution replay for Mayhem 20 of LP3D, encountered some cases where the alive lemming count went down after backwards framestepping (then come right after further steps). I suspect some of the "checkpoint" save states aren't being erased correctly but haven't looked into it yet.

Using the latest source at the time, which has a few changes from 0.0.25.0.