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Topics - namida

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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

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.)

Tech & Research / Lemmings Revolution concept demo
« on: January 16, 2020, 09:17:34 pm »
This was posted on the Lemmings Forums Discord by a user named Hallfiry (not a forum member).

I'm not sure if this is well know, but Lemmings Revolution had a very early demo in 1999. traces can be found on, but I couldn't find a working download link. so here is an upload:
** file was attached here on Discord**


posted it at tcrf discord already. I did indeed find it by accident looking for the game "Revolution" (a 2002 shooter or something), when looking through my CD catalog. a single disc had this demo, namely one of italian PC Gamer (issue 46 CD2) that I got from
(but it being available there doesn't mean anyone has noticed it in recent times)

Disclaimer: I have not in any way examined the attached ZIP file; just reposted it here directly from the Discord. Download / open at your own risk. Other posters have indicated they believe it's safe.

From V12.8.0 onwards, we'll have a change to the blocker sprite to ensure its direction is more visible.

Namely - the blocker will no longer turn his head a full 180 degrees throughout the animation, but instead will turn it only 90 degrees, between "looking towards the camera" to "looking in the direction the lemming is facing".

This change is in place and confirmed for the default sprites, as well as the low-res Xmas sprite. WillLem feels that this doesn't suit the high-res sprite. I think it's strange to have an odd-one out like this (but only to the extent of "I'll vote against it", not to the extent of "I'll veto it").

To be clear - directionality would still be visible via other means, as the high-res blocker also holds a stop sign (default) / candy cane (xmas) on the side he's facing towards. However, this doesn't so clearly indicate direction inherently (the blocker could just as easily be holding the sign / cane behind himself, for all a new player knows; whereas it's much less logical to think he'd face behind himself but not in front) - it's something players would have to learn, but noticeable enough that once learnt, the player could easily spot it. If this proposal was going to destroy directional visibility altogether, it would have been rejected right away when it was proposed.

So - one thing I want to have in place for V12.8.0, is a Digger sprite that clearly indicates the lemming's direction.

Only two serious contender proposals have emerged for the digger, so this poll is to figure out which one is preferred.

Option 1 - is we change the digger to use a drill-like device, rather than his hands, and continue facing straight ahead while on top of it. WillLem has made a mockup of a high-res sprite for this, which I have attached to this post ("Digger w_drill.png"). This is not a full animation and cannot currently be used in-game, even with the high-res experimental build.

Option 2 - is that the digger only throws destruction particles behind himself. I've made a sprite that does this, although I think this is limited to "it shows the general concept" and would need some work to actually look better in-game. The attached low-res sprite ("digger.png") can actually be used in-game to test this (replace styles/default/lemmings/digger.png), either with stable NL or the high-res experimental.

Options that I am ruling out right here and now:
- Leave things as is. Digging is an action where the facing direction can be important to know (as opposed to eg. splatting, where it doesn't matter because the lemming will never revert to another state where the direction could matter), so something needs to change here.
- Option 1 for high-res, Option 2 for low-res (or vice versa). While of course there would be differences, eg. if we go with the drill option, the low-res version would not have the clothes / hard-hat, I feel the two should be the same overall action.
- Use something external, like displaying an arrow. No other action does this, it instead uses the lemming's appearance to convey this. Let's not make the digger an exception.

Beyond those, I'm at least open to hearing other ideas, if there are any.

As the intent is to drop support for SuperLemmini level importing (as well as all other non-NXLV formats) from V12.10.0 onwards, I will not be updating NeoLemmix to support the new features of SuperLemmini level format that came with SL 0.104.

If you intend to convert your SuperLemmini levels to NeoLemmix, please do so before upgrading them to SL 0.104, otherwise it is not guaranteed that conversion will work. (And as a general reminder once again - get your Lemmix, Lemmini, Lemmins and old-formats NL levels converted now if you're intending to do so, while you still can do so easily - there will be NO support whatsoever provided for this by me anymore, both in the sense of "latest NL won't handle it" and "I won't offer advice" (but the community still can if they want) once V12.10.0 is out. Do it now while upgrading / converting is still officially supported.)

NeoLemmix Main / It's time to work towards a "final" version.
« on: January 10, 2020, 06:44:49 pm »
I've given some thought to this, and decided that - it's time to set a goal to reach a "final" NL version.

What this will mean - is that I want to get towards a version that will be a "This is it, no more new features are coming" version.

This doesn't mean NL dies at that point. People will, I presume, still continue to make new content - maybe even more so, as the "updates might break it" factor is no longer present. Style updates could continue to occur. There could even be bugfix updates if serious bugs are found that previously went undetected; just not feature updates or overall changes to how things work.

And of course, the possibility is there that someone else chooses to fork NeoLemmix into a new engine. It's open source, so people can do that.

But ultimately, there's three major factors that have gone into this decision:
1. I really do want to be able to focus on some of my own, completely-original projects. Often, when I could be doing that, I end up looking for something I can do on NL instead - now, I suspect this is less "NL is distracting me" and more "I'm using NL as an excuse to not start on such projects", but it's still one less excuse once NL is "finished".
2. "Update hell" has been a problem for some users. Some people have reported (and encountered bugs / compatibility issues as a result of) that they avoid upgrading until they absolutely have to; even though this could lead to subtle version differences that break content they try to play / make their content not work as intended for others.
3. NL has plenty of features already. Adding too many more could make things too complicated for newcomers.

I'm not going to promise every feature that's been discussed / proposed will happen before the "final" version arrives, although the Jumper skill will happen.

I don't know what version will end up being the "final" one at this point. At a bare minimum, it would be 12.9.X, as that's when I plan to add the Jumper, though I suspect a couple more versions beyond that for tidyup, a few last UI improvements, etc.

So, essentially, this topic isn't a "it's happening very soon", but rather, "this is now officially a goal, but it might be a while before we get there".

See at around 15:00 in this video from IchoTolot:

Haven't looked into it beyond making this topic, so far. No change will occur in V12.8.0 in regards to this; expect a fix in V12.9.0.

Originally I suspected this to be a Cleanse Levels bug in the player. This was my original post.

I haven't investigated super closely, but it was reported to me that a level in Doomsday Lemmings wasn't spawning zombies from the entrances - which I tracked down to being due to the level specifying just 1 lemming; Git history suggests this breakage happened around the time I ran Cleanse Levels on the pack.

All my other zombie levels are unaffected, so I currently believe the cause specifically relates to levels that have zombie-spawning hatches, but all regular lemmings are pre-placed, which is uniquely an attribute of this level (as far as my levels go). If this hypothesis is correct, it's likely the same thing would happen if the hatches spawned neutrals (or a combination of neutral hatches and zombie hatches, but with no regular hatches) too.

After closer investigation, I believe this bug may originate from the editor, not the player.

See this bug report for Lix:

I have every reason to believe the same would hold for NL as well, except for that teleporters rather than wrap would be used to set this up. (Additional requirement: No updraft anywhere during the fall, as this resets the distance fallen counter to zero.)

This is of very little use in real world situations (not including teleporter animations, a lemming would have to fall for nearly 716 million frames - at which point it would survive the fall if it lands at any time during the next 716 million or so frames - for this bug to actually occur), but there's also little reason not to fix it as a "just in case" thing.

For obvious reasons, I haven't confirmed this bug actually occurs, but all theoretical considerations suggest it would.

NeoLemmix Main / NeoLemmix - Default keyboard layout diagrams
« on: December 15, 2019, 05:43:48 am »
Just made these for my own reference when adding new keys to layouts; but they might be useful as reference material for the community in general too so here you go. :)

This bug is already fixed for V12.8.0, but I'm posting about it because there's a really interesting fact about this one.

One frame of the climber animation is missing a couple of hair pixels on the left-facing graphic, compared to the right.

What makes this interesting - is that these missing pixels are missing even on vanilla Lemmix (and thus, DOS Lemmings too - I have no reason to believe there'd be a Lemmix/DOS difference in play here) - which thus makes this the new record holder for the longest-surviving DOS Lemmings glitch in NeoLemmix, by a long shot (direct drop was eliminated years ago).

Not sure exactly what triggers this, nor if this bug is in the stable version or only in development code, but sometimes when placing a new resizable object, the initial size of it won't be correct. I've noticed this most often with the height; I don't think I've seen it happen with the width yet.

This may be a side effect of the modification to remove empty space around objects. If so, the fix is to simply not apply this removal to anything that's resizable (it'll likely mess with the tiling, and where applicable nine-slicing, anyway).

NeoLemmix Main / EXPERIMENTAL BUILD: High-Resolution Mode
« on: November 30, 2019, 08:11:57 am »
Download removed. Use V12.8.0-RC to test high-res mode.

As this is a very major feature, it's going to need a lot of testing, so here's an experimental build you can use to test it out.

Steps to set up:
1. Download (or make a copy of your existing folder) the current stable version, including the styles
2. Download the attachment, which acts as an "upgrade" from the stable version to this experimental

If you start with a clean slate, you'll be asked on first run if you want to enable high-resolution mode or not. If you copy an existing configuration, high-resolution mode will be disabled by default; enable it in the Config menu.

While most UI elements have high-res graphics provided already, as far as styles go only four objects are provided in high-res - the default pickup skill, and the three default one-way arrows. All others are purely the product of the upscaler at this point in time. Note that there is only a difference in-game; the menus will look the same as they always have (although the level preview image on the preview screen will be generated using high-res graphics).

For now - please don't try to create dedicated high-res graphics for your styles. If you'd like to work on preparing high-res versions of the official styles, discuss this with me - I'm happy for this to happen, but let's make sure it's done right. (You can, however, try experimenting with the upscaling.nxmi file - I'll give more detail on this later.)

One other thing to be aware of - alias.nxmi is no longer in "data" in this build. Instead, put any custom alias data either in styles/default/alias.nxmi, or better yet, styles/(the style the alias is for)/alias.nxmi. ;)

There may be other small tweaks / fixes included in this build that I have not described here.

Please be reminded - This is an experimental build. It should not be treated as anywhere near stable. Any content you are creating should be tested using the stable version of NeoLemmix before releasing it. I do not recommend trying to create high-resolution graphics for your styles at this stage.

If you'd like to help with testing, but your PC isn't powerful enough to run high-resolution mode (note: turning off high-quality minimap REALLY helps, even more so than in low-res mode!), you could try running this experimental build in low-res mode and seeing if there are any new bugs that have popped up there.

Currently, if you have one-way arrows, if you flip these, it also changes their physics direction.

The same should happen for the force-left / force-right fields - horizontal flipping should change their direction. (Rotation should be forbidden. Vertical flipping should remain as-is; ie: a purely cosmetic thing with no impact on physics, but it is allowed.)

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