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Topics - kaywhyn

#1
Contests / Lemmings Forums Level Contest #30 - Results
September 11, 2024, 08:59:35 PM
Ladies and gentleman, we've got our final results! :)

The winning level is:

Armani's "Cheddar-Crusted Hash Browns"

The 2nd place goes to:

Armani's "Guts Over Fear"

Congratulations to Armani for winning the contest and for finishing in the top two spots! :thumbsup:

3rd place goes to:

Eric Derkovits's "Mosaic Lemmings"


Choice for the prize for the first place is either:

- picking the next contest's rules
- US $5.00 (PayPal would be the easiest here I think).
#2
See attached level. Again, observed in v12.12.5, but I have also confirmed it works in the 12.13 RC build. I actually first saw this in a Lemmings Hall of Fame level, an L2 Medieval one to be exact, but you guys wouldn't know that unless I told you, since I'm currently private pre-testing the pack for Strato before he publicly releases it sometime this year :P

Build in such a way so that when the Lemming is a slider, he will slide and go back out to the left. Notice that for the top left sliders will exit in midair. Same thing with the bottom right. Both the top right and bottom left they don't exit until they touch the ground first, during which they will exit, as usual. It makes no difference if they're pre-assigned sliders or are assigned the slider skill, the results are the same.

I thought maybe it has something to do with the dimensions of the exit trigger, which is somewhat true. However, it turns out that what matters is sliders will only exit in midair if they happen to touch the exit trigger at anytime during the de-hoisting animation. For example, turn up the RR to about 70 or so and make a Lemming in the top right build. Make the next one to come out of that entrance a slider. If the RR is appropriate, he will arrive and slide off the staircase around the second-to-last builder brick and exit in midair, but the builder himself will exit when he lands on the ground because the builder doesn't hit the exit trigger by the time he leaves the de-hoisting animation.

Along with the above, notice that the terrain in the bottom right is 3 pixels below the exit, in order to demonstrate that when they are sliders in that quadrant that they will exit in midair. Otherwise, if the ground is level with the Brick exit, then they will exit after hitting the ground first.
#3
See attached level. This was observed in v12.12.5, but it should still be present in the 12.13 RC build as well. I first noticed this while playing and solving 400 metres 16 from DavidLems and this took me by complete surprise as well. Currently, when using a teleporter, Lemmings can turn into zombies before they appear or pop out of a receiver if a zombie happens to walk into the receiver trigger in the meantime. IMO, they should only be able to be turned into zombies after they leave the receiver, not anytime before that.

Unrelated to this, but I checked with Lemmings using an exit, and it seems that they are completely immune to zombies once they start exiting, which makes sense because Lemmings are savable, zombies are not. So, IMO teleporting Lemmings should be immune to being turned into a zombie until they come out of the receiver.
#4
Lix Main / Explain Traps/Flingers on Mouseover
May 28, 2024, 11:14:53 AM
@Simon and @geoo

I've already posted it in the LOTY2023 Playing Phase topic, but I'll link my video where I show my solutions to your guys' nominated levels here as well ;)

https://youtu.be/woKK3hjwjJc

In particular, I show off this particular feature that was just implemented in version 0.10.22 of Lix, starting at around the 8 minute mark:

Quote from: Simon on April 17, 2024, 10:07:55 PM

  • Fix #427: Reveal trigger areas during play: When you activate the splat ruler, you also see trigger areas of gadgets (goals, traps, flingers, water, ...) as cyan hollow rectangles.

This is the first time I've seen the cyan rectangles and I must say it looks great! Consequently, I am wondering if it would be possible for names of the objects/traps to appear when you mouse over them while the splat ruler is activated, similar to how it is when you mouse over objects and traps in NL while CPM is activated.

Same thing with the rewind to previous skill assignment feature, though admittedly I was negligent on the feedback on testing it before it was in stable Lix. In all honesty, I do miss the way NL implemented it, though interestingly enough namida's implementation of it for Loap is the exact same as Lix's current implementation of the feature. So, I guess I could live with this, but I'm definitely used to NL's manner of the feature's implementation, only because in this way I don't have to press the hotkey to step back a frame too.

Also something I didn't bring up in the video, but I have noticed that only 1 frame back/forward and 10 second time skips are available. Unless it's already implemented and I haven't seen it in the game options, I'm wondering if there can be an option for players to customize the lengths of time skips, such as how NL also has hotkeys for 5 seconds back/forwards. I will say that the 5 second NL time skips I do find useful and do make frequent use of them.

Finally, please excuse my really bad German pronunciation! :-[ I learned "danke" in the Daffy Duck Commando cartoon from a while back :laugh: 
#6
I'm very used to NL pausing the game whenever backwards skipping because I have the option enabled. When I tried out Loap just a few hours ago, I'm not used to the game not on pause when I rewinded. So, perhaps there can be a similar option for Loap to pause the game whenever the player time skips backwards :thumbsup:
#7
Closed / [Bug?][Player] Slider Oddity when Bashing
December 08, 2023, 12:12:55 PM
See attached level. Tested in NL 12.12.5. I discovered this while resolving a level in the current LDC #29. When bashing through a wall, when the Lemming reaches the end, he will transition to a walker. Not so with a slider. When a slider reaches the end of the wall, he stays in the bashing animation and takes another stroke even though he should had stopped because there's no more terrain in front of him, no matter the distance when you assign the basher. Ok, not too bad I guess, but still odd IMO.

Even weirder is when you assign the basher to a slider near the end of a downward slope. Because there's no terrain in front of him to trigger off the checks on whether to continue bashing, he shouldn't be bashing down the slope and instead should had stopped after taking one stroke just like when you assign a basher to any walker when there's no terrain in front of him. This only happens if you assign the basher skill to the slider near the bottom of the slope. If you assign it high enough on the slope, the slider will just take a stroke and stop as expected.

edit: Confirmed that this works on an even, flat surface as well, if you assign the slider to bash near the edge of the platform. It seems to only happen when the basher is assigned at a spot so that he does 1 or 2 full basher strokes before reaching the edge and sliding. Any further than that resulting in more than 1-2 full basher strokes and he'll stop after one stroke as expected due to no terrain in front of him. So, this means if the end of the wall is far enough from the edge of the platform he'll stop after reaching the end as expected instead of continuing to bash nothing in front of him. 
#8
See this topic from the Bugs and Suggestions Board for NL. Not sure how difficult it would be for Lix, though.

https://www.lemmingsforums.net/index.php?topic=3174.msg62994#msg62994

Quite honestly, while playing Lix in the last few weeks, this is one of the features from NL I miss very much. I use it extensively in my LP's of NL content and I find it super helpful. Currently, I find it very annoying to hold down the rewind key to go back 1 second repeatedly. Of course, I know there's the replay tweaker in Lix, but as mentioned in the "tooltip cancelling replay topic," I don't ever use it, whether in Lix or NL, so that's on me :laugh:
#9
Lix Main / Tooltip to Cancel Replay
August 26, 2023, 11:42:49 PM
Having played Lix recently, a suggestion for the wording when replaying actions after rewinding or restarting. Currently, it says "Replaying. To play, click into air." However, I think what you really meant was "cancel" instead. Moreover, I wonder if we can do better and say "left-click." I guess "click" kind of implies left-click instead of right-click, but it's a bit risky to make this assumption. I just checked and yea, right-click does not work to cancel the replay, in which case specifying "left-click" in the wording is most helpful ;)
#10
Copy/Paste from Discord, credit goes to Armani for discovering this! Title says it all.

A falling ohnoer from being assigned a bomber skill won't enter a midair exit as usual, but if you assign a stoner skill instead, the falling ohnoer can enter a midair exit. See attached level. The latter shouldn't happen since it was an intentional change to not allow anyone to enter a midair exit other than floaters/gliders, so an ohnoing stoner shouldn't be a special case where they can.

Armani — 04/08/2023 8:36 PM
oh-noer is not supposed to enter the mid-air exit right?

Armani — 04/08/2023 8:38 PM
I think I just found a bug: bomber ohnoer can't enter midair exit while stoner ohnoer can.
[8:38 PM]
Probably the stoner case is a bug
#11
Edit Simon: Split from Physics differences between SuperLemmini and NeoLemmix




Doesn't exactly belong here, nor in the bugs topic of Lemmings behavior for Superlemmini, but I'll just post it here anyway, just because it kind of fits here even though the best place for this post would be my conversion of Deceit's Lemmings to Superlemmini and it's more of a UI thing rather than anything concerning physics differences between the engines.

Superlemmini

Something I only observed very recently from watching my replay of Mayhem 22 of Deceit's Lemmings. Easily reproducible, and that is play any level that has an infinite amount of skill(s) or edit the .ini file of a level to have an infinite amount of a skill. If you play the level and assign the skill(s) for which you have an infinite amount, it works as usual by not counting down and hence the skill still shows the infinity symbol. However, if you enter replay mode by, say, restarting the level or nuking and then clicking on restart on the post-results screen, once you use the skill(s) for which you have an infinite amount of, it will show that you have 2,147,483,646 (two billion one hundred forty seven million four hundred eighty three thousand six hundred forty six) of that skill left, meaning you essentially start with 2,147,483,647 of that skill which technically is an infinite amount as far as Lemmings levels are concerned as it's very unlikely you'll run out of it. Now, 2,147,483,646 = 2^31 - 2 according to Wolfram Alpha, and so you start with 2^31 - 1 of the infinite skill. Why this amount? I'm guessing it's just due to the amount of memory that can be stored as a 32-bit integer, but I'm not sure.

Video of Mayhem 22 replay of Deceit's Lemmings for Superlemmini: https://www.youtube.com/watch?v=1B3ID5_T2bE Also happens in SuperLemminiToo, as I expect it to.

Neolemmix

No problem here, the skill still shows the infinity symbol regardless of whether you're in replay mode or not.
#12
See attached video. Something I discovered while investigating some ceiling shenanigans: If a lemming is one pixel below the deadly ceiling, you cannot assign the builder skill. All other skills can be assigned. This makes me wonder if the builder was made a special case for this situation, but this seems completely unintentional/a bug and very odd if all other skills can be assigned except for the builder when near the ceiling.

This came about, as I was investigating a jumper behavior with the ceiling that I found odd. I also show this near the end of the video. At the time I assign a jumper, there is a brief moment where the lemming is outside the playing field completely for a single frame but he still survives. I do find this odd, but I think as was explained to me by Icho, he hasn't completely left the level, as I think what determines that he survives is some of him is still inside the grey border. At the same time, the jumper skill shadow is completely at or below the grey border, meaning it doesn't lie about whether the lemming survives or not due to the deadly ceiling. I think if I zoom in so the border isn't there then it should be very clear that he's still inside the level.

edit: Ah, no he still disappears completely for a single frame even if the grey border isn't showing.
#13
Just like the title says, perhaps the character limit for talisman names can be increased. Not a major problem or anything, but in Armani's Lemmings Uncharted pack, he wanted to name a talisman "Don't try this at home if you are not kaywhyn." Armani said that he used the default Windows text program for this which allowed him to put this name for the talisman. However, in the NL player, when clicking on the talisman icon it simply says "Don't try this at home if you are not" and hence it leaves my username out. I checked this out in the NL editor, and turns out it's due to hitting the current character limit for talisman names. Indeed, that's what the name of the talisman shows as in the text box in the editor and therefore the same thing is displayed in the NL player. When you type the talisman name, it doesn't allow you to type my username due to hitting the character limit at the word "not." So, for the time being, I suggested to Armani to simply name it "Don't try this if you are not kaywhyn," and all of it does fit and displays correctly in the NL player. However, I'm in agreement that what Armani originally wanted for the talisman name is better than my suggested one.

If this does get approved, what should the new character limit be?
#14
Lemmini / LPing SuperLemmini Packs
September 24, 2021, 11:24:19 AM
Ok SuperLemmini people/fans,

Although I seem to be well-known for LPing Neolemmix packs, I was, at one point, a long-time and heavy player of SuperLemmini, and still occasionally am, for several years before I made the switch to NL near the end of 2019. This is simply due to how I'm generally a traditionalist when it comes to Lemmings. Therefore, despite how I've grown quite fond of the convenience tools of NL, I think it's safe to say that I will also definitely be LPing packs for the SuperLemmini engine as well. In regards to LPs, I'm not stopping anytime soon, so you all can rest easy on that. What keeps me still doing them is the very positive reception my LP videos have been getting from this community, as well as how I still enjoy myself doing them a lot :) So really, it's all thanks to this awesome community that I'm still LPIng level packs to this day, so thank you very much for this! :thumbsup:

So, a question for you SuperLemmini people is what a good first pack to LP on the engine would be. Obviously there's way more packs for the engine than the ones I listed, but there is an "other" option for that. If you vote for that, tell me in a post and I might consider the pack(s). As the member base is smaller here, I don't expect to be much responses here, but even with just a few it still helps.

This will likely not be for some time, but I sure would love to LP packs for SuperLemmini as well.   
#15
Since the last year and a half has been quite rough for pretty much everyone due to the ongoing pandemic, I thought I break the mold and try this to see if we can all lift each other up, as I think we can all use some kind of support/encouragement: Post something positive that has happened to you during the week. Of course, you're more than welcome to post more, not just one, if there's been multiple positives throughout the week.

I got inspiration for this from an education course I took for my teaching credential at the college/university I did my post-baccalaureate back in 2017, where my professor did exactly this at the start of every class session. I thought it's a pretty good idea, and likely something I would like to do with my students in my future classroom. I kind of also got inspiration for this from mobius' 2020 Positives thread, so thank you for that ;)

I'll start. Last week, my cousin got me in touch with a friend of hers who is a teacher and hooked me up with getting a teaching job, which I will likely start either later this week or the following week. So, I have much to thank my cousin for later on if all goes well. I was sent all the hiring paperwork to fill out, and I believe I have finished all of it, so now I just need to schedule a meeting with the person to go through it and process it, and then I should be set. This will be the very first time I'll be working a job in about 1.5 years since I've been shut out of one due to the pandemic, so I'm definitely looking forward to working again.

I was thinking of maybe also making this a thread where we can post at least one good thing about any forum member here, but perhaps that's best for a separate topic instead. So yea, let's hear some positives and get to know one another even more! ;)
#16
Something that I've been thinking about a lot lately as a result of a discussion I've had with a forum member on Discord, and that is some level designers have been kind enough to tell me that I've helped inspired some future levels of theirs due to a solution I found to a level. Off the top of my head, Armani and Flopsy are two such members who each have told me that I've inspired a level for their future level packs. The former was due to a trick I used in my solution to one of Nessy's past contest levels, and he has already released his pack, so I look forward to playing it and seeing if I can identify the level I gave Armani inspiration for. For the latter, it was due to a solution I found to a SEB Lems Migration level.

Truthfully, I feel very honored whenever a level designer approaches me and says that I've been inspirational with future levels for the author, because it means that I've been helping out the person with level ideas based on my solutions I've found to some levels. So really, I honestly had no idea I've been very instrumental in helping level designers with future level ideas of their own because of my solutions that I've found to either one of his or her own levels or due to watching my solution to a level that isn't his or hers.

As further examples, I've recently been going through and uploading my video solutions to some packs for really old versions of NL. I will use Gigalem's packs as the example here. While going through and seeing the levels again after so long to his zombie pack, I've noticed that plenty of the levels resemble some of Icho's Lemmings Reunion ones. A few borrowed the structure(s) in a few parts of the level, others were complete remakes so that if you already played the level in Reunion you will likely recognize it in Gigalem's pack and hence where he got the inspiration from.

Also, I completely recognized a level from the zombie pack where Gigalem took 4 levels from namida's Doomsday pack and made it a complete disjoint union level, very similar to Synchronised Lemming in that it was 4 mini-levels in one. I recognized it only due to how I had played Doomsday Lemmings shortly before I played Gigalem's zombie pack.

As another example, this time involving one of my own, I got inspiration for one of my levels from a part of the intended solution to one of Icho's Lemmings Reunion levels, and the level happens to be one of my absolute favorites of the pack! This is why when I need level ideas, I been rewatching my level solving commentary video series and/or level solutions. However, I've only made a total of 6 levels so far, but I'm certain that I will no doubt have more levels inspired from solutions that I see too!

If I didn't mention you, feel free to post to let me know if I've been inspirational to you for a future level of yours due to a solution I've found to one of your levels or just from seeing my solution to someone else's level you happened upon by chance! This should be a fun one ;)
#17
Contests / LPing All Past Contest Levels
August 26, 2021, 10:17:28 AM
Something that I've been thinking of a lot lately, and something that a couple of members of this community suggested I do, as I seem to be one of the big guys when it comes to level solving around here and the main, established LPer of Lemmings level packs (at least in modern times, as I'm not aware of anyone else who is currently solving packs LP style like I am), and that is, me LPing all contest levels, starting with #1 and working all the way up to the present LDC. I've already done both LDC #22 and LDC #23, so really it'll be up to LDC #21. By LP, I think I'm just simply going to be showing off my solutions and just orally explain them out loud, rather than do a blind playthrough, as honestly that will likely take forever.

Regarding the Lix entries, I'm not sure if I'll be doing those as well, but I might. At least if it's not too much of a hassle to get them up and running, although I'm wondering if any will have solvability problems in the most recent version. If not, then I'll likely just stick with the Neolemmix/Lemmini/Superlemmini entries.

So, what does the community think of this? Think it's a good idea? I put up a poll on this.
#18
The Lemmings Stampede conversion to New Formats NL is finally here! Lemmings Stampede is a level pack by bulletride which originally started off as an Old Formats pack for NL. I figured the best way for me to make the foray into level pack making is to start with taking an Old Formats NL level pack and converting it to New Formats NL. So, I took the liberty of trying my hand at converting Lemmings Stampede to New Formats NL, as I saw around the Forums that this can easily be done without any major reworking being required.

So why my interest in converting the level pack to New Formats NL? It pretty much came about because in the past month or so, I recently remembered and played through some old packs on Lemmini/Superlemmini, most notably RotL and ssam1221 Dos/Lemmix packs. Lemmings Stampede also happens to be a pack that I remembered being really good. Even though I got stuck hard quite often with Lemmings Stampede and it's not an easy pack at all, it's still one of my favorite level packs of all time. Bulletride really has a knack for making very deceivingly tough levels, which are definitely my type of levels I love playing and solving. There are a lot of favorite levels of mine in this pack!

Another is that I came long after bulletride is no longer active here on the Forums. Since I really like this pack a lot, his pack, work, and legacy definitely deserves to be preserved. I think there was talk of converting the pack to New Formats, but surprisingly it hasn't been done yet, until now. Also, going through RotL, I apparently have played some other levels of bulletride's outside of Lemmings Stampede. I definitely remember how difficult but really good his levels are. His levels kind of remind me of both Clam Spammer's and Nepster's level styles in a way of being difficult ones.

The conversion went completely well without a hitch! It was a simple process of using namida's nxp extractor and using an older version of a v12 NL player to cleanse the .lvl files so that they are in up-to-date nxlv file format. Originally, I tried using Nepster's conversion tool for level packs, but it always kept throwing an error at Tame 9 due to not finding the OWAs for the marble tileset. After some sleuthing around, I found a post where namida talks about putting the .lvl files into a subfolder in the levels folder of a v12 NL player and simply cleansing the levels, so I did that and it worked without any problems.

The only thing that didn't carry over were the backgrounds, so I had to open each level in the editor and put in the backgrounds wherever one was present in the Old Formats version. Also, I matched the music track to each level that plays on the Old Formats version as well.

As for compiling the level pack itself, I simply imitated the file structure of a level pack. Once I saw that everything loaded correctly in the NL player, I realized how very easy it is to put together a level pack for New Formats NL! It's not that hard at all, and definitely far easier than putting one together for Old Formats NL ;)



The level pack can be downloaded in the attachments. Extract to your NL directory. Everything should fall into place.

Music pack download: https://www.dropbox.com/scl/fi/w613ghc5esgik3ozuu5xs/Lemmings-Stampede-music.rar?rlkey=8leatbztac9yd5284qxyb8o93&st=stnwf6ib&dl=1. Extract to your NL directory. Everything should fall into place.

The pack only uses the OL and ONML tilesets, as well as the Christmas tilesets, hence why the conversion was quite easy. Any styles that are missing, you can either download them from the NL website or use the in-game style manager, but I think all the levels should load fine for anyone.



Lemmings Stampede was a level pack that I played through whenever I got stuck hard on Lemmings United (I generally played through other level packs in the meantime whenever that happened), and I got to say this is one of my favorite level packs of all time. It starts off easy but then gets very difficult really fast. I would even say that Lemmings Stampede is pretty much on par with Nepsterlem's difficulty! The Moon and Comet ranks of the latter are pretty much of similar difficulty to the Tame and Crazy ranks of Stampede, while the Wild rank of the former is pretty much Planet/Sun difficulty of the latter, etc.

The Tame and Crazy ranks weren't too much of a problem, but once you get to the Wild rating then the difficulty picks up considerably. Immediately right out of the gate Wild 1 stumped me very hard. From that point on, it was very slow going through the remaining 30 levels of the pack. Eventually, I hit another major roadblock with Wicked 5 and didn't come back to the pack for about a month or so, when I got stuck hard on United. I still struggled with the level, but eventually I was able to solve it. The solution I came up with is extremely messy and almost fails had skill assignment at the bottom not worked out. The rest of the Wicked rank wasn't too bad, but they were still very challenging! Finally, the entire Havoc rank was just a very long struggle to the end, as I pretty much struggled with every level in that rank, save for Havoc 4, which I felt was easier than Part 1, which is the Wild rank finisher. Needless to say, I eventually solved the entire pack after much struggling and without any help and was very satisfied having gotten through it all.

As for my Old Formats replays, when I ran the mass replay check, I had it refresh the replays, and out of the 50 replays, I only needed to fix 3 of my replays: Tame 7, Crazy 4, and Wild 4. All my Old Formats replays for these 3 levels broke because I used the ceiling in my solution, whereas it's deadly in New Formats. Also, the only level that was impossible in New Formats NL is Wild 4 due to the solution requiring interacting with the deadly ceiling, and so I added a small piece of terrain in the places where that occurs to prevent dying to the ceiling so that the level becomes possible.

Have fun with this mind-boggling pack!



Thanks to

-  bulletride for the level pack
-  namida/Nepster for the nxp extractor and for NL
-  Lemmings Forums community for all their support and for just being very awesome people   
#19
Ok, Oskar's Lemmini PSP HD pack conversion to Superlemmini is finally complete! Download the pack in the attachment. As mentioned, it originally was intended for Lemmini. The pack is simply all 120 levels of the OL and the 36 special levels found on the PSP version, all with PSP graphics, as well as an additional Special2 rank consisting of 11 Genesis levels remade with PSP graphics. There are also two levels in the Special2 rank with the exact same title as Special 30 - The stairs are not floored, and I'm assuming they're test versions from Oskar. However, Special2 1 has the flashing lightning blue background (pretty cool!), while the second one has a purple star background.

If you want the Lemmini version of the pack, you can download it here: https://mega.nz/file/OYtQBZbY#C0MXxi7X2-cZmAChkU6NcWQgsz1jzD_TMMcHD4ExV5I. Simply extract the contents to your Lemmini directory, and everything will fall into place. Also, replace Tricky 10 with this file, which is attached to download below. For some reason, the pack has the wrong Tricky version of "The Fast Food Kitchen." I don't remember how I got a working copy of Tricky 10. The only thing I can think of is that I simply copied and pasted the ini file of Mayhem 15 and changed all skill counts to 20, save requirement to 94, and time limit to 8 minutes to match the PSP version.

Because the Lemmini version is Oskar's pack, I left the contents as they are instead of editing them just like I did for the Superlemmini conversion, as I want his Lemmini work to be preserved. Plus this also means that you can see some differences in how the levels play out. So yes, it does mean that I have the Lemmini version set up, with all the levels unedited (all of them are solvable anyway), meaning, the .ini files are kept as they are, with Spanish level titles, a lot of the extra unnecessary .ini files that are in the download, etc. I also have my Superlemmini conversion with a lot of the levels edited (massive changelog detailed below) so that they match the PSP version in the stats and everything else. Therefore, I will only be updating the Superlemmini version if there are other problems that I didn't catch before release.

Download the music for the Superlemmini conversion here: https://www.dropbox.com/scl/fi/cln641zq2bmpelg6erplt/Oskar-s-PSP-HD-music.rar?rlkey=q78mmzdrc0pftihw4bug2rj3q&st=0gn2ov21&dl=1

The intended music for the Lemmini pack is the Amiga standard rotation. However, I provide two choices of music for the pack, the PSP tracks or the Canadian soundtrack (PC CD Dos version). Thus, the level pack contains two levelpack.ini's, one labeled PSP music, the other labeled Dos music. Simply rename the appropriate ini file for the music set you want to play in the pack to levelpack.ini. Later on, if you want to switch to the other music set, rename the current one something else and the other .ini file "levelpack.ini."

The reason for the Dos music is because I grew up with it and I prefer it over the Amiga soundtrack. Since these levels all use PSP graphics, I decided to use the PSP music for the pack. I remember its music being really good when I played the PSP version back when I was a junior in high school way back in 2006. It's been a very long time since I last heard them, so it brought back memories/nostalgia. Even more, I have been completely unaware that I have heard some PSP music that plays on some levels in some custom NL packs in the last few years, so more recent than I thought! From memory, I believe I heard it in one of Gigalem's packs, as well as SEB Lems. I simply didn't remember they came from the PSP version, as it's been so long ago since I last played the PSP version of Lemmings and hence last heard the PSP tracks.

During the whole ordeal, I was able to fire up the PSP version via an emulator to see what I could find out about the music. Yes, the music on each level is random, and a different one may play for the same level on different playthroughs of the game. However, it turns out that the music chosen is indeed by tileset. There are 3 different soundtracks for each of the 5 tilesets, and any of those 3 can be picked. For example, Fun 1, which is "Just dig!" either earth1, earth2, or earth3 (due to being a dirt level) will play. Which track that plays is completely random. Similarly, Fun 2, which is "Only floaters can survive this," either egypt1, egypt2, or egypt3 (the pillar tileset is called egypt in the PSP version) will play, and again which one is completely random. In addition to the music chosen by tileset, there is also a chance that one of the 3 oldtune tracks will play as well. These 3 oldtune tracks are not tied to a particular tileset. So really, every level has 6 possible tracks that could be picked to play.

As an example, I had oldtune1, which is the Can-can of the PSP, play on a fire, egypt, and marble (called roman in the PSP version) level.

So, the music chosen for every level is by tileset, with for example Fun 2 playing egypt1, and Fun 3 playing egypt2. For the 3 oldtune tracks, I gave Fun 1 oldtune1 and simply had every other third level of the pack play the oldtune tracks in sequential order. So, this means Fun 4 gets oldtune2, Fun 7 gets oldtune3, and then resets with Fun 10 getting oldtune1, and so on. I thought this was a good way to have all 3 oldtune tracks play an equal number of times throughout the entire pack, especially since I really like the PSP version of the Can-can, "She'll be coming round the mountain," and Pachelbel's canon.

While doing this, I was quite surprised to see how very little crystal levels in the OL there are. Hence, these tracks are the least heard in the entire pack. There are only 2 Fun, 2 Tricky, 3 Taxing, and 2 Mayhem levels that are crystal levels, respectively. In contrast, there are way more crystal levels in the two special ranks.   

As for the conversion to Superlemmini itself, it took a really long time to finish, as a lot of levels needed editing. Many levels needed the exit to be adjusted so that the lemmings can exit. Same goes with traps on some levels, as sometimes lemmings could walk through them without getting killed due to being placed at least a pixel too high. Yet there were also some levels that were impossible, mostly because a climber wasn't able to successfully climb a wall even though they're able to on the Lemmini version, due to tiny slits in the wall.

However, it's important to note that when opening the levels in the 1.43nc editor, they're all saved as an image. Therefore, it's impossible to select any terrain pieces, as when you attempt to it will select the entire level instead, as indicated by a huge yellow rectangle around the borders. In lieu of that, only objects can be selected and moved. Indeed, if you open the "level list window," you'll see only objects listed and the only terrain listed as the entire image of the level.

It was particularly frustrating to fix unusable exits due to them being placed too high, whereas they're all fine on Lemmini. I even nearly gave up on the Superlemmini conversion due to so many problems along the way, in particular not being able to get other pieces into the editor so as to edit some levels that were impossible to make them solvable, mostly due to climbers not being able to climb walls when they didn't have any problems on Lemmini despite small slits in the walls. Turns out that I didn't have the entire style set for some reason, so once I got the full set then I was able to get them to load fine in the editor. Now there were plenty of much smaller pieces to use as eraser or to fill in tiny slits in the walls to make them climber friendly instead of one very huge column terrain piece that would had resulted in very messy level appearances. So, I persevered and finally saw this entire conversion project through despite all the frustrations and problems along the way.

The changelog is huge, so let's see if I can remember them.

-  Changed all level titles to the English version, as well as better organize the contents of the level pack by numbering the .ini's and removing all the extra unnecessary files

-  Removed the Present rank, as I see no point in it due to the levels simply being the way they're found on the Genesis port, ie, none of them use the PSP graphics. If you want to play the Present levels, either download the Lemmini version (link above by oskar12345) of the PSP level pack or play the Genesis Megadrive pack, which I believe now comes with Superlemmini.

-  In many levels, the Lemmings wouldn't exit due to the exit being placed too high. That's because the checks for Lemmings interacting with objects in Lemmini are different from Superlemmini. In the former, it checks at the middle of the Lemming, while in the latter it checks at the foot of the Lemming, which, while seemingly odd, is how the games work on the other ports. Hence, I lowered all the problematic exits by two pixels so that they can exit. Even more, in-game I guess I could had been able to tell ahead of time due to the exit being a pixel above the ground, but it's sometimes hard to notice or they might be on the ground but don't work. This was very time consuming, as I had to play through the levels to see which exits did or didn't work.

-  Traps would sometimes crash Superlemmini, so I added a ,1 in the oskar.ini for the style to the sound for some of the traps so that it doesn't crash the game.

- With few exceptions, changed the stats on many levels to match the PSP's version. In particular, I went through the PSP levels on Youtube and made sure the time limits and skillset stats matched. For example, for the first several Fun levels, they gave the standard 5 minutes, and after some debating with myself, I ultimately decided to match the time the PSP gives and hence I increased the timers to 7 minutes, even though all levels are possible under the time limits given on the Lemmini version. These are PSP levels, after all, and it seems that oskar matched the PSP stats for nearly all levels in the pack, so I wonder why the same wasn't done with the first several Fun levels with the timers.

Fun rank

-  Fun 9 - As long as you try your best Moved the right-most shredder trap that's on the isolated platform past the exit to right by the exit, as that's where the PSP version has it. Note that these aren't the same ones as the shredder trap on the PSP, where it has a much smaller hitbox. Also, lowered the traps so that they would properly kill the Lemmings. Before, they were able to walk by them without getting killed due to being placed too high. The trigger areas are apparently very funky here for this pack, though they do work properly on Lemmini as it is far harder to avoid getting killed by traps on that engine. Finally, removed the rotating red triangle exit top above the Brick exit, as I find this odd and unnecessary.

-  Fun 11 - Keep your hair on Mr. Lemming Set OWAs to "only on terrain" so that they properly disappear when destroying the wall with destructive skills.

-  Fun 12 - Patience Removed the rope snare trap that's located just behind the entrance. I find it really odd it's there in the Lemmini version even though it's not present in the PSP version.

-  Fun 13 - We all fall down Changed number of lemmings from 20 to 10, save requirement to 10, and increased time limit from 3 minutes to 4 to match the PSP version. Yes, the 20 diggers is correct, since that's how many the PSP version gives, so I kept it at that. Quite odd there's more diggers than the amount of lemmings in the level, though.

-  Fun 17 - Easy when you know how Lowered the hidden masher traps so that they worked and to hide the trap triggers. The triggers might be visible on the PSP version, but it's hard for me to tell in the Youtube video. The traps here on SL don't work when the triggers are visible, anyway.

-  Fun 18 - Let's block and blow Removed the fire objects near the entrance and some at the bottom, as they're not present in the PSP version. Also removed the floating exit and fire in midair right where the exit is (really odd and something I didn't remember happening either in the Lemmini version)

-  Fun 21 - You live and lem Lowered bear trap so that it works and kills the Lemmings   

-  Fun 24 - Konbanwa Lemming San Added the masher trap, as I found it odd that the Lemmini version doesn't have it. Also, it's present on the PSP version, and hence I matched it.



Tricky

-  Tricky 12 - Bitter lemming Moved the entrance up so that lemmings will splat without a floater. Before, it was a non-splat hatch. I honestly didn't remember this in the Lemmini version.

-  Tricky 19 - Postcard from Lemmingland First level of the pack to be impossible on Superlemmini. Before, I changed the skillset by giving an extra miner, but I found out way later that I didn't have the full style set. Once I added in the other pieces to the editor, then I was able to use eraser pieces to remove the overhang on both walls that prevented the climbers from getting over them. Climbers can climb them just fine on the Lemmini version, although only for the second wall (he's still stopped by the first wall). Also removed the odd water object in midair that's way past the right boundary of the level

-  Tricky 23 - From the boundary line Shifted the level over to the right so that lemmings who turn around while the wall is still being bashed through will fall off the bottom of the level and die. Before, the level was right by the left edge of the screen, and sides are solid in Superlemmini. Therefore, it was possible to save everyone. This has been fixed so that you do lose lemmings.

-  Tricky 24 - Tightrope City Same as Tricky 23. Shifted the level just slightly over to the right so that lemmings will fall to the bottomless pit when going to the left, since before the level was right on the left boundary of the screen 

-  Tricky 26 - I have a cunning plan Adjusted the traps so that they properly kill the lemmings due to being too high and therefore they could walk through them without getting killed. Interestingly, the right-most trap is correctly placed right by the exit, not like the Fun version.

-  Tricky 29 - Rainbow Island Moved traps down so that lemmings will die when walking into them.



Taxing

-  Taxing 2 - Watch out, there's traps about Made both bear traps visible

-  Taxing 5 - The Prison! Manually added steel areas so that the blocks at the bottom are indestructible.

-  Taxing 6 - Compression Method 1 Same as Fun 17's changes

-  Taxing 13 - Upsidedown World Added bear trap that's missing in the Lemmini version for some reason. Also, interesting a climber can climb the wall after the first OWW just fine, but on Lemmini he cannot climb it. Level's still solvable even if it's not scalable.

-  Taxing 18 - Tribute to M.C.Escher Set entrance to "no overwrite" so that builder staircases are visible

-  Taxing 28 - POOR WEE CREATURES! Filled in tiny hole on the wall on the right in the starting area so that a climber can successfully climb it, making solutions that involve climbing this post possible instead of just having only the building up in the starting area solution. On Lemmini, a climber can climb successfully. Also, used an eraser piece on the crystal so that the climber can go out to the left instead of turning around due to hitting the ceiling, which is solid on SuperLemmini, and shifted the level over to the right so that he can fall to the bottomless pit. Finally, added a bear trap near the exit, where a ghostbuster trap is present on the PSP version. No trap is there on Lemmini, oddly enough. Perhaps Oskar couldn't rip the ghostbuster trap graphics as well.



Mayhem

-  Mayhem 3 - It's hero time! One of the few levels where I used a mix of matching and non-matching stats to the PSP version. Kept the RR of the PSP version, but instead of the 2 minutes available on PSP due to the much slower speed of the Lemmings, I reduced it to 1 minute for SuperLemmini, just like in all the other versions. The level's just too iconic with a 1 minute timer in addition to being a really great and challenging level! Finally, unlike the Fun version, the smasher trap is present here, so I didn't need to add it in. In contrast, I kept the 2 minute time limit for Mayhem 4 instead of reducing it to 1 minute like on other versions. The PSP version has 50 lemmings, and with how the Lemmings are faster on SuperLemmini, you will not run out of time, unless you allow some to turn back to the left.

-  Mayhem 9 - Last one out is a rotten egg! Made the wall climbable by filling in the tiny slits despite how the level's still very much possible even when it wasn't climber friendly completely. On Lemmini, a climber can climb successfully with no problems. Removed water object way past the exit that's apparently there on the Lemmini version.

-  Mayhem 12 - The far side Made the pit climber friendly, as it wasn't possible to send a climber out to the left in the starting pit. Again, on Lemmini can climb with no problems.

-  Mayhem 16 - Just a minute.. Adjusted traps so that they kill the Lemmings. Just like Mayhem 3, I reduced the 2 minute timer to just 1 minute so that it fits the level title. Lemmings on SuperLemmini are faster than they are on the PSP, and got to make the level difficult like it should be!

-  Mayhem 21 - With a twist of lemming please Made the entrance a splat hatch, as well as shifted the level over to the right so that climbers who go out to the left of the starting area will fall to the bottomless pit.

-  Mayhem 22 - A BeastII of a level Manually added steel areas so that you can't shortcut your way on the bottom in the starting area.

-  Mayhem 23 - Going up...... Added a 10 tons trap where the electric orb trap would be. Guess Oskar was not able to rip the trap from the PSP graphics, and the 10 tons trap is the closest I can get to it, anyway. As for hitting the ceiling near the starting area, I didn't do anything with it even though the Lemmings on PSP will walk through to the ceiling and hence you can't assign any further skills if that happens. They still survive, they're just be outside the level. It's the same with the left and right edges.

-  Mayhem 26 - The Steel Mines of Kessel Same as Fun 21's change

-  Mayhem 27 - Just a minute (Part Two) Same as Mayhem 16's changes. However, the one change I can't do without messing up the looks of the level is getting rid of the terrain underneath the thin platform so that lemmings will fall to the bottomless pit when digging. So, rather than try, I left that area as is.

-  Mayhem 28 - Mind the step Added in the smasher trap that's absent on the Lemmini version.



Special

-  Special 3 - Dig Down, Bash Across Took out the miners and gave 5 bashers, just like it should be in the PSP version

-  Special 4 - Block first, Explode second Adjusted traps so that they will kill the Lemmings.

-  Special 18 - The run around Another level of the pack that was impossible, so made it solvable by making the first wall climber friendly by filling in the tiny slit, where a climber can climb with no problems on Lemmini

-  Special 19 - Three steps to heaven Added in bear traps to take the place of the ghostbuster traps. They're the closest I can get to the ghostbuster traps.

-  Special 20 - Seeing double! Lowered trap so that it kills the Lemmings instead of passing through it unharmed

-  Special 23 - The Flood Another level that was impossible due to being a splat hatch. Lowered it so that lemmings don't splat. Weirdly, the lemmings on Lemmini survive, whereas on SuperLemmini they splat. Does that mean the fall distance on Lemmini is only a teeny weeny bit higher?

-  Special 24 - ...with a little help from my Lem Adjusted trap so that it kills the Lemmings

-  Special 25 - Not as easy as it looks Took away the miners and gave 3 diggers, just like the PSP version

- Special 29 - A Bridge Over Lemmings Slaughter Adjusted trap so that it will kill the Lemmings

-  Special 33 - Cagey Business Added a tiny platform right by the trap so that lemmings can fall on the left side without getting killed

-  Special 34 - Born a blocker, die a blocker Yet another level that was impossible. Adjusted the traps so that they kill the Lemmings, as well as added in a shredder trap that's missing on the Lemmini version. For this one, it is right in the middle to fit the gap instead of at the very top like it is on the PSP version, as the trap's hitbox width is much bigger and it's not the PSP's shredder trap, anyway. Still the same puzzle. Fixed unclimbable walls, one near the start, and the really tall one in order to make the level possible, as well as removed the overhang to make the final wall at the top of the level on the right side climbable.



Special2

-  Even though these are remakes by Luis of Genesis levels with PSP graphics, edited the level titles so that they match the Genesis's titles, as well as Gronkling's level to match the level title in his Gronklems5 pack.

-  Special2 1 - The stairs are not floored (A) Set exit, entrance, and trap to "no overwrite" so that they're visible. They show up properly on Lemmini. Also, edited the .ini file of the Oskar style so that Superlemmini doesn't crash when the trap goes off

-  Special2 2 - The stairs are not floored (B) Same as Special2 1

-  Special2 3 - Catch more floaters Moved the entrance to about the location where it's found on the Genesis version so that it's now a splat hatch. Also, made the wall near the exit climber friendly by filling in tiny slit.

-  Special2 4 - Lemmings in the attic Adjusted traps so that they properly kill Lemmings instead of being harmless due to being placed at least a pixel too high

-  Special2 8 - Dark dawn Changed # of lemmings to 100. Not sure why oskar gave 99 on the Lemmini version

-  Special 13 - Room with no exit Manually added steel areas on both sides in the chamber on the right so that you cannot bash through them



Well, that hopefully covers it all. I'm sure I missed plenty, but most of the other changes were changing the stats of the skill counts and time limits to match the PSP version of the levels. Enjoy! I have started uploading my solutions to the Superlemmini conversion of the pack on my Youtube. Unless otherwise noted, Special2 rank is the only one with an author field, where I credited them as Genesis/luis (the port where you can find the levels and the person who remade them with PSP graphics, respectively). The only exception is "Restoration in Process," which I listed as Gronkling/lems5/luis as that is a level by Gronkling found in his Gronklems5 pack remade by Luis with PSP graphics.

Special thanks to

-  Sony for the PSP port of the game

-  oskar12345 for the Lemmini version of the pack and the tileset/ripped PSP graphics.

-  ericderkovits for the PSP tracks which I downloaded and used particularly for this pack since these are levels with the PSP graphics.

-  luis for the remakes of some Genesis/custom levels with PSP graphics for the Special2 rank
#20
Steps to reproduce:


  • Load a pack that has pre-text, eg, Neolemmix Tutorial Pack
  • Enter the level, and here you can either press the esc key to exit out, solve the level, or load a successful replay and let it play out
  • On the post-results screen, click on "select level"
  • Load another level in the same pack that you know that has pre-text.
  • On the preview screen of the new level, click to enter the level. Instead of the pre-text loading, it just goes into the level.

Once you exit out of NL and then load the player again, then the pre-texts will work fine. This seems to happen only when you click on "select level." If you load a level with pre-text and exit out while on the pre-text screen before entering the level or just exit the level on the post-results screen, but if you load the next level when you're on the main menu, the future pre-texts load fine. It's only when you load new levels via "select level" on the post-results screen then this bug occurs of pre-texts not loading for the rest of the session until you exit out of NL.

Also, if you load up a different pack from the initial one that has levels with pre-text, they will load fine, until you select another level in the same pack via "select level."