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Messages - Simon

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1
Lix Main / Re: Search list should show all results
« on: September 30, 2022, 10:30:29 AM »
Quote from: Dullstar
it should be my choice whether I want to try narrowing the search or browsing through the results

This is a key argument, thanks.

I'll remove the cap that cuts results beyond the first 18 results (what happens to fit on one page). The search will retain its other problems, and I'll get back to them next year.

I tend to use the level search as a quickjump, not to find information. I type until it's narrowed to one result, then hit enter.

-- Simon

2
Lix Main / Re: Organizing Multiplayer Levels: Tag System
« on: September 29, 2022, 04:24:00 AM »
Race maps are already distinguished because they're in a separate race directory. But yes, they should certainly get tags.

-- Simon

3
Lix Main / Re: Handicap in Multiplayer
« on: September 29, 2022, 04:06:05 AM »
The plan is still to release 0.10 sometime in October.

Must-haves for 0.10.0 that I still have to do:
  • Test what happens when some team members have handicap. Does handicap merge properly?
  • Icho will visit me this weekend. Test handicapped multiplayer together. Write down the issues from that testing, and fix any blocking issues.
  • Server should tell 0.9 players that they can't see or can't enter 0.10 rooms.
  • Batter's forward range vs. blockers should be exactly as it has always been in 0.9 and also way back in C++ Lix.
Reason for this odd-looking point about batters: I toyed with improving the backward range vs. blockers for 0.10, and that's likely a good idea. Then I noticed that, for forward range, the bat doesn't overlap the batted blocker, and shortened forward range vs. blockers by 2 hi-res pixels to fit the sprite.

It turned out a batd idea, not fun, will revert forward range to 0.9. As geoo thought during campfire: Nobody ever complaned in 13 years that the batter's forward range vs. blockers was too long.

In later 0.10.x:
  • Client-side, add lobby console text for when somebody changes his handicap. But get some UI feedback first in October/November, anyway.
  • Add replay support for handicap.
-- Simon

4
Lix Main / Re: Organizing Multiplayer Levels: Tag System
« on: September 27, 2022, 11:11:01 PM »
Thanks for the good rundown!

Yeah, Flopsy has added tags to a good chunk of levels. I believe nobody else has added any tags or thought of new meanings yet.

Here's a Unix pipeline to see all tags in use, and its output on 0.9.47:

Code: [Select]
ack -h TAG levels/ | sort -u
Code: [Select]
$TAG asymmetric
$TAG classic
$TAG compression
$TAG difficult
$TAG disjoint-union
$TAG fall-survival
$TAG few-skills
$TAG gimmick
$TAG long-play
$TAG max-si
$TAG multiple-hatch
$TAG rescue
$TAG short-play

Quote from: Flopsy
EDIT: I'll try to get a list of what tags I assigned to what multi level. Be probably wise to use this topic to keep track of tags while we get through the backlog

That should also be doable with some Unix magic. Tell me when you need it, and what exacly: For each level, list the tags? Or for each tag, list all levels in which the tag appears? I'm busy this week, but maybe it'll be cute distraction. Edit: First try with ack in loop aborts too quickly, will solve sometime else, ask me next week.

-- Simon

5
Lix Multiplayer Dates / Re: Lix Multiplayer Sun, 16th, 16:00 UTC
« on: September 27, 2022, 03:56:55 PM »
All right, then let's make it Sunday, October 16th, unless many people prefer the Saturday.

-- Simon

6
Lix Multiplayer Dates / Re: Lix Campfire, Sun, Sep 25th, 16:00 UTC
« on: September 27, 2022, 02:41:57 PM »
Yeah, this was largely spontaneous.

Happy to arrange another campfire when it suits you. It's even conceivable within the work week because 1-2 hours of discussion are less physically taxing than playing Lix for 3 hours. I'll be busy until Tue, Oct 4th, sometime after that would suit me. Thursdays are bad.

As I told geoo at the end: We don't need campfire every week, but it's really productive to catch up with everybody at least a couple times per year. We tend to bring things or nuances to the table that would fall aside in written discussion.

-- Simon

7
Loap / Re: Rendering issues - some help?
« on: September 26, 2022, 02:53:43 AM »
As a mathematician (not as an engineer), the instinct is to complete your relation into a partial order: Compute the transitive closure by repeatedly adding the forced pairs (if A < C and C < B, then add A < B to your relation) until you can't add any more. Then websearch for an algorithm about partial orders; the task is to find a linear order a.k.a. total order that contains your partial order.

But problem: I don't know if we're wasting too much algorithmic time by first computing the transitive closure. Maybe there is a better way to work directly with the nontransitive relation that you have, a way that will still come up with a suitable total order. It's probably enough to assume that the transitive closure (that always exists) would, if we were to compute it, be cycle-free (and thus be a partial order).

When websearching for algorithms, include "partial order" as a search term nonetheless, or "extend partial order into total order", maybe you find useful things that still work.

Ad hoc, I found:
Partial-Order Planning
Linear Extension of a partial order. This looks like pure math, but refers to algorithms in reference #5.

The next keyword to websearch from there is: Topological sort, or directly on wikipedia. (Starts to sounds like geoo or another computer scientist could have pointed us there much quicker. :D)

-- Simon

8
Lix Multiplayer Dates / Re: Lix Campfire, Sun, Sep 25th, 16:00 UTC
« on: September 25, 2022, 04:02:50 PM »
I'm sitting in Mumble. Come join everybody!

Session is over. Only geoo joined. Thanks!

-- Simon

9
Lix Main / Re: Handicap in Multiplayer
« on: September 24, 2022, 09:25:27 PM »
Yeah, the score divisor is probably the most widely applicable.

The skill divisor will be rarely useful, yes, even if we disregard the fun: Usually, we have many skills left over. Still, I imagine that the skill divisor will be the most appropriate handicap (of 0.10's four types of handicap) on Downward Reduction. On Downward Reduction, reducing lix might even be an advantage, and reducing score won't pull its weight as long as the outcome remains largely all-or-nothing, but reducing miners to match the new player's learning curve sounds promising.

The lix divisor has the small advantage (over the score divisor) that all local situations will still feel exactly like in unhandicapped play, and it's easier to add in your head if all lix are worth 1 point to everybody.

All this would support your idea (that we won't have in 0.10) to let the level designer choose the exact types of handicap and expose a one-dimensional scale to the players.

-- Simon

10
Lix Multiplayer Dates / Lix Campfire, Sun, Sep 25th, 16:00 UTC
« on: September 24, 2022, 01:16:48 AM »
Hi,

this Sunday will be too short a notice for an organized multiplayer Lix session. Instead, let's meet on Mumble for a loose discussion, without playing. I'll call it a campfire discussion.

Possible topics to discuss:
  • Physics on 0.10,
  • user interface for handicap,
  • neutral Lix, experimental physics to try in December,
  • really long-term concerns, e.g., level maintenance N years after an author leaves,
  • general Lemmings culture,
  • ...anything you like. Bring your own topics!
This Sunday, September 25th, I'll sit in Mumble from 16:00 UTC onwards. Join me anytime on Mumble voicechat, very much like you would for a Lix session. (If you don't know my server, send me a private message on the forum here, I'll tell you.)

-- Simon

11
Lix Multiplayer Dates / Lix Multiplayer Sun, 16th, 16:00 UTC
« on: September 24, 2022, 12:40:31 AM »
Hi,

this is the next suitable weekend that suits both Flopsy and me: Saturday or Sunday, October 15th or 16th.

I can play either Saturday or Sunday. What's everybody else's preferred day for that weekend? I recommend to start again at 16:00 UTC, you can join later.

There's a chance that Lix 0.10.0 is released by then. But I'll play it safe and say that we'll be using Lix 0.9.x one more time for this session. (Current is 0.9.47, but any 0.9.x will do.) I'm still aiming to release 0.10.0 before November 2022.

-- Simon

12
Lix Main / Re: Handicap in Multiplayer
« on: September 23, 2022, 07:22:39 PM »
News from the battlefront.

Lix divisor, skill divisor, and spawn delay are all working well in my experimental physics.

Spawn delay can get bells and whistles in a future non-physics upgrade, by printing a countdown timer on your hatches. But that's for the future. All that matters in 0.10 is that lix spawn later by the amount that we specify.

Score divisor handicap is by far the most complex to implement nicely. In 99 % of cases, the score will be integer, and I want the computation to be exact in that case. I don't want to convert everything in scoring logic to floating point; singleplayer save counts would then be floating point, which would be madness. Thus, I'm busy these days converting the logic to rational arithmetic. The rational type will track both the raw save count as integer and the fraction from the handicap. Singleplayer can then extract the raw save count, and multiplayer stats, bars, ..., can compute the (possibly non-integer) score when they need to. Non-integral scores, I'll print them with one decimal place after a decimal dot.

I have a weak hunch that score multiplier will be the least fun handicap because it's so indirect. But that's a problem to be solved during playtesting. It's okay to work hard now and cut it in future versions if really turns out no fun.

-- Simon

13
General Discussion / Re: Simon blogs
« on: September 21, 2022, 08:52:19 PM »
The main trick is cute, well-hidden and inspiring; it hits the core ideas of modern Lemmings.

The pure solving experience was then marred by the many engine differences: The first NL solution didn't replicate in vanilla Lemmix, and I remembered solving it years ago with vanilla L1 physics. The research that resulted from it was very valuable and makes up for the hassle.

-- Simon

14
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
« on: September 21, 2022, 01:11:04 AM »
Thanks for the exhaustive research! I've suspected that vanilla Lemmix and Genesis Lemmings had the same one-way assignment behavior, thanks for making it 100 % sure.

Your video with the SuperLemmini solution largely matches how I solved it in vanilla Lemmix, barring which climber does what near the end. I speculate that your solution is really close to what the devs intended.

-- Simon

15
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
« on: September 20, 2022, 10:26:09 PM »
The fun continues: I solved Lemmings' Ark in vanilla Lemmix in a way that fails conceputally in NL. To watch the replay in vanilla Lemmix, first start playing the level in vanilla Lemmix (see above post), then press L in vanilla Lemmix during play. A file browser opens. Select the replay from disk.

Reason for why this solution concept fails in NL:
Spoiler (click to show/hide)

Is there at all a solution to Lemmings' Ark that works in both engines (at least conceptually, not necessarily frame-perfectly identically)? Ron_Stard's 2016 topic about Lemmings' Ark in NL, haven't played around with those ideas yet.



Linux-specific: If you're running vanilla Lemmix in Wine, the file browser (for loading the replay) might not play nice with fullscreen Lemmix. Force windowed mode by running
wine explorer /desktop=1280x960 LemmixPlayerExtra.exe

-- Simon

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