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Topics - IchoTolot

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226
When editing levels in the levels tab: It would be a lot quicker if you don't have to double click on every level in order to edit or just even see the level details in a pop up window.

Why not make the Toolkit window a bit bigger and put that information to the side to see + edit everything on the fly and not relying on an additional pop-up window?

227
Closed / [SUGGESTION][FLEXITOOLKIT] Mass addition of level files
« on: November 29, 2016, 07:35:39 AM »
With the soon to be happen switch from music packs to the music folder --- I have to re-add all my Reunion + PimoLems level again as back in the day I only added the music tracks in the Toolkit.
As I need to rename all my tracks for this, because furthermore track1 - trackX will most likely become problematic with duplicates I assume, I need to re-add all levels after I gave them their specific tracks in the editor finally.

Adding 150 + 145 levels is no fun in the Flexi-Toolkit currently!

It would be a blessing if I am clicking on "ADD" I would be able to choose multiple levels! In my folder all 150 + 145 levels are in the correct order - so beeing able to select 30 or 20 at a time to add a whole rank at once would greatly speed up the process!
If I hadn't somehow missed the addition of this feature in the past of course ;P

Hint: This could also be a great idea for the Graphic Set Tool. Mass add your tiles with "Alphs Channel" as standard and choose the transparent parts later.

228
If we are moving away from the music packs soon and simply relying on the music folder, then it would be a blessing if the player+editor support longer and more complex music file names.
This would further reduce the problem of having 2 or more music files with the same name, as the naming in general is less restricted. Also the names can be more fitting and specific, which is a good thing with naming music tracks.

For example : Let's take a contest entry from me    "Welcome to the Spider Dance !"

I had to rename the music track from "Toby Fox - Spider Dance.ogg" to simply "spiderdance.ogg" to get it to work.

So it would be a big improvement for the future if player + editor can correctly dedect long music file names that also have special letters like - _ / ( )


229
Closed / [BUG][FLEXI-TOOLKIT] Option "Always Xmas" not working
« on: November 17, 2016, 09:24:00 PM »
So I promised a friend a little christmas pack with some of my "best of" snow levels for the end of November. I also put in some "special" levels in other tilesets and I thought turning on the "Always Xmas" option in the Flexi-Toolkit would change my Lemming sprites + skillbar for all levels into the Xmas ones ------ no. Everything stays normal and no Christmas Lems or skillbar at all.

Would love a quick fix here as I kinda want to hold my promise of a little Christmas "best of" pack before December :).  Sry, I did not count in this problem at all.

Changing the main tileset to Christmas gets me at least the Xmas Lem sprites as a workaround, but that would also change bridge+map colors and stuff which is not always fitting + manually editing every single level again is not fun :(.

230
Had a little programming homework for "Biological Databases" this week.

The task was:

- Count the quantities of all 5-letter comninations in the human chromosome 21.

There are 5 letters:   A T G C and N

Text will be as following: NNNNNNNATAGCGATCGTANNNNNNGCTAGGCNNNNNNNN........

For example:  NNNNNNTG      has "NNNNN" 2 times"NNNNT" 1 time and "NNNTG" 1 time

The input text is around 800000 lines with mostly 80 letters per line (the last one may have fewer), so the speed is critical here!

My first version would have taken 1,5 DAYS to do this!
This version here < 1 hour. Of course if this would be a marked homework which I must turn in I would seek some ways to do this even faster + improve my code further as it lacks annotation now + has english and german parts. Also the quick-sort algorithm is just a modified copy-pasted google result uptated to sort a pair of data and not just a simgle entry).

So what exactly does the java code?

It makes an array of Strings with all possible combinations (3125) of A,T,G,C,N and an equaly sized integer array with the counter to the 5 letter sequence initialised, with 0 of course.
Then a BufferedReader reads in the first line of the input text file into an input string.
The substring of the first 5 letters is compared to the string array and upon a match the counter is raised by 1.
This could be optimised by stopping the search for a match when a match is indeed found. Also "NNNNN" could be the first sequence to compare as it is by far the most common.
After raising the counter the first letter of the input string is deleted as it can go now.
When the input string has fewer than 5 letters the next line is added to the input string.
Aslo I print out a little status (in german :P) in which line the program currently is.
The loop continues until there is no more line to ad in the input text file.

After that I sort the result arrays with the modified copied quick-sort algorithm (that is also in german btw :P) and the sorted results are beeing written into an ouput text file "QuantityOfWords" by a BufferedWriter.

Simon mentioned a more robust way by only reading in single characters and count + delete when the string has reached 5 characters.

I attached the java code here + the output file for the whole human chromosom 21 (to be Opened with a text editor forgot the ending :-[).
The whole chromosome sequence is FASTA format would be ~ 45 MB so you need to find that on your own if you want it ;P.

Again this code is FAR FROM OPTIMAL and contains poor writing + mixed language. If this was sth that is marked or I must turn in there would be quite some work still to do :P


 

231
This is quite a special case which I encountered while building a level with a low lemming count and having a teleporter without it's reciever yet.

Reproduce:

- Make a level with preferrably a low Lemming count and let every "not dead" Lemming walk into a telepoter with no reciever

This will cause an "Index list out of bounds" exception and I had to close NL via the windows task manager.

A simple fade out of the level into the result screen would be a better thing here ;)

232
Closed / [Suggestion][Player] Implementing mousewheel zoom
« on: October 14, 2016, 01:46:29 PM »
I don't know if this is possible to implement or already on the "to-do-list", but especially in larger levels it would help to be able to zoom in/out. The mousewheel would be the obvious "hotkey" for this.

Maybe sth like x0.5/x1(default)/x2 zoom factor would be good steps. :)

x2 is helpful in precise assignments where you need to see every little pixel.

x0.5 is nice to have to get an overview over large especially vertical levels.

233
While replacing every level of Reunion today some things came to my mind which would make such tasks a lot easier:

- The Flexi toolkit window should be able to be dragged larger, so you can see all levels in a rank at once. ---> No more tedious scrolling nessesary!

- Also when replacing it takes you to the top of the list again --- not fun when replacing the lower listed ones.  ---> When replacing a level the list should stay at that entry, as it is mostly the case that you want to stay at that area of the list.

234
In this topic I will teach you how to easily convert your (Super)Lemmini levels and tilesets to NeoLemmix. :)

You will need:

If you have only levels with already existing equivalent NeoLemmix tilesets (like the Lemmings 1 + Oh No more Lemmings ones):

- The NeoLemmix editor
- The NeoLemmix player (in the same folder as the editor)  If you download the full editor package: It also comes with a copy of it.

If you use a custom tileset in your levels that is not avialable in NeoLemmix yet:

- The Graphic Set Tool (GST)

Optional
If you want to make your levels into a NeoLemmix pack:
- The Flexi Toolkit

All of them can be downloaded on this site: www.neolemmix.com

There is still not a list of all NeoLemmix sets, but these should cover the most:

- All Lemmings 1 tilesets + Oh No More Lemmings + Christmas + Sega + Genesis
- List of NeoLemmix auto-downloadable sets (this includes L2 + L3 as well): http://online.neolemmix.com/styles.php
- The tilesets of the Lemmings Plus series. Topic: http://www.lemmingsforums.net/index.php?topic=1922.0

To obtain styles from the database you can select "Tools -> Download Graphic Sets" in the editor, or manually search the tileset topics.


Case 1: Converting levels with already existing equivalent NeoLemmix tilesets

Loading the level into the editor:
- Open the NeoLemmix editor.
- Click on "File" and after that on "Open".
- Search for Lemmini filetypes ".ini"
- Go to the folder with your levels you want to conver to NeoLemmix
- Open the level that you want to convert

Now two things can happen:

1.) The editor matches the level with an already existing NeoLemmix tileset automatically by recognising the (Super)Lemmini tileset name.
Now you only have to check if the chosen tileset is correct (tiles + objects are ~ in the right place). If not try to open with another tileset. You could also adapt the used (Super)Lemmini tileset in the level file to match the name of the right NeoLemmix tileset.
2.) The editor does not recognise the (Super)Lemmini tilesets name and asks you to choose an already existing NeoLemmix tileset with which you want to open the level. In that case simply choose the right one as you probably know best which tileset you used for the level and you only need to inform yourself if there is an already existing equivalent NeoLemmix tileset.

Now it's time adapt and test your level under NeoLemmix circumstances:

1.) Repositioning:

The first thing I most likely do is to reposition the level and adapt the level size. All loaded Lemmini levels start with the 1600x160 size as this was the only avialable size there.
SuperLemmini may start with an already adjusted size already.
But now we can improve that!
Select all tiles + objects of the level by pressing "ctrl" and draw a big box over all of your level.
When everything is selected: Move your level to the left edge and limit the 1600x160 screen size to the one the level actually needs.
This is determined best by checking where your most right tile/object ends + maybe a few pixels overhang if it helps the visuals.
Size example: 320x160 is one in-game screen.
Caution: NeoLemmix has deadly left/right edges! Keep that in mind if your level used the solid left/right (Super)Lemmini edges.
This can be easily fixed by placing a steel or terrain wall at the effected edge to simulate that truthfully.

2.) Terrain/Object checks:

As (Super)Lemmini uses double the Resolution of NeoLemmix your level was scaled down.
This can have the effect that some tiles are positioned wrong by 1 pixel!  Most likely the ones with an uneven height/width.
For example: Converted "City" tiles have a tendency to have 1 pixel gaps between them!
So check your tiles for unwanted gaps!
This also applies for objects! So be sure to check if the trigger areas are placed correctly!
Click on "View" in the editor and let it show you the trigger areas. There are represented by pink areas now. Lemmings are activating objects if the trigger area is one pixel below them.
For example: A correctly placed exit trigger area reaches one pixel into the ground on which it is standing on.
Hint: Climbers climb up 1 pixel inside the terrain (so the most outer terrain pixel). If a trigger area should interact with climbers be sure that it reaches there!
Again the majority of tiles/objects should be alright, but it is always better to double check!

You can also switch from the (Super)Lemmini steel areas to autosteel if you want (if you not used autosteel in SuperLemmini already) and if your level has these placed only on the dedicated steel pieces anyway in the past it should be easy to do.
Click on "View" and let it show you the steel areas. Click on them and delete them. Open the level properties window and activate "Autosteel".
Now all the steelpieces in the tileset are steel naturally without the steel areas.
If you want to stick with them, check again if the steel areas are placed correctly once more, especially if you have repositioned your level in the fiest step!
But it is highly encouraged to switch to autosteel, as the steel areas might get removed in the future!

3.) Save your level:

Now save your level in NeoLemmix format by pressing "File" and then "Save as". It will be saved in Lemmix ".lvl" format.
Choose your desired location + name and save it!

4.) Test your level + save a solving replay!

Now it's time to check if the level is solvable and save a proof of it. Press "F2" and start the test mode!
The player starts and takes you into the level. Solve your level again and press the save replay key "U" (default) after doing the last skill assignment (the nuke counts as one!).
Now you have a solving NeoLemmix replay of it in the Replay folder of the editor!  Put it where you like. If you want to load a NeoLemmix replay press "L"(default) and select your replay.

Some important advice:
- You now have the ability to select an unlimited time limit in the level properties window.
Most levels don't need a timer and many people are not happy about not needed timers, especially if they have to replay the level just because of them!
But intended time crunchers should definitly keep their timers, as well as levels where the timer prevents a backroute!
- Some mechanics from (Super)Lemmini may not work in NeoLemmix! Test these out and if they do not work you could alter the levels skillset and maybe make a different interesting solution!
You could even use the new NeoLemmix skills or features like updrafts, pick-up skills or preplaced Lemmings.
- You can also put in the authors name (most likely yours) in the level properties tab!
- You have the possibility in the level properties tab to lock the release rate so that it cannot be changed at all now!
- Be sure to save again!

Case 2: Converting levels with no existing equivalent NeoLemmix tilesets

1.) Converting the missing (Super)Lemmini tilesets:

Now you need the GST!
Open it and press "Import --> (Super)Lemmini".
Select the "styles.ini" of the tileset you want to convert.
Now all tiles + objects should be loaded in. Check the objects trigger areas if they are placed correctly! Remember the 1 pixel into the ground rule!
Also the objects/tiles pictures should have had a transparent background color in (Super)Lemmini! If not --> edit them befoe importing!
You don't want to have the objects/tiles background color in-game!
Remember that all pictures have been scaled down by half now, they could look a bit different!
If you have a custom single-colored background you can put that in in the bottom right corner by selecting it and put in the right color code.
If you have any custom background images in your object list, mark them as those!
You can then delete any big background objects in your levels and choose the desired bg-image naturally in the level properties window later.
Also mark the pieces that should naturally be steel! Select these tiles and mark them as steel.
This could already be done for SuperLemmini stuff, but is definitly nessesary for Lemmini! Be sure to double-check!

Now save the tileset ("File","Save as") in the NeoLemmix ".dat" format. Put the newly saved file into the "styles" folder of the NeoLemmix editor (and player).
Be sure to name it conformant to the NeoLemix tileset naming rules! Topic: http://www.lemmingsforums.net/index.php?topic=2687.0
Finally the editor should be able to load your level file now! You can proceed as in Case 1!

2.) Testing:
Aditionally treat your to be converted levels in this tileset as test subjects for it!
Is the tileset looking good ingame?
Are the trigger areas working correctly?
Are the animations alright?


Optional steps after converting:
You can make your levels into your own NeoLemmix level pack using the Flexi toolkit! Be sure to include all needed tilesets in it though.

Tutorial: http://www.neolemmix.com/old/flexitutorial.html


This should cover the most important steps in converting Super(Lemmini) content to NeoLemmix! If you have any questions: Ask!

Also if I got something wrong here --> Point it out! this topic is doomed to change over time anyways ;)


235
Converting SuperLemmini/Lemmini ----> NeoLemmix is now only really possible in the old editor version!
As the editor doesn't ask anymore which NL tileset to use. It tries to load a NL tileset named the same as the SL/L one, but it is often not the case that both tileset version are named actually 100% the same!
This results in a simple error message that the NL tileset was not found and no way of loading the level without renaming the whole SL/L tileset.
Here the editor tries to be smarter then me, but I know which tileset I need to use!
My proposal:
- When loading SL/L: The editor tells me the name of the SL/L tileset and then lets me choose from all included NL tilesets with which one I want to load the level.

I want to keep a proper SL/L ---> NL conversion even in the new editor as this is still frequently used by quite a few people (+ I want to convert DoveLems at some point ;))

Here the IRC discussion:

<Nepster>IchoTolot: Would it be possible that you write a NL post "How to load SuperLemmini into the NL Editor and how to best port level packs"? I would then make the post sticky.
<IchoTolot>I could do that Nepster
<IchoTolot>I will do that
<Nepster>Thanks.
<IchoTolot>I try to writ a topic tomorrow
<IchoTolot>which board would be the most fitting?
<IchoTolot>NL, SL, Other Projects or simply Level Design?
<Nepster>I think the main NL board, because currently loaded levels can only be saved in NL format.
<Nepster>So only NL users will be interested in this topic.
<IchoTolot>ok in the new editor this will be difficult
<IchoTolot>I have to use an old one for this
<IchoTolot>or I need the question from the editor which NL set to use
<IchoTolot>that how I did it before
<Nepster>Ok. Then we should perhaps wait a bit and ask namida first.
<IchoTolot>with Jamies stuff it recognised my city tileset automatically
<IchoTolot>but now even the standard sets are not recognised at once
<Nepster>Or you write your post for Editor V1.43 and namida adds how it is done in Editor V1.48.
<IchoTolot>when loading SL/L i need a check question which of the NL sets it needs to load
<IchoTolot>you cant
<IchoTolot>I load a dirt level and it says the tileset isnt there---> end
<Nepster>This sounds like a bug.
<IchoTolot>because its name Dirt (Orig) now
<IchoTolot>a better workaround would be    load SL/L ----> question which tileset to use
<IchoTolot>the uses knows best
<IchoTolot>user
<Nepster>And you cannot tell the editor the new name by modifying the style.ini in the styles//SuperLemmini folder?
<IchoTolot>maybe if i edit the level file itself but the workaround is too high in that case
<IchoTolot>as I said    load SL/L ----> question which tileset to use    would be the easiest
<IchoTolot>and most user friendly
<Nepster>As long as the editor tells you the name of the original SuperLemmini style, yes.
<IchoTolot>yes this would be good as well

236
So this came up a few times in IRC now and it always ended in some raging and discussing.

Let's end this once and for all, as I am sick of the back and forth :devil::

Should it stay as it is: They can enter mid-air!

Or change: You always need solid ground under the lems feet to enter the exit!

I would vote for a change here as direct drop in general should not be possible and I count gliders + floaters in here as well.

237
While watching Flopsy's latest Sublem's video I noticed this. Standing OHNOER'S should enter the exit yes, that's desireable, but they should not be able direct drop into it. They should still need solid ground under the exit and must not have previleges above normal fallers!

Around 14:15 is such a situation using the Nuke to create the OHNOER'S.  https://www.youtube.com/watch?v=MK7Ad-Dcs84

Reprodcable through:

 - Nuking and letting lemmings fall right above the exit.
 - Using an exploder right above the exit on solid ground ----> triggering the animation. Then remove the terrain and let him direct drop into the exit.

238
I noticed that the trigger areas of inverted/rotated fire and water objects are a bit off from my expected behavior.

namida told me that this was due to an adjustment made to don't let lemmings walk right under them   ----- but this would be expected and consistent!

Lemmings can walk right under the trigger of normal fire blowers/traps/water and can fit through a 1 pixel high gap! So no adjustments needed here besides the normal inverting/rotating!

Proposal: Remove both adjustments!   Previous adjustment (10 pixels lower for invert; +5/+5 for rotate)


As inverted/rotated fire/water objects are mostly used decorational I doubt that more than 10 levels in total would need adjustments. I have 2 levels I can think of which would need some fixes ("Welcome to the Siper Dance" and a Reunion 2 level) due to inverted water is used as a lemming trap and would probably need moving the water down a bit.

Here the IRC log of the discussion:

<IchoTolot>namida42:  Hm rotating or inverting objects with trigger area seems to place the trigger area a bit weird    when inverting water it seems quite low for example
<namida42>it does modify the position a bit, in an attempt to compensate for that the trigger area is checked at the lemming's foot, not the lemming's center
<IchoTolot>ah ok
<namida42>i don't know if the current change is optimal or not... or what would be optimal if this isn't...
<IchoTolot>maybe just stratch it down but the top of the water beeing not deadly i dont know
<namida42>i insist that the size remains unchanged, only the position may change
<namida42>currently, rotate is +5, +5; while invert is +0, +10
<IchoTolot>currently an inverted fire pit is not deadly where the fire is
<namida42>(iirc)
<namida42>the rotate change works well, but maybe the invert one should be reduced (or removed altogether)...
<IchoTolot>maybe only +5
<IchoTolot>although I would say only +5 and move it to 0 (so a little stretch)
<namida42>no, there's no reason why an inverted object's trigger area should get any larger
<IchoTolot>so fire stays deadly where the fire actually is
<IchoTolot>that's also true
<IchoTolot>the + 5 down on rotate seems also weird
<IchoTolot>the top part of the fire pit is not deadly again
<IchoTolot>I would try removing the adjustments
<namida42>hm
<IchoTolot>as inverted traps are rarely actively used
<IchoTolot>only deco
<namida42>but then, if you build up to a fire pit against a roof, you're probably going to hit your head before getting burned, which is probably not the desired effect...
<IchoTolot>I have some inverted water actively used but that can be adjusted
<IchoTolot>that is alays the case
<IchoTolot>with normal traps
<IchoTolot>like fire blowers
<IchoTolot>i think that that would be ok
<namida42>triggered traps inverted doesn't really make that much sense anyway... primary focus here i think should be on fire and water objects, yeah
<namida42>they're the most likely to actually be used inverted
<namida42>maybe also exits in some weird designs
<namida42>but less likely than fire/water
<IchoTolot>as it is always the case that the lems body/head does not count
<IchoTolot>even in the normal terrain case
<namida42>yeah, that is a good point
<IchoTolot>then it shouldn't fir through 1 pixel hih gaps
<namida42>in the next major update (ie: V1.48n, not V1.47n-D), or an experimental for it, i'll try removing these adjustments altogether
<IchoTolot>a few levels would need a bit of adjustment but I doubt that the number is higher than 10 in total
<IchoTolot>over all designers
<IchoTolot>I think I have 2 or 3 maybe
<namida42>i don't know if i have any at all
<IchoTolot>as water works as a glider trap
<IchoTolot>inverted at a ceiling
<IchoTolot>with updrafts
<namida42>yeah
<namida42>fire can work for this too now
<namida42>in V1.43n-F it wouldn't work because you couldn't have an updraft trigger area and a fire trigger area on the same pixel, but you can in V1.47n
<namida42>(water would work even in V1.43n-F)
<IchoTolot>most of the inverted stuff is more decorative than anything anyway
<IchoTolot>I have used water before yes that worked
<IchoTolot>spider dance and another Reunion 2 level would need adjustments
<IchoTolot>I know that for sure
<namida42>yeah, in V1.43n-F, most objects shared a single trigger map that only allowed one object per pixel; water was on a seperate one to allow exits or pickup skills etc that were only accessible via swimmers
<namida42>but V1.47n has seperate maps for every object type, and in the case where the exact object needs to be identified, a way to do this even when more than one such object exists on the same pixel

239
Closed / [BUG][PLAYER] After hitting replay button: Terrain did not reset
« on: September 20, 2016, 09:16:43 PM »
It seems this is still buggy, only this time the simple replay button is enough and not just the load savestate one. (Compare: http://www.lemmingsforums.net/index.php?topic=2877.0)

I don't know if this can be reproduced the same way. I was just playing and encountered this again ---> quick  post ;P 


Example picture attached!

240
So I created a new level today and wanted to create a replay in the new format as well. On beating the level the new player played me the "defeat" sound on the postview screen. Tested it on some more single levels and I always get the "defeat" music on beating it. In packs it seems to be alright, but could it be that on a single level you don't unlock a new one so it always count as a defeat?

Anyway this should be fixed for single levels ;P

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