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Messages - IchoTolot

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2716
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: March 23, 2017, 09:23:15 AM »
I was going to wait till I finished Nightmare till I sent you the replays, but I am not sure how much time I will have in the near future to play (and if nightmare 5 is any indication, it may take me a while to get through the rest :scared:). I still have to replay the fixed levels as well.

Nightmare 5...hm interesting until now that was not a major roadblock. Will look through them and I suppose another larger patch will be needed ;)

2717
I can confirm this bug.

As I retested my replays due to the receiver change, a few times after I loaded in my replay and tried to skip through it I noticed that it went wrong mid replay and after retrying it, it was alright.

(Happens on latest exp version)

2718
NeoLemmix Main / Re: Experimental Releases
« on: March 22, 2017, 04:49:42 PM »
The intended behavior is actually slightly different: Fake objects (or non-paired teleporters/receivers) should not be displayed at all in clear physics mode as they have no impact on the game physics. Last time I checked, this worked at least for objects that had the fake flag set, disabled traps and spent one-kill traps. I don't remember checking non-paired receivers though, so the bug might be older.
In more technical terms, the trigger effect of fake objects should be set to DOM_NONE (i.e. no effect) and then the clear physics mode should not display any no-effect objects. At the moment I don't know yet which of the two steps contains the bug.

After reading your statement I had an idea and checked the not used receivers again: They are simply not connected to anything and they are not fake. Most likely, because some time ago I was unsure if the fake attribute were to stay and this way it still worked --- true physics came out after that. But still this causing a crash is not optimal --- not connected receivers should simply be handled as"fake" or "no effect".

2719
NeoLemmix Main / Re: Experimental Releases
« on: March 22, 2017, 02:27:51 PM »
This time I found a bug for real ;)

The speciality here: A level that uses fake receivers as decoration.

In the attached level if you enter clear physics mode and hover over a fake receiver NL will spit out errors like crazy and can only be closed via task manager.

This happens even in the stable version after a little chack, but there NL is able to bounce back into the main menu.

Suggestion: Fix the crash and let "Fake" appear over fake objects (not only receivers) in clear physics mode.



2720
I think the true physics mode should also display the receivers trigger area, so you can determine exactly where the lemmings will spawn.

Also "show trigger areas" in the editor could do the same as well.

2721
V 2.0 for the L2/L3 tilesets and V 1.4 for the Lemmini conversions is out!

New versions attached to the first post.

Now the Lemmini conversions only include castle and City, as Epic is not needed anymore and the other ones are basically in the L2/L3 pack.

Changes (except the Egyptian object is still there; will be removed with the format change): http://www.lemmingsforums.net/index.php?topic=3209.0

- Receiver trigger area for L2 Space has been aletered to the new 1x1 pixel standard. Caution! It seems like the current stable and old exp version spawns the lem 1 pixel into the ground!

2722
NeoLemmix Styles / Re: Dune Tileset by IchoTolot
« on: March 22, 2017, 11:45:45 AM »
Updated the tileset! New version attached to the first post.

- Receiver trigger area has been aletered to the new 1x1 pixel standard. Caution! It seems like the current stable and old exp version spawns the lem 1 pixel into the ground!

- a few too dark pixels on the steel slopes are now a bit brighter

I've decide to keep the old teleporter sound for dune as in contrast to space I think the old one still fits a bit better here.


2723
NeoLemmix Main / Re: Experimental Releases
« on: March 22, 2017, 11:13:10 AM »
It seems like the teleporter thing is currently bugged: I changed my trigger areas and now the lems are spawning into the ground. Even raising the recievers 1x1 trigger area is not working (that's where I suppose the lem should spawn).

I suppose it's because my teleporter trigger is 1 pixel under the object itself as it's supposed to be placed right on the ground and not 1 pixel into the ground. The lem's spawn position in the receiver however should only be depending on the 1x1 pixel that was chosen and not depending on the teleporter at all. ---> for a receiver placed directly onto the terrain the 1x1 area should be 1 pixel under the object.


I noticed an error :-[   Forget my comment here ;P

2724
NeoLemmix Main / Re: Experimental Releases
« on: March 22, 2017, 09:19:30 AM »
If this change is now avialable -- prepare soon for the planned changes to my tilesets as I will implement them with the receiver change rather than the format change.
(Just waiting for a pm answer then I will get to work ;))

Dune and L2 Space will be affected by the teleporter change.

EDIT: The removal of the huge Object in the Egyptian style will have to wait for the format change though.


2725
Levels for v10 or older / Re: [NeoLemmix] Lemmings Stampede
« on: March 21, 2017, 09:02:31 PM »
Solved all ranks in V 1.7 now :)

Replays attached.


2726
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: March 20, 2017, 08:08:19 PM »
V 2.8 is out!

The following levels have changed (mostly thanks to bulletrides replays and Flopsy's videos :thumbsup:):

- 1 25 backroute fixed
- 1 30 insane solution fixed --- intended way should be a tiny bit more obvious
- 2 12 backroute fixed (-1 digger)
- 2 19 a flamer moved 1 pixel into the wall to prevent a climb-by
- 2 22 timer removed
- 3 03 backroute fixed --- bulletrides solution is now the intended one
- 3 06 timer removed
- 3 07 backroute fixed
- 3 11 timer removed
- 3 19 backroute fixed
- 3 21 backroute fixed
- 3 26 backroute fixed
- 3 27 backroute fixed
- 3 30 backroute fixed

2727
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: March 17, 2017, 07:01:15 PM »
Thank you very much for the replays :thumbsup:

I will go through them as soon as I can, but right now I need to prioritise some other things (exams suck :P).

Will reply with what is definitly not intended when I've gotten through them :)

2728
Closed / Re: [Suggestion] Option for Mac-style music rotation
« on: March 16, 2017, 11:44:46 PM »
As I said in chat: I can clearly see the advantage in track variety and say that it's worth an option.

If this would be too much clutter maybe even considering it beeing made the standard as it provides a better cycle through the later tracks of the cycle.

2729
I've always wondered why you shouldn't be able to climb up flamethrowers, since it's the flames that are deadly, not the gun itself.

Do you want to touch a metal pipe out of which a huge flame comes out? :8():  See how that goes ;)

Furthermore this would make the object's trigger weird in general with the trigger not beeing connected to either one of the edges, thosefor the placement would be weird to set up without leading into not intended behaviors (lems falling through the gun) and you would have to know exacty what is deadly and what's not. If everything is deadly the case is simple and leads into no weird edgy behaviors.

2730
Closed / [Suggestion][GST] Sound preview for Objects
« on: March 15, 2017, 01:24:22 PM »
When choosing a sound for an object and you want to actually test hear it, you'll have to save the tileset first and test it out in the editor, which is slow and complicated for that simple task.

Why not have a sound test button there which allows you to hear the selected sound for test purposes right in the GST? ???

Right now I have no idea which of the "Custom Sounds 1-10" is which and no intent to try them out one by one using the editor method. As I would really like to know for example which one is the LP IV Space teleporter sound for the upcomming format change.

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