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Topics - namida

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541
Closed / [BUG] [CONTENT] ONML Havoc 14 impossible
« on: February 08, 2016, 01:17:54 AM »
Status: Fixed version of ONML has been uploaded: http://www.neolemmix.com/old/neolemmix/OhNoMoreLemmings.nxp

542
Closed / [EDITOR] [SUGGESTION] [ADDED] Change default level size?
« on: February 04, 2016, 05:06:35 PM »
Status: Will do this; seems people are in favor of 320x160 as the default so have gone with that. Similarly, used 640x320 as the new default for SuperLemmini.

543
Alright - another major update here! From this update, MAIN.DAT is no longer used in custom packs (older packs that do use it are still fully supported, for now - from V1.41n, while they'll remain playable, their custom graphics will not work, instead showing the default ones). Instead, all custom graphics are in the form of PNG files - the new Flexi Toolkit will allow you to include these. Please take a look at the Flexi Tutorial for information on how these work; this has finally been updated.

Less major, but still exciting, is that a single pack no longer has to choose between regular or Santa lemmings - this is now determined by the graphic set, although it can be overridden by the pack as a whole. Note that this feature won't be retroactively applied to old packs; it only will be invoked on NXPs built with the latest toolkit, or on single levels.

The V1.40n-B update just fixes three bugs. One of them, I felt that since people will be updating their packs to use PNGs anyway, it was important to get this fix in ASAP once I was reminded it still needed to be done. This relates to one frame of trap animations being skipped. Note that this may throw off the timing in levels that rely on traps, so please re-test such levels! Note that as this is a relatively minor physics change, it's more likely that if an existing replay doesn't work, it's only the replay, not the entire level, that's been broken by the change. I would be very surprised if any levels are broken altogether by it, but it is possible. The second is a pretty major physics glitch resulting from backwards framestepping; it would've most likely been introduced in V1.39n-B so is unlikely to affect any old levels. The last two bugs are relatively minor and relatively rare (but very annoying) respectively, but I thought I may as well fix it at the same time.

The V1.40n-C update is another fix / implement suggestions update. One feature of note is that, in packs that have level / image dumping enabled, you can press F7 on the title screen to dump some of the system graphics. Note that this is only intended for use as a tool to help with the upgrade to PNG-based rather than MAIN.DAT-based packs, and probably won't even work properly with packs that already use PNGs.

V1.40n
------
* No longer uses MAIN.DAT (is still compatible with older packs that do use it), uses PNG files for all
  system graphics instead. These are still stored internally in the EXE (or NXPs).
* Can now choose whether to use regular lemmings or Santa lemmings based on the graphic set.


V1.40n-B
--------
* Fixes the bug where one frame of the animation of traps, single-use traps and teleporters is skipped.
**Fixes the bug where if a disarmer disarms a trap, then backwards framestep is used, the trap will remain
  disarmed even if going back to before the disarmer disarmed it.
* Fixes the bug where changing the music/sound on and off during gameplay is not saved after exiting
  the player when playing single levels or in testplay mode.
* Fixes the bug where the postview screen may be impossible to exit (except via Alt+F4) if automatic
  replay saving is on.


V1.40n-C
--------
* Adds the option to rip some system graphics. This is intended for assisting in conversion from MAIN.DAT
  to PNG files, and not as a general-purpose image extraction; it may not work properly with packs that
  already use PNGs. To use this feature, press F7 on the title screen (level / image dumping must be enabled
  for the pack you're playing), then check the "/Dump/[game name]/" folder.
* Added an option to not replay skill selections when viewing a replay (note that this option also causes
  skill changes by the user to not interrupt replays).
* Replay mode is cancelled once no replay actions are left to re-perform. Note that this includes actions
  that will not be visible to the player (eg. skill selections where the user has selected to not replay
  these; or even pausing in the case of old replays, although new replays made with this version no longer
  record that the user has paused).
* If a level-specified music file is missing, NeoLemmix will attempt to revert to the default rotation
  rather than going direct to failure. Failure is also now silent.
* Fixes the following bugs:
  > Climbers do not ignore an overhang at the 6th pixel, if climbing a wall exactly 7 pixels high.
  > Level code screen has a different screen size (not overly noticable due to resizing) than other menu
    screens.
  > Platformer graphic's brick (for non-Santa lemmings) is slightly mispositioned.
  > Bricks in constructive skills and particles in destructive skills not visible when playing NXPs
    made for V1.40n+.
  > "Apply" can be clicked in config dialog even when nothing has been changed.
  > Pressing the nuke hotkey once cancels replay, even though a double-press is needed to do anything.


Download: http://www.neolemmix.com/old/NeoLemmix.exe
NeoLemmix Introduction Pack: http://www.neolemmix.com/old/neolemmix/NeoLemmixIntroduction.nxp <-- Recommended for players who are new to NeoLemmix
Source Code: V1.40n | V1.40n-C (Sorry, it appears I forgot to keep a copy of V1.40n-B's source)



The V1.40n update of the editor (yes, I decided to drop the -A from first releases under each number, it was just confusing me having it there for one component but not the other) is mostly just a bugfix / tidy-up update.

V1.40n
------
> Removed the SYSTEM.DAT editor and VGASPEC generator as these have been obsolete for a long time.
> For NeoLemmix and SuperLemmini, the default level size has been changed to a single screen (ie:
  320x160 for NeoLemmix, or 640x320 for SuperLemmini).
> For NeoLemmix and SuperLemmini, the default time limit is now unlimited, rather than 5 minutes.
> Fixed the bug where it was possible to make a level smaller than one screen in size.


Download (for new users): http://www.neolemmix.com/old/neolemmixeditor.zip
Download (for existing users):
-- Replace your EXE: http://www.neolemmix.com/old/NeoLemmixEditor.exe
-- Replace the Xmas.dat file in "styles/NeoLemmix": http://www.neolemmix.com/old/neolemmix/xmas.dat



As you probably guessed, the main point of the Flexi Toolkit update is to support the new features. There's also a few minor fixes.

V1.07
-----
> Supports use of PNG images rather than MAIN.DAT for custom graphics.
> Removed support for MAIN.DAT as it is no longer used by NeoLemmix V1.40n, except in older packs.
> Removed the "Disable Bomber Mask Adjust" option, as the mask is no longer customizable in any way
  so the fixed, built-in one will always be used.
> Added the option (under Show All Options) to force a pack to always use Regular or Santa lemmings,
  rather than determining it based on the graphic set.
> Changes the texts on several buttons to make it more obvious what they do.
> Fixes the bug where changes to the pack's contents wouldn't be saved before building an NXP.


Download: http://www.neolemmix.com/old/FlexiTool.zip
Default images: http://www.neolemmix.com/old/flexitutorial/default_custom_images.zip
Source: https://www.dropbox.com/s/k7zcibqiziyqfiz/FlexiTool_V1.07_Source.zip



And likewise, the V1.02 update to the Graphic Set Tool is just to support the new feature of graphic sets determining the lemming sprites.

The V1.03 update adds the ability to preview an object's animation right in the tool itself.

V1.02
>  Added the option to define whether a graphic set uses the regular lemmings or the
   Xmas ones.


V1.03
>  Adds the ability to preview an object's animation.


Download: http://www.neolemmix.com/old/gstool.zip
Source: https://www.dropbox.com/s/4vzpr1mzmpyur59/GSTool_1.03_Source.zip

544
Lix Main / D/A5: Drop manual screen start
« on: February 04, 2016, 10:33:08 AM »
Quote from: Simon
Screen starting position will be determined automatically. I will drop support for setting a screen starting position per level. That wouldn't give a consistent view anyway, because the game can run in arbitrary resolutions.

Quote from: Simon
That wouldn't give a consistent view anyway, because the game can run in arbitrary resolutions.

SuperLemmini handles this by defining the start position in the level data based on the center of the screen, not the top-left corner. I'm not sure if an automatic algorithm could account for every possible case? Since this is ultimately a cosmetic thing anyway, perhaps allow designers to specify it but make it optional; if not specified, use the automatic algorithm.

545
Status: This has been added. The design of implementing it has also been done in such a way that in future, users will be able to add more custom types of lemmings for their own packs, and link them to specific graphic sets.

546
NeoLemmix Main / Removal of save support for older engines from the editor?
« on: February 03, 2016, 01:20:27 AM »
I think I brought this up at one point in the past, and at that point it wasn't a very popular idea. But it seems that recently, some posts have suggested people might be more in favor of this now - back at those times, NeoLemmix was still rather new, and Lemmix or Lemmini were generally the go-to engines for custom content; whereas these days, virtually all content is for either NeoLemmix or Lix. I'm wondering how people feel about the idea of dropping support for DOS / Lemmix and Lemmini from the NeoLemmix Editor, and only retaining support for NeoLemmix (and probably SuperLemmini too - I know no one here uses it, but I'm aware of people elsewhere that do, and NeoLemmix Editor is the only editor that supports it) support.

Such a change would mean that older engine levels could not be saved or edited via the NeoLemmix Editor. They could still be imported, then saved as levels for NeoLemmix (or, if retained, SuperLemmini). For those who really want to edit levels for older engines, the options would remain of using the traditional Lemmix editor, LemEdit, jLevelBuilder, or even an older version of the NeoLemmix Editor (the last one could also remain a valid option for SuperLemmini if support was removed in newer releases).

It's also worth noting that, while I don't know if I ever will actually do so, I'm hoping to at some point replace the editor altogether with a new one (the code is a huge mess on the existing one, and many of the forms are not editable in the IDE due to using unusual components, meaning I have to edit them in text form rather than visually). If I was to do so, I would almost certianly only support NeoLemmix in it.

Any thoughts on this?

547
Closed / [BUG] [FLEXI] [FIXED] Data not saved when selecting "Build NXP"
« on: February 02, 2016, 03:35:07 PM »
Status: Fixed for next update.

548
Closed / [BUG] [PLAYER] [FIXED] Replays auto-saved when cheat key used
« on: February 01, 2016, 05:34:32 PM »
Status: Fixed for next update.

549
Contests / Level of the Year: 2015 (Voting, Tiebreaker Round)
« on: February 01, 2016, 05:12:50 AM »
Alright, it's time for the second round! This will be in much the same format as the first, but less qualifying levels.

The levels that qualified from the first round are divided into two sets. Once again, each set will be open for voting for 3 days, and you can vote for up to 5 levels in each.

The top 3 levels in each set will qualify for Round 3, which will use a different format that eliminates one or two levels at a time. Similar to in Round 1, a tiebreaker will be held if too many levels - more than 8 - get through due to ties.

May the best level win!

550
I just uploaded an experimental version of the player and toolkit that allows you to use PNG images for the logo and the rank signs, rather than requiring them to be built into a custom MAIN.DAT (and therefore having to use LemMain).

It doesn't seem to have any bugs, but I haven't tested it super thoroughly.

The updated toolkit provides (on the Other tab) options to add and remove these images; if you want to do it manually, the filenames are "logo.png" and "rank_XX.png" (starting from 01).

If there don't seem to be too many problems with this, I'll probably extend it to cover a few more things as well (well, eventually, I want to ditch MAIN.DAT entirely in favor of normal image files; but before that I'll probably just replace a few more of the commonly-changed ones); but I figure these are probably the ones that people most often want to replace.

Note that the logo should be 632x94 in size, and the rank signs should be 72x27. For the former, you can have transparent pixels (but I believe it's all-or-nothing; partial transparency isn't supported). I don't believe rank signs support transparency, so use RGB(0, 96, 16) as the background color to match the normal sign. I'm not sure what will happen if you don't use the right size, but it probably won't be catastrophic - most likely, either it'll be stretched, or just not take up the full space it's meant to (or spill over, if they're larger than the normal size).



The new experimental player release also contains fixes to the two single level replay bugs, as well as the white out skill counts graphical glitch. Both the experimental player and the experiment toolkit should be completely suitable for general use (unlike most experimental versions, which are generally only recommended for testing purposes) as long as you're not using the new features in the content you're making / playing.

551
NeoLemmix Main / Alpha blending - how should it work for terrain?
« on: January 26, 2016, 09:03:47 AM »
So - for a while, the graphic set format (and associated tool) have supported alpha blending, but as of yet, there's no support in NeoLemmix itself for blending. Although some of this is due to laziness, part of it is due to not being sure exactly how this should be handled in regards to terrain (objects are a much simpler matter).

Some discussion on IRC has occurred, in the contexts of both NeoLemmix and Lix, regarding this subject:
Quote
<geoo> SimonN: do you actually support semi-transparent graphics right now?
<SimonN> geoo: not in the mask in any way
<SimonN> eventually, I want to beef up terrain tiles on loading, mask in RAM, graphic in VRAM. That makes them faster to draw (currently must get crap back out of VRAM)
<SimonN> when I make that, maybe instead of mask of bool, it can be mask of unsigned byte
<SimonN> and store alpha
<namida42> alpha blending is something i want to support eventually too, but i'm very undecided on how it should work in terms of solidity
<geoo> well the logical mask should be bool, but for drawing alpha can be convenient. Especially for objects it'd get rid of antialiasing issues
<namida42> graphic set format (although that's to be replaced eventually anyway) has supported storing alpha data since the current format was introduced, the graphic set tool also supports loading / saving images with alpha data, but currently NeoLemmix itself does not support anything other than 0 or 255
<SimonN> do you still want the threshold, where the alpha is combined in some ways I forgot, and only afterwards soliditiy is decided?
<geoo> Generate the level bitmap, and anything that has alpha < 0x80 (say) gets turned to alpha = 0 and non-solid, to ensure it's easy to distinguish between solid and non-solid
<geoo> Well I think it's important that there is no ambiguity between what's solid and what isn't
<geoo> but alpha blending is useful for making stuff look nice, and graphic set designers don't have to worry about what color to alias against
<namida42> indeed. this is something i've found to be a problem in designing all graphic sets since RGB color support was implemented; antialiasing against black works well in most cases.... until overlap between pieces occurs
<namida42> this really is something i should sort out before designing any more graphic sets, i think
<SimonN> geoo: do you know by rote how alpha combines on additive blit?
<SimonN> not additive, overwriting
<SimonN> and what properties it has etc.
<geoo> not sure, intuitively I'd say something like  alpha * [new pixel] + (1-alpha) * [pixel drawn onto]
<namida42> i believe that's used for simple, quick drawing; i believe there's a more complex algorithm used for nicer results
<SimonN> divided by some normalization depending on the alphas, yeah
<SimonN> the problem eventually is to decide anyway whether this should be used or not for solid
<SimonN> I'd very much like to crop all almost-transparent pixels and make them fully transp
<namida42> my initial thought would be to blend the terrain layout normally, then determine based on the overall output what is or isn't solid. perhaps (i would most likely make this a user option) erase any pixels altogether if they're below the cutoff threshold, to avoid confusion
<geoo> yeah, that's what I suggested

Any further input on this? I'm working on rewriting the level rendering code anyway, as the current code is a total mess (and one thing that I figure needs to be done sooner or later is having seperate maps for display and physics - certianly essential to handling alpha blending well, and probably a good idea in general), so now is a good time to decide how to go about this.

552
Alright - the V1.39n update is primarily to implement something that some people have been asking for for a long time - music files by name rather than by number! This can be a bit tricky to use for creators, so I'll put instructions in a reply (though I might not get around to this until a bit later on). People who just want to play existing content don't have to worry about it, of course.

So, what's there new for users? Well - although this one's also a bit more for creators - NXPs no longer have to include copies of default data files. This means, generally speaking, smaller NXP filesizes! Lemming prioritization for assigns is also somewhat modified, generally to reduce the priority of lemmings that the currently-selected skill couldn't be assigned to anyway. You can now also have global music packs, rather than needing a seperate copy of the file for each game (note: this feature does not work with NXPs that predate V1.39n; these older NXPs still work of course, but they won't use the global packs). And, of course, a sprinkle of bugfixes. :)

Oh - did I mention, an option's been added to use the classic L1-like behaviour of whiting out skill counts when they're zero, rather than displaying a zero? This was pretty heavily requested too, and it's finally in there. :) It's not enabled by default, so head over to the config menu to turn it on.

As for V1.39n-B, this one has some minor fixes, but also another much-requested change: The performance of backwards frameskips has been greatly improved!!!

V1.39n
------
* Some changes have been made to the algorithm that determines which lemming has priority when multiple
  lemmings are under the cursor. As a general rule, the change is that a lemming that cannot be assigned
  the currently selected skill will have lower priority than those who can be assigned it.
* The option to white out skill counts when zero, rather than displaying the count as zero, has been
  added. It is not turned on by default; check the config menu if you want to enable it.
* Default graphic sets no longer need to be included in NXPs. The "default" ones are considered to be:
  - All graphic sets from Original Lemmings, including the Genesis variants
  - All graphic sets from Oh No! More Lemmings!
  - All graphic sets from Lemmings Plus II, III and IV
  - The Xmas, Sega and Horror sets
* Global music packs are supported. These should be placed in the same folder as the EXE, and can be
  named anything that begins with "NeoLemmix_Music_" and ends with ".dat" (not case-sensitive). These
  have priority over any other source, except for dedicated music packs for the game you're playing.
  (They have priority over the musics stored in the NXP.)
* Music packs only need to include tracks that don't differ from the standard versions, instead of
  including copies even of those that are unchanged.
* Music files by names (rather than numbers) are now supported, as are custom lists for music order
  (which can include the same music more than once).
* Default musics (as in, those from Orig or Ohno, excluding those for VGASPEC levels) no longer need
  to be included in NXPs. The names to use for default musics are:
    Original Lemmings:     orig_01 to orig_17 (follows Amiga order)
    Oh No! More Lemmings!: ohno_01 to ohno_06 (follows DOS order)
    Other:                 frenzy, gimmick
* Fixed the following bugs:
  > The "Tab" key could not be used as a hotkey for most functions
  > Sometimes after playing a single level, a "Single Levels.sav" file would appear
  > On some systems, if you clicked "Cancel" when prompted to select a pack, NeoLemmix would crash
    instead of exiting cleanly


V1.39n-B
--------
* Improved performance of frameskipping and loading saved states.
* The player version number is now displayed in the text above the scroller on the menu screen, rather than
  as one of the last items in the scroller.
* Level preview images are resized using a linear resampler instead of nearest neighbour.
* Begun implementing support for some images stored as PNGs rather than in MAIN.DAT; as this feature is not
  yet complete, no compatible Flexi Toolkit has been released.
* Fixed the following bugs:
  > When automatic replay saving is enabled and the Cheat hotkey is used, a replay is saved.
  > When playing a single level, replays are sometimes saved in a seperate folder from the main Replay one.
  > In some cases, when the White Out Zero Skills option is enabled, there would be slight graphical glitches
    after restarting a level.


Download: http://www.neolemmix.com/old/NeoLemmix.exe
NeoLemmix Introduction Pack: http://www.neolemmix.com/old/neolemmix/NeoLemmixIntroduction.nxp <--- recommended for players new to NeoLemmix
Official Games: http://www.neolemmix.com/old/neolemmixplayers.html <--- these have been rebuilt with the newest Flexi Toolkit, so that they'll work with the global music pack feature
Source Code: V1.39n | V1.39n-B



The editor is a relatively minor update. It allows setting music file names (rather than just numbers), and fixes a relatively minor bug.

V1.39n-A
--------
> Music file name can now be edited in NeoLemmix levels.
> Fixed the bug where a level would be considered modified after entering playtest mode.


V1.39n-B
--------
> When adding a terrain piece or object, the editor immediately asks which piece to add. Those
  who prefer the old behaviour can revert to it via File > Settings.
> Added a "Save" option (rather than only "Save As")
> Changed the hotkeys for piece addition to Alt+[key] rather than Ctrl+Shift+[key] (Ctrl+[key]
  has conflicts, and Shift+[key] or just [key] can have problems when editing level titles etc)
> NeoLemmix levels now have Zombies and Ghosts enabled by default (since if the level doesn't
  contain any zombie / ghost lemmings, it makes no difference)
> Fixed the bug where most things in the Level Properties window would not trigger the "level
  has changed, do you want to save?" prompt.
> Fixed the bug where some vanilla Lemmix levels (particularly those in the Dirt style) would
  appear to not load properly if loaded directly into NeoLemmix style.
> Fixed the bug where ordering in the style.ini file was not applied to VGASPEC graphics.
> Fixed the bug where OK was initially clickable in the select style dialog, even if nothing
  was selected yet.


V1.39n-C
--------
> Fixes issues with the "Fix All" button in level validation that could result in errors or level
  corruption.


Download: http://www.neolemmix.com/old/neolemmixeditor.zip
Upgrade: http://www.neolemmix.com/old/NeoLemmixEditor.exe (Replace your existing EXE with this one; use only if you already have a fairly recent (but not latest) version)



The Flexi Toolkit update is the really big one. Well, in some ways. In other ways it's not - the Flexi Toolkit's filesize has massively shrunk, due to not needing to include default data files in NXP, which in turn means there was no point including copies of them with the toolkit. The main changes are to implement support for music file by name - including in the track rotation.

NOTE: There is a major bug in this version, in that it does not save the currently-in-memory contents before building an NXP. So, if you've made any changes since opening the pack, always save it before building an NXP!

V1.06
-----
> Major changes to the Music panel. The musics are no longer a preset list of fillable slots; they're
  now a collection of files, much like the graphic set tab. They're now referenced by name, so a button
  has been added to open a window where you can specify the rotation order (if you wish to use one).
> Changing the music number in the level popup window has been replaced with changing the level's name.
  If this doesn't work for any given level, open and re-save the level in the NeoLemmix Editor and this
  will fix it. (This happens because the level is in an older format, and Flexi Toolkit does not have
  the capability to update the format.)
> The button to add default graphic sets and musics have been removed, as NXPs no longer need to contain
  copies of these. In the case of musics, the names to use to refer to default ones are orig_01 to orig_17,
  ohno_01 to ohno_06, gimmick, and frenzy.


Download: http://www.neolemmix.com/old/FlexiTool.zip
Source Code: https://www.dropbox.com/s/jbprmvtjn52zvuz/FlexiTool_V1.06_Source.zip

553
NeoLemmix Main / Music files by name
« on: January 24, 2016, 01:44:14 PM »
Okay, this is a feature that's been requested plenty of times in the past - and I finally got around to properly implementing it!

This of course requires support from all three angles - the editor, the player, and the Flexi Toolkit. Since firstly, this feature hasn't been thoroughly tested yet, and secondly, there's other things I want to do before an update; I can't release a stable update with these features yet, but I've uploaded an experimental version that has these features.

The player is the same as always - load content in it, it should play. Please report (in this topic, or in the usual place, but make it clear you're reporting an issue with the experimental release!) if:
- You configure something that according to these instructions should work, but doesn't
- Any older packs suddenly have issues with their music when played in this version, that they did not have when playing in V1.37n / V1.38n / V1.38n-B
In particular, there may be problems in packs that mostly rely on specifying music for every level, rather than using any rotation at all.

The editor is not much changed. The only change is that the music file name is now editable for NeoLemmix levels (previously it was only editable for SuperLemmini levels). You can enter a filename here - don't put any extension; it will first try to load an OGG, then if one isn't found, an IT. Note that you now must outright specify a special music for gimmick / frenzy levels; it's no longer automatic. (Older NXPs will still play special music on those levels, but new ones or individual LVL files will not.)
Note that only the EXE of the editor has been uploaded. Get the data files from the latest stable release.
I doubt there's any problems with this in the editor, but if you do encounter any, let me know.

The Flexi Toolkit has the most visible changes. The music and music pack lists are no longer "Track 1", "Track 2" etc, but just have actual filenames. You can put whatever OGG / IT files you like in there (note: if importing an old pack, you might need to manually re-add music pack files, and possibly remove them from the default music list). The "Edit Track Rotation" button allows you to specify a custom track order - and yes, you can have the same track more than once in your order!
Chances are there's bugs to hell and back with this part of it, so if any pop up, be sure to report them.
Note: You might notice the "Add Default Graphic Set" button is gone; that's because you don't need to include default graphic sets anymore (you only need to include custom ones). Actually, the same applies to default musics too, but I haven't got around to removing that button yet.

Note that a music filename, when specified for a level, cannot exceed 16 characters (excluding the extension). For those that are just used in the normal rotation, they can be as long as you like.
In both cases, they cannot (again, excluding extension) start or end with a space; but they can have a space in the middle.

Please do NOT use any of these experimental versions to create for-release content! They're for testing purposes only! If you do decide to release content based on test versions, then it later breaks, I will not make a special effort to get it working again! Always use stable versions for intended-for-release content!
(It's probably okay to use this editor version, though. But I make no guarantees. For the others, at this point it's probably safe to use them for working on projects, but wait for a stable one before any actual release.)


If you have any questions about how to work this, please reply in this topic. Only post on the bugs subforum if you find a bug with them (or have a suggestion on how to improve it).

554
Status: Added for next update.

555
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/14/replace-window-on-window-kludge-with

Status: I'd really like to fix this, but unfortunately, a lot of stuff needs to be changed to get a fix. I've already minimized it as much as I can, but 100% fixing it is not possible at this stage.

Shares a common root cause with the following:
Can't tab back into game, Windows 7
Moving window moves only part
Flickering between screens in windowed mode

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