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Topics - namida

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556
Status: Fixed for next update.

557
Alright, another update! And yay, thanks to the switch to NXP, no one has to re-build their packs!

The big additions for V1.38n player are the addition of windowed mode, and the support for rotating terrain pieces (rather than just flipping them). The timed bombers option has also been removed; even if you play an older pack that contains this, bombers will be untimed. Although I believe all NXPs have it turned off anyway.

For V1.38n-B, there's a lot of changes and most of them are fairly significant; so all I can say is look at the changelog! :)

V1.38n
------
* Terrain pieces can now be rotated, as well as flipped.
* Swimmers now apply destruction mask as normal when bombing.
* Windowed mode is now supported. The zoom level (or choosing Fullscreen) can be configured from the
  config menu. Fullscreen remains the default. Slight flickering between screens when in windowed mode
  is a known issue. To release the mouse during gameplay, press the "Release Mouse" hotkey (default is ~).
* Zombies and Ghosts are no longer included in any lemming totals that are displayed.
* Cheat hotkey readded by popular demand. It also now works in packs that have "Unlock All" enabled,
  even if cheat mode is not enabled.
* In packs that have "Unlock All" enabled, if cheat mode is not active, "All Levels Unlocked" will be
  displayed on the level code screen.
* Timed bombers option is removed.
* Talismans option is no longer shown on the menu screen in packs that don't have talismans.
* Fixed the following bugs:
  > Music packs do not work when launching a single level, unless it's via the editor's testplay mode.
  > "Untitled Level Pack" rather than a more-useful text is shown for the title bar in single level mode.
  > Some NeoLemmix levels from prior to the switch to referencing graphic sets by names would not load.


V1.38n-B
--------
* Updraft / Faller interaction has been changed: Instead of decreasing distance fallen by 1 per pixel
  fallen, the fallen distance is simply reset to 0 on any pixel where the lemming is inside an updraft.
* If a level is failed, and then immediately retried without exiting to the main menu, the game will
  replay the previous attempt.
* The configuration menu has been entirely replaced with a new, dialog-based one.
* Middle-click and right-click are now remappable.
* The "Ctrl / Right-Click Invert" option has been removed; in its place is the "One-Click Highlight"
  option which, if enabled and either middle-click or right-click is mapped to Highlight, allows
  highlighting lemmings (or directly assigning skills to the highlit lemming) by simply clicking the
  lemming with the assigned button, rather than having to hold it and left-click the lemming.
* Added the option to require explicitly cancelling the replay. When this option is enabled, during
  replay mode, any action that would cancel the replay is disabled, except for the dedicated "Cancel
  Replay" key (default key is C, but like all hotkeys this can be remapped).
* When a version issue is detected, the player will now state which version should be used, rather
  than simply stating that the pack may be incompatible.
* Toggling sound and music in-game via hotkeys is now saved beyond completion of the level.
* Fixed the following bugs:
  > LookForLVLFiles option looks in the app's folder rather than the NXP's folder
  > If replay mode is cancelled while the game is paused, in a way that doesn't advance the frame,
    the red R does not disappear until either the game is unpaused or a forwards frame skip is used


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
Source Code: V1.38n | V1.38n-B



The V1.38n-A editor update simply adds support for rotating terrain pieces. V1.38n-B fixes some bugs, starts up much quicker, and adds one long-overdue feature.
Please note - if you're using rotation in your levels, make sure you use the new (V1.05) version of Flexi Toolkit to build your packs. V1.04 won't correctly mark these as incompatible with NeoLemmix V1.37n.

V1.38n-B
--------
> Adds a confirmation when quitting / closing a level, if the level has not been saved. Note: Chances
  are this doesn't work 100% of the time, so firstly - don't *rely* on it, and secondly - let me know
  if you encounter any changes that don't trigger this!
> Safety checks against old-format graphic sets in NeoLemmix set folders have been removed; by this
  point you should've gotten rid of them anyway! (Note: Old format VGASPECs remain compatible; it's
  only regular graphic sets that MUST be in up to date format.) The reason for this is that the editor
  boots up MUCH quicker when it's not performing these checks.
> Percentage is no longer displayed when editing NeoLemmix levels
> Fixed the bug where, when multiple terrain pieces are selected, the Rotate checkbox may be grayed
  when it should be simply checked


Download: http://www.neolemmix.com/old/neolemmixeditor.zip



Flexi Toolkit V1.05 fixes a few minor mistakes in the texts (primarily where references to EXEs had not been changed to refer to NXPs instead), and will also flag any pack as needing V1.38n of NeoLemmix if any levels use terrain rotation.
Note: You do NOT need to rebuild existing packs! The update (and its compatibility marking) are only important for new stuff, that makes use of rotation. Old NXPs are fully compatible with V1.38n! Also note that, if your pack does not use terrain rotation, it will not mark the pack as requiring V1.38n. :)

Download: http://www.neolemmix.com/old/FlexiTool.zip
Source Code: https://www.dropbox.com/s/2rvnvglbh2n8gpg/FlexiTool_V1.05_Source.zip

558
Contests / Lemmings Forums Level Design Contest #9
« on: January 19, 2016, 12:20:06 AM »
Please see the general contest rules here.

Contest #9

This contest is going to be a bit of the break from the usual format. There's three different goals - and you can enter as many or as few of them as you like! If you only want to enter one, that's fine; if you want to enter all three (with one level each), that's fine too. The entries will all be voted on together, however - there isn't a seperate voteoff for each category.

However, there will be two seperate voteoffs, rather than a "first place" and "second place" within a single voteoff. This will be detailed more further down.

And... there's one twist. Usually, the rule is "no taking advantage of loopholes in the goal". However, this time, you are specifically encouraged to abuse loopholes - in relation to the goals themself (the general contest rules still apply as normal, no loopholing those).

So, here are your goals. Remember - you can enter as many or as few of these as you like. When submitting, please make it clear which levels are for which goals!

1. Create a level using no more than 12 pieces total (objects, steel areas and terrain combined), of which no more than 4 are objects or steel areas.
2. Create a level where all terrain is steel, that cannot be completed without using at least two destructive skills (a destructive skill is any skill that, in normal usage, removes terrain).
3. Create a level based off a level from Original Lemmings. You may not change any of its terrain, objects or steel areas; you may modify it in any other way.

For #3, you should use the native copy of the level for whatever engine you're using as the starting point. IE: If you're using Lemmix, use the Lemmix (/ DOS) version of that level. If you're using NeoLemmix, use the NeoLemmix version of that level. In NeoLemmix, you can dump copies of the LVL files by pressing F4 on the title screen; if you're still having trouble, send me a PM and let me know which level you want.

You may use any of the usually-accepted engines, with one exception: Lix cannot be used for the 3rd goal (as there's no "native" version of the Orig levels for it). It's fine to use Lix for the other two.

As I mentioned above, there will be two seperate voteoffs, rather than a single one that picks first and second.

The first voteoff - the winner of which will have the first pick of prize (like 1st place would in a usual contest) - is the same as always. It's a vote for the best level.
The second voteoff - the winner of which will have the second pick of prize - is for the most creative loopholing of the goals.

The same person - and even the same level - may win both voteoffs!

In terms of deadline, I'm going to peg it somewhat to the Level of the Year 2015 contest, so we don't have too much overlap.
The playing phase will begin at whatever comes last - February 7th, or LOTY2015's second round of voting finishing.
The voting phase will begin at whatever comes last - two weeks after the playing phase begins, or LOTY2015's voting as a whole finishes. As usual, the update phase will end a few days before this.

The usual rules about deadline extensions still apply.

The prizes available for this contest are:
- US$5.00
- One month's advertising on the forum's news ticker
- Title screen logo or rank signs for your NeoLemmix pack designed by me (you can request what kind of design, but do note that you'll need to give me some time to make them)

If the same person wins both voteoffs, instead of choosing two different prizes, they may choose to "boost" a single prize - for the first two that means they get 50% extra, while for the last one that would change the "or" to an "and".



Entries so far: 0

559
NeoLemmix Main / Experimental Releases
« on: January 17, 2016, 03:34:31 AM »
So, now that we're on a universal EXE, external data file format, I figure we can probably start doing this.

I've created the following folder on DropBox to place added support on the new NeoLemmix website to provide downloads of experimental (aka "nightly", I think?) versions of NeoLemmix and sometimes the associated tools.

These will include all the latest bugfixes / feature additions at the time of their adding, but may not have been tested very in-depth. I strongly advise against using them for anything other than testing purposes; for content you intend to release, test it on official release versions, and use official release versions of tools to create it.

The experimental releases can be obtained here. These links will always point you towards the newest experimental version if one exists (they will not point you towards stable versions):
Player: http://www.neolemmix.com/download.php?program=16&exp=1
Editor: http://www.neolemmix.com/download.php?program=17&exp=1
Flexi: http://www.neolemmix.com/download.php?program=18&exp=1
GSTool: http://www.neolemmix.com/download.php?program=19&exp=1

If you want to see a full list of available experimental versions, please go to the downloads pages for the relevant app. These list all experimental and stable version downloads that are available.
Player: http://www.neolemmix.com/?page=download_list&program=16
Editor: http://www.neolemmix.com/?page=download_list&program=17
Flexi: http://www.neolemmix.com/?page=download_list&program=18
GSTool: http://www.neolemmix.com/?page=download_list&program=19

Note that for the editor, only the editor EXE is put up. You'll need to copy it into the same folder as an existing editor setup. The other apps tend to be self-contained EXEs anyway so this isn't so relevant to them.

IMPORTANT!
The current editing tools are not directly compatible with new-formats experimentals. Nepster has made a level editor which works with the new formats; other data currently must be done by hand.

560
Closed / [SUGGESTION] [PLAYER] [ADDED] Windowed mode
« on: January 16, 2016, 09:28:04 AM »
Status: This has been implemented and will be included in the next update.

Slight flickering when changing between screens in windowed mode is a known issue, and this will require significant changes to how NeoLemmix works in order to fix it. Therefore, I will not be fixing it for now.

561
Just interested to see how people are finding it. It is a major change, but after some playing with it I'm starting to like it more than the old style.

562
We have a few NeoLemmix EXEs around by authors that are either no longer active in the community (or at least haven't been active for a while), or are active but have no interest in maintaining their older packs. (There's also some that haven't been upgraded yet, but in all likelihood the author will once they get a chance to do so; those are not the focus of this topic.)

I'm wondering - what's the community consensus on what should be done about these packs? The way I see it, the options are:

1. I upgrade them to NXPs myself, and host the upgraded versions on NeoLemmix.com
2. I list these packs seperately from those that have been upgraded, with a note about their status as older version packs. This option should probably wait until most packs are upgraded (or the number of new packs, which are already NXPs from the start, is greater).
3. I create a tool which extracts data from older EXEs, to allow end-users to convert them to NXPs
4. Simply leaving them as-is

I like the sound of Option 3, as it allows any pack to be NXP-ized for people to use, without anyone needing to host modified versions of other people's content (even though the modification would merely be a format shift). However, this does mean an extra tool to download, and extra steps when using an old pack, unless one is willing to simply play it on the old version (in which case they can run the EXE directly).

Any input here?

563
Contests / Level of the Year: 2015 (Voting, Round 1)
« on: January 14, 2016, 10:36:38 PM »
Well... let the voting begin! (Soon, anyway. Voting will be opening in just over an hour from when I've posted this.)

The nominated levels have been divided into four sets. Each set will be open for voting on for 3 days; you may vote for up to 5 levels. Please note that votes are final and cannot be changed once entered.

The top 5 levels in each set will advance to Round 2. In the case of ties for last qualifying place, a small amount of extra levels may be allowed through, but if allowing all tied levels through will cause more than 24 levels to qualify for Round 2, then some kind of tiebreaker round will be held.

May the best level win!

564
Status: Bug introduced in V1.37n. Has been fixed in source code; so will not be present in any releases after V1.37n.

Suggested workaround in the meantime is to either use manual replay names, or to continue using V1.36n for testplay / single level play (there are no physics changes, although this does mean you won't get the new info panel).

565
Closed / [SUGGESTION] [TOOLKIT] [ADDED] Remove Timed Bombers option
« on: January 14, 2016, 04:10:19 AM »
Status: Seeking input on whether or not to make this change.

566
There's been some massive changes to NeoLemmix in this update. The most significant one is that it no longer uses the "each game is its own EXE" model; instead there's a single main EXE, which loads level pack files (which have the NXP, for "NeoLemmix Pack", extension).

All official Lemmings games have been converted to this format, and are already available for download. My games won't be far behind; it is up to pack authors to use the updated Flexi Toolkit to convert their own packs (see below).

When you start NeoLemmix.exe, it will ask you to select an NXP file (or an individual LVL file; this works too) to play. However, you can also simply drag-and-drop an NXP or LVL file onto the EXE; or you can associate NXP files with NeoLemmix.exe in Windows; both of these also work. (NeoLemmix does not currently provide any option to automatically associate NXP files; you must do it manually.)

Player V1.37n
* Packs are no longer built into EXEs, but are instead stored as NXP files which contain the pack's
  data, with a single EXE to run them.
* The info panel above the skillbar has now been changed to show whether or not the game is in replay
  mode, as well as instead of OUT and IN, it shows the number of not-yet-spawned lemmings, the number
  of alive lemmings (whether spawned already or not), and the number of saved lemmings relative to the
  save requirement.
* Support for old-format graphic sets (GROUND / VGAGR or G_xxxx / V_xxxx) has been completely dropped.
* The option to use percentages has been removed.
* Custom packs can now contain user-selected level codes.
* The cheat key (by default, 1) has been removed. Skip levels by using direct access codes (eg. TRICKY10
  or 0210), or by using Left / Right on the preview screen.
* Automatic Replay Naming option has been given two new choices, "CON" (Confirm) which will work as before
  but confirm before overwriting, and "TMS" (Timestamp) which will append a timestamp to all auto-named
  replays. The timestamp option is now the default.
* Automatically-saved replays now go into a seperate subfolder, and will only save when successful.
* On levels with no time limit, the TIME section on the info panel now shows how long you've taken, rather
  than just showing ----.
* After entering a level code on the enter code screen, NeoLemmix now goes directly to the level's preview
  screen instead of back to the main menu first.


Known bugs:
* Replays for levels played standalone always save as "TEST MODE_01.lrb" (or that with a timestamp, if applicable) if autonaming is used

Download: http://www.neolemmix.com/old/NeoLemmix.exe
NeoLemmix Introduction Pack: http://www.neolemmix.com/old/neolemmix/NeoLemmixIntroduction.nxp
Official Games: http://www.neolemmix.com/old/neolemmixplayers.html

Source Code: https://www.dropbox.com/s/z4y2hvl05kyn7wy/NeoLemmixSource_V1.37n.zip



There is no update for the editor yet. The existing V1.36n-B of the editor can be used with this new game update for playtest mode; you will need to modify NeoLemmixStyles.ini (in the "styles" folder) and replace any occurances of "CustLemmixNeo.exe" with "NeoLemmix.exe". Once this is done, simply put NeoLemmix.exe in the same folder as the editor, and it will work for playtest mode. Alternatively, you can simply continue to use V1.36n CustLemmixNeo.exe; there are no changes in terms of game physics so any solution that works there will continue to work here as well.



The biggest change for Flexi Toolkit V1.04 is of course that it generates NXPs rather than EXEs, but there's a few minor fixes and new features as well.

Existing Flexi-based packs will not need any changes to work with this new version; simply open your existing project in the updated version of Flexi Toolkit, and you can build a shiny new NXP file for it.

Flexi Toolkit V1.04
> Builds NXP files (for NeoLemmix V1.37n+, which no longer build data into the EXE) instead of EXEs.
> Can now assign pre-determined codes to levels, rather than solely using auto-generated ones.
> Always unlocking all non-secret levels is now the default; it remains possible to turn this option off.
> Fixed the bug where changes to the code seed wouldn't be saved.
> Fixed one of the default Karoshi postview texts that was partly cut off.


Download: http://www.neolemmix.com/old/FlexiTool.zip

Source Code: https://www.dropbox.com/s/5w39qdacqriw1gz/FlexiTool_V1.04_Source.zip



LemMain V11.1

The V11.0 update adds support for extracting / rebuilding the new toolbar graphics that were added in V1.37n.
There is no longer a "V1.29n+" option; it's been replaced with the "V1.37n+" option. To upgrade a V1.29n~V1.36n MAIN.DAT to a V1.37n one, simply import it into any project with the Flexi Toolkit; it'll automatically add the new graphics. You can then save it (either via saving the project and copying it out of the folder, or using the "Export MAIN.DAT" button) and extract it with this version of LemMain.

The V11.1 update fixes a crash when extracting NeoLemmix V1.37n+ MAIN.DAT files.

Download (includes QB64 source code): http://www.neolemmix.com/old/lemtools/LemMain.zip

567
NeoLemmix Main / Auto-Saving replays - how should it work?
« on: January 11, 2016, 03:50:25 PM »
Okay, so the discussion here on a semi-related matter ended up shifting to discussion of auto-saved replays. Since that wasn't really the matter being brought up in that topic, I've decided to close that one off and instead open this one for discussing the auto-save.

So - which option are you likely to use? (If you think you're likely to use one most of the time, but may sometimes use others, feel free to reply noting this.)

568
NeoLemmix Main / Skillbar info
« on: January 10, 2016, 07:36:37 PM »
As a continuation of this now-closed topic (closed due to taking a slightly different direction with this topic), I'd like to get an idea of what people would like to see on the toolbar.

Assume we have more space than we do now (let's say 4 times the space, as well as replacing some words with icons to allow even more space), so that we don't have to compress everything into the smallest space available. Common suggestions are:

- Number of not-yet-spawned lemmings
- Number of killed lemmings
- Total number of lemmings
- Save requirement
- Time taken, in levels that don't have a time limit

So basically - for now, go crazy. List everything you'd like to see there (of course, feel free to debate other users' suggestions too). Don't worry about complex formuals that you can deduce as much as possible from a single value with (unless you think having the result of the formula in and of itself, not just the info you can deduce from it, is useful). We can cull this list later.

Although I may not be implementing these right away, there are reasons why I'd like to have the list before V1.37n launches. :)

569
NeoLemmix Main / Plans for V1.37n
« on: January 10, 2016, 06:29:35 PM »
Okay - this is gonna be the most significant update in a while!

Mainly because... I'm dropping the one pack = one EXE model! From V1.37n onwards, there'll be just a single "NeoLemmix.exe", with level packs taking the form of an external file that can be loaded by this EXE. These external files will still contain the entire game's data in a single file (excluding a music pack, which can still be created and provided seperately just like it can be now). This will slightly reduce the size of downloads for each pack, but the real advantage is that you won't have to rely on level creators to update their packs to the latest version each time there's an update to NeoLemmix (they'll still need to update it to V1.37n, though for any authors that have disappeared or simply refuse to pay attention to their older packs, I'm sure I can do the conversion; but updates to any further versions after that won't be nessecary as it's no longer built into an EXE). All official games are already ready-to-go once the update drops (which I still need to sort out a few things before it can); Lemmings Plus games might be a little bit behind.

(This also has the nice, although probably not important these days, side effect of that you can now use a Windows 95 / 98 / ME computer to build your custom pack, as the Flexi Toolkit doesn't have to be able to build the data into an EXE. Also, in case you were wondering, the same NeoLemmix.exe can also be used for the editor's testplay mode.)

That aside, I'm going to do something about the replay issue mentioned here. Exactly what that'll be, I haven't decided yet. Feel free to add your input to that topic.

Since most people seem to be at least okay with it, if not outright in support of it, and keeping it may be complicated especially since it's one of those options that should probably be global, yet there's good arguments for making it configurable per-pack (and would take a lot of work to implement "configure global, allow per-pack override"), percentages are going to be a thing of the past. Just like Lix, Cheapo, and (I think?) Lemmini; NeoLemmix is going to work purely based on lemming counts from now on. For now, I've designed the removal so that it can be fairly easily reverted if people really decide "no, no, bring it back!", but I'm going to leave it out for a while to see if it really is that big of an issue.

And - you may notice how one Lemmings Plus III level has a special, hardcoded level password. You might've wanted to do this for your own pack, either as a one-off thing for a special level or two, or even do something L3D-like where every level has a predefined meaningful (or pseudo-meaningful) code of some kind rather than randomly generated ones. Heck, you might even just want to use your own randomly generated ones, rather than relying on a code seed that another pack may share. You'll be able to do this in V1.37n, at last!

Depending on how long it takes to come to a conclusion on the replay matter, I might also get around to doing something about the much-requested lemming counts in zombie/ghost levels and/or adding more info to the skill bar. If not, they won't be far behind. :) But I can assure you they are both on my "to do soon" list.

If there's anything else you think should make it into this update, let me know here. :)

(One thing that might come up - music files by name rather than number. Although the player already supports this, implementing support in the toolkit will be a bit trickier with how it's currently designed, so it's not going to happen yet. It'll happen eventually.)

EDIT: Other changes:
> The cheat level hotkey (1 by default) has been removed; it's long since been deprecated anyway. You can of course still use the direct access codes (TRICKY10 / 0210), or left/right from preview screen.
> "REPLAY" is now displayed (when no lemming is moused-over) in the info bar when a replay is playing.

570
Something I'm planning for the next update would be making keeping percentages - especially with that some games are really not suited to it (those that use zombies/ghosts for example, and to a lesser extent, those that use cloners) - quite a hassle. That's not to say it'd be impossible to keep them, but it'd be a lot more work to keep them while still maintaining seperate options for different games, than to simply remove them.

So with that in mind - how do people feel about removing them and only having the lemming counts option?

Keep in mind that people do seem to get by just fine in Lix without it, as did they in Cheapo back when that was the big thing.

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