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Messages - namida

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You could also just check if the lemming's countdown timer is nonzero, rather than a special state. This would also prevent assignment of a timebomber to a lemming who is counting down due to the nuke (but still allow it for one the nuke has not yet reached).

I can confirm that the panel moving with the game area is intentional. The other possibilities I considered were either anchoring everything to the bottom of the screen, or keeping the panel at the bottom while centering the level area; neither really felt right to me.

Re: the zoom matter, I recall several attempts to address this kind of issue in the past (although that might have been the editor), I'll have to take another look. I haven't yet. If no one's really been complaining about it being broken, I suspect no one will complain about fixing it either, but it'll go through an RC release either way.

Live Event Scheduling / Re: Future of LF forum Jackbox sessions?
« on: March 04, 2023, 08:39:54 PM »
Mantha's server is specifically for "Drunkbox" sessions - ie: Jackbox with drinking encouraged and (almost) anything-goes as far as what content is allowed/encouraged, basically just no hate speech but anything else (including R18-type stuff) is fine. We only tend to play those a couple of times a year, although that does remind me that we're overdue for one. :P

Aside from that, we haven't really done Jackbox in a while in terms of actual LF sessions, and it's only really me and Mantha who still join Bleakcreep's ones from LF.

I'd certianly be keen to join one of your sessions if it's at a time when I can - that would be Saturday or Sunday your time zone, so that should work out alright (Sunday / Monday my timezone). I'm working full time nowdays so don't have the availability I used to, though.

SuperLemmix / Re: [SUG] Improvements to Skill Panel
« on: March 03, 2023, 10:42:44 PM »
The other issue to keep in mind with 800px tall, is that some displays - lower-end laptops in particular - have a resolution of 1366x768 and thus an 800px tall window will not fit on the screen.

I'm sure I remember coding a fallback for specifically this case; with the behavior being that it would get as close as it could. (ie: Let's say the last level played was a level in Tricky of Orig; if that level is now missing, it'll go to the first unsolved level, or maybe just the first level full stop, of Tricky; if the entire Tricky rank is missing or has no levels, it'll go to the first of Orig as a whole; and if the entire pack is gone, just to the first level you have in your levels folder)

It'd seem though, either I only thought about doing this, or it broke at some point.

I've always run dummy instances in a local VM rather than on the server. (Note though that I'm on Windows; you might not need the VM part.)

From what I recall, showing only updated topics (rather than all individual posts) was a modification in the first place. No idea why it's having issues, though - I'd have to look into it. It may just be that we never noticed the cutoff date before. If this is all it is, it's also probably not hard to do something about.

The last SMF version update was in June 2021 (which probably means I need to update it again, actually). There are more-recent changes than this in the repo, but they relate to implementing reCAPTCHA and the dark theme, not to version upgrades.

NeoLemmix Main / Performance During Fast-Forward
« on: February 13, 2023, 01:08:14 AM »
Edit Simon: I've split this off Fork: SuperLemmix.

I'd probably want to try and find a way to make it so it's the same speed regardless of what computer you run it on, and at this point I have no clue how this would even be approached. "if Superlemming=true, enable fast-forward" is relatively simple, whereas dealing with frame rates directly I can imagine will be much more difficult.

NeoLemmix sets a frame rate cap and runs as fast as it can subject to that cap. If the hardware can't manage the full fast forward speed, it'll just run as fast as it can. In extreme cases (slow hardware and/or large levels or with a lot of objects), it might not even manage the 17FPS of normal playback - again, in such a case it'll just run as fast as it can. Superlemming mode, back when it existed, just altered the frame rate caps.

Unless you can find a way to replicate the exact physics (or something you deem close enough and bug-free enough, if you're okay with breaking exact physics) with more efficient code, the only way you're getting around that is by frameskipping (ie: not actually rendering every frame if the hardware can't keep up).

Are you okay with this being moved to the public Site Discussion board?

SuperLemmix / Re: [SuperLemmix] Modified Water Objects
« on: February 10, 2023, 09:37:48 PM »
How would you explain a swimmer turning into ice but a non-swimmer not doing so, though?

If we were going down to two destructive skills, I'd say Miner and either Fencer or Laserer would be the way to go for maximum versatility.

Disarmer, for sure. Swimmer would be second. All others either haven't caused much trouble (Stoner, Stacker) or it's been worth it (Platformer, Glider). Cloner is a close call, but I'd still say it's worth it.

Ah nice. I didn't think NeoLemmix worked on Linux but I haven't heard of the XFCE distro before

There's an app for Linux (and Intel-based Macs) called WINE, which is kind of like a Windows emulator (more accurately, it'd be called a compatibility layer, not an emulator). NeoLemmix runs very well in it, aside from some issues with Fullscreen mode on certian versions of Linux.

The one limitation is that due to how it works, it won't work on PCs that don't use an Intel or AMD CPU (so it won't work on, for example, the newer M1 Macs).

So, five have to go?

Disarmer goes for sure. Stoner OR Stacker, but not both. Swimmer.

Picking the last two to take out is much trickier. Cloner, I guess, could go. For the last one, possibly Floater - it's very hard to pick one more, but the Glider can likely cover the Floater better than any other remaining case where one skill covers another.

SuperLemmix / Re: [SuperLemmix] Timebombers
« on: February 05, 2023, 11:13:08 PM »
It's not just in fhe first 5 seconds of playing; it's the first 5 seconds of any lemming's existance / assignability. Including clones and (in the future) converted neutrals.

Then also consider that you'd have to apply it to Stoners too. When NL had timed bombers, Stoners were also timed.

You also wouldn't be able to reuse most of the nuke code for it, due to the very different mechanism of handling the countdown. You could reuse the code to display the digit above the lemming, but that's about it.

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