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Messages - namida

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61
Not sure when this happened, but it's not meant to. Haven't looked into it beyond noticing it happens yet.

62
Loap / Re: General Loap progress discussion topic
« on: October 15, 2023, 01:09:29 AM »
When the option to lock the mouse while panning / rotating the camera is enabled, the performance can be a bit awkward in 0.0.25.0 due to the new code for this functionality. Next update will have some significant improvements for this.

I've also found a bug where the camera can't be rotated while in virtual lemming mode using the mouse. I haven't figured out the cause (or even narrowed down if this is related to the new code) yet.

63
Closed Loap Bugs / Suggestions / Stereoscopic 3D?
« on: October 14, 2023, 09:44:41 PM »
So while I've ruled out any possibility of a full VR mode for Loap due to the complexity that'd be involved, I am open to the idea of supporting stereoscopic 3D - basically, the kind of thing you'd get from a 3D TV or a Nintendo 3DS. I'm wondering how many people with interest in Loap would (a) be interested in such a feature, and (b) actually have a means of using it (a 3D TV / monitor or a VR headset).

This should be relatively simple to implement - a slight caveat being I don't have a 3D TV, so I can't actually test that option of using it; I do have a VR headset so can test that.

64
Loap / Re: Loap Test Releases (current build: V0.0.25.0)
« on: October 12, 2023, 07:08:23 AM »
Uploaded V0.0.25.0.

Changes:
> Added a menu to configure hotkeys.
> Added default hotkeys for instant min/max RR (Ctrl + Minus / Ctrl + Plus).
> Adjusted climber-bomber behavior to match that of DOS L3D.
> Fixed a bug that allowed skills to continue after ascending / descending.
> Fixed a bug that caused Clone Camera hotkeys to not work.
> Fixed a bug that resulted in the level select screen sometimes opening on a subfolder instead of the main folder when coming from the title screen.
> Improvements to how freezing the mouse cursor while panning/rotating the camera, and confining the camera inside the game window, is implemented.
> Removed the placeholder lemmings on the lemmings lost side of the postview screen.
> Rendering has been overhauled; there should be a lot less graphical oddities now.
> Unofficial levels are no longer included in the download.


Game: https://www.neolemmix.com/download.php?id=576
Music: https://www.neolemmix.com/download.php?id=530

I have removed all fanmade / test levels from the download now. Winterland is still included. The adjusted-for-Loap verison of Lemmings Plus 3D can be obtained from the pack's topic. There are no changes from the version included with Loap 0.0.24.0 so you can just keep using that if you have it.

65
Loap / Re: Rendering issues - some help?
« on: October 12, 2023, 06:47:58 AM »
I've been working on code that uses Z buffering for the blocks too, using some trickery to avoid Z-fighting. Namely, when each face is drawn, the Z buffer is read to determine where to draw as usual, but it's not written to. Thus, multiple graphics on the same face won't Z-fight, and which one is in front is determined by rendering order. Then, after this, it draws them again in a second pass, this time *only* writing the Z buffer (but not drawing the actual pixels).

This somewhat works (and eliminates the remaining issues with the current code), but Z-fighting can still occur in some cases, such as if we have two blocks next to each other A B where both the right face of A, and the left face of B, have a graphic to draw (due to one having a double-sided graphic on that face). To address this, I need to modify the code to handle paired faces together. Not too hard to do in and of itself, but a bit trickier to optimize - my initial attempts at this method of rendering the blocks had utterly awful frame rates, but I managed to hugely optimize it; the existing optimization wouldn't work well when working with pairs of faces, so I'd need to find another way.

66
Not yet as of f5a497b. 1 and 4 are consistent (continues), as are 2 and 3 (stops). Encountering a turner / blocker also stops.

As of adf2529 these are all consistent and result in the skill stopping. The only exception is if the skill is newly assigned (ie: the basher / miner has been given the skill, but not yet arrived at a position where he starts actually bashing or mining).

67
Commit f5a497b adjusts this so that bashers and miners both cancel in this situation.

Where there is a step (rather than a slope), the basher / miner still continues. A miner needs to do so in the case there is a step immediately in front of him - that's how the miner works. Any extra steps (such as builder bricks, or if the slab he's on but not the one below it gets destroyed) should also cancel him. The basher should always be cancelled in this case. That's consistent with slopes, I think.

68
Loap / Re: General Loap progress discussion topic
« on: October 08, 2023, 10:23:06 AM »
I finally finished putting together a collection of replays for the L3D levels in Loap.

Note that two of these - "Five Towers" and "Castle Peralus" - at least, won't work on the current test build. They'll work on the next one, or if you build from the current source. This is due to a physics fix regarding climber-bombers.

69
Quote
Less related: What happens if you assign turner/blocker to another lemming in the basher's/miner's path?
This one is already handled; the skill will be cancelled.

70
NeoLemmix Main / Re: First Note: Don´T Make it
« on: October 07, 2023, 09:31:25 PM »
If your level relies on exploiting bugs in order to solve, then of course it is going to break when the bug gets fixed. The way to avoid this is to not make levels that rely on bugs to solve.

There can be cases where a bugfix ends up breaking a level that does not rely on the bug, simply due to exactly how the fix works. Such cases tend to be very rare, and more often than not the level itself doesn't break, just the replay, and it's usually just a matter of a few small tweaks to make a new replay that does work.

You are majorly overreacting here. Taking as an example the level you sent me - the replay fails with the bugfix implemented, but only by one lemming. That lemming can be saved simply by slightly changing the timing of one skill assignment, so the level as a whole is fine. If you've followed good practice and kept replay files for all your levels, you can run a mass replay check with the new version, and see exactly what levels fail. Unless you are deliberately relying on bugs as part of your levels' solutions (which is something you should not be doing in the first place), chances are very few if any replays will break, and most of those will be just the replay breaking.

71
If a miner mines into a 45 degree slope (going downwards from the miner's point of view), the miner should stop if during his walking phase, he walks down the slope. This does not happen; he keeps mining once he reaches the next block edge.

EDIT: Confirmed this happens for bashers too... although I do need to double check if that actually happens in DOS L3D. With that being said, it kinda feels like something I should fix either way.

EDIT: I have now confirmed this does happen in DOS L3D. I still feel like it should be fixed though; especially for miners (bashers are a bit more ambiguous; we allow them to move down slopes and continue bashing in 2D, but a miner must always follow his tunnel exactly; on the other hand, the exact workings in 3D differ in other ways too, in particular the use of a walker state between the equivalent of strokes).

EDIT: A video to show what I'm meaning: https://youtu.be/lXd7yrJZz0s

72
NeoLemmix Main / Re: First Note: Don´T Make it
« on: October 07, 2023, 08:15:51 PM »
Proxima's post is mostly spot-on about this. The one correction:

Quote
Much later, someone noticed that stoner oh-noers could still exit because they hadn't been specifically prevented; this was also immediately fixed.

While the fix has been implemented in the source code, it isn't yet included in a released stable build. It is included in the new-objects experimentals and will be included in 12.13.0 stable build.

73
Loap / Re: Rendering issues - some help?
« on: October 01, 2023, 05:39:58 AM »
I've gotten the new rendering code to a state where I'm comfortable merging it into master. It's not perfect yet - there's some cases (in particular, with the smaller segment of 22.5 degree slopes) where there's still issues, but those are issues that already existed prior to these changes. A whole lot of issues on the other hand were improved. Compare the attached screenshots (default camera on Fun 1 of L3D).

Regarding performance, on LP3D Mayhem 19 "Power Distribution", with FPS limiter turned off, I get around 210 FPS on the preview screen and 190 FPS in-game with the new code. On the old code, I get 205 FPS on the preview screen (so the new code actually performs better, somehow) and 195 FPS in-game (so the new code is about 2% slower).

74
Loap / Re: Linux build?
« on: October 01, 2023, 04:26:31 AM »
I did a bit of Googling and was pointed towards MonoDevelop. Downloaded this in a Debian VM and attempted to build.

Upon opening Loap.sln (solution file containing Loap, the main project; LoapCore, which is a library containing physics and data functions seperate from the UI / visuals; and DeRNC, which as the name suggests decompresses RNC-compressed files as many L3D data files are), was prompted to install .NET. The website I was taken to suggested .NET 6.0 or 7.0; however the Windows builds have been built with .NET Core 3.1. Quick attempts to install this version failed, so went with 6.0.

wget https://packages.microsoft.com/config/debian/12/packages-microsoft-prod.deb -O packages-microsoft-prod.deb
sudo dpkg -i packages-microsoft-prod.deb
rm packages-microsoft-prod.deb
sudo apt-get update
sudo apt-get install dotnet-sdk-6.0


I get MSB4236 error when trying to build all projects now. Some quick Googling suggests this is an issue with .NET 6.0 in some cases; rather than trying to fix it, let's try 7.0 first.

sudo apt-get remove dotnet-sdk-6.0
sudo apt-get install dotnet-sdk-7.0


I still get the same. >_>

Okay, let's see if a command line build works any better.

dotnet publish -c Release -r linux-x64

No errors. It seems to have worked. Let's go to the output folder and try to run it...

I try to run it. Nothing happens. I try in terminal; we're getting an error message about "can't find a valid ICU package". Some searching suggests intalling libicu63 should do the trick. It's not supported on Debian 12; I try the version that is (libicu72) but it seems to be already installed and not helping.

I also found a question regarding this issue on Stack Overflow. Didn't quite get what it was referring to, but came across a post on GitHub and it clicked. Tried this, ran the app again...



Performance is awful any time 3D graphics are in use, but that's very likely due to running it in a VM. It seems to work though!

75
Loap / Re: Rendering issues - some help?
« on: October 01, 2023, 12:04:41 AM »
Okay, so I tried a hybrid approach here - keeping the existing code for rendering the blocks (and cracks on them etc), but using Z buffer for sprites. Although it does have the "sprite partially disappears into deflector / slope" issue, this is not too severe and I think it's better than the downright odd stuff that was happening with the existing code.

The code for blocks seems to mostly get things right - it's when sprites (which can be taller than blocks) get thrown into the mix that things get weird, generally. However if there are still issues, I can look at going into a full BSP tree approach for the blocks.

There's also one special case, to avoid Z-fighting - when hatch flaps are completely closed, they get treated as block faces rather than sprites. Similar special cases need to be added for a few other things too; namely teleporters, spring landing pads, and trampolines; but this is trickier to do as they'd need to be seperated out from other objects during the rendering.

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