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Topics - WillLem

#1
Lemmini / [Lemmini] Level Packs Archive
February 04, 2026, 03:11:22 AM
This topic is an archive of all packs for Lemmini, SuperLemmini and SuperLemminiToo.

Following the release of RetroLemmini 2.7, compatibility with older packs made for previous engines cannot be guaranteed until these packs have been updated and tested. So, we'll archive those packs here as-is so that they can still be used for the older engines, and continue to maintain the packs for RetroLemmini in their individual topics.

For the latest RetroLemmini-compatible versions of these packs, please visit the RetroLemmini Level Packs Catalogue.

Lemmini Level Packs Archive
Original DMA Games Remastered - A full remaster of Lemmings and Oh No! More Lemmings, enhanced and optimised for SuperLemmini by WillLem
Additional DMA Games - Additional levels from Genesis, PSP, etc. compiled by ericderkovits
Lemmings 2 Classic Tribe - Levels from L2 Classic Tribe compiled by kaywhyn and Ron Stard

Revenge Of The Lemmings - A Forum collaboration pack originally compiled by mobius, converted by ericderkovits

Reverse Lemmings - by ColorfulArty
SubLems - by ColorfulArty

Deceit's Lemmings - originally by Deceit, converted by kaywhyn

Catchapack/Dodopack - originally by Dodochacolos, converted by ericderkovits
DoveLems - originally by Dodochacolos, converted by ericderkovits
FranLems - originally by Dodochacolos, converted by ericderkovits

GeoffLems - originally by Geoffster, converted by ericderkovits

Lemmings Reunion - originally by IchoTolot, converted by ericderkovits

MobiLems - originally by Mobius, converted by ericderkovits

Lemmings Plus I - originally by namida, converted by WillLem

NepsterLems - originally by Nepster, converted by WillLem and ericderkovits

Pacguy765's Challenge Pack - originally by Pacguy765, converted by ericderkovits

PimoLems - originally by Pieuw, converted by ericderkovits

Ron Stard's Rodents - by Ron Stard

Turrican's Remix Pack - by Turrican

The Complete Reverse Lemmings - by WillLem

Zemmings Vol. 1 - by Zanzindorf
Zanzindorf's Special Pack 1 - by Zanzindorf
#2
This came up during a Discord conversation between myself and Dullstar yesterday. We were discussion baking resources into the .exe, and it was mentioned that the physics masks (currently in gfx/mask) should probably not be in the root directory, but part of the .exe itself.

Quote from: Discord conversationDullstar — Yesterday at 8:39 PM
There WERE a few files in there that I'm surprised AREN'T baked into the .exe, because if they're actually used you definitely don't want to edit them.
Will — Yesterday at 8:39 PM
Such as what?
Dullstar — Yesterday at 8:39 PM
Basher masks, bomber masks... that kind of thing
If those are actually used, editing them would break physics.
Will — Yesterday at 8:39 PM
Yeah, they should definitely be baked in

I'm currently thinking it's worth going ahead with this for CE.

Thoughts?
#3
Lemmini / [RELEASE] RetroLemmini Level Editor 1.1.1
January 26, 2026, 10:44:45 AM
RetroLemmini Editor Release Topic

The latest version (1.1.1) is attached to this post. To use, place the .exe into your RetroLemmini directory and run it from there.

This level editor is based on the NeoLemmix Editor, and has been designed specifically to make levels for RetroLemmini. It features many of the Lemmini-specific controls you may be familiar with from the earlier NL 1.43 Editor such as support for steel areas, variable max fall distance, superlemming mode, etc. It expands upon this by adding support for direct playtesting (via F12)*, custom skillsets, visible trigger areas, level hints, and many other QOL features from the more recent versions of the NeoLemmix Editor.

*(N.B. You need RetroLemmini 2.6 or later for this to work).

RetroLemmini Editor supports .ini level files as well as the brand new .rlv format which can be used to file-associate level files with the RetroLemmini Editor (file-associating .ini files is not recommended due to how widespread the .ini file format is on Windows systems). The .rlv format is internally identical to .ini, and is fully supported in RetroLemmini 2.6 onwards.

If you wish to mass-convert between .ini and .rlv, use the Cleanse Levels feature (which can also update your levelpack.ini file to list the levels in the correct format).

Happy level creating! :lemming:  :lemming:  :lemming:

#4
It's in the title.  I always uncheck "post redirection topic" and I imagine that other mods do the same (since we don't see a lot of redirection topics, but we do see a lot of topics being moved). Maybe the check should be un-ticked by default?
#5
SuperLemmix / [SuperLemmix] About .sxlv level format
January 10, 2026, 10:09:03 PM
SuperLemmix now has its own dedicated level format (.sxlv) as of the next version (3.0).

This is internally identical to .nxlv, so levels can easily be converted between the two formats (in most cases by simply changing the file extension).

Meanwhile, .nxlv will continue to be supported by both SuperLemmix and the SuperLemmix Editor.

The reasons why I've decided to go ahead with this are these:

1) We can now much more easily determine what is a SuperLemmix level and what is a NeoLemmix level (with the latter always being compatible with both).

2) From now on, if a level made in the SuperLemmix Editor contains SuperLemmix-specific features (such as the Ballooner skill, Collectibles, Superlemming mode, etc), it cannot be saved to .nxlv. This is to help authors choose the correct format when saving a level (they may later decide to change the extension manually if they wish to do so for whatever reason).

3) For users with both SuperLemmix and NeoLemmix installed, it will now be possible to file-associate levels with either the SuperLemmix Editor or the NeoLemmix Editor (which has now been released as its own update). This will be much more useful when editing levels for a specific engine.

Finally, the SuperLemmix Editor can cleanse a full pack of levels with either .sxlv, .nxlv, or the original extension as the output format, so authors of existing packs can quickly convert their levels in the event that they contain SuperLemmix-specific features. Note that levels containing SuperLemmix-specific features will always be saved to .sxlv during a cleanse.

I hope that explains everything. Any questions, please ask!
#6
From Proxima, on Discord:

Quote from: ProximaThe "Clear Records" button in the level select menu doesn't remove completion ticks, at least in 12.12. Is this fixed in 12.14 or in CE?
#7
In the style updates topic, I've suggested some updates to a handful of the trap animations from the OG styles. As requested by Icho, here is a list of the proposed updates with viewable comparisons:

ohno_bubble zapper trap has a pulsating electric 'glow' effect.

-->

ohno_rock chameleon trap has less frequent blink and more natural eye movements.

-->

ohno_rock weed trap looks like the original and bobs up and down.

-->

orig_crystal electric trap has an electric 'shine' effect.

-->

orig_dirt rock trap has fewer drips.

-->

Plus, here are Proxima's backgrounds (also included in the proposed update as optional background tiles):
Backgrounds
Indigo:


Amiga Blue:


Crystal Blue:


Red:


Brown:


Olive:


Purple:

#8
Edit Simon: History that lead to this discussion:

geoo linked the 2013 list of games and editors.
WillLem suggested to improve the 2013 list.

Below is WillLem's original post. "This post" means the 2013 list.



We should ideally update this post to include newer engines that are currently in development, and remove those that are now outdated and no longer maintained.

Suggested additions:

SuperLemmix
RetroLemmini
GoLems

Suggested removals:

Lemmini / SuperLemmini (certainly no need for both of these to be on here)
jLevelBuilder
Cheapo

I'd also suggest that we point to the L1 topic from here as well.



EDIT: We could even merge the two topics into a single topic which links to all relevant ports/engines.etc.
#9
From Ron_Stard:

Quote from: Ron_Stard on December 24, 2025, 01:18:30 AMI've discovered that in Lemmings Plus I, there are several levels where the house the Lemmings are supposed to come out of isn't shown. This doesn't happen in SuperLemmini Too. Specifically, this happens in all the levels of "No Salvation," as well as in "Overheat" (Wimpy 26) (screenshots attached) and Medi 28 ("Way Up High")

I used the Lemmings Plus level version posted here:

https://www.lemmingsforums.net/index.php?topic=5620.msg92258#msg92258

It may happen with other levels, but I haven't advance much far nor test thoroughly every level I have in my collection.
#10
From GigaLem on Discord:

Quote from: GigaLem1)Open SLX editor and open both Level Arranger Window and Piece Selector Window
2)zoom in on the level till the scoll bars appear
3)Click on Steel in the Piece Window then Refocus Level window
4)Try to move the Piece or press any of the hotkey

Note: An extra step is required after (1) - add a piece to the level and select it (it can be any piece)
#11
From GigaLem, on Discord:

Quote from: GigaLem# -----------------------------
#        SuperLemmix Level       
#   Created with SLXEditor 2.9.2
# -----------------------------

I feel if a level is made for neolemmix with the SLXEditor it should say NeoLemmix Level
#12
Split from this topic.



Quote from: GigaLem on November 20, 2025, 01:30:39 AMThe piece window also blanks out when the level editor window closes or opens, or when the editor is minimized
#13
Do we want this?



Currently, this has been soft-implemented in SLX when in Playtest mode. Could be useful in general, though...?
#14
Split from this topic:

Quote from: GigaLem date=1754273762Say you misplaced an erased piece somewhere and you forgot about it, only to stumble across it by accident. Perhaps a toggle to highlight the piece with a color to help you make note of it?

Same could go for grouped pieces, perhaps you need to know what pieces you've grouped together? that highlighted color could help with this

This topic can deal with the "grouped pieces" part of this suggestion.
#15
This is a bit of a "focused component" tail-chaser.

Dropdown lists can be browsed by hovering the mouse wheel over the dropdown whilst the list is closed. For this to happen, focus must be pushed to the component whilst the mouse is hovered over it.

I ran into a bug where focus stayed with the dropdown even after the mouse was then moved elsewhere, meaning that when subsequently trying to zoom using the mouse wheel, the dropdown list would still be cycling through its items.

So, focus must be pulled back to the main form when the mouse leaves the dropdown. This gives rise to another bug whereby if the list is opened but the mouse is moved away from the dropdown component too quickly, the list closes. It's necessary, then, to explicitly tell the compenent to wait for the list to be closed manually before pulling focus.

This has now been sorted out, but I wanted to log it here in case any further issues arise.

Fixed in commit 32ab92d
#16
Community Edition / Roadmap for CE 1.1
May 20, 2025, 09:37:05 PM
Since more than 2 months have passed since the release of 1.0 and there hasn't been much in the way of feedback (and all feedback so far is either in active discussion or has been addressed/resolved), it seems appropriate to start thinking about the next version.

The main thing I'd like to focus on this time around is the replay system, beginning with the following proposed features/updates:

:tal-silver: Replay "R" is now clickable to cancel the replay (including during Replay Insert mode). The icon now also animates by blinking on and off every 500ms - should this be optional?.

Since more than 2 months have passed since the release of 1.0 and there hasn't been much in the way of feedback (and all feedback so far is either in active discussion or has been addressed/resolved), it seems appropriate to start thinking about the next version.

The main thing I'd like to focus on this time around is the replay system, beginning with the following proposed features/updates:

:tal-silver: Replay "R" is now clickable to cancel the replay (including during Replay Insert mode). The icon now also animates by blinking on and off every 500ms - should this be optional?.

:tal-gold: Added Playback Mode - this can auto-play an entire folder of replays for a selected levelpack, with various playback options

:tal-gold: Updated Replay Renamer (now known as Replay Manager) to include additional replay renaming options (including the ability to append the pass/fail result of each replay) when performing a Mass Replay Check

:tal-gold: Added .nxrp Windows-File-Association; when associated, clicking a replay file will open NeoLemmix CE and load the level & replay, ready to be played back immediately!

:tal-gold: Skill Panel - Negative save count is now optional; the alternative is to count upwards from 0 with the number in yellow until it reaches the save requirement, at which point it becomes green

:tal-gold: Skill Panel - Add (optional) mouseover hints to all skill panel buttons

:tal-gold: Skill Panel - Lemming counts are capped at '999' ('-99' for negative numbers) across the panel to avoid visual bugs when the lem count exceeds this number

:tal-gold: Full cross-compatibility with NeoLemmix 12.14 directories is now assured; missing Sleeper sprites are handled gracefully, and NLCE recognises "replays" and "Replay" folders, as well as "sounds" and "sound" folders.

As well as any other features/updates that have been requested and accepted since the release of 1.0.

That should be enough to be going on with. Please post a reply with any suggestions/questions/comments you may have. Work on this will likely be very slow compared to my usual rate, but sooner replies are always better than later ones.
#17
RetroLemmini now has a completely open file system. This is so that users can completely customise their copy of RetroLemmini (if they wish to do so), and also makes project maintenance much easier and keeps the directory as tidy as possible.

When you install a new version, to minimise the possibility of missing resources and to keep everything running smoothly, please follow this guide carefully. If in doubt, keep a backup of your old version somewhere until you're happy that you've got everything set up in the new version:

A Guide To Migrating Content and Settings Between RetroLemmini Versions

1) Set the new version of RetroLemmini as a brand new directory - unzip it to a location of your choosing and leave it titled "RetroLemmini X.X" so that you know at a glance which version you're on. Or, if you wish to name the directory "RetroLemmini", first rename your old directory "RetroLemmini old" or similar.

2) Open the new and old RetroLemmini directories at the same time, side-by-side.

3) Move any replays from the old "replays" folder to the new "replays" folder.

4) Move any levels/packs from the old "levels" folder to the new "levels" folder. In most cases, it's OK to overwrite the default packs (Lemmings, Oh No! More Lemmings, etc), but be sure to check that these haven't been updated in the current version. If unsure, don't copy these packs across.

5) For "gfx", "music" and "sound", it's generally OK to move these straight across from the old version, but - as with step (4) - be sure to check that you aren't overwriting any updated files unintentionally (if you wish to overwrite them, that's OK, as long as you know what you're doing!).

Steps 6 onwards are different depending on which version you're migrating from/to.

If migrating from 2.1 or earlier to 2.2 or later:

6) Move the "resources\players" folder to the new "settings" folder.
7) Move the "resources\players.ini" file to the new "settings" folder (but don't put it in the "players" folder!)
8) Copy the contents of the old "settings" folder to the new "settings" folder.

If migrating from 2.2 onwards to a later version:

6) Copy the contents of the old "settings" folder to the new "settings" folder.

If everything's been done correctly, the new version should run without issues, retaining all of your existing content and settings. If you need assistance with any of this, don't hesitate to post here or PM me and I'll do my best to help you.

Enjoy RetroLemmini! :lemcat:
#18
This bug exists in the SuperLemmix Editor following the implementation of custom hotkeys in version 2.8.4.

Steps to reproduce:

1) Make a selection of 2 or more pieces, ensuring that there is at least 1 other piece not selected
2) Hold Ctrl+LMB and drag the mouse over the unselected piece(s)

Expectation: the unselected pieces should be joined with the existing selection (as per previous behaviour).

Actual behaviour: we see the dotted selection rectangle whilst moving the mouse, but the piece(s) is(are) not added to the existing selection.



This is fixed in commits 960df79, 8217b59 and 98f4fd2.

Rather than add another hotkey, Select/Drag Pieces is now hard-coded to LMB again, and Ctrl is hard-coded as a selection modifier to achieve the above expected behaviour (Note: Shift or Alt will also do the same thing). It's highly unlikely that anyone would want to assign a different mouse button to this particular set of actions, so this fix makes the most sense.

Other mouse-related actions (Horizontal/Vertical Drag, Invert Selection, etc) can still be assigned different hotkey setups if desired.
#19
Steps to reproduce:

1) Open 2 instances of NeoLemmix CE
2) We'll call them instance A and instance B, where instance A is the first one opened
3) In instance B, complete a level that hasn't already been completed (choose an easy one!), and change one of the settings in the F2 menu
4) Check that the level is shown as completed in instance B, and that the setting has been saved (closing and opening the F2 menu will be enough to verify this)
5) Close instance B
6) In instance A, the level you completed in instance B will show as not completed, and the setting will be as it was originally (i.e. before it was changed in instance B)
7) Close instance A
8) Open a new instance of NeoLemmix CE

Expectation: the level that you completed in step 3 should show as completed, and the setting should be whatever you changed it to in step 3.

Actual behaviour: the level is shown as not completed, and the setting is as it was originally before it was changed.



This bug is fixed in:

NeoLemmix CE commit 78026b2
SuperLemmix commit 6cfa4b8

A warning is shown when closing the first open instance (instance A in the example above); the user has the option to click "OK" to save the updated settings & userdata, and "Cancel" to revert.

We could also simply load the latest settings silently if people think that would be better? Is there ever a reason to click "Cancel"?
#20
Tagging System Explained

To keep things simple and organised, I've decided to start using the following tagging system for bug reports and suggestions:

[ ✓ ]
This indicates that the [BUG] has been fixed, or the [SUG] has been implemented. At this stage, there may still be discussion or further action pending, so the topic may remain in the "Bugs & Sugs" board and, if it's a [SUG], may yet be revoked following implementation. Only once it has been moved to the "Closed" board should it be considered final.

[ + ]
This indicates that the [BUG] has been replicated successfully and confirmed as a bug, or that the [SUG] has been accepted. Discussion could still influence the outcome at this stage, but it's pretty much a guarantee that the [SUG] will at least be trialled in a future version update (if implemented successfully). The next stage is to attempt to fix the [BUG], or implement the [SUG]. If successful, the topic will then be re-tagged as [ ✓ ]. If unsuccessful, the topic could still be rejected at this stage, but is more likely to be re-tagged as [ ? ].

[ ? ]
This indicates that further discussion and/or information is needed before any action can be taken. It may be that the [BUG] has not yet been tested and confirmed, or the [SUG] needs to be discussed either for clarification, to see if other users would be interested in the feature being added, or for specifics on how the feature should be presented. If you see this symbol on a topic, this is the point at which your input is most likely to influence the outcome, so please do reply with any comments or suggestions that you might have at this stage.

[ - ]
This indicates that the [BUG] has been deemed as not a bug and/or not something that needs to be addressed program-side, or the [SUG] has been rejected. At this stage, if the topic has been moved to the "Closed" board then the decision should be considered as final, but the topic will remain unlocked for possible further discussion either way.



How To Create A Bug Report / Feature Suggestion

The following are some basic guidelines for creating bug reports and suggestion topics. For the most part, these guidelines are just that: guidelines. It's not a major issue if these aren't followed to the letter, but it does help with keeping the forum organised and keeping your topics clear and easy for others to understand.

1. Tagging

Prefix your topic title with the appropriate tag. First should be either [BUG] for a bug report, [SUG] for a suggestion, or [DISC] for a discussion. Following this should be either [PL] if it relates to the game engine itself, [ED] if it relates to the editor, or [STY] if it relates to styles. If multiple tags from each set are applicable, use the one that you think is most applicable. If unsure, just use your best guess, it isn't the end of the world if you get it wrong.

2. Creating a title

Topic titles should be reasonably specific. For example, if the editor has a bug where it crashes when you try to load any level with 500 or more lemmings, "Bug in the editor" is not a good title. "Editor crashes when loading certain levels" is better. "Editor crashes when loading levels with 500+ lemmings" is better again.

3. Providing Information

Be as specific and descriptive as you can in your bug report/feature suggestion. If it's a [BUG], include steps to reproduce the observed behaviour that another user (i.e. me!) can follow in order to see exactly what's happening and what actions lead to triggering the buggy behaviour. If there are any times when the bug doesn't occur, include that information as well.

If it's a [SUG], remember that your idea may be quite obscure and unique (even if you don't think it is!) and so it will need to be explained as fully as possible.

For both [BUG]s and [SUG]s, screenshots and/or visual representations are extremely helpful. I may even request these if I've been unable to understand your original post for any reason, so bonus points if you can provide anything like this up front! ;)

4. Adding Polls

Feel free to add a poll to your topic if you want to get others' opinions on your [SUG], or to see if other users have experienced the same [BUG]. Polls will not necessarily influence the outcome of a [SUG], but will help to indicate whether or not other users are interested in the feature being added, which may become important later in the process.