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Messages - Strato Incendus

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631
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: September 12, 2020, 08:11:41 AM »
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Once that is done and Icho posts replays for the Groupie rank, and I turn everything green, then I can officially say I have this pack as another completed pack with replays.

Well, what does that really say if you "solved" the pack just using someone else's replays? ;)

Also, being the savvy player that he is, I'm pretty sure IchoTolot is going to find many further backroutes. Especially since he's the first player to actually make it to the final ranks, it seems. These backroutes I will have to fix afterwards, and then a good chunk of your "replay collection" won't work anymore.

So even if you just like to collect replays and compare and contrast solutions, this endeavour is going to turn pointless pretty quickly, at least at this stage.

I may upload my official solutions at some point (e.g. after IchoTolot has finished everything and thus every level has been subjected to backroute scrutiny by an expert player at least once, with me fixing all backroutes found that way). Then every level should be in a reasonably backroute-proof state. Sometimes these backroute fixes indeed require slight (e.g. timing) adaptations to the replays of the intended solution.

If I do upload my intended replays, I will do so separately for Old-Formats and New-Formats, because the radiation and slowfreeze levels obviously have completely different solutions between the two versions.

Or, if I feel like it and have a lot of time, I might do a creator's commentary series on YouTube, if anyone is interested? ;)

632
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: September 11, 2020, 11:54:16 PM »
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Encore 05 is broken due to the gliders not reaching the 2nd platform anymore.

Thanks for informing me! :) I've had to move and even erase a bit of terrain to make it work again, but it should be barely noticeable. The version with the fixed level is attached.

I had only checked up to the end of the Legend rank, i.e. the main pack, so far. Meaning, no guarantees yet for the Groupie rank. But I will take a look at those as quickly as possible.

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Solved the Encore rank ... I would have liked to say, but it seems like you still haven't done that mass replay check

As I've told you above, I've actually done a mass replay check already. ;) It's just that the output file is pretty useless.

Quote from: Strato Incendus
I have done a mass replay check

The reason being that a lot of replays in the folder fail not because the level is unsolvable, but because they are Old-Formats replays. There are a couple of levels for which I had to create new replays in New Formats: Levels formerly featuring radiation and/or slowfreeze, some levels requiring a hand-made terrain ceiling (because of the switch from solid to deadly ceiling), and then there were also some levels for which the solution is the same, but slight unknown variations during conversion caused the original replay to fail. Thus, those replays are in the New-Formats folder.

For all the other levels, however, whenever I change something, I do so in Old Formats first, re-run the replay, then either manually implement the change in New Formats or, if I want to be on the safe side, quickly re-convert the level again. Then I run the exact same Old-Formats replay over the New-Formats version, thus ensuring that the same solution works in both versions.

Consequently, when I run a mass replay check over the Old-Formats folder that contains all the LWT replays, of course this results in a bunch of failed messages for Replays from Paralems and Pit Lems, as well as for Old-Formats LWT solutions that don't work in New Formats, but are still perfectly fine replays for the Old-Formats version.

I maintain those in parallel (e.g. Arty already told me he's going to continue playing the pack in Old Formats), and therefore of course don't delete those replay files from the Old-Formats folder. And especially with the Encore rank, there is even more overlap with replays for Paralems and Pit Lems.

In short, the mass replay check file on the Old-Formats replay folder gave out so many errors that I would have to re-check a ton of levels again manually anyway, because these failures can be caused by a multitude of reasons listed above, and only a fraction of them is due to the Glider-Faller physics change. And most of these are issues that I have of course already fixed in the New-Formats version - it's just that those fixed levels have dedicated New-Formats replays as a consequence, which are not in the Old-Formats folder. The few levels that are affected by the Glider-Faller physics change are thus a needle in a haystack of replay files failing for various other reasons.



Instead of manually identifying and copying all the 320 Old-Formats replay files to the New-Formats replay folder, I went the faster opposite route and copied the few replay files which are dedicated New-Formats replay files to the Old-Formats folder. Now I could run a second mass replay check over the entire Auto folder once again, so there should be at least one solving replay for every New-Formats level in that folder. This will take a while, though, because there are obviously still a bunch of replays from other packs in that folder.

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Otherwise, we've got an exit which trigger area is not visible due to water and you need to keep guessing where it actually is with your stoners. (Encore 13)

Yep, this is always the issue with underwater levels - be the water real or an updraft, like in Arty's tileset - it's trigger areas covering traps and/or exits that's the problem in general. Perhaps it would be a worthwhile suggestion to have trigger areas of different types of objects change colour in true-physics mode whenever they overlap? Meaning, two overlapping updrafts / water / fire areas etc. would not change colour, but an exit inside an updraft, a trap inside water etc. would (e.g. one could be pink, the other one green, to create a strong contrast).

Note though that "Dark fate of Atlantis" used to have a hidden trap, which is set to overwrite / on terrain now. :P So with all the water that the level calls for, it's as fair as it can currently get.

Speaking of hidden traps, though...

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An invisible trap (Encore 33)

I don't know what you are referring to here. The smasher trap on "We are the Lempions" is clearly visible above the water. The levels before (Lost in Space) and after (Fire in the hole) don't even have any traps, just fire areas, and those are also visible.

Are you referring to a different level, maybe? Or is there something different in your version of the level compared to mine? ??? "We are the Lempions" is from Pit Lems, after all, and in that pack I tried to be as mechanically fair as possible (even fairer than on some select LWT levels featuring a certain octopus :evil: ).

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And a level where you know it's just annoying to play (see postview text of Encore 39) and just blame it on the hard-worker removal. Instead you just could have done one of the following possibilities which would spare the players nerves:

1.) Just making the level smaller with only 1-2 stacker gaps.
2.) Think of an alternative solution to the level and enforce that.
3.) Leave the level out of the pack and put it in Lemmicks instead.

All these options would have been better than a postview text shifting the blame!

The level "Brothers in arms" actually already is part of Lemmicks (on the Eternal rank featuring the hardworkers gimmick, obviously). ;)
This was just the best way I could re-create it in 10.13 and New Formats, given that "Brothers in arms" is a very famous song that I hardly wanted to leave out.

The original plan in Lemmicks was to have a Basher bash alongside with a Platformer platforming - hence the level title. Didn't quite work how I wanted it to, even in Lemmicks, but the title remained. ;) And thus, now it's here on the Encore rank.

Now you know what I meant when I said in the opening post that the Encore levels were not selected for quality - only because they happened to be previous levels that had also been named after songs. ;)

That said, I obviously wouldn't have included the rank if I hadn't had the impression that a good amount of them are at least worthwhile. Some I even really like quite a lot (e.g. "Na zdorovje Lem" and "That's the name of the game").

633
General Discussion / Re: Happy Birthday Ichotolot
« on: August 30, 2020, 10:27:24 AM »
Congratulations from my side as well... ;)

...also for beating all the main ranks of my flagship pack!

634
In Development / Re: Lemmings, Drugs, and Rock 'n Roll
« on: August 30, 2020, 10:24:02 AM »
I just finished watching Money Heist (La Casa de Papel) and am eagerly awaiting the fifth and final season! :thumbsup:

The solution to the following level may thus contain possible spoilers for seasons 1 and 2. ;)


Bella ciao

Keep in mind this is not a movie- or TV-themed pack, but whenever a show heavily leans on a particular song, that increases its chances of a reference slipping in here.

In case you haven't seen the show and the flags are understandably confusing you in terms of where this level is located geographically, the flag on the right is the one indicating the location. ;)

Here is another place that fell a little short in Lemmings World Tour:


Lem e som oss

That said, I must be careful not to dilude the main theme of this pack with too many geography levels now.

First and foremost, this is still a Lemmings-3D-inspired pack. So here are some more levels imitating those tilesets:

CANDY

Life is a lemon and I want my money back


CIRCUS

The Time Warp


Air balloon


LEGO / CLASSICAL

Forever young


Jump (Part Two)


She's so high


Shut up and fence with me


EGYPTIAN

Tell Lara I love her

Guess which sprite(s) I'm using here ;) .


MEDIEVAL

The heart asks bashers first


I am a Lem and I'm digging a hole


MAZE / FOREST / OUTDOOR

The swimmer takes it all


Schody (Czech for "staircase")


GOLF / SPORTS

We've found Lems in a hopeless place


Those balls are perfect

This second one was actually indeed "sung" by a sports star, namely none other than Tom Brady... ;) Look it up on YouTube...
The makers of the video, schmoyoho, are certainly also going to have a lot of fun with the US election debates again this year. 8-)


ARMY / ALPINE

Big Dig

This one is a symptom of this year's (cancelled) Eurovision season introducing me to the famous Russian rave band Little Big... :evil:


Gliders on the storm

635
The hotfix has been uploaded; Rockstar 15, Legend 06, 07, and 10 have all been fixed now. Thus, the entirety of the Legend rank can be solved again..

In most cases, it was only necessary to move the updraft section down 1 or 2 pixels (and then potentially re-adjust the timing of all skills assigned to that lemming afterwards, but those were of course just things specific to my replay file that no longer meant the level was unsolvable per se). The needed to be high enough for the Glider to start flying, after all.

Thanks to ericderkovits's suggestion for how to fix Rockstar 15, but moving the pickup skill so far below the updraft was not the intended solution. ;)

In case of Legend 10, I had to slightly adjust the terrain as well, because the problem was not just the lemming missing the updraft, but landing on terrain before he could take off as a Glider inside that updraft. This has lead to slightly worse aesthetics on one particularly iconic building from Moscow in that level. But I guess it's hard to notice unless you actively pay attention to it.

636
Okay, I've checked my replay of Legend 04 ("Take me home, country roads"), and it works fine. The reason that yours doesn't is simply because you're making a small conceptual mistake of when to assign the Stoner. :P

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I think you completely missunderstood for what the "ticks" inside the level selection menu are.

Of course they don't change as the level file itself did not change. Only if you edit the level file or replace it then the tick changes to a yellow tick or a dot.

The ONLY thing you can go by when you check for breakage is the mass-replay check result text file. Only there you can see which levels need investigation --> everything labeled "Failed" or "Undetermined". It does not mean the level is broken, maybe only the replay file needs slight adjustments, but it means the level might be broken.

Thanks for the explanation. I have run all my replays over the Legend rank "manually" (loading the level and holding down the space bar) and I can thus assure you that, aside from the levels I've listed so far ("Lemmings in the sky with diamonds", "Lemmingrad", and "Wind of Change", i.e. Legend 06, 07, and 10), none of the Legend levels is broken.


I will have a look at the two remaining ranks (Encore and Groupie) soon.

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Make a folder "Lemmings World Tour" inside NL's replay folder and put all your own LWT replays in there. Then you only have the replays that matter counting.
Replay files need to be organized!

They are organised - alphabetically. :P This means I don't have to navigate through a bunch of folders, especially when jumping between different packs. Now that I'm working on several packs in parallel, this comes in really handy. I can just start typing the level name while inside my Auto folder an immediately find what I'm looking for, no matter which pack it is from.

Who would have known that somebody would tinker the physics in hindsight? Don't get me wrong, I understand why the change to Glider-Shimmier behaviour was made (even though I did like that trick with gliding on top of the stack :evil: ). It's just that such retroactive physics changes after the official implementation of a skill (in contrast to experimental versions) were one of the things that were for the longest time sure not to happen. So I don't feel bad that my way of organising replays happens to not fit this one weird corner-case of a retroactive physics change.

Without such fundamental changes in game mechanics, I've never felt the need to do a mass-replay check in the first place. During the conversion to New Formats, I re-checked every level once by manually running a replay over it, but that was because I had something to change about almost every level (and if it was just re-adding the backgrounds, many of which were resetted by the converter tool). I wanted to make sure with my own eyes that every level still looked the way I had intended it to in Old Formats, or at least as close at it was possible in New Formats.

In order to now place all LWT replay files into one folder, I'd have to go over the entire list of level-name-based replay files, find the 320 among them that are in LWT - some of them are also included in other packs, though, especially on the Encore rank, so that's an additional thing - before I could isolate them in a separate folder. Hardly worth it.

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If you don't have solving replays to all of yout levels here then take this as a chance to create them as a functioning replay collection is a must have to any pack to confirm solvability and detect any breakage.

Of course I have solving replays for all the levels. :P Why would anyone not test a level after creating it?

The difference here is that the physics were changed in hindsight (and of course, this also only affects the New-Formats version; the original version for Old Formats, for which LWT was initially created, after all, works perfectly fine).

I have done a mass replay check and I've already told you above which levels did not receive a "tick". ;) After the initial mass replay check, there were some levels unticked that didn't involve Gliders or updrafts at all and that I could still resolve manually. The reason for this is that the replay files were of course created in Old Formats (I've run the replay-updater tool on them, so I also have a .bak file for each of those replays in the Old-Formats Auto folder).

My New-Formats Auto folder thus includes re-solving replays for levels that had to be slightly adapted to New Formats.

The levels listed in my previous posts are definitely ones with updrafts where my formerly solving replay files don't work anymore: "Viva Colonia!" (Rockstar 15), "Lemmings in the sky with diamonds" (Legend 06), "Lemmingrad" (Legend 07), and "Wind of Change" (Legend 10).

I haven't looked at the mass-replay text file yet (and can't access it right now, maybe tonight). Instead, I went by the level selection menu within the pack (i.e. looked which levels remained unticked and checked those again individually).

Does a mass-replay-check text file include "pass" statements by every replay file checked, or by level in the pack? i.e. does it list the number of levels and label them "passed" or "not passed", or does it include the names of replays instead?

Because in the latter case, I don't think the text file will be of particular use to you: As previously said, I had this mass replay check run over my entire "Auto" folder where all the replays are named by level name (as created by testing in the editor), instead of by rank + level number (as they are named when they are created while playing the entire pack).
This is better for me as the level designer in case levels shift positions in ranks; replays named only "Rockstar 15" don't tell you anything about the level hiding behind that title.

Thus, there are a bunch of replays for other packs in that folder that obviously won't pass any of the levels in Lemmings World Tour.

Also, some of the Old-Formats replays used during the mass replay check running over the Old-Formats Auto folder will have received a "fail", which would then appear in the mass-replay-check results file, but the levels are still solvable using the New-Formats replay.


I can take a look at Legend 04 again tonight and then I'll post the result here.

638
Lemmings Main / Re: Joke ideas for skills and objects
« on: August 18, 2020, 05:57:27 PM »
The Inverter. A slight twist on the previously-mentioned Intruder. This lemming moves through terrain in all directions, rather than just walking through walls. Meaning: He falls through it, climbs through it, walks through it etc. and starts walking again as soon as his foot trigger hits the first piece of thin air. In short: Empty space becomes terrain, terrain becomes empty space for this lemming.

639
Lemmings Main / Re: Thanks!
« on: August 15, 2020, 08:20:19 AM »
Welcome! I assume that makes you the oldest member of the forums... but I'm not absolutely sure. ;)

640
Okay, levels that are definitely broken because of updrafts are "Viva Colonia!", "Lemmings in the sky with diamonds", "Wind of change" and "Lemmingrad".

The updrafts are in such positions that the Glider parachute no longer opens up when a lemming drops into them. :evil:

In case of "Viva Colonia", I currently have no idea on how to fix this. It was bad enough with the deadly ceiling enforcing a change at the top of the cathedral, and now everything breaks again.

641
Mmh, my own replays are all named after the levels and placed in the "Auto" folder, since they are created when I test the level in the editor. If I start a mass replay check in that folder, every replay file within it is checked, including those from other packs.

Then again, if I understand you correctly you are only asking about upcoming levels? Meaning, the question is not whether existing replay files break, but whether any of the upcoming levels are so pixel-precise in terms of Glider use that they might happen to be unsolvable?

642
Hi IchoTolot, to my knowledge this change in Glider physics should only affect Shimmier interactions.

Since Lemmings World Tour was originally made for Old Formats and thus doesn't include any Shimmier levels (nor does the New-Formats version, since I didn't add any new original levels during conversion), this shouldn't be an issue that affects Lemmings World Tour.

Lemmings Open Air had one or two levels affected, but that pack is still in its development stage, and I have already adjusted the levels in question a while ago ("Mr Sandlem, give me a dream" and "My life would suck without you").

643
Closed / Re: [DISC][PLAYER] The final new skill
« on: August 07, 2020, 06:06:20 PM »
Thanks for the explanation, namida! Sorry, I must have missed it initially. I hadn't thought of coding similarity, but is totally makes sense.

In that case, as announced previously, that's me out on projectiles. My support goes to either the Slider or the Laser Blaster. And it seems like the poll is in accordance with this.

644
Quote from: namida
I disagree. To me, this would mean "I do not support this idea personally [this could imply either "against" or just "neutral"] but I could understand how there could be support for it".

Thanks, namida! ;) That was precisely how I intended it.

645
No, because I'm the guy who when in doubt puts visual aesthetics over game-mechanical fairness, so me personally, I'm certainly not the one who would make the case that all the hatches have to be labelled and suggest that this should be implemented. :P

But I can see how somebody who values game fairness over visuals would be in favour of such a general, compulsory number label for all hatches.

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