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Topics - Forestidia86

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46
Lix Levels / An unusual Lix level
« on: April 04, 2018, 08:51:19 PM »
You can take this as a late April's Fools joke. You can just put pictures in the image folder of Lix to have new tiles and in this case it's a very peculiar tile.

Edit: I deleted the attachment since it seems to be deemed as not appropriate. It was never meant to be a serious level, I just found it funny that the Lix were crawling along my plushie tiger. I didn't know where to post it, but yeah it's just lame.

47
Lix Levels / Some replays to old levels
« on: March 28, 2018, 03:43:09 PM »
Attached replays to:

- Eyesis I + II by Ramon; these levels had originally a time limit of 30 seconds, which should correspond to 450 phyus (both replays stay below that according to verifier.txt).
- Cirque du Solix by mobius; this level had originally a time limit of 120 seconds, which should correspond to 1800 phyus (the replay stays below that according to verifier.txt).
- Tailor-made for athletes by Proxima
- Marching Band by geoo
- The New Compression Method by geoo
- Minefield by geoo

48
Lix Levels / Some fixes to old levels
« on: March 20, 2018, 08:10:58 PM »
I've fixed, mainly via text edit, some old levels to current tile namings.

Jumpers from Lix tutorial levels by geoo
16 x 16 by Akseli  from the Lix Double-Level Contest 2014
Planet Dulux by Akseli from the Lix Double-Level Contest 2014
Palmtree Pile-up (V1.2) by Simon from the Level Design Contest 5

These levels should show no missing terrain anymore but I can't guarantee their solvability or that they haven't gotten pointless.

All levels should be solvable (Lix 0.9.13).

Edit: There are fixes that remove the gaps to Planet Dulux and 16x16 (both by Akseli) in this post.

49
Tech & Research / Impressions playing Winlemm 95
« on: March 07, 2018, 01:49:15 PM »
In the last time I from time to time played primarily ONML and a bit L1 in Winlemm 95 and tried to speedrun primarily Tame and to a lower extent Fun for myself for a bit. (It's the Winlemm version where they splat in “We all fall down“ (but don't splat in “Steel Works“).)
As a kid I only played the first two ranks of Dos and Winlemm ONML/L1 and am still not through with it but nevertheless encountered some things.
Although it's nothing new I just want to share my observations, experiences etc. Simon helped from time to time to understand them.

What I make use of

I use all of the conveniences that Winlemm has to offer:

- Action Replay
- Fast forward, which is brokenly fast on modern PCs
- Pausing and being in a very limited way able to assign a skill while pausing
- Directional and Walker priority selection as I got to know through this thread

Assignment one frame delayed
One general problem I have is that for some reasons for me all the assignments are one frame delayed. This is especially nasty if you want to assign a skill upon landing since you have then to click on the lemming while still in the air. This is a bit mediated by the possibility to assign skills while pausing. I often mess up basher assingments as well due to it and have then the turning basher.

Fast forward (ff) and Pause
Fast forward is blazingly fast and finishes the level in no time. So you can only use it to finish off a level or you can try to make a selfbuilt, very unreliable frameskip.
You can perform this quasi-frameskip by either pressing ff twice in quick succession or use ff in combination with pause.
The first method seems more elegant and faster but also less controllable than the second, since you can almost simultaneously hit ff and pause. If one uses the second method, one should not forget to first disable ff and then pause.
With fastly mashing pause you can have selfbuilt framestepping.

Action Replay (AR)
Action Replay can be used in combination with ff(+pause) to get fast to the point where you've made a misstep. This makes dealing with levels much more convenient for me, although it is hard to pull off properly for me. Unfortunately there are instances where AR can desynch, which can lead e.g. to the situation that skills are used up but not assigned. But fortunately that hasn't happened that often to me up to now.

Other mechanics/pecularities:

Exploder behaves like blocker
In Winlemm an exploder which starts to explode lets other lemmings turn around as if it were a blocker.

Falldistance to the wall of a climber after hitting ceiling
If a climber hits a ceiling it seems to have a higher distance from the wall than in the Dos version. You can build a stair that way that a climber can climb past it but lands on it when falling down after hitting the ceiling. 

Digging

Digging seems to be slower than in the Dos version. The digger seems to fall down as soon as the hole opens (unsure if that is true in any instance).

Concerning ONML:

Time limits and RR

In ONML there are a couple of levels where you have to increase the release rate at some point to keep the time limit. I think there is at least one level where they have not even spawned before the time limit has expired. That's especially nasty when I'm using ff to finish off the level since I have a proper route. That way I have no incentive to increase the RR and if I use ff, the level is lost because of that. Increasing the RR to keep the time limit is in many levels just a pure formality and winning or losing shouldn't depend on it I think.

Hidden traps

In ONML are levels that have hidden or only barely visible traps, often close to the exit when you think you have your route. I have to admit that it has that surprise effect and shows you that you shouldn't be too sure about your route. So it has its dramatic effect but it is nasty as well since you have to do everything from the beginning in the worst case although you were close to solving the level. In Winlemm it is a bit mitigated via AR+ff.

About some levels
Spoiler (click to show/hide)

50
Lix Main / Funny multiplayer moments
« on: March 01, 2018, 01:30:09 PM »
This from one multiplayer session still always gets me and brightens up my day if I'm feeling unwell (aprox. 8:12-9:30 of the video).
(Sorry Raymanni.)

51
Lix Main / About the Lix commands/switches
« on: February 15, 2018, 09:32:57 AM »
I just played sporadically around with the Lix switches (Win7, Lix 0.9.11):

--fullscreen doesn't seem to change anything for me (the game starts though with my predefined mode (window 800x600)). The other switches concerning resolution seem to work though.
-> Edit Simon: This is now fixed in mid-2018.

If I use something like -h or -v the cmd prompt seems to show nothing but if I redirect output to a file the textfile for the standard output shows text. Can somebody explain why this happens?
-> Edit Simon: From console suppression, see below in this post.

52
Lix Main / Crash while observing multiplayer - Access Violation
« on: February 05, 2018, 10:40:03 PM »
Lix 0.9.10 (release build, Win 8.1):
I was observer in multiplayer. As a new map started there were no assignments, the Lix only walked around. As I wanted to exit the map crashed.

log.txt:
  8066.52 :0:
  8066.52 Access Violation
  8066.52 0x004FDDE7
0x00499B32
0x004DAEB8


53
Lix Main / Stop maps from crashing (OutOfMemoryError)
« on: January 28, 2018, 07:43:09 AM »
I've tried to force it in singleplayer (map: "What could possibly go wrong? (3p)") and got the OutOfMemoryError.
But even with debug build it only gives a very short message. (Probably not different from release build?) I've just attached it for completeness. (Old laptop, Win 7, 4 GB RAM, ca. 1,7 GB for graphics (shared memory, only 64MB dedicated on graphics card))
The taskmanager said that I've used approx 3 out of 4 GB available for me. (Lix ate up about 1,8 GB at this point. That is really much for this kind of game though not generally. But my laptop uses shared memory, so that graphics memory is to a big part handled via RAM as well.)

I will try to run against Allegro debug libraries but can't promise anything

54
Lix Main / (fixed) DAllegro5 batch fails on paths with spaces/hyphens
« on: January 26, 2018, 02:16:24 AM »
Just for completeness:
SiegeLord actually has provided a tool/batch file that creates Allegro libs from the DLLs. (Nevertheless good to know how to do it manually just in case.)

Just an addition: It looks like the directory path where the Allegro DLLs are situated shouldn't have something like spaces or hyphens ("-") for the batch file to work properly.

55
Lix Main / Search button is invisible under certain circumstances
« on: January 24, 2018, 12:42:21 PM »
Lix 0.9.9:
If you click e.g. on the levels tab in the singleplayer menu there is no search button visible. But if you click at the right upper corner you can actually activate it and make it visible by that. The same works by clicking on the scrolling bar (that can be moved).
Note: The button is visible if you enter the singleplayer menu (at least if you have a level memorized by the game).

I made a video to demonstrate.

56
Lix Main / Laser traps and red pipes are hard to distinguish
« on: January 21, 2018, 05:36:37 AM »
Maybe that is intended, but as I played the Vicious level "One-Lix Showdown", it was sometimes hard for me to tell what is laser trap and what are red pipes (geoo/abstract/pipes). I've attached a screenshot.

57
Lix Main / Selecting of level file crashes replay browser
« on: January 15, 2018, 07:29:35 PM »
This actually already applied to the 0.9.7 but I've never realized it:
If you put level files in the replay folder and select them from the replay browser the game crashes with Access Violation. In earlier versions there was no problem and it's a bit nasty to have a plain crash just upon selection there.
(This crash happens in the provided binaries as well.)

Full error message (debug build, Win 7):

Lix version:  0.9.8
Session date: 2018-01-15 20:06:35
    30.37 :0:
    30.37 Access Violation
    30.37 0x005105F9 in void menu.browser.replay.BrowserReplay.onFileHighlight(immutable(file.filename.base.IFilename)) at C:\...\LixD-master0_9_8\src\menu\browser\replay.d(82)
0x005112FD in void menu.browser.select.BrowserHighlightSelect.highlight(immutable(file.filename.base.IFilename)) at C:\...\LixD-master0_9_8\src\menu\browser\select.d(58)
0x00511418 in void menu.browser.select.BrowserHighlightSelect.onPickerExecuteFile(immutable(file.filename.base.IFilename)) at C:\...\LixD-master0_9_8\src\menu\browser\select.d(84)
0x0050F32B in D4menu7browser6highli16BrowserHighlight__T6__ctorTC3gui6picker8tilerlev11ReplayTilerZQBrMFxAyay9685BBFB3F63E9BE4E3A4927E21906FF at C:\...\LixD-master0_9_8\src\menu\browser\highli.d(41)
0x004F3A72 in D3gui6pickerQh6Picker__T6__ctorTCQBgQBf8tilerlev11ReplayTilerZQBmMFSQCpQCoQCr__T12PickerConfigT84DD4EB3876DF06FF7B69392533B73CC at C:\...\LixD-master0_9_8\src\gui\picker\picker.d(72)
0x004F6B07 in void gui.picker.tiler.FileTiler.calcSelf() at C:\...\LixD-master0_9_8\src\gui\picker\tiler.d(133)
0x004EB0BC in void gui.element.Element.calc() at C:\...\LixD-master0_9_8\src\gui\element.d(124)
0x004EB407 in void gui.element.Element.calc().__lambda1!(gui.element.Element).__lambda1(gui.element.Element)
0x004EB448 in void std.algorithm.iteration.each!(gui.element.Element.calc().__lambda1).each!(gui.element.Element[]).each(ref gui.element.Element[]) at C:\D\dmd2\windows\bin\..\..\src\phobos\std\algorithm\iteration.d(944)
0x004EB0B4 in void gui.element.Element.calc() at C:\...\LixD-master0_9_8\src\gui\element.d(123)
0x004EB407 in void gui.element.Element.calc().__lambda1!(gui.element.Element).__lambda1(gui.element.Element)
0x004EB448 in void std.algorithm.iteration.each!(gui.element.Element.calc().__lambda1).each!(gui.element.Element[]).each(ref gui.element.Element[]) at C:\D\dmd2\windows\bin\..\..\src\phobos\std\algorithm\iteration.d(944)
0x004EB0B4 in void gui.element.Element.calc() at C:\...\LixD-master0_9_8\src\gui\element.d(123)
0x004EB407 in void gui.element.Element.calc().__lambda1!(gui.element.Element).__lambda1(gui.element.Element)
0x004EB448 in void std.algorithm.iteration.each!(gui.element.Element.calc().__lambda1).each!(gui.element.Element[]).each(ref gui.element.Element[]) at C:\D\dmd2\windows\bin\..\..\src\phobos\std\algorithm\iteration.d(944)
0x004EB0B4 in void gui.element.Element.calc() at C:\...\LixD-master0_9_8\src\gui\element.d(123)
0x004F96E6 in void gui.root.calc() at C:\...\LixD-master0_9_8\src\gui\root.d(96)
0x00428C2F in void basics.mainloop.MainLoop.calc() at C:\...\LixD-master0_9_8\src\basics\mainloop.d(159)
0x0042898B in void basics.mainloop.MainLoop.mainLoop() at C:\...\LixD-master0_9_8\src\basics\mainloop.d(82)
0x0050E540 in int main.main(immutable(char)[][]).__lambda2() at C:\...\LixD-master0_9_8\src\main.d(39)
0x00530453 in extern (C) int allegro5.system.al_run_allegro(scope int delegate()).main_runner(int, char**) at C:\Users\...\AppData\Roaming\dub\packages\allegro-4.0.1_5.2.0\allegro\allegro5\system.d(45)
0x00530437 in int allegro5.system.al_run_allegro(scope int delegate()) at C:\Users\...\AppData\Roaming\dub\packages\allegro-4.0.1_5.2.0\allegro\allegro5\system.d(62)
0x0050E4F3 in _Dmain at C:\...\LixD-master0_9_8\src\main.d(35)
0x0053D933 in void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).runAll().__lambda1()
0x0053D8F7 in void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).runAll()
0x0053D7F8 in _d_run_main
0x0050E56C in main at C:\...\LixD-master0_9_8\src\verify\counter.d(7)
0x0057C119 in mainCRTStartup
0x7660337A in BaseThreadInitThunk
0x77C19882 in RtlInitializeExceptionChain
0x77C19855 in RtlInitializeExceptionChain


58
Lix Main / Gap between singleplayer browser buttons
« on: January 15, 2018, 06:21:51 PM »
Only a minor aesthetic thing:
Since the search button is now in the top right corner, there is a strange gap after the delete button.

59
Lix Main / Blocker Behavior
« on: January 09, 2018, 01:43:34 AM »
This is probably well known, maybe even used somewhere but since I've encountered it:

Passing through blockers in two different variants (attached replays for both):

1st Is more of an oddity that works in L1 Winlemm as well I think. The lix can walk through two blockers under following circumstances:
- You position a blocker at a very specific place close to the hatch.
- You position then a blocker directly under the hatch.
=> The lix will "dance" through the two blockers.

2nd Is about changing directions through blockers:
- You place a blocker under the hatch. (=> Lix can still pass through in their spawning direction)
- You place another blocker one frame to the side of the first blocker. (=> Spawning lix will be turned around and pass through the first blocker to the other side.)
- You place then another blocker one frame to the other side of the first blocker.
=> Lix will be turned around again and walk through the first and second blocker (in their original spawning direction).

60
Lix Main / Solving replays are autom. saved without finishing level
« on: January 08, 2018, 03:40:08 PM »
Maybe this is even desired:
But if you fulfil the save requirement and just exit the level with Esc/Menu then the solving replay is automatically saved although you haven't finished the level properly.
This means that infinite replays can be automatically saved under solved.
Simon indicated that infinite solving replays are no problem for him, so maybe a non-issue. But I find it incomplete to provide such a replay and it accidentally happened to me once.

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