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Messages - Forestidia86

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571
Lix Levels / Re: Community set: replacement and ordering
« on: December 10, 2017, 08:19:40 AM »
if geoo's solution leaves a skill then I guess it's a red herring?

Another way to see it could be that it's leeway because it's not necessarily the same skill left. So it would be more about finding the tricks and basic outline rather than to produce the exact same solution. Though I only found the second solution because I had found the first before and forced myself to use all three climbers meaningfully.

Edit: I have a solution that meaningfully uses all skills attached (first attached replay). Though it's just another variant. But I have the impression that it is the cleanest of my solutions.
To mobius:
Spoiler (click to show/hide)

Edit2:
Spoiler (click to show/hide)

572
Lix Main / Build instructions have dead links (v. 0.9.4)
« on: December 10, 2017, 06:51:03 AM »
As I looked through the build instructions I noticed that there are non-working links provided:

Windows build instructions:
1st One of the forum links: asdfasdf.ethz.ch/~simon/bb/forum.php
2nd Allegro DLL/lib. package: http://www.lixgame.com/dow/alleg-5.2-dlls-libs.zip

And the file mentions an appendix 2 but there doesn't seem to be one?

Linux build instructions:
Lix website: http://asdfasdf.etzh.ch/~simon

573
Lix Levels / Re: Community set: replacement and ordering
« on: December 09, 2017, 08:27:48 PM »
In case you don't know a solution by geoo can be found in the replay collection here.
I found a solution that leaves a climber spare as well so I assume it's like Proxima's.

Edit: I found a solution which uses all the climbers but has a jumper spare. It's basically a variation of my first one.
I've attached both solutions (v. 0.9.4) but it's possible that they are just the same as geoo's or Proxima's.

Edit2: I see now that the level I solved has a later built date, so probably it's just another version.

574
Lix Main / Re: Mass Verifier shows fail despite solving replay
« on: December 09, 2017, 05:42:43 AM »
Quote
verifier terminates immediately after winning
lix saved and skills, phyus used can get then misleading.
Correct, and I don't have a good answer to this.

Maybe just give the information in the verifier.txt that skills, lix saved etc. are not counted after the final required scoring and that the phyus told in the file are bound to lix saved (of the required amount). (I noticed that if you save no lix then phyus just show 0 and got the impression that phyus are only counted by saved lix (of the required amount), which fits to what you have explained.)

575
Lix Levels / Re: Nessy's Lix Levels (V0.1.1)
« on: December 08, 2017, 09:09:08 AM »
Solved the new "Sanctum" as well.
Spoiler (click to show/hide)

576
I think this could actually make a useful feature request

The post was partly meant as workaround for issue 76, which is about saving and loading tile groups as new terrain pieces.
You can actually save these tile groups but you don't seem to be able to load them in another level from within the game. The workaround then is to integrate them via text edit, which actually doesn't seem that big of a deal, especially concerning newer level files where everything is neatly line by line. (I don't know how it is with really big tile clusters though since I only had relatively small tile groups.)
(Of course loading them from within the game or storing them in copy buffer as you suggested would be more convenient. But in my particular situation of level conversion I had to text edit anyways.)
 

577
Lix Levels / Re: Nessy's Lix Levels (V0.1.1)
« on: December 08, 2017, 03:42:30 AM »
I have a solution to "Breaking the Fourth Wall".
I don't know if it's intended but
Spoiler (click to show/hide)

578
Lix Main / About how to integrate prebuilt tile groups in other level files
« on: December 07, 2017, 09:30:49 PM »
Probably everybody knows this already or maybe there is even something implemented but I just wanted to share how I integrated the large bridge tiles (in fact made of 4 Simon bridge tiles) into the existing Clam levels as I converted the oriental ones.

1st Create a level file with the desired tile groups

This one is maybe obvious but you can build tile groups (connect them as tile groups) in the ingame editor and save. This creates a level file with the tile group data. The level will show missing hatches but you can edit it and so work with the tile groups (copying, deleting etc. them as you need). You so create a template that you could use if you want to build new levels with these tile groups.

2nd Copy the tile group data of the desired tile groups in the desired level file

But I wanted to integrate them in existing files.
So you can open your template level file with the tile group data and copy that data + (at least) one instance of that group in the desired existing file.

The structure of the tile group data is like that (example: one of the big bridge tiles):

$BEGIN_TILE_GROUP 0
:simon/oriental/bridge1: 0 22
:simon/oriental/bridge1: 44 0
:simon/oriental/bridge1: 0 65 rr
:simon/oriental/bridge1: 44 43 rr
$END_TILE_GROUP

You have a bracket of $BEGIN_TILE_GROUP 0 and $END_TILE_GROUP and inbetween the tile data of which the tile group is composed. (0 indicates which tile group it is.)
You have to integrate that and then one instance, which for example looks like that:

:Group-0: 112 132 rr

Group-0 is the name of the tile group, so if you want to integrate more than one tile group you have to look for the number. (The colon at the beginning seems to be some sort of separator, the numbers are the coordinates and rr seems to indicate that I turned it twice.)
And you need to give different numbers to different tile groups in the tile group data.

I have attached a template level of the big bridge tiles:
tile group 0 is the angled bridge tile group that is built roughly on the shape of the old tiles.
tile group 1 is the straight bridge tile group (built roughly on the shape of the old tiles).
tile group 2 is the angled bridge tile group that is built to fit to the straight ones.

You can look at this file to get an impression how it looks like with more than one tile group.

I have attached a pointless test level as well, where I integrated one of the big bridge tiles, which is another reference how to exactly integrate such tile groups.
The easiest way seems to be to just integrate it after the skill enumeration. (Make sure that everything concerning tile group data is in different lines.) (It will be probably reordered after you have saved in the ingame editor but that shouldn't be a problem.)

If you have integrated them you can copy, delete etc. them in the ingame editor as you wish and so work with them.

Just a side note in the end: Since I converted the levels I mainly text edited and used find and replace (all) to replace the old tiles with the new tile groups (and didn't need to integrate an (extra) instance of the tile groups). But I got as I side information how to integrate such tile groups, which could in turn be used for level building. 

I hope that explanation was not redundant and not too confusing.

579
Lix Main / Re: Speedrunning Lix singleplayer
« on: December 07, 2017, 08:59:15 AM »
I still don't think this a good speedrun, and won't pursue it anytime soon. :-)

I can understand that. Especially for people that don't know the levels or even the game the run is probably too confusing and non-sequitur.
But I actually like the show-off of keyboard skill and the rushing through levels, that looks somehow impressive and dynamic-fast-paced.

580
Lix Main / Re: Mass Verifier shows fail despite solving replay
« on: December 07, 2017, 02:59:27 AM »
Hah, correct, the verifier terminates immediately after winning. I forgot that I aborted winning replays immediately. The reason is that most replays in the database win, therefore it's worthwhile to optimize this case.

That makes absolutely sense considering the purpose of the verifier. But the whole information about lix saved and skills, phyus used can get then misleading.

581
Lix Main / Re: Mass Verifier shows fail despite solving replay
« on: December 07, 2017, 02:52:20 AM »
mercy-killed winning replays

Only out of curiosity:
Are replays that win before the 5-min period mercy killed at all? From my tests I had the impression that as soon as the last required lix is deemed saved the verifier breaks up and gives OK. (It never showed more than the required amount of lix as saved and skill assignments afterwards were not counted etc.)

582
Lix Main / Re: Mass Verifier shows fail despite solving replay
« on: December 07, 2017, 02:24:09 AM »
How is your position to replays that save the required amount but go on infinitely? Are they ok, since they are in some sense proof of solvability? But in another sense they are broken; though they could be fixed fast and easily.
(I think Proxima's desynched replay to Clam's Humane "Shelf Life" is such a one btw.)

583
Hm, what led to the "problem" was my laziness not to write "vicious" with uppercase first letter.
PointedTo as well as the verifier nevertheless accepted that, which is probably already another interpretation of data than it would be on Linux I guess? And I didn't realize therefore at that point that case-sensitivity plays a role since everything seemed fine.

But I agree that's important that the data is understood the same across the OS, else people on Windows use case-insensitivity (like me), which then in worst case doesn't work for users with case-sensitive OS.

584
Lix Levels / Re: Some impressions/replays concerning the lemforum levels
« on: December 06, 2017, 02:26:06 AM »
Thanks for the feedback.

Interesting that still people are finding "Rhapsody" more difficult than it's position. This has come up a lot it seems, while I've always found this level pretty easy (but still a great one)

I'm not sure if I think Rhapsody is too tough since Daunting levels are supposed to be already tough I think. The level just hit my weakness of having to think in advance and deal with many possible combinations. I probably think more in a bruteforce (and problem by problem) manner, so that many possible combinations are generally harder for me.

585
Quite interesting that it seems to be OS dependant.
The case sensitivity played at another point a role as well.
As I converted the oriental levels of Clam, then I had to change "Hatch" to "hatch" for example. The old tileset had uppercase first letter whereas the new one had lowercase first letter and the game didn't recognize the old names with uppercase.

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