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Messages - Forestidia86

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586
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.

587
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.

588
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.

589
Lix Main / About the case sensitivity of level checkmarks (very specific)
« on: December 05, 2017, 07:23:58 AM »
This one should only hit people that change replay files; is therefore a very specific and rare thing I think. So it's probably not important but I was shortly confused.

PointedTo and the verifier don't seem to be case sensitive (at least concerning subfolders) but the checkmarks seem to be.

I think as I dealt with "Five for Fighting" (FfF) I wanted to try out my solution to "Whispering Wind" (WW). To achieve that I copied the replay of WW and changed the $FILENAME to the respective one for FfF but wrote "vicious" with lowercase first letter and used pointedTo.
I saw quite early that my other solution won't work and tried other things finding a solution, which was saved in solved/lemforum/vicious/
The folder "vicious" was created with lowercase first letter and within the replay file the path was lowercase first letter for the rank subfolder as well.
The verifier had no problems but no checkmark was created even when I played the replay.
As I realized what could be the reason and changed "vicious" in the replay file to uppercase first letter the checkmark was created after playing the replay.

To reproduce this:

- copy a replay of a lemforum level to an instance of Lix that has in replays/solved/lemforum/ no subfolder for the rank of it (but the same player name of course)
- change the $FILENAME within the replay file to lowercase first letter for the rank
- use pointedTo to play it, cancel it somewhen and solve the rest of the level
->
- A subfolder of the rank should have been created in solved/lemforum/ with lowercase first letter and the replay file in there should have lowercase first letter for the rank subfolder as well
- There should be no checkmark for that level and playing that replay shouldn't create one.

- Now change the path in the replay to an uppercase first letter for the rank subfolder.
- Play the replay.
->
- Now the checkmark should appear.

I hope my description is accurate and reproduceable.

590
Lix Levels / Re: Some impressions/replays concerning the lemforum levels
« on: December 05, 2017, 05:33:27 AM »
Since I don't know when I get around doing further levels of the harder ranks and I've gathered some level solutions I've attached some replays (should work with 0.9.4).

4 Daunting levels:

1 - Rhapsody--
4 - Over My Head
12 - Alternative Route Required
21 - Slipping Again

1 Vicious level:

14 - Five for Fighting

1 Hopeless level:

14 - Parking Garage

Remarks on the Daunting levels (click to show/hide)

Remarks on Five for Fighting (click to show/hide)

Remarks on Parking Garage (click to show/hide)

591
Lix Levels / Re: Some impressions/replays concerning the lemforum levels
« on: December 05, 2017, 02:07:30 AM »
First to my mind comes 6 - Tapestry. It was an amazing level but felt for me a bit easy for the rank.

When looking through the Cunning rank, the easier levels for me (apart from Tapestry) were I think:
8 - Leap of Faith
12 - Cry for Me
maybe 31 - Tick Toxic

592
Lix Main / Re: Splat rulers (feature wish)
« on: December 03, 2017, 09:54:52 PM »
Just to show another, critical perspective on/problems with the splat height ruler:

From IchoTolot's recording of the multiplayer session:

https://www.youtube.com/watch?v=1h0JQRX4KT8&t=2501 (starts roughly about 41:41)

(As I indicated I personally get along with it well but that doesn't seem to apply to others, which is important as well or even more important. It works relative to the cursor position (snaps to terrain relative to it) though it really can jump around and be precise if edges are close to each other and you have to learn to understand it.)

Edit: Just for clarification:
I said originally only "It works relative to the cursor position" but meant of course that it snaps to terrain (floor, ledges and the like) relative/close to the cursor position.
So the point is actually that the ruler is not on the position of the cursor but on the position of terrain relative/close to it. (The position where the ruler is on is indicated by the green bar in the release. It goes upwards (blue bar) as well as downwards (red bar). (The bars can get covered by terrain and therefore be not visible.)) This kind of working is what makes the ruler as powerful as confusing at first.
 

593
Lix Main / Is issue #269 related to issue #263?
« on: December 03, 2017, 06:16:52 AM »
I ask only out of curiosity; I'm no programmer and have no knowledge of D as language, so sorry if this question is out of place.

Issue #263 has as main error message:
core.exception.AssertError@src/game/tribe.d(210): Assertion failure

and issue #269 has:
core.exception.AssertError@src/game/tribe.d(211): Assertion failure

The numbers are different and one is reported to have happened at the beginning and the other at the end of a multiplayer game but there seem quite some similiarities apart from that both happened to geoo.

One side remark: It seems that Lix error windows appear in the background (at least for Windows XP, 7). That seems to make them (or even a crash) hard to spot. I don't know if there is something to do about it.

594
Lix Main / Re: Concerning fast rewind + fast forward
« on: December 03, 2017, 12:11:39 AM »
Quote
I noticed in German these keys don't seem to have a description in the options menu but just name the function(?).

Fixed for next version: All English descriptions have German translations. When I wrote the options menu for D Lix in late 2015, I was too lazy to translate all the descripionts, causing the game to display a fallback string.

That's only a minor thing, but in "Allgemein" the Sound and Music stuff (including descriptions) is still in English and in "Spieltasten" there is still "Unpause on skill assignment" though the description for that is German (I don't know how to change that in the translation file).

I've translated for myself the Sound and Music stuff. Though some translations are debatable like for "sound gain" I have "Tonverstärkung" etc.
I have attached my modified translation file.

Edit: Just noted that in "Steuerung" the description to "Schnelle Beweg. befreit Maus" is English as well.
 

595
Lix Main / Re: Mass Verifier shows fail despite solving replay
« on: December 01, 2017, 08:55:48 PM »
I have thought a lot about it how to find a solution that keeps the integrity of the verifier but allows nevertheless for an abort after 5 minutes.

Couldn't you give an indication that it has aborted due to expiration of the 5 minute period, e.g. that it says then ABORT instead of FAIL or something like that.

An instrument like the verifier is built up on trust in its integrity, so false results are detrimental for it I think.


596
Thanks, I think this looks less confusing now.

597
Lix Levels / Re: Some impressions/replays concerning the lemforum levels
« on: November 30, 2017, 04:57:36 PM »
Sorry, but I have a solution to the v0.9.4 "Eye of the Needle". I think I will leave it at that no matter if it's backroute or not (since the beginning part is starting to drive me crazy). (There are indications that this is not fully intended but I have the impression I'm somehow closer to the intended solution than my other attempts. I'm at least more content with this one.)

598
Lix Levels / Re: Lemforum pack changes, Lix 0.9.x
« on: November 30, 2017, 01:36:34 AM »
In case of utter urgence I have posted a solving replay here. But I really don't know if it's intended.

Edit: Was backroute; got fixed in the post below.

599
Lix Levels / Re: ClamLix
« on: November 30, 2017, 12:59:02 AM »
Attached my and Proxima's backroute to "Square Dancing".

600
Lix Main / About tiles that have a similiar color as steel (cf. issue #251)
« on: November 29, 2017, 02:58:52 AM »
That issue struck me as I was playing Nessy's levels:

Destroyable tiles looked like steel colorwise and that confused me.
In particular it was matt/bricks/18 and if combined with other tiles the small geoo/construction/concrete (in particular here: 008) tiles; I thought they were steel pieces.
(I have to admit I was extremely tired as I played these levels, so I'm not fully sure if I would have been as confused if I had been in a better state of mind. And I don't know if anyone else has this problem.)

I don't know any good solution.
Simon seems to want to implement a mode where steel is specifically marked as such but that feels more like a workaround. You have to suspect that there is unclear terrain but then you try out anyways or you have to check every level you play. I really don't want to speak against such a feature; it's really nice to get information about the level and it can be helpful. But the best thing would be you could see it without such means but maybe that's not viable. To be clear I don't want these tiles to be culled but maybe they can be marked or recolored?

(To be clear furthermore that is not directed against Nessy's level design; these tiles are available as terrain pieces and have their aesthetics. It's if at all more a problem about these tiles itself.)

Again if nobody else has a problem with it I can live with it since now I know that this can occur.

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