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Messages - Simon

#1
Interesting that you continued with this feature. The gut feeling was that the formats are too different.

What do you do with tile groups? With resizable water? With unsupported tile types (teleporters)? Hard error and export nothing (the gut feeling), or warn and export the remainder of the level? Sounds like a list of violating tiles would be nice with the error/warning, or some other editor feature to hunt for violations.

-- Simon
#2
Lix Main / Flatpak-packaged Lix
December 08, 2025, 03:43:08 AM
It's possible to get Lix via Flatpak.

I recommend a native install over using Flatpak. You should either download Windows Lix normally or get Lix for Linux via your normal package manager. The Flatpak Lix is outdated: It's only Lix 0.10.30 instead of the current Lix 0.10.32. Reason: On Github, the D toolchain for Flatpak is outdated, the builds for Flatpak happen with a 4-year-old D compiler, which is too old.

But! If you use Flatpak, you should know where your Lix directories are. Or, if somebody else uses Flatpak, I should know where he has his directories, for helping and troubleshooting.

Flatpak on Linux:
ReadOnly: ~/.local/share/flatpak/app/com.lixgame.Lix/x86_64/stable/
someHexChecksum/files/share/lix/levels/
Writeable: ~/.var/app/com.lixgame.Lix/data/lix/replays/

Flatpak on Windows:
I don't know, nobody has used it there yet.

-- Simon
#3
Site Discussion / Smileys moved from post editor to MORE
December 07, 2025, 03:58:13 PM
In the early 2010's, I made a Lix smiley: :lix:

Then NaOH made one in 2015: :lix-glare:

Then Mindless made a lot of Lix smileys based on it. They are all very nice, thank you!

Then we added all of them without weeding, why not, but they're too many now. It's better to put only a few of them directly on the post form. Makes the post editor load faster, and makes it easier to pick anything else that you need more often. Gives room for new smileys.

By gut feeling (I'd have to think before I could argue), I've kept on the post form:

:lix: :lix-smile: :lix-grin: :lix-evil: :lix-winktongue: :lix-blush: :lix-cool: :lix-glare:

And I've moved these to the MORE popup:

:lix-ashamed: :lix-cry: :lix-dead: :lix-frown: :lix-gasp: :lix-laugh: :lix-mystery: :lix-sad: :lix-scared: :lix-scream: :lix-sick: :lix-suspicious: :lix-tongue: :lix-trouble: :lix-unsure: :lix-wink: :lix-yawn: :lix-yell: :lix-mouth:

All of them still work, both in old posts and in new posts.

-- Simon
#4
Site Discussion / Smileys moved from MORE to hidden
December 07, 2025, 03:30:11 PM
The following smileys used to be in the MORE popup. They are now hidden.

:compat-143: :compat-147: :compat-147-148: :compat-148: :compat-dual: :compat-new:

:compat-143: :compat-147: :compat-147-148: :compat-148: :compat-dual: :compat-new:

:compat-no: :compat-semi: :compat-ver-10-11: :compat-ver-10-12: :compat-ver-10-13: :compat-yes:

:compat-no: :compat-semi: :compat-ver-10-11: :compat-ver-10-12: :compat-ver-10-13: :compat-yes:

Hiding smileys means:

  • Text replacement for them still works. Wherever a post author has typed the smiley's :code:, the post will still render with the image instead of the :code:.
  • They still work even in new posts.
  • But you shouldn't use them in new posts.

Reason for hiding these: namida hasn't used or maintained NL 10 or older NL in years. NL 11 and NL 12 don't rely on these smileys. These years, namida discourages format breakage in NL that would necessitate such smileys.

-- Simon
#5
Site Discussion / Re: Lemojis!
December 07, 2025, 11:26:42 AM
You want the glasses to consume 30 to 60 percent of the space. In posts, people must see it without bending forward. You're designing smileys, not tile-based levels. Don't put minute details. Put huge blatant features.

You want a contrasting color for the glasses, not a blending-in color. A standard trick for more contrast is a thick black outline.

Compare it with the santa hat; it satisfied both and there had existed nothing like it.

-- Simon
#6
Site Discussion / Re: Lemojis!
December 06, 2025, 03:23:21 PM
I have no preference between WillLem's santa and Silken's santa. Among these two, I'll put what others want.

In posts, both santas will look the same to me anyway. On this principle alone, we can already rework or toss 10-20 existing smileys.

-- Simon
#7
Site Discussion / Re: Lemojis!
December 06, 2025, 02:43:52 PM
is relevant and easy to see. I'll add it as :santa:, not as :xmas:. Both are short and clear, but :santa: is more precise.

The point of the excercise is to familiarize myself with the smiley management. I've never implemented my 2019 ideas and ccx was the only admin to add anything. I promised to be a groundskeeper first and to take good care of your lemmings, and uneasy lies the head that wears a crown.

I make no statement yet about all the other backlogged ideas here.

-- Simon
#8
During play, the level tree is immutable and sacred. Don't modify it.

Putting the intended solution with the level ... Reminds me of my old idea for Lix that I've never realized: A level might be a directory. It should contain the level proper, the intended/accepted solutions that should pass during mass replay verification, and backroute replays that should fail. This would be excellent documentation for the pack maintainer.

For NL/CE, intended-solution-next-to-level feels like too big a break in formats. After all, the established tree structures (levels, replays, ...) are formats, too.

-- Simon
#9
The first benefit is proof of solvability.

The second benefit is that you document the intended solution.

You'll forget a few of your own intended solutions within 5-10 years. Or you pass maintainership of your pack to another community member. In both cases, your documented solution helps judge backroutes.

-- Simon
#10
I'll have time to look at the code together on Saturday, November 29th. Does that suit you? I'll have time all day and you can pick the time.

-- Simon
#11
Quote from: Guigui on November 10, 2025, 11:37:32 PMhow to "create a simlink to the other game's folder"

I assume: In CE's directory, you've already removed/moved away the subdirectories levels/, music/, replays/, and styles/.

I assume: Next to CE's directory, you have an extracted namida's NeoLemmix directory, and it's named nl. If it's named something else (not nl): In my commands below, replace all ../nl/ with the proper path to namida's NeoLemmix.

Open a terminal. Navigate into CE's directory (cd path/to/your/ce). Run:

ln -s ../nl/levels
ln -s ../nl/music
ln -s ../nl/replays
ln -s ../nl/styles

To verify: List the CE directory with ls. You should now see symlinks levels, music, replays, and styles next to your NeoLemmixCE.exe. Symlinks are special files, not regular files nor directories. You can ask about the nature of a file with the file command: file levels should tell you: levels: symbolic link to ../nl/levels.

If you ever remove NL because you prefer CE, you'll lose the pointed-to content. Before you remove NL, first, in CE, remove the symlinks (rm levels, rm styles, ...) and move the four NL subdirectories into CE.

-- Simon
#12
My money is on missing images/resources that CE expects and that aren't in namida's NeoLemmix download. I too run the binaries in Wine, on Arch Linux. I can't build from source.

I've looked through my trees for some candidates, and the following files exist in CE that are not in a fresh extraction of namida's NeoLemmix:

  • sketches/diagonal_line.png
  • sketches/glider.png
  • sketches/vertical_line.png
  • Many files in sound/
  • ... and maybe more, I didn't scan exhaustively.

WillLem: Is missing file likely here? You tried dropping CE's executable into a fresh extraction of namida's download and it worked; have you tested only the main menu, or also the level selection and the play? I don't know if CE crashes with nice error on missing file; if it does, then the null pointer crashes must come from something else. Do you see CE as a drop-in replacement for namida's NeoLemmix or as a fork? Is your vision of CE so that dropping the executable into namida's tree is enough, or do you recommend more directories to come from CE?

I deem null pointer crashes always a bug. Even if we consider this a user error by Guigui, CE should produce a better error message.

CE has different settings than namida's NeoLemmix. I don't know if settings can produce crashes.

Guigui: You can work around this: Extract both games, delete levels/ in one, and create a symlink to the other game's levels/. Then do the same for music, and again for tilesets.

-- Simon
#13
Quote(a) move to another frame to make the desired assignment

On a same-lemming assignment? If you add your new assignment after/before the existing assignment, you waste a skill, or you produce garbage that's going to waste a skill on the next frame and cancel your worker lemming. (a) doesn't work around a same-lemming clash; this is different than for a different-lemming clash.

Quote(b) manually delete the existing action (and future, if desired) via the replay editor.

Obviously we disagree here.

I'll write more in late November 2025 because I'll be short on time these days. Until then, focus on other bugs.

In the meantime: I encourage other players to join.

-- Simon
#14
Quote from: WillLem on November 03, 2025, 07:59:50 PMA separate column negates the benefit of seeing all replay actions in frame order

I didn't mean a second list. All entries will still be in the same list as before, sorted as before. I meant: Add "Inserted"/... to the line, and tabulate the lines so that all those "Inserted" will be in a separate column.

The ideal UI widget for the single list will then be a table, not merely spaces/tab characters, because presentation with those characters depends on the font (Windows vs. Wine). Consider: You already have plenty of content to satisfy a table layout because you show a lemming ID, a skill, and a physics update number.

Quote from: WillLem on November 03, 2025, 07:59:50 PMWe could even add a "?" button next to this text which would open a dialog explaining Replay Insert mode in more detail.

Yeah, it's warranted because the replay editor is an expert feature and has already broken game immersion. If you must explain it, you may as well explain it instead of redesign it.

-- Simon
#15
Quote from: WillLem on October 25, 2025, 10:01:13 PMit wouldn't be a simple case of just changing the #FF00FF value as I'd hoped
Quote from: GigaLem on November 04, 2025, 12:29:36 AMyou're gonna need more than my choice to decide.

During clear physics mode, lemmings are dark blue, which is too dark. Whatever you do for trigger areas should match/allow future fixes for lemmings.

See, e.g., the ideas for defaults from Abolish color cycling, pick good non-clashing colors. If you (WillLem) are about to paint yourself into a corner with the trigger areas, keep those other issues in mind.

How urgent are different trigger area color in the game anyway? All the time, I thought Giga's bug report here was about the editor only. And now WillLem wants to change the game even in light of these new design hurdles.

-- Simon