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Topics - Simon

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181
Lix Main / Builder -> miner at wall depends on parity
« on: March 20, 2016, 11:55:42 PM »
Hi,

see issue 57 on github: Builder -> miner at wall depends on parity.

I've proposed a solution there. Comments?

The code for that proposal isn't pushed to github yet. I'll make a test release later this week, so you get to try this. Then you can destroy the idea yet again.

-- Simon

182
General Discussion / Nepster visiting Simon & Icho, March 2016
« on: March 10, 2016, 07:46:33 PM »
Hi folks,

3-player rodent meeting in Göttingen: Nepster from Munich is going to visit IchoTolot and me in Göttingen.



(The 4th porcupine is in spirit of geoo or Ramond, who would have liked to join, had this been closer to Vienna.)

We'll meet at the train station at 10 a.m. local time on Friday, then head over to my place. IchoTolot is taking a programming course in C at our university, but Friday is a free day for him. So we'll do Icho's homework together. Will too many rodents spoil the broth, or are we going to write excellent code?

Come online in IRC (irc.quakenet.org #lix) tomorrow to find out!

-- Simon

183
Closed / [bug] [player] Autoreplay empty, manual replay OK
« on: March 07, 2016, 07:16:52 PM »
Edit: This post has a confusing description. I have a better test case in answer #2.

NL 1.43-D on Nepsterlems 1.1.

The attached Replays are for Nepsterlems, 3rd rank, level 4, The Block-Store. *-06-54.lrb is a manual save of a solution, and *-07-00.lrb is an automatic save. The manual replay (06-54) plays back the solution as I want it.

I use the option that supresses skill selections.

Expected: The autosaved replay plays back the same solution.

Observed: The autosaved replay (07-00) seems to be empty. No red R, no replayed assignments in that one. See next post.

-- Simon

184
NeoLemmix Main / Default keys
« on: March 07, 2016, 07:46:33 AM »
Brain dump from IRC yesterday.

Specific to NL and Icho:
  • Icho doesn't use all the functionality.
  • Icho uses the default layout.
  • Icho uses the mouse to select skills, RR, nuke.
  • Icho uses the keyboard to pause, and for everything that lacks a button.
  • Icho likes how his common keys are memorable: [P] is pause, [Num-Minus] goes back 1 second, [B] goes back, [N] is next frame.
  • Icho has played several other games that, like NL, pause on [P].
  • Icho doesn't care if he has to reach over half of the keyboard for [Num-Minus].
Specific to NL:
  • NL lacks buttons for core functionality, thus demands key memorization.
  • Some defaults match L1's hardcoded bindings.
  • Some defaults match a convention from L2/L3/L3D: [P] is pause.
  • Some defaults violate a convention from L2/L3/L3D: [Enter] is fast-forward in all of these games. Yet fast-forward in NL is [F].
  • Some defaults are on associable symbols.
  • Some defaults are on whatever symbol happens to lie next on Qwerty to related functions: Savestate is [Enter], and load-state is [Backspace].
  • There is a reason for every default binding in NL. But there is no overarching reason that governs all defaults.
Specific to Lemmings:
Random usability finding:
-- Simon

185
Lix Main / Steel decoration: steel or earth?
« on: March 05, 2016, 11:14:14 AM »
See also: 2021 NL thread: Moss-on-steel decoration for L1 conversions



Hi folks,

Here's a violent scene from Steel Works.



The implosion clears the destructible moss.

Lix recognizes earth tiles and steel tiles. Whatever tile gets to draw the topmost pixel determines whether a pixel is steel or earth. Neolemmix calls this behavior "regular autosteel".



The leftmost image displays two purple tiles. The top part is steel, the bottom part is destructible earth.

The purple tiles are meant as steel decoration. The top tile should be laid over a steel block, as we see in the rightmost image. That produces a cleanly-shaven steel block on explosion. To get this behavior in Lix, it's necessary to make the top purple tile steel.

The purple steel tile should not decorate earth, or appear out in the open like on the leftmost image. These uses lead to the irritating middle image.

Opinions please!

I will post my own opinion later, along with design questions.

-- Simon

186
Lix Main / D/A5, crash in al_get_joystick_state, Windows
« on: March 01, 2016, 05:08:16 PM »
Icho and I have have looked into the joystick crash on Windows. This bug is very hard to trigger, we've hit it only once. Key ingredients, as Clam and Nepster have suggested, are turbo-fast-forward, then framestepping back.

Theory: I don't run the D garbage collection (GC) during the game, only after each level. Automatic GC would kick in when RAM is scarce, which doesn't happen during play. But maybe VRAM gets scarce? This doesn't trigger the automatic GC, because RAM is not yet full. Yet somehow, we might get bad VRAM bitmaps, even though A5 always returns meaningful pointers on bitmap creation.

Therefore: From 0.2.33 on, I'm forcing the GC to run during play, whenever old savestates aren't needed anymore. GC'ing frees the savestates' RAM and VRAM. Let's see whether you can repro the crash still. When you framestep back in large jumps, holding down the button, this can make the GC run every frame. Let's see how much of a performance hit you take.

Get 0.2.33. You don't have to test immediately. But please report the crash again, should it occur from now on.

-- Simon

187
Site Discussion / Concise topic titles!
« on: February 26, 2016, 05:55:40 AM »
Good topic titles

Topic titles are extremely important. Cut all fluff! Or replace it with meaningful information. Here are some worrisome topic titles, along with suggestions for improvement.

The X topic
X

My X topic
X
username tries X

X doesn't work
X fails to Y

X on my computer
X on Windows 10

The NEW X!
X
X version 2.3.45
X revamped for 2016
X is now hosted by Y

Observe how it's always correct to start the topic title with the most important word.

That's how we arrive at this suggestion:

[BUG] [PLAYER] X does Y, expected Z
X does Y, expected Z [bug] [player]

But I don't feel as strongly about changes in such a standard.

Don't name stuff "new"

The example The NEW X! is particularly bad, because it outdates quicker than you think. Your postings are visible for the years to come. When has it been new? If you feel it's so important that it's new, add a date. The year alone is enough!

Files should never have "new" in their name.  When you have mystuff.xyz and you begin producing backup/mystuff-new-backup-2.xyz -- immediately download git. Use dates or version control.

Backing up is to ensure access to a recent version, protecting against unwanted data loss.
Version control is to ensure access to an old version, protecting against wanted changes.

-- Simon

188
Non-Lemmings Gaming / Start-to-Crate
« on: February 18, 2016, 08:40:46 PM »
"All games contain crates, therefore all games can be judged empirically on those crates.

Games can be rated and compared based on the shortest amount of time it takes a player to reach the first crate, which represents the point where the developers ran out of ideas."


Exact rules to determine start-to-crate, including penalties.

How well does Lix do on the test? Here's a screenshot from the very first level, without scrolling:



0 seconds until the first crate is visible
-2 seconds due to penalty #1: crate is on fire
= -2

This sucks pretty bad, I consider it a design bug. :>

-- Simon

189
Lix Main / __ bot relays only Lix to #lix
« on: February 16, 2016, 06:46:22 PM »
Hi,

we have separated the IRC channels #lix and #neolemmix. There is interesting discussion about both games, and some of us already sit in both channels. namida is happy with this separation, which is very important to me.

Current solution:

We're relaying this subset of all boards to #lix. We're relaying posts as notifications, not as messages.

Old first post:

Mindless's bot __ is relaying Lemmingsforums posts as follows: The Lix board is relayed to #lix, and everything else is relayed to #neolemmix.

Proxima wasn't happy about this change, because he relies on #lix for seeing new LF posts. On the other hand, I like the reduced bloat in the #lix channel logs, and Ramond is annoyed by any bot activity. What's your stance?

Furthermore, __ is now sending notifications, not messages. Messages are what people send when they type text and send it. IRC clients treat messages as more important than notifications. Notifications are about as important as joins/leaves of other users. Notifications aren't logged in the Nordicbots logs -- very good.

Alternatives for automatic notification about the Lix-unrelated content:
  • Use the forum's news feed (RSS, Atom).
  • Sit in both IRC channels, #lix and #neolemmix.
  • Ask Mindless to go back to relaying all posts to #lix, as notifications.
  • Ask Mindless to relay the Lix board, and all engine-independent boards, as notifications.
The forum's news feed needs a standalone program. [A modern browser is enough. >_>] If you don't use feeds for any other website, it's strange to install an extra tool to run in the background.

Since we have many posts per day, I've configured my feed reader to download the recent 60 posts every 20 minutes. You can configure the time in the program, and the number of posts in the feed URL:
http://www.lemmingsforums.net/index.php?type=rss;action=.xml;limit=60

-- Simon

190
v1.42.

How to reproduce & what we observe:
  • I use these options: Ignore replay skill selection = on, one-click highlighting = off. Haven't tested other options.
  • Assign digger to lem 0 for update n.
  • Framestep back.
  • Highlight lem 1.
  • Highlight-assign builder for update m < n.
    • Observe: Lem 1 begins building in update m.
    • Observe: Replay marker (red R) is still in the panel.
    • Observe: Lem 0 begins digging in update n.
  • Restart level.
    • Observe: No builder assignment in frame m.
    • Observe: Digger assignment in frame n.
Expected instead: Highlight-assignment cancels the replay. Highlight-assignment is then written into the replay. The red R is not visible after the highlight-assignment anymore. After restarting, the highlight-assignment is replayed. The digger assignment is not replayed, because it got erased upon the highlight-assignment.

-- Simon

191
Closed / [bug] [player] LMB advances physics before cancelling replay
« on: February 14, 2016, 02:32:21 AM »
BitBucket: https://bitbucket.org/namida42/neolemmixplayer/issues/40/left-click-advances-frame-before-updating

Status: This appears to be two different things being reported together:

1. Left-click cancels replay *and* advances a frame. This is very unlikely to be changed; as there are keys for both functions alone (C to cancel replay without frame advance; N to advance frame without replay cancel; assuming the user hasn't re-customized them).

2. When using said left-click, a skill assignment in the replay is prioritized over one the user tried to assign with the given left-click. This is more likely to be changed.



Steps to reproduce:
  • Have assignment to lemming Y coming up in the replay that are assigned at the beginning of update n+1.
  • Be in update n.
  • Hover over a lemming X different from Y.
  • Click to assign to X.
Computer does:
  • Physics advance from n to n+1.
  • Queued assignment to Y is replayed.
  • Queued actions in n+2, n+3, ..., are deleted from the replay.
  • No assignment to X.
Expected instead:
  • Queued actions in n+1, n+2, ..., are deleted from the replay.
  • Physics advance from n to n+1.
  • Assignment to X takes place.
  • No assignment to Y.
Reason: When I click a lemming, it should receive an assignment. This should not depend on whether there's an assignment queued for the very next update. During frame n, I don't see yet whether anything is queued for n+1.

-- Simon

192
Lix Main / Better singleplayer browser
« on: February 12, 2016, 08:17:27 PM »
Hi,

we had a little discussion on IRC about how the singleplayer browser should behave. I'm not content with the small preview, and Proxima is not content with the small area for level authors' names.



Here's a first sketch. Criticize, and dump more ideas here.

-- Simon

193
Closed / [editor] [suggestion] [ADDED] Bundle NL player with new-user-zip
« on: February 10, 2016, 01:55:55 PM »
Status: Added a copy of the player to the ZIP.



Quote
The editor has not been updated. The latest version remains V1.40n, which can be downloaded here:
http://www.neolemmix.com/old/neolemmixeditor.zip (For new users)
http://www.neolemmix.com/old/NeoLemmixEditor.exe (For existing users with older versions)

Contents of the new-user-package:
NeoLemmixEditor.exe  styles
NeoLemmixEditor.ini  ReadMe.txt


I recommend to add the NL player to this new-user bundle.

Reasoning: People get stuck on how to test levels. Improving the error message is good. Designing the error out of existence is better.

-- Simon

194
Closed / [SUGGESTION] [PLAYER] [ADDED] Replay messes with skill UI
« on: February 07, 2016, 09:22:46 AM »
Status: Reclassified as a suggestion, as - while possibly considered a bad design decision - the current behaviour is intended, so changing it is a suggestion.

Implemented for next update, as an option. Default setting is off.

195
Site Discussion / Formatting, misc. advanced tips
« on: February 06, 2016, 10:42:17 PM »
How to format your forum messages like a pro!

Links
  • You can dump the address in the text, without any tag around it, and hope the forum software recognizes it.
    http://www.example.comhttp://www.example.com

  • Alternatively, put [url] around the address, to guarantee linkification:
    [url]http://www.example.com[/url]http://www.example.com

  • For very noble formatting, you can rename the link via [url=address]:
    [url=http://www.example.com]Example Website[/url]Example Website
Named spoiler tags

[spoiler]Secret message[/spoiler] becomes:
Spoiler (click to show/hide)

[spoiler=Custom clickable text]Secret message[/spoiler] becomes:
Custom clickable text (click to show/hide)

Copying other people's formatting

You see other people's posts, and wonder how they got the formatting right.

Click "quote" on their post. Their message's source code will appear for you to edit. Study the source code to see how they formatted their text.



Icho has raged! With spoiler tags, the always-visible name goes into the tag, and the content goes between the tags. With URLs, the always-visible link name goes between the tags, and the URL content goes into the tag.

-- Simon

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