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Messages - Nepster

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1591
Well, I wouldn't call it consistent logic to have a rule that only applies in one very specific situation (wall = 7 pixels high, overhang = 6 pixels high), even if one can state it in a much more general fashion.
It is perhaps noteworthy that precisely this situation actually appears naturally: Assume you have a pillar style level with a brown stair and want to modify it such that climbers may pass, but usual walkers cannot. The most natural way to do this is to take a triangle piece (object number 8 or 9) and use it to erase three pixels from the top of the second step of the stair. The result is precisely a terrain setup as described above. Of course one can slightly modify the setup to take this into account, but this needs at least one more terrain piece and therefore feels less natural.

1592
NeoLemmix Main / Climber vs. overhang: turns at 7 pixels, but climbs 8
« on: October 14, 2015, 06:40:19 PM »
Recently we had a discussion on the climber mechanics for V2.00 with respect to low terrain. Regardless what the rule is, it should be applied consistently. However in NeoLemmix V1.35C this is not the case!
If the wall is at least 8 pixels high, a lemming might climb it, even when there is terrain among the lowest 6 pixels. But if the wall is precisely 7 pixels high, he turns around :lem-mindblown:! The reason seems to be some too rigid terrain checks for hoisters.
Example level attached.

1593
Closed / Re: 2.00 *New* terrain/objects-related discussion topic
« on: October 12, 2015, 07:49:21 PM »
Thanks for all the answers.

I don't see them ever being used together in a terrain piece, but it's easier to allow it than to not allow it. Pieces I could see Type 2 being used in would be, for example, the moss pieces in the Dirt set (that are often overlaid on top of steel as decoration, but are not intended to remove the steel). Since there might be valid uses where the steel should be cancelled - or perhaps usage of other pieces in such a way that steel should not be cancelled (grass on top of the steel, maybe?), this is why an option will also exist in the level format; but this option would be more limited, it would be either "use the properties (which may be mixed) from the mask" or "change all solid pixels to <insert any type here>".
If you really think, that adding more types in the mask makes it easier to use, then fine. The only thing to avoid is, that level designers accidently place type 2 pixels, when wanting type 4 pixels (or vice versa).
Apart from that, I am still not sure if I want to see a mixture of different mechanics regarding terrain overwriting steel.

Firstly - a VGASPEC may well have both one-way areas and steel. Of course, this could still be done manually with steel areas (or by specifying the steel, but not the one-way pixels, on the mask). However - suppose the one-way area you want to create has rough edges with other terrain. Do you really want to sit there manually placing however many one-way areas it takes to neatly cover that, rather than just quickly marking it in the mask (with edges as rough as you like) and placing one large one-way wall over it?

So it's not that you can't do what you describe - it's just a lot less convenient. (One possible alternative is to make the "vgaspec" level out of multiple pieces, with some representing the one-way areas specifically, but this doesn't seem to offer any advantage over using the mask).
Sorry for the steel part - I didn't mean to exclude type 3 pixels in my argument. Concerning the one-way area: If you want to implement them in the editor like the (non-Autosteel) steel area currently, then your argument makes sense. Somehow I thought you planned to implement it in some other way.

1594
Closed / Re: 2.00 *New* terrain/objects-related discussion topic
« on: October 12, 2015, 07:03:07 PM »
Sorry, I completely misunderstood the function of type 1 pixels, see point 9). So let me explain some of my unclear arguments and add a few more:

2a) My basic questions were:
- Assume all terrain pieces have type 4 pixels (or type 3 in case of steel). May we then reproduce the L1 levels by changing the definition of type 4 into the one of type 2, globally once-and-for-all and for all terrain pieces at the same time (possibly by a command in the .lvl file)?
- Does it give enough options to level designer, if they have to choose between using only type 2 or only type 4 pixels?

3a) Apart from typos in my previous argument, here is it again: Do we need terrain pieces, that have both type 2 and 4 pixels? If no, then why not let the level designer decide on this as an option in the editor (assuming we want to encourage the use of type 2 pixels), and remove the distinction in the mask file?
Regarding type 1 pixels, please see point 10).

5a) The original argument suffered greatly from my misunderstanding of type 4 pixels. So the question is now: Do we want to encourage or discourage the use of type 2 pixels? I am very much in favour of strongly discouraging the use of type 2 pixels.
If we want to discourage using type 2 pixels, then should we even allow their use are a regular editor option? I would say: No.
The correct L1 levels could still be created via a master editor kept secret by namida, that has options to use type 2 pixels.
(This argument is off-topic for the general discussion and was made to respond to namida's sentence "discussion may be needed as to what conventions should be encouraged in this regard.")

9) Shouldn't be type 4 be the default fall-back option, if it is the way NeoLemmix treats almost all terrain pieces and type 1 is only for VGASPECs?

10) So type 1 behaves exactly like type 4, except that the one-way option is automatically enabled? If yes, then why is the following procedure impossible: Create your VGASPEC using type 4 pixels, load it into the editor and enable one-way by hand. Then, as the one-way-areas can have arbitrary sizes now in V2.00, select precisely the required pixels for the one-way area.

1595
Closed / Re: 2.00 *New* terrain/objects-related discussion topic
« on: October 12, 2015, 05:14:20 PM »
Some (likely very naive) questions concerning the mask pixel interpretation:

1) Why do we need type 4 pixels? Don't they behave precisely like type 1 pixels?

2) Why do we actually need type 2 pixels? One may get essentially the same effect by specifying globally (i.e. for all terrain pieces at once) in the level file either
- a pixel is steel if the upmost terrain piece that defines a solid pixel there is a type 3 pixel.
- a pixel is steel if there exists some terrain piece specifying a steel piece there.

3) Why do we even need to distinguish between type 2, 3 or 4 in the mask? I don't see a reason to use more than one type in one terrain piece and then it would be cleaner and more flexible to have an option in the editor to specify the precise type. (But see my argument below, that having such an option at all is undesired.)

4) As a player I associate non-solid pixels with black ones. So I would prefer to have the same colour scheme in the mask image. This has an additional advantage when viewing with other programs: Black is always distinguishing, but transparent pixels might be displayed e.g. as white.
Note that I only discuss colour choices for the mask, not for the actual image.

5) I think we should discourage very much the use of type 2 and 4 pixels. The default should be "looks like steel, is steel" and "looks like normal terrain, is normal terrain". Everything else just feels like a bad joke on the player.
In practice this means: Type 2 and 4 will always default to type 1 pixels. I am not even sure, whether we need any option in the new editor to change this. New levels should use the default option and for the few L1 levels that need this, one could manually change it in the raw .lvl file.
PS: If you have an option in the new editor to change this, then you need to cook up (for the editor) a good way to communicate to the level designer, which pixels are currently steel and which are not. Additional work to code for a feature, for which I see no future use...
PPS: Note that this is essentially a suggestion to remove the options "SimpleAutosteel/DisableManualSteel/ClassicSteel" from the editor and only keep "Autosteel". Has anyone actually used an option apart from "Autosteel", except for levels made in traditional Lemmix?

6) Metadata should NEVER override the steel-cancelling pixel property. If I use a terrain piece, I expect it to have the default property, until told otherwise. Changing this default property should be widely visible, e.g. by coming with a separate mask, not by changing a line in the metainfo file that can easily be missed.

7) Just to get my expectations right: I assume that most usual terrain pieces (except steel pieces and those that exist only in higher resolutions) will have neither a mask nor a metainfo file. The mask will be autogenerated from the 1x image and there are no additional infos that need to be stored in a metainfo file. Correct?

8) Saving... This reads like you are expecting users to use a specific program to create new terrain pieces. Then please be aware that some users (like me) will just create .pngs using completely different programs and just dump the result in the style folder (after properly naming it, ...).

1596
Closed / Re: 2.00 *New* terrain/objects-related discussion topic
« on: October 10, 2015, 03:39:29 PM »
Quote
...namida's answers to my questions...
All of them good points, but concerning one-way-walls: Perhaps I misunderstood somthing, but I thought the main idea was to separate the visual display of arrows from the mechanic-wise important area the OWW covers. So we have:
a) An area indicating where the terrain should be a OWW, which is stored in each .lvl-file. How one defines this area in the editor might very much depend on how you want to save this area in the level file, but this is totally independant of the question which style to use or how to store any graphic files, no?
b) Visual display of arrows: This is a set of pictures, together with a meta-info file stating "These are left/right/down arrows for OWW" (and other relevant things) and only this has to be stored in some style folder. These "objects" are then displayed on the OWW.
How to associate the OWW-area in the editor to the correct graphic set also depends on how OWW areas are stored within the level file, imo.

Quote
If a graphics set exists for 2x, and the masks are inferred from the images, and now someone adds new 1x tiles, this might change physics. (Not sure if this is ever gonna happen, I mean who would downscale 2x images for this?) Should the graphics set meta-info file allow to specify which resolution to infer the masks from, so that in this case it would infer from the 2x imagery instead the newly added graphics?
This sounds like a shortcut with potentially nasty results, which could be avoided by enforcing use of a mask (at least when a 1x image is not present). Perhaps NX2 should auto-generate a mask the first time it encounters a piece without one? However, this could raise problems if the piece is a WIP and the user doesn't realise this has happened.
And what happens if the user deletes this NX2-generated mask at some time after adding the 1x image? It might be noted, that the same issue may occur if 2x tiles are added later. Who guarantees that the terrain displayed there fits the terrain mask generated by the 1x tile?

1597
Closed / Re: 2.00 *New* terrain/objects-related discussion topic
« on: October 10, 2015, 02:20:11 PM »
Overall this sounds sensible. Some thoughts resp. questions nevertheless (none really important):

1) Perhaps have the name of the graphic set first and subfolders for various authors. Graphic names feel somehow more important than authors, so they should go first. And then Alice could indicate her folder as the main one by including the general graphic set metadata file; all other folders (that may not include a general metadata file!) are automatically seen as addons without need to specify this.

2) I see no need to separate the objects from the terrain pieces by introducing subfolders.

3) Depending on our decision on "arbitrary trigger areas vs. only rectangular ones", maybe one does not need specific trigger area masks, but can include this info in the general metainfo file.

4) Strips for objects have the advantage to reduce the number of files in the folder and one cannot accidentally delete one of the frames in the middle. Number of frames, size of object, ... can go into the metainfo file.

5) In what respect are one-way-walls different from all other objects, so that they need extra handling?

6) Do we need to add things like the hatch, pick-up skills, ... to each style folder, even if they are the same each time? Perhaps one can have one folder "General" for such objects, which are included automatically in every style.

7) What information would the general graphic set metafile store exactly?

PS: Written while geoo was posting and not adapted wrt. his arguments.

1598
Aside from the fact that this is not the issue of this particular topic (which is about the format of a single tile), 
Ok, then could you please explain what this poll is about? ??? I thought namida wanted the users' opinion on whether to have
- single files = binary style files containing all terrain pieces of a single style
or
- collection of files = each style has one folder, where terrain pieces are stored as a bunch of .png/.gif/.bmp/whatever (and nothing in binary format).

Quote
<stuff about addons to tilesets>
You raise a good point here - and while I don't see it as nessecerially a definitive plus point for the folder scheme, one thing I do see here - is that there should probably be a way to "link" small addon sets to a default main set. Perhaps if combined with some naming guidelines to avoid conflicts (perhaps something along the lines of addon sets should contain the author's name (eg. "Nepster_Purple") while standalone sets should contain some kind of reference to their origin (eg: "LPII_Tree", not just "Tree"))... yeah okay, perhaps such a system could work. I guess it's time to throw away most of the graphic set code I've already written, then (at least hte code for individual pieces can remain)...
You are talking about a folder called "Nepster_Purple" containing several .png/... terrain pieces and not about one binary file "Nepster_Purple", correct?

1599
Closed / Re: Editor Bugs / Suggestions
« on: October 10, 2015, 10:03:06 AM »
IchoTolot and GigaLems have additional styles (L2/L3 resp. Epic) for NeoLemmix. Why aren't these automatically included in the CustLemmixNeo download (assuming that IchoTolot and GigaLems are fine with it)?
(Less work for user to download, ... = more chance for users to use it)

Edit: Remembered that styles come with the player, not editor. @namida: Could you please move this to the player suggestion thread? Thanks.

1600
Let me first give some advantages of "collection of files & adding single terrain pieces":
- If I create a completely new style, then this is a huge project and I would be very willing to use special tools to compress this into a useable format. For single terrain pieces, that I need for one level and that might have potential use for other levels, this is way too much work. Simply putting it in some folder is much faster and easier. (Btw. this is precisely the reason why I haven't created any terrain pieces yet.)
- Using a collection of files, one can easily distinguish between current and old versions of one style (at least if the difference lies in addition of further terrain pieces; telling apart changes of images themselves is hard in any case). Telling apart - likely identically named - binary files is much harder.
- On a slightly different note: Assume the editor is telling me that purple_Nepster_SingleCell is missing. With a collection of files I can easily check whether a downloaded style folder contains this piece or not. With binary files, I have to load it into the editor and try loading the level until I know.

I've already mentioned several times that one potential problem is people ending up with mixed versions of a graphic set (ie: some pieces not up to date, some that are), or an incomplete version of it;
See my points 1a) and 1b) here and your answer to it. Again if an error message says that purple_Nepster_SingleCell is missing, then this file is much easier to find in a collection of files instead of compressed binary ones. And with your strict naming rules for additional terrain pieces, merging style folders will be fast and easy compared to merging binary style files.
For arguments that binary style files have the same potential problem, see the rest of my post.

...and if multiple people are adding graphics to a single set, without it being a proper coordinated effort, this has huge potential to cause mess.
Much, much more so if they are adding to binary style files. A collection of files has the advantage that names of terrain pieces are very likely unique; in binaries everone will start with adding terrain piece "29" to the Purple style, which is guaranteed to create a huge mess.

Don't add to other ones (unless they're your own, or it's a widely-agreed change); create a new graphic set for your new pieces and use the two in combination.
OK, let's see what happens then: I create a new style Purple_Nepster_Addition containing exactly two terrain pieces. Then so does e.g. IchoTolot and GigaLems and we have suddenly four different styles one can load, each called Purple and most of them containing only one or two terrain pieces.
Next suppose I create a level using the traditional purple style and all three additions. Then I can either
- ship it with all three additional style files: But players will never know whether the IchoTolot and GigaLem ones are the current version (unlikely) or something very old (likely), so they cannot simply copy them into his folder.
- or rip IchoTolot's and GigaLem's style files and copy these pieces into my style addition: But even assuming other are fine with plagiarism of their terrain pieces, there will be a huge overlap between style files soon and why would we want this?
A few weeks later I require another terrain piece for Purple. The question is now: Do I create a new style file Purple_Nepster_Addition_2 or do I add the new pieces to Purple_Nepster_Addition? The first one has the same problems as with additions from other people, the second one has the problem to distinguish between current and old versions.

Putting all my additional terrain pieces (even for different style sets) into one Nepster_Addition is creating additional problems as well: First of all I do want to browse all purple style pieces in the same folder, not having to switch to other folders and not having to skip dozens of completely irrelevant terrain pieces for other styles. Secondly I want that other people are aware of my additional pieces and use them in their levels if that helps them. If I only have a single binary Nepster_Addition file, then they have to load it, go through all terrain pieces to see whether I have additional purple pieces or not. It is much better if they are already loaded automatically in the purple style, or at least collected in one Purple_Addition folder.

Apart from all of that, I do not see a difference between a new binary style file Purple_Nepster_Addition containing exactly one terrain piece and adding the terrain piece itself without all the style fluff around it. Well, except that creating a new binary style file is more work...

With a binary file, it's much more clear that such a method won't hold up for very long, and that making use of the multiple-sets-in-a-level feature is more effective.
Not sure what you are trying to tell me here.

Summary: If I only wanted to create completely new styles, then the current system would be fine for me. But making small additions to existing style sets is precisely the big advantage of a collection of files.
Regardless of our decision here, all additions to styles have to be collected and be available at one single location (i.e.not only posted somewhere on this forum). Otherwise we get compatibility issues.

PS: Sorry for turning this into a discussion yet again :-[.

1601
Sorry, I miss the option "I prefer a collection of files. I am not likely to design graphic sets, but I am likely to add single terrain pieces to existing styles"?

1602
Closed / Re: 2.00 In regards to graphic sets...
« on: October 08, 2015, 08:42:29 PM »
It just ran a script over the community pack, and not taking into account eraser pieces, 163/240 levels actually use tiles/objects from at least 2 different styles. A lot more often than it might appear on first glance. I guess the usage is more subtle, and when used, it's done in such a way that the tiles fit well and look nice. I believe often it's also objects being borrowed, as you don't always have equivalents in all tilesets.
Mixing tilesets is desired (see Epic tilesets for Lemmini/Lemmix), and excessively used in Lix.
Interesting; when I went through these levels per hand, I noticed only about 30 levels really using different tiles and a few more for decoration. Could you please run the script again ignoring objects (e.g. almost all levels with water and many levels with traps are counted, because those objects are mostly concentrated in one or two styles in Lix).

1603
Closed / Re: 2.00 Tree with text/image files > custom formats (Rant!)
« on: October 08, 2015, 07:10:39 PM »
Some thoughts from a user somewhere in the middle of your lovely aunt and an expert programmer.

1) File tree for terrain pieces
I support this addition as it works well for Lix and SuperLemmini. However I wasn't really happy with Lemmini in that respect: Sometimes a missing terrain piece would crash Lemmini and one had to reload the terrain pieces from WinLemm, which made keeping backups necessary. In total I have now ca. 5 different(?) style folders as backups, which is a huge mess. So:
1a) More options for users to mess around means that better error handling is required. And if an error occurs, the error message should be descriptive, e.g. detailing which terrain pieces are missing.
1b) Someone (i.e. namida) should collect all custom terrain pieces and provide a style folder containing all of them. I do not wish to have several style folders for different NeoLemmix level packs (or even single levels). And when merging style folders I do not want to check whether identically named pieces are actually identical. If the latest version of NeoLemmix automatically comes with the full style folder, then even better.

2) File format for terrain pieces
@namida: What file format do you plan to use for single terrain pieces added via the file tree? For me the biggest advantage of commonly used formats is the easy way to view them by browsing the style folder. Creating new pieces or changing them is rare enough that I would be willing to use special tools for it.

3) Graphic sets
The Lix community level pack shows that different styles are rarely combined in one level. Mostly "foreign" terrain pieces are used as decoration, for erasing terrain or because the style misses e.g. steel pieces. Thus I see not really a reason to allow mixed graphic sets if that means huge efforts to implement. On the other hand I see at the moment no reason to disallow mixing separately stored terran pieces from the file tree.
geoo's count showed that my previous believe was very wrong and different styles are frequently used in Lix.

4) Conversion problem from native to folder structure
I can guess where the problem is, but probably one can add a replace-tool in the editor? This would allow to replace all terrain pieces of type X with type Y (even better if there is an easy way to do multiple such replacements at the same time). This would at least create the possibility to manually transform a level from using the native terrain pieces to pieces from the style tree.

5) Music files
I would greatly appreciate the possibility to select the music by browsing through some music folder. Even "Tim6P" is more descriptive than track "17" (not to mention properly named music files). Moreover this allows for more than ca. 250 tracks and has hardly any chance that different users have different tracks with the same name (compared to having different tracks with the same track number).

6) Level pack .exe
I prefer not to have a separate style folder, music folder, etc. for each big level pack. At the moment I see two possibilities:
6a) Compress only the raw level data, not the core game mechanics, styles, music, ... Then one would start NeoCustLemm and load from there all pack specific data.
6b) Store everything including the style and music folder in every level pack .exe.
In my opinion option 6a) has several advantages:
- After fixing some bug/glitch/... one only has to update the NeoCustLemm file, not every single level pack file. Users like me are lazy and still use V1.28n for LPI for example.
- Smaller level pack files (though the file sizes are small enough that this shouldn't be a problem nowadays).
- Continuing support for level packs possible, even if the designer isn't active any more.
But of course I have no idea how difficult it would be to code 6a).

Edit: Corrected misapprehension in argument 3).

1604
NeoLemmix Main / Re: Bugs/rants from 2015-09-27 session
« on: October 07, 2015, 07:35:58 AM »
Yet another way to look at this is to consider a very low overhang, and consider lowering the top of the wall until it is short enough to become a walkable step (where the lemming can just hoist itself up the step as a walker--more accurately a "jump")...
Good argument.

To be somewhat fair, I think I'm the only one who's been pointing out that the low overhang having an effect on the climber isn't necessarily that obvious.
And I agree that it is not obvious. And I seem to be the only one pointing out that low overhangs being ignored isn't obvious either (from a mechanical point of view).

Maybe a better gauge is to determine how many levels would be affected (both positively as well as negatively) by the change...
There will be quite a few negatively affected levels (e.g. regarding the brown stairs in the pillar style). Many of them don't require this climber mechanic, but it opens up more possibilities and alternative solutions.

...especially if we are talking about a v1.x update that are supposed to be more minor in nature.
:lem-mindblown: Never realized that we were arguing about a V1.x update.

1605
NeoLemmix Main / Re: Bugs/rants from 2015-09-27 session
« on: October 06, 2015, 05:49:30 PM »
That's not to say we can't have a different rule during the transition moment that prevents the climbing from starting if there is already a very low overhang, but it's worth pointing out that it is actually an inconsistency (even if not necessarily a bad one) if we consider how the game does ceiling checks elsewhere.
True.

Are we still talking about terrain being added (or a pre-existing low overhang), or terrain being removed?
Mainly about a general guideline when to apply which terrain check against currently existing terrain, i.e. mainly concerning the first question in my first post here.

Again, one can argue that if the overhang starts off very low, the lemming's head and arms are already above the overhang while it is still walking, and therefore doesn't have to be affected by the overhang.
Again, one can argue in the same way for missing terrain pixels. But obviously we need floor checks that no terrain is missing before starting to climb and not just worry about terrain in arms and head height.

It would be a conscious choice to add an additional rule if we want such low overhangs to have an effect on whether the lemming can start climbing.  I can go with it either way.
Completely agree with you there. I think one can find good reasons either way and the main question is whether to go for a more versatile climber (current mechanics) or a more intuitive one (see Simon's first post). The longer I think about it, the more I am in favour of changing the climber mechanics even if that means that some old levels need to be fixed.
PS: Does anyone know an old level that cannot be fixed by slight terrain changes, once climbers are restricted by low terrain?

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