
Quote from: mobius on April 04, 2026, 01:53:01 AMLem dunk -- I'm *pretty* sure saving 100% is possible, might be pretty tough though, its been a long time since I've played this level.
QuoteBetcha can't save just one! - as is; saving 100%, I wanna say somebody did it at some point but with a lot of trickery, maybe even glitchery. Saving 3 is at least doable considering there is the level (not included here) "Betcha can't lose just one!" which is essentially a repeat with the same skills.
Unless he's simply stating the level as one of his favorites on his list.Quote from: WillLem on April 04, 2026, 12:19:52 AMThe only thing I'd suggest is that perhaps rather than a fixed number limit, it may be best to set a deadline after which "no more fixes" is put in place (similar to namida's approach with NL). That might be more appropriate for this particular project, and means that you can revise levels as many times as you see fit up until that date.
QuoteAgreed, with the exception of Proxima drafting the first pack. It's a good way to get the ball rolling, and is unlikely to be impacted too much by the votes anyway.
Just don't want it to be a case of work gets done only for it to be all for naught because there were more "no's" than "yeses" when the poll closes
Again, I highly doubt the yeses will get overturned, but you never know. Though of course we could always override the poll decision and still go ahead with the project even in the case of the no's having more votes. Then in this case, when the level selection gets done wouldn't matter anymore, whether before or after the poll closes 
Link with more info in my signature
QuoteWhatever kaywhyn decides as regards to backroute-fix limits, it seems to be clear to all of us that there should be a limit, and that limit shouldn't be surpassed, at least not by any of us.
One of the main purposes of this project is to have a set-and-forget couple of packs which don't need endless maintenance, and then a new pack to which we can add levels going forward.
I will very likely post and ask if what I spot is necessary to fix before doing so
Quote from: Proxima on April 02, 2026, 04:36:56 PMv2 has 210 levels (7 x 30), not 270 as I said in my earlier post. I've fixed the post now with all the calculations that follow from this. The total number of available levels (v2 and v4 combined) is still 341.
Thank you for your complete honesty
Quote from: roltemurto on April 02, 2026, 07:34:31 AMOn your concern about existing lemming effects (countdowns, balloon pop, etc.) potentially rendering beneath the foreground object: for this use case that's actually acceptable or even preferable. A timebomb countdown visible through a tunnel arch would look fine and is arguably better than it being hidden.
Quote from: roltemurto on April 02, 2026, 07:34:31 AM- Additionally, when a lemming's position is covered by a FOREGROUND-flagged decoration, you can have the engine draw a simple outline or silhouette of that lemming to rlEffects as well, ater the decoration is composited. Since both would write to the same layer and decorations are drawn before lemmings in the pipeline, the outline would naturally sit on top of the foreground asset. I believe the infrastructure for this already exists in the codebase as the CombineFixedColor is already used for similar fixed-color overlay passes and the lemming's bounding rect is readily available at draw time.
Quote from: roltemurto on April 02, 2026, 07:34:31 AMAnd sincerely thank you for keeping "The" nostalgia alive and keep improving it up to this day. I was stunned with disbelief when I discovered your fork (and NeoLemmix to be totally frank).
I wish you a great day!

Quote from: kaywhyn on April 02, 2026, 08:44:41 AMYes, splitting the current v4.0 RotL pack into two packs of 120 levels each and then as a result Lemmings Assemble is its own thing independent of any of the RotL packs (save for any levels that get used from the Outtakes and overflow/extra pool) available makes complete sense to me now.
...
I agree about not leaving the 2022 RotL pack the way it currently is
Quote from: kaywhyn on April 02, 2026, 08:44:41 AMI don't think it'll be possible to fix all backroutes with only one update ... Here, I would suggest giving it maybe 3 versions, similar to how you detailed me your approach to backroute fixing your levels
Quote from: kaywhyn on April 02, 2026, 08:44:41 AMOne thing, and that is I would suggest letting the poll run its course first before we commit to our duties.
Quote from: Proxima on April 03, 2026, 10:27:35 AMmy hope is that by putting in the work now, we'll reach a version we're happy to sign off on as the definitive final version so that no long-term maintenance is necessary (especially as the NL engine will now have no further updates). If more backroutes turn up later, we just accept that the pack isn't perfect.
Quote from: Proxima on April 03, 2026, 10:27:35 AMI'd like it to be done so that I can move on and get back to finishing my own pack (which I have been promising to do for years at this point).

Quote from: WillLem on April 03, 2026, 11:28:22 PMJust to add my own two cents to this, here are my favourite levels so far (which I'd be sad to see removed unless they're present in another pack somewhere):
NOTE: I'll update these lists later as I'm still working my way through the pack - when I do update them, I'll repost the lists for convenience.WillLem's favourite ROTL levels
Rounds and swingabouts
Bat country
No loitering
Crystal caves
Lem dunk (a save all solution would be nice)
Brick City
Crossing The Chasm
Harder, Better, Miner, Stronger
Don't Leave Me Hanging!
Lempire State Building
Use the grey matter for this one
Think Again!
Betcha can't save just one! (a save all solution should be possible, though)
Fiery Depths
The Climbing Frame
A break in the pillar
Dilemma
And, some that I've identified as possible levels to remove:Candidates for removal
Build it up with iron and steel - far too pixel-precise, at least in the RL version. If kept, it should be revised to allow more margin for error
Subterranean - this one look fairly ugly due to what I can only imagine are backroute-fixes which pretty much give away the solution. I'd suggest revising the backroute fixes or removing the level
Crossing Paths Part Two - not as interesting as part one, and easier. The two could swap places!