Recent posts

#11
Lemmini / Re: [Lemmini] Level Packs Arch...
Last post by kaywhyn - April 02, 2026, 07:47:49 PM
Pacguy765's Challenge Pack - originally by Pacguy765, converted by ericderkovits

March/April 2026 Update

Posting a small update both for the original Lemmini pack and eric's SuperLemmini conversion of Pacguy's pack. Other than restoring the original Lemmini pack download, the only changes here are to once again fix the music by removing the ones in the levelpack.ini files that aren't used despite being listed. As a result, the number of music tracks has been reduced from 33 to just the 25 that are used! Also, it's not necessary, since you should get them when you go through the Lemmini and SuperLemmini extraction process if you're doing the first-time setup for them, but the Amiga Lemmings .mod music tracks used for the pack have been added to the downloads. Yes it's a case of going from 9 music tracks to 25, but you still end up with the 25 intended tracks for the pack either way :P

For levels, the only level fix in this update is for Pack 3, level 3, where the invisible trap over the visible exit is now fixed so that it kills the Lemmings. It was a pixel too high before and hence the Lemmings are able to get by without getting killed. So, just another layer to the level title's meaning of "things are not as they seem!" The visible exit remains unchanged, where like in the original Lemmini version it still doesn't work here, which is how the pack author had it.

As usual, I have the pack downloads labeled and set up so that you just need to extract the files in the Lemmini zip to your Lemmini directory and the files in the SuperLemmini zip to your SuperLemmini directory. Everything will fall into place.
#12
Lemmings Main / Re: [NL/RL] Community Collabor...
Last post by Proxima - April 02, 2026, 04:36:56 PM
Quote from: kaywhyn on April 02, 2026, 08:44:41 AMNot only that, that one's only 210 levels (not counting the secret levels)

This is of course correct: v2 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.

I'll start a new topic for level selection for the first two packs very soon.
#13
Lemmings Main / Re: Lemmings Blockers – A New ...
Last post by Baldem1990 - April 02, 2026, 02:44:41 PM
Yesterday's April Fools!
#14
Lemmings Main / Re: [NL/RL] Community Collabor...
Last post by kaywhyn - April 02, 2026, 08:44:41 AM
Quote from: WillLem on April 01, 2026, 10:42:34 PMAh, perhaps there's a misunderstanding here; the proposal is indeed that we update the V4.0 New Formats NL version of ROTL. Did you think we meant something else? We should clarify this before moving any further ahead with anything. See the this post for exactly what's being proposed.

Indeed, the confusion is all mine: I got it the other way around! :forehead: For some very strange reason, I kept thinking the two 120-level packs was based on the v2.0 RotL pack and then Lemmings Assemble is based on v4.0 if you think it's still best to collaborate our efforts together. My mistake. Not only that, that one's only 210 levels (not counting the secret levels, and even counting them it comes a bit short of 240 anyway :P) and hence it wouldn't be the even 120 split for the two mini-packs. That's what happens when I spent so much on getting an update posted for eric's SuperLemmini RotL conversions working tirelessly over the last several days that I was just flustered with how many issues in them bothered me that warranted an update IMO and hence I get mixed up about things :XD:

Yes, 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. People who want to contribute to Lemmings Assemble by making levels for it now makes sense :P Before with my mix-up, I was thinking, what's the purpose of people making levels for it then if you're basing it on v4.0 if you decide that's how it should be after doing the two packs of 120 levels each first, them being based (incorrectly, as I now see my mix-up and mistake) on v2.0?

In any case, now that my update for the SuperLemmini conversions are posted, unless there are issues that I missed that need fixing, that's that for them and they won't be brought up again as they're at least archived here on the Forums ;) Now I can completely turn my focus on doing a long overdue update for the v4.0 RotL (2022 version) pack which is where my contributions should be in regards to this project! :thumbsup: 

Quote from: WillLem on April 01, 2026, 10:42:34 PMAgreed, but things do need to move or nothing will get done. I'm happy for the general pace to be slower than it would be if I was working on it alone, but I'll also probably push for regular, tangible progress wherever possible. It's probably a good idea to set small goals that we can tick off once they're achieved, and try not to go back over stuff we've already decided on.

Yes, I got that. What I'm getting at here is that it's all right if nothing gets done with this, as it's not the end of the world or anything if so. However, as I already mentioned a few times before, I agree about not leaving the 2022 RotL pack the way it currently is. I've been meaning to update the pack, I just haven't gotten around to doing much work towards that yet or thought too much of it with everything else I have going on with my life outside of Lemmings or other priorities I have :P


Quote from: WillLem on April 02, 2026, 02:48:15 AMI suggest that we fix any backroutes that we know of this time around, and then sign the pack off as final. That is, IMO we shouldn't go back and fix it later, even if something else is found. The older levels will then exist as snapshots, and we can move forward with the newer ones.

Well, I don't think it'll be possible to fix all backroutes with only one update, even if I'm quite careful about nearly everything I do. Here, I would suggest giving it maybe 3 versions, similar to how you detailed me your approach to backroute fixing your levels, especially for those of yours you really like. I believe it went something like you give yourself 3 attempts, but if it's still backroutable after those 3 editions, you just don't bother fixing it up anymore. I think that's a good approach, even if I myself haven't made much use of it or given myself any kind of hard limit number on backroute fixes yet! :P Guess I'm one of those who prefers to release as many updates as is necessary until my level is finally fully backroute-proof. However, as I don't have any levels in the 2022 RotL version and that I'm fixing up other people's levels, I'll very likely relax this point when backroute fixing them, especially as a lot of them we don't know what's the intended solution anyway.


Anyway, I appreciate you wanting me to get involved and thinking that I'll (along with everyone else who will be doing some part in it) be valuable in contributing to the project! :thumbsup: When we do eventually get to Lemmings Assemble much later down the road, again I'll consider contributing some levels of mine and/or making levels for it, though not a guarantee for the latter. Also, to be clear, I definitely am getting involved, as I mentioned that I been meaning to update the 2022 RotL pack for quite some time now. This would definitely be a good opportunity for me to do so while things are fresh again. Admittedly, it's thanks to @hrb264 that I've been revisiting RotL again for the past several weeks, when she had been posting her progress on solving the levels of the pack and that she got held up on JAILBREAK and I decided to take a look to see if it's solvable in SuperLemmini in order to help her out with the level roadblock! :thumbsup:

One thing, and that is I would suggest letting the poll run its course first before we commit to our duties. I highly doubt it'll reverse in the next several days to overturn the green light to go ahead with it, but let's see first. I haven't voted yet, but I'm definitely one of the "yeses" for sure! :thumbsup:

Because there was a bit of confusion with some people over what was being proposed for the project, I had a brilliant idea last night, and that is I suggest making separate in-development topics for each of the 3 packs you had in mind. I believe Proxima had the idea of making a separate topic from this one for level selection, and I agree. It should be possible to split them here, and if so, let me know how you want them to be split when I'm making the topics :) Otherwise, we can simply make new topics for them without splitting any posts here, but I do think we'll be able to split the posts. This topic has gotten plenty of posts already and hence things could very quickly get out of hand again, so I think we should split them when we get the chance! ;) 
#15
SuperLemmix / Re: [?][SUG][PL] Creating fore...
Last post by roltemurto - April 02, 2026, 07:34:31 AM
To be totally frank, I was trying to build a realistic passageway to increase the immersiveness in the level. Giving a feeling of "3D" in Z axis. But then the idea of "hiding" the lemmings struck me and I tried to remember any level where I couldn't see my lemmings... I couldn't (obviously). Then I thought how exciting and perhaps nerve-racking it would be during the passage: "Will they fall somewhere? Is there a trap? Are they lost? Did they die? Is this a bug?" and then "OMG THEY WALKED BEHIND!"

While trying to figure out how to implement this, I actually wanted the player to still be able to see their lemmings walk in all fairness to the player. That's why I initially aimed for ~90% opacity. So yes, I was never really going for full concealment, more of a "veil" effect (Like the hanging moss).

Your concern about hiding lemmings from the player is completely fair, and I think opacity itself might be the natural answer to it. If the foreground decoration is drawn to rlEffects but respects the alpha of the source PNG, the level designer controls visibility directly: a 90% opacity tunnel still lets the player track their lemmings, a 100% opaque one is a deliberate and obvious artistic choice rather than a hidden 'gotcha'. The community's concern tends to be with *deceptive* hiding (concealed traps, invisible steel). A visually prominent arch that lemmings clearly walk behind feels categorically different.

On 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.

So the implementation I'd humbly suggest, if I may and if you do wish to pursue this:

- Allow DOM_DECORATION gadgets with a FOREGROUND flag to draw to rlEffects (exactly as you outlined; no new layer needed, the existing layer does the job).
- Honour the source PNG's alpha channel as-is during that draw, rather than forcing full opacity. This keeps the designer in control of how "veiled" the effect feels.
- 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.

This approach sidesteps the "hidden lemmings" concern entirely without needing a cursor-hover mechanic. The outline guarantees the player always knows where their lemmings are, regardless of how opaque the foreground asset is. It also means no special documentation warnings like "Designer beware" are needed as the game handles visibility automatically...

The cursor-hover silhouette you mentioned could still be a nice additional polish if it's not too costly, but I think the outline alone would be sufficient.

THANK YOU for taking the time to look into this and for the detailed breakdown of the layer stack. That alone was incredibly helpful for understanding why my earlier attempts weren't working.
And 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!
#16
SuperLemmix / Re: Q: Creating foreground obj...
Last post by WillLem - April 02, 2026, 06:30:26 AM
Currently, the only thing that's drawn to a higher layer than the lemmings themselves is the lemming "effects" (such as the Timebomber countdown, portal warp, balloon pop, freezing/unfreezing overlays, etc)

The layers are structured like this, from soonest -> latest in draw order:

  TRenderLayer = (rlBackground,
                  rlDecorations,
                  rlGadgetsLow,
                  rlShadowsLow,
                  rlTerrain,
                  rlLemmingsLow,
                  rlOnTerrainGadgets,
                  rlOneWayArrows,
                  rlGadgetsHigh,
                  rlTriggers,
                  rlShadowsHigh,
                  rlObjectHelpers,
                  rlParticles,
                  rlLemmingsHigh, <--- vast majority of lemming states are drawn here
                  rlEffects); <--- effects are drawn here

To achieve what you're suggesting, we could allow paint gadgets to be drawn to the "Effects" layer, but there are 2 potential issues with this, both of which add what I would consider to be undue complexity:

1) Existing lemming effects may still be drawn above the paint gadget. There may be a way to ensure that this doesn't happen, but it isn't a gimme.

2) Perhaps more importantly, we'd be introducing a way to potentially hide lemmings from the player. The community in general is already fairly prickly when it comes to hiding things like traps, exits and steel. Even speaking as someone who doesn't mind the odd hidden object now and again, hiding the lemmings is definitely a step too far. I do realise that this isn't what you're suggesting, and I can imagine that the effect you've described could look very cool. But, to avoid controversy, we'd have to implement some way to "reveal" the lemming when the cursor is over them, which adds further complexity to the feature. The more complex the feature, the more prone it is to bugs and the more justification it needs.

Then again, with all that said, I do like the idea you've suggested and I'd be interested to see if it could be made to work. If it isn't too problematic to set up, I personally wouldn't mind allowing paint objects to be drawn to the Effects layer. The only thing I'll rule out for definite is adding another rendering layer just to support this very niche feature. The rendering is already stretched pretty far as it is in SuperLemmix (given the 32-bit platform), so anything we can do to reduce the load is desirable.

Let me look into it and see what's possible.
#17
SuperLemmix Bugs & Suggestions / Re: [?][BUG][ED] "Could not re...
Last post by WillLem - April 02, 2026, 05:50:51 AM
Quote from: roltemurto on April 02, 2026, 03:49:02 AMI took a while for me to realize that you moved this under a separate topic, I thought I hallucinated reporting it  :) . Sorry about that.

Haha! Apologies, it's just easier to keep track of these things when they have separate topics.

Quote from: roltemurto on April 02, 2026, 03:49:02 AMI'm deleting the file now to see what new errors it'll fill up with.

Thanks for posting the full Error logs, some of those will no doubt be from before the previous "ToUpperInvariant" fix.

It would be helpful if you could clear the logs, then generate the settings error, and post just what comes up from that error.

From what you posted above, it seems to be a null reference exception when attempting to read settings. However, this doesn't tell us why the error occurred. Your settings file is clearly there, and the Editor is now locale-aware (although, there may be more that needs to be done in this regard).

So, let's see what comes up in the log from only the settings error. And, something to check in the meantime: is your settings file being saved to the "settings" folder in your SLX directory when it gets regenerated?

If nothing useful comes up in the log, I'll expand the error reporting to try and pinpoint exactly what's causing the null reference. But, let's completely exhaust the existing system first.
#18
SuperLemmix Bugs & Suggestions / Re: [?][BUG][ED] "Could not re...
Last post by roltemurto - April 02, 2026, 03:49:02 AM
I took a while for me to realize that you moved this under a separate topic, I thought I hallucinated reporting it  :) . Sorry about that.

My ErrorLog.txt file is above 10MBs ... Repeating multiple same errors "multiple" times. So I used Notepad++'s "remove duplicate lines feature. Here are the original unique lines from that file;

System.ArgumentException: Parametre geçerli değil.
   konum: System.Drawing.Bitmap..ctor(String filename)
   konum: SLXEditor.Utility.CreateBitmapFromFile(String filePath)
   konum: SLXEditor.LoadStylesFromFile.Image(String imageKey)
System.Exception: 'System.Exception' türünde özel durum oluşturuldu.
   konum: SLXEditor.LoadStylesFromFile.CreateNewTerrainInfo(String filePath)
   konum: SLXEditor.LoadStylesFromFile.ImageInfo(String imageName)
   konum: SLXEditor.ImageLibrary.AddNewImage(String imageKey)
System.NullReferenceException: Nesne başvurusu bir nesnenin örneğine ayarlanmadı.
   konum: SLXEditor.SLXEditForm.ReadLevelInfoFromForm(Boolean allowWriteBack)
   konum: SLXEditor.SLXEditForm.textbox_Leave(Object sender, EventArgs e)
   konum: SLXEditor.SLXEditForm.chk_Lvl_AutoStart_Leave(Object sender, EventArgs e)
   konum: System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
   konum: System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
   konum: System.Windows.Forms.CheckBox.set_Checked(Boolean value)
   konum: SLXEditor.Settings.ReadSettingsFromFile()
   konum: SLXEditor.LoadStylesFromFile.CreateCompositeImage(String filePath, List`1 anims, LoadStyleAnimData primaryAnim, Int32& marginLeft, Int32& marginTop, Int32& marginRight, Int32& marginBottom, Boolean forceOriginalSize)
   konum: SLXEditor.LoadStylesFromFile.CreateNewObjectInfo(String filePath)
   konum: SLXEditor.SLXEditForm.CommitLevelChanges()
   konum: System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
   konum: System.Drawing.Bitmap..ctor(Int32 width, Int32 height)
System.DivideByZeroException: Sıfırla bölme girişiminde bulunuldu.

And here's the translated version;

System.ArgumentException: Parameter is not valid.
   at System.Drawing.Bitmap..ctor(String filename)
   at SLXEditor.Utility.CreateBitmapFromFile(String filePath)
   at SLXEditor.LoadStylesFromFile.Image(String imageKey)
System.Exception: Exception of type 'System.Exception' was thrown.
   at SLXEditor.LoadStylesFromFile.CreateNewTerrainInfo(String filePath)
   at SLXEditor.LoadStylesFromFile.ImageInfo(String imageName)
   at SLXEditor.ImageLibrary.AddNewImage(String imageKey)
System.NullReferenceException: Object reference not set to an instance of an object.
   at SLXEditor.SLXEditForm.ReadLevelInfoFromForm(Boolean allowWriteBack)
   at SLXEditor.SLXEditForm.textbox_Leave(Object sender, EventArgs e)
   at SLXEditor.SLXEditForm.chk_Lvl_AutoStart_Leave(Object sender, EventArgs e)
   at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
   at System.Windows.Forms.CheckBox.set_Checked(Boolean value)
   at SLXEditor.Settings.ReadSettingsFromFile()
   at SLXEditor.LoadStylesFromFile.CreateCompositeImage(String filePath, List`1 anims, LoadStyleAnimData primaryAnim, Int32& marginLeft, Int32& marginTop, Int32& marginRight, Int32& marginBottom, Boolean forceOriginalSize)
   at SLXEditor.LoadStylesFromFile.CreateNewObjectInfo(String filePath)
   at SLXEditor.SLXEditForm.CommitLevelChanges()
   at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
   at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)
System.DivideByZeroException: Attempted to divide by zero.

I'm not sure why is it throwing too many errors and produced 184146 lines of errors between 20260330140005 - 20260402061859 but I'm deleting the file now to see what new errors it'll fill up with.

#19
NeoLemmix Levels / Re: The Lemmings Have Grown Pa...
Last post by roltemurto - April 02, 2026, 03:22:58 AM
Quote from: David on November 18, 2020, 08:57:49 PM"NO_EFFECT" images may be in the foreground or background while "BACKGROUND" images are always in the background (sometimes, I like to quibble ! :evil: ;P)

How do I force foreground for and object or terrain so that lemmings walk behind it?
#20
SuperLemmix / [?][SUG][PL] Creating foregrou...
Last post by roltemurto - April 02, 2026, 02:57:30 AM
I am trying to create sort of a tunnel with %90 opacity so you can barely see the lemmings walk behind. I want it to physically be pass-through but visually on top of everything.

OR think of a scenario of a dungeon where some of the moss textures appear in front of the lemmings which is also something I like to achieve.
I tried decoration and one way flags as effect but I can't seem to achieve this. "No overwrite" nor "Draw Last" options don't help.  I even edited the level file giving the $gadget "foreground" flag but that also didn't work.

I've been searching the internet, these forums and old documentations for reference but so far no luck.

How does one go about creating a foreground terrain/object/decoration which is occluding but pass-through?