Recent posts

#11
General Discussion / Re: [POLL] Lemmings Forums UK ...
Last post by hrb264 - August 09, 2026, 01:23:24 PM
Sent you a DM. I think getting the train to Nottingham could work. It's so much cheaper!
#12
General Discussion / Re: [POLL] Lemmings Forums UK ...
Last post by hrb264 - August 09, 2026, 01:03:44 PM
Quote from: Flopsy on August 09, 2026, 11:41:07 AMOut of the confirmed people who said they were coming, unfortunately you are located the furthest south, I'm next furthest around Nottingham. I could potentially pick you up/drop you off in Nottingham if that's any help to you.

Meetup is potentially from 11:30am-6pm depending on how the day goes.

Ooh let me see if i can get a coach there :)
#13
General Discussion / Re: [POLL] Lemmings Forums UK ...
Last post by Flopsy - August 09, 2026, 11:41:07 AM
Out of the confirmed people who said they were coming, unfortunately you are located the furthest south, I'm next furthest around Nottingham. I could potentially pick you up/drop you off in Nottingham if that's any help to you.

Meetup is potentially from 11:30am-6pm depending on how the day goes.
#14
General Discussion / Re: [POLL] Lemmings Forums UK ...
Last post by hrb264 - August 09, 2026, 10:34:54 AM
Hey so I'm trying to book my ticket to Leeds now, and the prices are extortionate :( I am thinking of getting a bus instead as its so much cheaper but it's a 5 hour trip each way :( how long is the meetup either way and is anyone coming from down south / Oxford way who could give me a lift?
#15
Help & Guides / Re: Trying to 100% ONML
Last post by STT - August 09, 2026, 08:16:07 AM
Quote from: LemSteven on August 09, 2026, 12:12:03 AMYou're on the right track, but as others have said, it may not be possible outside of DOS.  The key is that you need the second lemming far enough to the right that he can dig all the way down to the steel without sending the crowd into the drink.  That way you can use the third and fourth diggers to create a "stairway" to the exit.

I usually achieve this by forcing the a lemming into the wall using a blocker, so that the first digger starts a couple of pixels farther right, but that relies on the glitchy DOS physics.  Apparently a solution exists only using 3 of the 4 blockers, but I've never pulled that off, so I'm not sure if it's any less glitchy.

Okay thanks. So its not possible in NeoLemmix then, if you use a blocker to wedge a lemming into the wall it will still be one pixel too far left. I just fired up the DOS version, the first digger digs one pixel to the right compared to NeoLemmix
#16
In Development / Re: NeoLemmix versions of orig...
Last post by WillLem - August 09, 2026, 01:55:34 AM
In the interests of keeping the original levels readily available for all new users, CE will ship with this version of the compilation from now on.

I'll send some updates to Proxima for review in due course, ensuring that the following have been done:

1) Restore Call in the Bomb Squad and Save Me decorative terrain
2) Special windows/exits for A Beast of a Level and co.
3) Add numbering to the .nxlv files
4) Include the edited version of PoP YoR ToP!!! from my previous post (above)

Pending approval from Proxima, I'll ship this version with the next CE update.
#17
Community Edition / Re: [+][BUG][PL] Skill names a...
Last post by WillLem - August 09, 2026, 01:52:45 AM
Quote from: namida on August 08, 2026, 11:58:41 PMKeep new (non-12.14) characters in a seperate file

This is probably the cleanest way to do it for panel characters/icons.

I've now reverted 'panel_font.png' and 'panel_icons.png' to their NL 12.14 counterparts. Custom .pngs will load exactly as before.

Meanwhile, the new characters are included in a new 'ce-panel_chars.png' sheet, which will ship with CE.

Fixed in NLCEPlayer commit 9a6c403.
#18
Help & Guides / Re: Trying to 100% ONML
Last post by LemSteven - August 09, 2026, 12:12:03 AM
You're on the right track, but as others have said, it may not be possible outside of DOS.  The key is that you need the second lemming far enough to the right that he can dig all the way down to the steel without sending the crowd into the drink.  That way you can use the third and fourth diggers to create a "stairway" to the exit.

I usually achieve this by forcing the a lemming into the wall using a blocker, so that the first digger starts a couple of pixels farther right, but that relies on the glitchy DOS physics.  Apparently a solution exists only using 3 of the 4 blockers, but I've never pulled that off, so I'm not sure if it's any less glitchy.
#19
Community Edition / Re: [+][BUG][PL] Skill names a...
Last post by namida - August 08, 2026, 11:58:41 PM
Quote from: WillLem on August 08, 2026, 06:32:40 PMI can't think of a sensible way to deal with this engine-side tbh. CE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.

Keep new (non-12.14) characters in a seperate file - or at least, strictly at the end of the file. Apply the fallback-to-default seperately for the original and new characters (if using "at the end": compare number of characters, load missing ones from default file).
#20
Community Edition / Re: [+][BUG][PL] Skill names a...
Last post by IchoTolot - August 08, 2026, 09:47:41 PM
QuoteCE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.

This could be at least a good temporary fix if not already a statisfying one.

Otherwise this will most likely become a recurring issue new users (or even old ones) run into.