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#11
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).
#12
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.
#13
NeoLemmix Main / Re: Help converting these leve...
Last post by Guigui - August 08, 2026, 09:40:25 PM
Quote from: WillLem on August 08, 2026, 06:41:22 PM@Proxima - I'll probably start including your compilation with CE, after making the updates you've suggested in your OP.

Every now and then, someone asks about the OG levels. Many people probably don't ask, but still want them. Let's just provide them once and for all.

I can confirm that getting the original games to run on modern machine quickly leads to this forum and NL. At first newcomers most certainly want to replay those games before even thinking to try user made content.
That was my case some months ago and I was a bit disappointed that the original games were not all readily available.
#14
Game Bugs & Suggestions / Re: [+][SUG][PL] Improve colou...
Last post by WillLem - August 08, 2026, 07:32:01 PM
After a cup of tea and a think, here's a suggested scheme:

GREEN = State is OK / Normal

Use this for: hatch count, there are regular lemmings in the level, save requirement is met, time limit is infinite


TEAL or CYAN = Pay attention!

Use this for: cut future replay actions warning (the recently-added 'CUT N TASKS'), only Neutrals remain, save requirement is not met but there are enough lemmings remaining to be able to meet it, time limit is finite

 
RED = State is critical

Use this for: there are not enough lemmings remaining to meet the save requirement, time limit is about to run out (15 seconds is good for this)


BLUE = Information only

Use this for: lemming actions when hovering over a lem, panel button hints, overtime


No other colours.



The only issue I can see with the above is that { lemming actions when hovering over a lem } is currently Green, and this is what people are used to. We could also do with differentiating it from { panel button hints }, as both could be - for example - 'BASHER' (the former for a lemming performing the Basher action, and the latter for the Basher skill button).

We could either:

a) Use Purple (or some other colour) for one or the other

b) Continue to use Green for { lemming actions when hovering over a lem } and accept the slight inconsistency in the proposed scheme

c) Some other suggestion (please post if you have one!)
#15
Game Bugs & Suggestions / Re: Show skills used in recent...
Last post by WillLem - August 08, 2026, 07:16:04 PM
Agreed, this should be shown.

Try this:

If you playtest a level in CE 1.1.2 from the Editor (using F12), it will show a clickable text 'Show Skills Used', which opens a dialog showing the exact skills used in the most recent playthrough. This is primarily a level creation tool, but could be carried over to gameplay as well.

Would you prefer the clickable text for normal gameplay, or is just the 'total skills used' count sufficient? Thinking about it, we could show the 'total skills used' count and make it clickable anyway.
#16
Game Bugs & Suggestions / Re: Stats in panel (lemmings, ...
Last post by WillLem - August 08, 2026, 07:07:45 PM
Quote from: Simon on August 04, 2026, 08:18:26 PMClock turns red at arbitrary time (1 minute? 15 seconds?) and turns purple when it's not sufficient for winning. Instead, ditch the arbitrary threshold. On different maps, different thresholds will feel like too short anyway. Consistently use red for insufficiency.

Purple is essentially 'overtime' as opposed to 'insufficient time to win'. It's only there because gameplay doesn't end when time is up, and it might be useful for the player to know by how much their attempted solution exceeds the time limit. Red could be confusing here, especially since the timer counts upwards at this point.

Instead, red is used to mean 'time is nearly up'. We could adjust when this happens depending on the total time limit, but it seems better to keep it consistent for all levels.

Quote from: Simon on August 04, 2026, 08:18:26 PMSave requirement is printed in blue ... This removes the meaning of other colors

Save count is printed in blue until it is met, then it changes to green. Yellow probably makes a bit more sense but then visually blends with the time limit counter when it is yellow. Could we try teal instead?

Quote from: Simon on August 04, 2026, 08:18:26 PMLemming count is yellow when there are neutral lemmings. Why is this important? Why do we have to pay attention? I would understand it becoming yellow when there are only neutral lemmings left.

Agreed, this has never fully made sense to me either. Let's make it change only when neutrals are left.

Quote from: Simon on August 04, 2026, 08:18:26 PMLemming count also becomes cyan in some cases? When and why?

This is when there are only neutrals left (I think...?).



Bottom line: agreed, we can look again at the panel's colour scheme.

#17
NeoLemmix Main / Re: Help converting these leve...
Last post by WillLem - August 08, 2026, 06:41:22 PM
@Proxima - I'll probably start including your compilation with CE, after making the updates you've suggested in your OP.

Every now and then, someone asks about the OG levels. Many people probably don't ask, but still want them. Let's just provide them once and for all.
#18
Community Edition / Re: [?][BUG][PL] Skill names a...
Last post by WillLem - August 08, 2026, 06:32:40 PM
The strongest likelihood is that those packs include a version of 'panel_font.png' which is missing the '+' symbol (which was recently added in CE).

If you go to the root folder of the pack in 'levels', check to see if there is a copy of 'panel_font.png' and, for now, either delete it or rename it to something else. That should fix the issue.

I 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.
#19
Help & Guides / Re: Trying to 100% ONML
Last post by Guigui - August 08, 2026, 04:25:27 PM
I can not play the level right now and have not tried  the 100% on it.

First idea that comes to mind would be to flood the wall area, assign diggers fast enough so that one Lem gets through by stepping up a less than 6 pixels step, then have him dig cleanly at the end to allow climber.
Not sure how to stop the first diggers though, I may be totally wrong here  :-[
#20
Help & Guides / Re: Trying to 100% ONML
Last post by Proxima - August 08, 2026, 11:49:07 AM
NeoLemmix does not imitate the physics of DOS Lemmings exactly. Levels that are 100%able in DOS Lemmings might not be in NL. This is why we keep separate maximum saved records for NL; the ONML levels haven't been added to that yet, because no-one has yet gone through them to confirm what is possible.