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#11
Contests / Re: Level Design Contest #34 -...
Last post by IchoTolot - Today at 07:06:50 PM
Quote from: Crane on Today at 06:40:36 PMApologies, yes, I have the MegaDrive/Genesis music tracks in a 'genesis' subfolder.  It didn't click that maybe not everyone would have it configured that way - sorry.

These are the music tracks in question.  Download them to 'music/genesis'.

I've added the 2 tracks to the music download.  :)
#12
Contests / Re: Level Design Contest #34 -...
Last post by Crane - Today at 06:40:36 PM
Apologies, yes, I have the MegaDrive/Genesis music tracks in a 'genesis' subfolder.  It didn't click that maybe not everyone would have it configured that way - sorry.

These are the music tracks in question.  Download them to 'music/genesis'.
#13
Lemmini / Re: RetroLemmini 4.0 flagged i...
Last post by WillLem - Today at 06:37:19 PM
Hm. Not sure why this is happening. I'll look into it and get it fixed ASAP.
#14
Game Bugs & Suggestions / Re: [BUG][PL] Error when hover...
Last post by JRT - Today at 06:04:57 PM
Quote from: IchoTolot on Today at 03:01:50 PMI also should mention that when i was designing this i ran into a problem that this many teleporters wouldn't work unless I made sure that all the teleporter objects were listed before any other of the interactive objects. since that interactive object list system only has 256 slots which allows for a max of 128 teleporter pairs and I include 126. So getting it to run took a little text editor work.

Yes and to add a bit more specificity. The game would run otherwise just fine but when lemmings entered the IN teleporters they would vanish and then never materialise on the other end. and if memory serves you see a flash as if a lemming is teleporting in but never does and that's always on the last placed teleporter (I think). This weird behaviour can be easily reproduced.
#15
Armani gave some additional insight that I added to the main post.

#16
Contests / Re: Level Design Contest #34 -...
Last post by kaywhyn - Today at 04:51:45 PM
@Guigui and @Crane

Seems you forgot to send Icho the music tracks for some of your levels. For Guigui's levels, the music tracks come from Strato's Lemmings World Tour pack. Now, I myself already have them from a while back when I downloaded and played the latter's pack, but keep in mind that not everyone has downloaded the music pack for Strato's pack, so don't assume people already have the correct music tracks for your contest levels! ;) Those that don't will just have a music track from the standard rotation playing instead!

For Crane's R1 and R3, I believe they come from his Lemmings Cranium pack, and they expect the music tracks to be in a Genesis subfolder inside the music folder of your NL directory, which the music pack is already correctly set up and includes the Genesis subfolder. Again, this wasn't a problem for me, since I already played Lemmings Cranium from a while ago, but once more, don't assume people have downloaded the music pack for your level pack!

For everyone else, if you rather not download the music pack from the Cranium pack, you can also grab the Genesis orig_3 and Genesis orig_10 music tracks from the NL website when you download the Genesis music pack. Just remember to drop both tracks into the Genesis subfolder inside the music folder of your NL directory instead of dropping them into the music folder, or they won't work for Crane's contest levels!

So gentlemen, for future reference, please remember to send Icho the music tracks you used for your contest levels if you want the correct music to play for them when others play your levels! Since the playing phase has already started, it's fine to post the music tracks themselves in this topic when you two get the chance, for the benefit of anyone who plays your levels and having the correct music ;)   

@JRT

R1 expects orig_16, while R3 expects orig_04, so everyone else feel free to use your own rotation from the music packs available on the NL website if you wish to use other Lemmings port music instead of the default Amiga! ;)
#17
Contests / Re: Level Design Contest #34 -...
Last post by IchoTolot - Today at 04:17:23 PM
Quote from: JawaJuice on Today at 04:09:09 PMCongrats to everyone on submitting these levels, very much looking forward to playing them :thumbsup:

@IchoTolot Thanks for organizing the contest! Just one thing - I notice the Music DropBox link in your post has '=0' at the end of the URL. If you change it to '=1', it will result in a direct download, rather than having to click through a bunch of things to get there. Something Armani pointed out to me on the Reverse Lemmings: Megadrive topic.

Oh yes, forgot to change it. It's fixed now.  :)
#18
Contests / Re: Level Design Contest #34 -...
Last post by JawaJuice - Today at 04:09:09 PM
Congrats to everyone on submitting these levels, very much looking forward to playing them :thumbsup:

@IchoTolot Thanks for organizing the contest! Just one thing - I notice the Music DropBox link in your post has '=0' at the end of the URL. If you change it to '=1', it will result in a direct download, rather than having to click through a bunch of things to get there. Something Armani pointed out to me on the Reverse Lemmings: Megadrive topic.
#19
I received a level for the LDC34 that has a lot of teleporter/receiver pairs. I attached it to this post.

When hovering over teleporter/receiver pais in true-physics-mode you get an error that throws you back to the menu.

It happens in the regular version, but I bet it also effects CE.

I received additional information from the author:

QuoteI also should mention that when i was designing this i ran into a problem that this many teleporters wouldn't work unless I made sure that all the teleporter objects were listed before any other of the interactive objects. since that interactive object list system only has 256 slots which allows for a max of 128 teleporter pairs and I include 126. So getting it to run took a little text editor work.

I bet here is the core of the problem.  ;)

So the object list should probably be made more robust and either allow these instances or be much stricter so that users can't game the system and create edge cases like this.

What's the best move, I am not sure.  ???

EDIT:
Additonal information from Armani:

QuoteIn cpm each teleporter/receiver pair(also portals, in the same way) gets a helper icon showing a letter A, B, C, ... The renderer use the pair number directly as an index into the helper icon enum but that enum has only 26 letter icons A~Z.  this is where the problem arises

So..

1) From the 27th pair onward, the index points to unrelated icons so the label shows a wrong one.
This doesn't break the NL but ideally should be fixed anyway.

2) From the 55th(could be slightly wrong) pair on, the index goes past the end of the helper image array, which triggers an error message.
The game is still playable as long as you don't turn on the cpm and hover your mouse over the broken objects.

The cleanest fix I can think of: instead of the direct enum cast, add a local procedure and pair 26 and up are drawn as two alphabets (AA, AB, ..., AZ, BA ... and so on)
#20
Contests / Level Design Contest #34 - Pla...
Last post by IchoTolot - Today at 02:53:33 PM
Note: This topic is ONLY for posting updates to your levels, or making late submissions. All other posts will be deleted. If you want to discuss the levels, post replays, etc, please do so in the Discussion Topic.

Please follow these rules for updates:
1. When posting a new updated version of a level, remove any old updated versions of that level --> Have all your recent updates stored in 1 post! I will delete such old posts eventually if the author doesn't; so don't store any important information in them.
2. Make a new post for a new update; do not edit your most recent post. You may, however, post updates to multiple entries (if you have more than one) in the same post.
3. Use the same filename as found in the ZIP of the entered levels, with "V2" "V3" etc added at the end. No matter how minor an update is, give it a new number.
4. Do not post in this topic, unless it's to post an update to your levels. Use the discussion topic instead for anything else.

Please use the same naming format as in the zip file:  User1_Levelname_R3V5.lvl ---> Level "Levelname" by User1  for Rule 3  Version 5 of the level 

For late submissions also, please use the same kind of filename as is used in the main levels download - ie: your username, and "R1" "R2" or "R3" to mark which rule the level is for. Please be sure to check the original contest announcement topic for the rules; as the notes in the discussion topic are simply meant as reminders, not full explanations of the rules.

Please use the right naming format when posting updates! That would lead to less confusions and less work for everyone.

Link to discussion topic