Recent posts

#11
Live Event Scheduling / Re: Simon will stream Level of...
Last post by Simon - June 10, 2026, 05:00:24 PM
Wed 10 stream is over!

Recording will remain for 14 days at: https://www.twitch.tv/simonnaar

-- Simon
#12
NeoLemmix Levels / Re: Heart66 easy pack
Last post by heart66 - June 10, 2026, 04:31:37 PM
I did not encounter any problems with level 68. The Crystal Style has two (2) options for exit. See screenshot attached. I have chosen the other one (red vortex). Both are working on my pc.
Thanks for the warm welcoming message .
Enjoy the pack.
#13
General Discussion / Re: Programming language discu...
Last post by JawaJuice - June 10, 2026, 04:19:47 PM
Re: the C# used in NLEditor for the Random ID generator

Quote from: WillLem on June 10, 2026, 03:31:10 PMThe bit you're interested in is this:

        private void btnRandomID_Click(object sender, EventArgs e)
        {
            CurLevel.LevelID = (ulong)Utility.Random().Next() +
                              ((ulong)Utility.Random().Next() << 32);
            txtLevelID.Text = CurLevel.LevelID.ToString("X16");
        }

Yes, interesting! I'm not familiar with the Random() method in C# but I'm guessing it must do automatic seeding. In C++, if you use srand() from the standard library, you need to manually seed it with a parameter otherwise it would generate the same random number every time the program is run. I assume '<<' in this context is a left-hand bitwise shift in the same way as in C++.
#14
General Discussion / Re: Programming language discu...
Last post by WillLem - June 10, 2026, 04:10:52 PM
Quote from: JawaJuice on June 10, 2026, 03:49:17 PMThe only time I ever used Delphi at work was back in the early Noughts ... I've sure the language has evolved out of sight since I last looked at it!

NeoLemmix and SuperLemmix are both Delphi-based, which is pretty much the only reason I know it exists. I find its form-building interface very comprehensive and user-friendly, and it's still a great IDE for simple tool building.
#15
Game Bugs & Suggestions / Re: CE 1.1.1 loses hotkeys on ...
Last post by WillLem - June 10, 2026, 04:08:39 PM
Thanks for reporting, added this to the list for 1.1.2 (hopefully due in the next few weeks).
#16
Lemmini / Re: [DISC] Upcoming feature: R...
Last post by WillLem - June 10, 2026, 04:02:59 PM
Quote from: Simon on June 09, 2026, 07:08:16 AMCan you find something better for replay-to-level association that doesn't give such opportunity for mistakes?

Lemmini's replay-to-level matchups have always been led by the level's title and pack position. It has caused problems, particularly with external levels.

RetroLemmini patches the replay matchups for external levels, but still relies on level name and position. Here's the current match flow:

1) Check the DMA levels for a matching name and position -> fallback to external levels if no match is found
2) Check all levels for a matching name and position -> fallback to external levels if no match is found
3) Check all levels (including external) for a matching name only

This is somewhat tighter than (Super)Lemmini(Too)'s replay matching and rarely results in mismatched or unmatched replays.

I did consider implementing an ID system, but given the size of the back catalog it does seem a bit too late (and complex) to introduce this now.

Matching by name is now about 99% successful for individual replays, but yeah for a mass checker it probably does need something a bit more foolproof. Suggestions welcome.
#17
NeoLemmix Main / Re: [+][SUG][PL] Redesign defa...
Last post by WillLem - June 10, 2026, 03:49:18 PM
Quote from: Simon on June 07, 2026, 12:02:37 PMInstead, CE should ship a thin stick. Attached is what I use. I call it the Caveman Stick in honor of mobius's push for simplicity, and I wield it with valor and satisfaction.

This stick is only 1 white pixel wide in the long middle. It's white-black-white at the end.

Looks good to me.

Let's hear from Proxima regarding this as he's the OP, and anyone else who feels invested in this discussion. If they're also happy with Simon's Caveman Stick, we can make it the default ruler from 1.1.2 onwards.

I'll leave this open for 2 weeks for replies, then will close it as resolved.
#18
General Discussion / Re: Programming language discu...
Last post by JawaJuice - June 10, 2026, 03:49:17 PM
Ah, OK. The only time I ever used Delphi at work was back in the early Noughts, and that was for a black box wargame simulation rather than a GUI. I've sure the language has evolved out of sight since I last looked at it! In my general course of work now I don't actually do much GUI development, just the odd utility app in C#, I'm mostly on back-end development, which is all C++. Interesting to know what people are using though!
#19
Game Bugs & Suggestions / Re: Allow hiding animated deco...
Last post by WillLem - June 10, 2026, 03:42:45 PM
Quote from: Simon on June 07, 2026, 11:31:37 AMMaybe reword the options to Show Backgrounds and activate by default, instead of Hide Backgrounds and disabled by default. It's the classic preference to word bool options positively: I want backgrounds, check, I don't want backgrounds, uncheck.

I thought I'd already done this. Will make sure this is done for 1.1.2.

Quote from: Simon on June 07, 2026, 11:31:37 AMPlease let me hide the animated decorations!

Added to the to-do list.

Quote from: Simon on June 07, 2026, 11:31:37 AMWith the CE 1.1.1 set of options, I would have expected the hide-backgrounds option to also hide the unanimated decorations. Reasoning: Either we want to see the level exactly how the designer made it, or we want the bare-bones functionality.

I don't know if anybody wants to see one kind animated/unanimated background, but not the other.

Fair enough. It should probably be "Hide (rather: Show) Backgrounds and Decorations", then. Probably no need for separate options.
#20
Game Bugs & Suggestions / Re: NL skips downloading missi...
Last post by WillLem - June 10, 2026, 03:39:27 PM
Note to self: see if this happens in NL 12.14 (expectation = it doesn't).

Suspected cause: update to screen transitions in CE, plus now only checking for missing pieces at level loading (to prevent repeated popups for the same error). It's likely an easy fix.