Recent posts

#21
Game Bugs & Suggestions / Re: [BUG][PL] Levelpack-specif...
Last post by WillLem - October 16, 2026, 03:39:00 AM
Thanks for reporting!

Fixed in NLCEPlayer commit 8a9d103.
#22
Community Edition / Re: Mac Graphics From Ultimate...
Last post by WillLem - October 16, 2026, 03:16:43 AM
Quote from: UltimateLemmings on October 14, 2026, 08:55:36 AMOh no. I just discovered that the macintosh graphics also contains 1-bit graphics for the 9" Macintoshes. So guess what I naturally did...?

My guess: you've added those as low-res versions?

If so, this is even more of a reason to have these as separate "mac_" styles.

Quote from: lemmkeev20 on October 15, 2026, 12:07:47 PMi thinks we should decide which way do we make the MACINTOSH II styles be... :lix-smile:

should they be a HR replacement OR downloadable styles ???

Downloadable styles, all day every day.

If they must be hi-res replacements, I'd personally want to have a lot of say as to exactly which images are selected as I'm one of the few people who exclusively uses the hi-res mode. The process of adding the images would therefore take longer, and it's likely that a good chunk of them would be vetoed in favour of other versions.

And, again, even if I was completely outvoted and everybody wanted to use only the Mac images as hi-res counterparts to the orig_ and ohno_ styles, many of the images are a slightly different shape and would need to be edited for compatibility anyway. This is not a trivial task; someone would have to do the fine-editing work for every affected piece.

Basically - if people want the Mac styles, unedited, as-is, let's just add them as their own styles and have done with it.
#23
Game Bugs & Suggestions / Re: [BUG][PL] Levelpack-specif...
Last post by WillLem - October 16, 2026, 03:09:46 AM
Thanks for reporting!

Fixed in NLCEPlayer commit 167bb84.
#24
Lemmini / [DISC] Planned update to in-st...
Last post by WillLem - October 16, 2026, 01:58:46 AM
At present, the Lemmini codebase relies on 2 things to know the relative position and size of an object's trigger area:

1) A separate image (with an "om" suffix, which stands for "object mask") with solid pixels giving the size of the trigger area

2) "maskOffsetX" and "maskOffsetY" values in the style's .ini to specify the final position

One of these, then, is completely redundant.

The separate image can give position as well (offsets would be 0, 0) by being the same size as the object, and having the solid pixels in the exact position that the trigger should be.

Meanwhile, if we're using offset values to 'correct' the position anyway, we might as well just specify width and height whilst we're at it and get rid of the separate image altogether.

Given that the separate image inflates the size of the style on disk unnecessarily, this is what should be eliminated. We can then specify trigger area position and size in the following way:


maskX_n = x
maskY_n = y
maskWidth_n = w
maskHeight_n = h


For the above, "n" is the object's ID, whilst the values on the right of the "=" would be the correct figures required to position the trigger relative to the top left of the object, and then size it accordingly.

No need for unnecessary loading and handling of a separate image, just one easy set of values for style creators (and dev!) to maintain.

Previously, the separate image was likely useful for visualising the trigger area; this is the only reason I can think of as to why it might have initially be done this way. But now that we have visible trigger areas in the Editor, we can easily use this to ensure that trigger areas are located and scaled correctly.

So - it's very likely that the next RetroLemmini update will have this system implemented.

All styles will need to be updated accordingly - there will be no backwards-compatibility handling in either RetroLemmini or the Editor. I'll most likely create a handy tool that can output the correct values quickly and automatically, ready for dropping in to the style's .ini. Since I know of only a small handful of Lemmini style creators, and basically all styles are managed by ericderkovits and I, it's unlikely anybody else will be affected by this change.

To be absolutely clear: levels and replays will NOT be affected by the proposed update, only styles. And, they will become smaller and easier to maintain as a result!

Discussion welcome. If you have any comments or suggestions, now's the time to speak up.
#25
Other Projects / Re: Ultimate Lemmings 2.0 - Al...
Last post by UltimateLemmings - October 15, 2026, 11:52:28 PM
23 testers overnight!
#26
NeoLemmix Main / HD versions of certain lemming...
Last post by lemmkeev20 - October 15, 2026, 11:02:09 PM
hey so i also use lemmings 2 ost for my pack name X-tralems (no promotion) :thumbsup:

but there is a problem...

the khinsider versions of the songs: outdoor and shadow are not in high quality and they are kinda quiet

so what i need is a HD version of the already mentioned song

from what i can understand... lemmings reunion has HD versions of outdoor, so ichotolot or anyone if you see this...

can someone give me the UN-compressed versions of the outdoor tribe song and so shadow ???
and if yall dont have the shadow UN-compressed version can you please download it and share it here ???

that would be nice

and here is proof that they are not in HIGH-quality...
#27
Other Projects / Re: Ultimate Lemmings 2.0 - Al...
Last post by spaceagemeats - October 15, 2026, 09:17:36 PM
exciting! have joined the test flight. will check the build out tonight.
#28
Game Bugs & Suggestions / [✓][BUG][PL] Levelpack-specifi...
Last post by The Tomato Watcher - October 15, 2026, 05:33:04 PM
In NL CE 1.2, play a level from a pack with custom panel graphics, including hi-res versions (suffixed with "-hr"). NL CE will not use the hi-res versions, nor will it scale the lo-res versions 2x (which would still not be correct). Instead, it does... this:

Screenshot 2026-10-15 122045.png
Compact skill panel was enabled for this example, but the same thing happens with the full panel as well.

It appears that CE recognizes that there are hi-res graphics supplied, but erroneously fetches the lo-res graphics and chops them up as if they were hi-res graphics.
#29
Game Bugs & Suggestions / [✓][BUG][PL] Levelpack-specifi...
Last post by The Tomato Watcher - October 15, 2026, 05:14:40 PM
In NL CE 1.2 (and possibly earlier versions as well), if a levelpack includes its own success.ogg and failure.ogg in its root folder (which are supposed to play instead of the default jingles), they will not be played on the postview screen if postview jingles are enabled; only the default jingles located in the NeoLemmix sound folder will ever be played.
#30
Community Edition / Re: Mac Graphics From Ultimate...
Last post by lemmkeev20 - October 15, 2026, 12:07:47 PM
Quote from: namida on October 15, 2026, 11:53:55 AMThere's no need to stress about minor side discussions like this. Their absence isn't going to make any HR NeoLemmix styles come any faster.

its fine ;) just that instead of making them hr graphics how about
we make them downloadable custom styles ???

i thinks we should decide which way do we make the MACINTOSH II styles be... :lix-smile:

should they be a HR replacement OR downloadable styles ???

everyone decides so

lets decide :lem4ever: