Recent posts

#21
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by WillLem - January 22, 2026, 05:11:33 AM
Settings are now stored in "NLCESettings.ini" to prevent clashes when loading settings. CE will initially read from "settings.ini" if it exists (to prevent you from having to do the config again), but will save to the new file and use that one from then on.

N.B. Both programs will continue to read/write to/from the same userdata.nxsv and hotkeys.ini. If running from the same directory, it's most likely that users will want this, since both programs will show the most up-to-date completion progress for all levels. As far as hotkeys are concerned, even if new ones are added to CE, NL would just ignore any lines it didn't recognise in hotkeys.ini.
#22
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by WillLem - January 22, 2026, 02:42:32 AM
Yeah, I'll make sure that CE can read from "sound" as well as "sounds" in 1.1 proper.

Scratch that, I've already done it! In commit 5d091f3, full cross-compatibility with legacy NL directories has been added. This was done after the release of 1.1 RC-1. I don't even remember doing it, but it's there and it works! EDIT: Thinking about it, it was probably done in response to this topic. I've made directory cross-compatibility a fairly high priority in general, since it does make a lot of sense that people would want to run both NL and CE from the same directory.

One thing to note is that some of the sounds themselves may have different names or may use different sounds for the same thing. It's worth combining all sounds from CE and NL into the same directory (whichever one you use) to ensure that both programs can access the sound files that they need. You should only need to do this once, and thereafter add any sound that may later be added to CE (this would need to be done for regular NL anyway).
#23
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by namida - January 22, 2026, 12:25:07 AM
^ This needs to be fixed. I would consider it a data file incompatiblity if NLCE expects the sound folder to have a different name, as it means NL files can no longer be used as-is.

Seems like it might be an SLX change that accidentally got backported to NLCE?
#24
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by Guigui - January 22, 2026, 12:03:12 AM
I'm coming back to this installation where I'd like to run both the CE and the regular NL from the same folder.

The CE works ok as mentionned above, except that the sounds do not work (the music is ok, but not the sfx sounds like "let's go", "oh no" and such).

My 2 cents is that in my folder where the regular NL is installed, the folder containing all those sfx .wav files is called "sound", whereas in a fresh installation of the CE, this folder is called "sounds". After changing the folder name from "sound" to "sounds", the CE has the sfx ok but the regular NL does not.

So a quick fix would be for the user to duplicate folder to have both a "sound" and "sounds".
#25
Game Bugs & Suggestions / Re: [✓][SUG][PL] Support for m...
Last post by Guigui - January 21, 2026, 11:29:33 AM
Sounds great, thank you.
#26
Game Bugs & Suggestions / Re: [BUG][PL] Incorrect panel ...
Last post by WillLem - January 21, 2026, 04:26:02 AM
Fixed in commit 6a92a27.
#27
Game Bugs & Suggestions / Re: [SUG][PL] Support for CTRL...
Last post by WillLem - January 21, 2026, 04:07:29 AM
Linking the proposed behaviour to the zoom hotkeys as opposed to directly to the mousewheel handler is by far the easier approach to take here. It's a few lines of code and it works perfectly.

Attempting to hard-code it to the wheel would be a lot more of a bug-prone effort. The wheel can currently have any hotkey action linked to it, so we'd have to find a way to bypass that action (from a place of not necessarily knowing what the action is) as well as implementing the new framestepping behaviour and ensuring that other mousewheel event handling isn't affected. Not trivial, and tbh not worth the effort.

Let's add the framestepping behaviour as a modifier-accessible action of zoom in/out, then. I imagine that the vast majority of users keep zoom in/out linked to the mousewheel anyway. The framestepping, then, is a nice added bonus.

So, ensuring that zoom in/out remains linked to the mousewheel, we have:

Wheel only = zoom in/out
Ctrl+Wheel = step +1/-1
Shift+Wheel = step +10/-10
Alt+Wheel = step +100/-100

Let's give this a try in CE 1.1 and see what we think.

Implemented in commit 2b75880.
#28
Forum Games / Re: Solve a Scenario
Last post by The64Watcher - January 21, 2026, 02:17:03 AM
stoners of a different kind

using an industrial megacrane what would happen if you drop vexle one meter off the ground
(If your wondering who vexle is watch lemming race tests)
#29
In Development / Re: The Tomato Watcher's Next ...
Last post by The Tomato Watcher - January 21, 2026, 01:17:42 AM
Little progress update: scrapped 1 level, made 6 more for a total of 19 out of 30! :D

Here's a few previews:

Follow me!.png
"Follow me!" / "Wait for me!"

hairdryer.png
"The Lemming Hair Dryer"

freezerburn.png
"Freezer Burn"

Here's hoping I don't run out of ideas anytime soon :P
#30
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 20, 2026, 06:05:17 PM
I will be on a buisness trip until thursday evening, so it could be that the new rounds only starts on friday. :)