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#31
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by WillLem - January 24, 2026, 02:01:03 AM
Quote from: Guigui on January 23, 2026, 10:20:57 PMYes all works good if the CE is put in its own directory.

OK, I can confirm that running CE from a NL 12.14 directory results in checkmarks not being displayed in the level select menu. It turns out that it's because CE uses larger images (24 x 24 rather than 16 x 16) due to the treeview itself being larger (and having larger clickable areas). I forgot that I'd made this change, and it does result in the checkmarks not being visible if the assets don't match what's expected.

Quote from: Guigui on January 23, 2026, 10:20:57 PMthe text scrolling bar on the main at the bottom of the main page not displaying properly.

And yeah, this is due to the data\title.nxmi file being set up slightly differently to accomodate the CE menu graphics.

Quote from: Guigui on January 23, 2026, 10:20:57 PMAll in all, not sure if this idea of running CE from NL is that good. It looks like it leads to some conflicts and gives you some troubles.

I'd probably have to agree at this point. CE has been created with the sole purpose of being a UI upgrade, but it clearly needs to be able to load its own assets in order to achieve this goal.

It seems that the best thing to do would be to ask CE to check for a subdirectory (we could call it "assets-ce" or something) which contains all the CE-specific graphics, data files, etc required to run CE correctly. Mutual assets (levels, replays, music, etc) and NL-only graphics can be placed in the root directory as usual.

Then, when loading something, CE can check for "assets-ce" before checking the root directory. Anything that's found to be missing (Sleeper sprite) or different (title.nxmi, the checkmark .pngs) can be placed into "assets-ce". (Of course, running CE from its own directory will not require the CE assets folder).

That's something I can certainly look at for the release of 1.1 proper. It may be worth doing an RC-2 to check that it's definitely playing ball, if we decide to go ahead with this.
#32
Editor Bugs & Suggestions / Re: [BUG][ED] Editor version 1...
Last post by WillLem - January 24, 2026, 01:40:01 AM
Well, it's funny you should ask.

I already implemented support for subfolder a few days ago (commit 5d9cc71) so the next version (1.45) will be able to access the subfolder and represent the correct music file for your level.

If you notice anything else, let me know. I'll likely be releasing NLCE 1.1 proper along with Editor 1.45 very soon (within the next few weeks).
#33
CustLemm, Lemmix, Golems / Re: Mindless's Level Database ...
Last post by Mindless - January 24, 2026, 01:05:52 AM
There is now an audio volume control in the settings.
#34
Editor Bugs & Suggestions / [✓][BUG][ED] Look for music fi...
Last post by Guigui - January 23, 2026, 10:48:24 PM
I have levels with custom music which are put in subfolder of the "music" folder :
NLfolder/music/my_subfolder/my_mp3_files.mp3

In the .nxlv file, the line referring to the music looks like this :
MUSIC my_subfolder/my_mp3_file

When I launch the levels with the CE player the music works fine. But when I open the Editor version 1.44 and launch the levels through here, the music does not work. I get a random music from the "music" folder instead. Is there something I have missed here ?



Also as a suggestion, I think it'd be nice if the editor could allow to select files in subfolders in the music field. For now it only allows to select files that are in the main music folder. That was also the case for the regular editor and I had to edit all the .nxlv files manually to point to the subfolders correctly (or I missed sthg there too...)

#35
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by Guigui - January 23, 2026, 10:20:57 PM
Yes all works good if the CE is put in its own directory.

Also some other things that did not work wuite well in the CE now work nice when CE is in its own directory, for instance fullscreen mode not able to overwrite the taskbar of my OS, or the text scrolling bar on the main at the bottom of the main page not displaying properly.

All in all, not sure if this idea of running CE from NL is that good. It looks like it leads to some conflicts and gives you some troubles.
#36
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by WillLem - January 23, 2026, 07:31:00 PM
As an experiment, could you try moving userdata.nxsv and NLCE into their own directory (with all the RC-1 stuff) and see if you get the green checks then?
#37
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by Guigui - January 23, 2026, 06:46:54 PM
I am playing CE 1.1.0 RC1 from the same folder as regular NL installation.
In the CE I do not get any green checks next to completed levels in the Level Select screens.
If a level has already been cleared, there is no green check in CE but there is one NL.
If I clear a level with the CE, the green check does not appear either.

In short : no green checks at all in this CE ?
#38
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 22, 2026, 07:29:59 PM
I've set up the tiebreker round in the rule 2 and 3 voting topic.  :)
#39
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.
#40
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).