Recent posts

#41
Site Discussion / Re: [SUG] "Post redirection to...
Last post by namida - January 25, 2026, 05:15:39 AM
Agreed, this bothers me too, I just never remember it when I'm working on the site. Something to keep in mind next time I am - and that should be easier now that there's a topic here to remind me. (EDIT: Let's just have a quick check in the admin panel now, in case there's already an option to change it.) (EDIT2: Doesn't seem like it.)
#42
General Discussion / Re: Forum-Wide Bump
Last post by namida - January 25, 2026, 05:14:47 AM
Not necessary. If people have something to post, they will; no one needs to post "just for the sake of posting".

Things do tend to be quiet around this time of year in general - a lot of people are on holiday and not really focused on Lemmings and/or online communities.
#43
General Discussion / Forum-Wide Bump
Last post by The64Watcher - January 25, 2026, 02:19:04 AM
If there are no posts in the main channel for more than 4 days, i'd say that we band toghether for 1 post every 2 days to keep convos moving in all boardS.
wrote this 9pm est sorry for spelling
#44
Closed / Re: [?][BUG][PL] Lemminas spri...
Last post by Guigui - January 24, 2026, 10:37:57 PM
Solved with the styles updated, thank you.

#45
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 24, 2026, 09:50:15 PM
Reminder to vote.  :)
#46
Closed / Re: [?][BUG][PL] Lemminas spri...
Last post by WillLem - January 24, 2026, 07:43:03 PM
I can't replicate this. Lemminas sprites work fine in my test directory running CE 1.1 RC-1 and NL 12.14.

The fact that the sprites aren't working in either NL or CE suggests it's more likely to be a problem with the style rather than the engine. Here's the latest copy of the willlem_lemminas style. Try adding this to your styles directory and see if it resolves the issue.
#47
Community Edition / Re: [?][CE] Running CE and NL ...
Last post by WillLem - January 24, 2026, 07:27:55 PM
OK, this should be fixed once and for all.

CE will now ship with an "assets-ce" folder which will contain all of the CE-specific graphics, data files, and overrides. CE-only users will actually not need this*, but anyone wanting to run CE and NL side-by-side can do so simply by placing the .exe and the assets-ce folder into the NL root directory.

It works a treat, and is set up for future-proofing should we need to add or update any more assets in CE.

Implemented across commits 3e70709 - a32d957.

*On second thoughts, the root folder should be identical to NL 12.14 to keep things as simple as possible. "assets-ce", then, will contain everything CE needs to run, whether in its own directory or an NL one (which will be identical anyway!).
#48
Closed / [✓[BUG][PL] Lemminas sprites n...
Last post by Guigui - January 24, 2026, 03:53:38 PM
Oh well I can now mention that the Lemminas pack you created does not load the Lemminas sprite correctly. When playing it displays an error at the beginning of the levels and revert back to default Lems sprite.

This occurs with both CE and NL installed in their own folder. Weird bc I played them Lemminas with NL some months ago and it worked correctly, did not make any change in NL since.
#49
Lemmini / Re: [✓][BUG] Basher/Miner stee...
Last post by WillLem - January 24, 2026, 04:18:54 AM
Basher/Miner steel collision detection has been relaxed in commit f966d37. It's now possible to bash and mine right up to the steel block.

Please note that this is a significant physics update which can and likely will break existing replays for any level in which the solution involves bashing or mining up to a steel block. It should theoretically never affect the actual level itself though, only the replays.

With that said, I think we can agree that this is a desirable fix that's worth a few broken replays. Now's the time to speak up if you disagree!
#50
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.