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21
Lix Main / Re: 64-bit Windows build
« Last post by Simon on April 16, 2024, 06:46:52 AM »
In the Windows 64-bit build instructions, we recommend to install LDC and then to double-click win-build.bat. This works well and I recommend this to everybody for release builds. LDC builds the fastest-running executables.

The win-build.bat specifies the compiler to ldc. The question is if this is necessary or should at least mentioned in the file name since somebody could just have dmd set up and get an error.

Now, if somebody installs only DMD and not LDC, he has diverged from the release notes early. I'll assume that he knows what he's doing. The build instructions even cover DMD and tell him to type the command manually. If he still double-clicks win-build.bat, he'll get the following error: Error Failed to spawn process "ldc2" (The system cannot find the given file.) Given that he see this only after he has willfully diverged from the build instructions and installed DMD instead of LDC, I'd say it's fine as it is. He can edit the script or type the build command manually.

I could also write win-build.bat to be compiler-agnostic, but then it'll pick DMD over LDC when both are installed. I encourage everybody to build release builds with LDC. DMD is better for active development, when you need the fastest-possible feedback and care less about producing fast-running binaries.

It should be possible to test in the script for installed compilers ahead of the dub call, e.g., with a Windows equivalent of Linux's which. Then you build with LDC explicitly only if LDC is found, otherwise you build in the compiler-agnostic way. If you want to investigate this, I'll be happy to merge it.



Readers may wonder: Why different compilers for different builds, aren't there build types? Yes, there are build types; you can instruct either compiler to build debug binaries or optimize for release. Still, you'll see the fastest build times with DMD without optimization, and you'll get the fastest-running binaries from LDC in release mode.

-- Simon
22
Lix Levels / Re: geoo's Lix level pack
« Last post by geoo on April 15, 2024, 09:09:10 PM »
Thanks for playing so far! A few comments below:

Spoiler (click to show/hide)
23
Non-Lemmings Gaming / Re: Tomb Raider I, II, III and IV Levelmap Explorer
« Last post by grams88 on April 15, 2024, 02:18:17 PM »
Hi guys

That's a really nice website WillLem. :thumbsup:

Those photos look really nice and I love the feel a lot of the tomb raider games had, we had a shot of the remastered edition and there has been a lot of work that has went into it. The graphics look really good, you can flip between the old and new graphics when you are the playing the game.  I usually do a little blog on the (A most agreeable pastime) where I sometimes talk about old atari st games, the gentleman who runs the website was on a bbc radio show talking about Lara Croft, she was voted the most iconic game character of all time. :thumbsup:

https://amostagreeablepastime.com/2024/04/04/i-went-on-the-bbc-to-talk-about-how-lara-croft-has-been-voted-the-most-iconic-game-character-of-all-time/
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Non-Lemmings Gaming / Re: Tomb Raider I, II, III and IV Levelmap Explorer
« Last post by Pieuw on April 15, 2024, 07:46:38 AM »
Wow, incredible!
It's quite like the photo mode they added in the remasters. :thumbsup:
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Non-Lemmings Gaming / Tomb Raider I, II, III and IV Levelmap Explorer
« Last post by WillLem on April 15, 2024, 05:53:11 AM »
Tomb Raider Nostalgia Website

Thought I'd share this. It's a web app that allows you to zoom in and out of the Tomb Raider level maps and view them basically any way you like. If you're a fan of the games and enjoy stuff like this, it's a fantastic resource. Enjoy! :lemcat:
26
NeoLemmix Styles / Orig/OhNo-style styles
« Last post by WillLem on April 15, 2024, 05:48:04 AM »
Which of the custom style sets are closest in character and quality to the orig and ohno styles? Those have a very specific vibe to them which is difficult to replicate, it would be good to see some other styles which aim for a similar aesthetic.
27
SuperLemmix / SuperLemmix 2.7.2 | Editor 2.7 | Styles 2.7.2
« Last post by WillLem on April 15, 2024, 04:51:42 AM »
2.7.2 Hotfix Update :lemming::lemming::lemming:

A number of bugfixes and updates this time around, well worth getting this as it's way more stable than the previous 2.7 iterations.

Changelog

:lemming: Infinite Skills hotkey is now Numpad 8 by default (it was previously Insert, which was a bad idea due to the existing Windows functionality of this key)

:lemming: Restored "level attempted" treeview icon in level select, so a different icon will be shown when a level has been attempted but not completed - this is experimental for now, if people don't like it we can always go back to not using it

:lemming: Improved visibility of treeview icons - e.g. when a check mark overlays a talisman icon, it's now much more visible than previously

:lemming: Timebombers, Radiators and Slowfreezers now have dedicated panel text when hovered over

:lemming: Bugfix - Restarting now always resets "game was paused" status, so restarting a level will never fail a "Play Without Pressing Pause" talisman (I thought I'd already done this, but it needed a different approach to the one I used previously)

:lemming: Bugfix - meanwhile, pressing Rewind now counts as a fail when attempting a "Play Without Pressing Pause" talisman

:lemming: Bugfix - Jumpers now have a "bounce allowance" of 3 bounces when Jumping against a wall or other terrain; once they have bounced and turned 3 times, they will fall when they next hit terrain

:lemming: Bugfix - fixed various water object bugs related to position checks; all water objects are now handled separately, and Swimmer>Jumpers do an additional terrain check to prevent "clip-Jumping" through water-overlapped terrain

:lemming: Bugfix - Talisman icons are now displayed correctly when set by style rather than level pack or default menu gfx

:lemming: Bugfix - "No Auto Replay" is now "Auto Replay" internally as well as in the config menu - the internal logic has been reversed where necessary, and this has been thoroughly tested

:lemming: Bugfix - fixed cursor file path; only the hi-res postview cursor was working, they should both work now

:lemming: Bugfix - restored original digit alignment; turns out these are handled per-object, which makes way more sense

Other updates:

:lemming: Styles - updated digit alignment for orig and ohno exits, and default pickup

:lemming: Editor - added "Cleanse Levels" menu item - this automatically re-saves all levels in a specified pack to ensure compatibility and tidy up the text file; this has been added mainly for use alongside the QuickMod tool, but it may also come in handy for pack creators, particularly when updating an older pack



To get this update, please download SuperLemmix as normal from here - please note that, due to updates to styles and menu gfx, the update must be downloaded in full.

A reminder of what's new in SuperLemmix 2.7
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SuperLemmix Bugs & Suggestions / [BUG] Display issues with the panel display size
« Last post by Tygerboi on April 15, 2024, 12:43:47 AM »
I'm not sure whether this is actually a bug, but is there any way to increase the size of the skills/map panel underneath each level to fill the entire width of the screen when in high-res full-screen mode, or at least to make it larger, as it appears to be very small at the moment.  The option to increase the panel zoom level only has 1x.  If I set it to low resolution and increase the panel zoom to 3x it's about the right size, but everything obviously looks pretty awful compared to the high res mode.

Additionally, it would be nice to be able to optionally display skill labels underneath the skill icons for clarification for new players (e.g. my teenaged daughters, or even myself when it comes to the new skills).
29
SuperLemmix Bugs & Suggestions / [SUG] Minor UI tweaks
« Last post by Tygerboi on April 15, 2024, 12:33:52 AM »
1) I think it would make more sense in Level Select for the "Xmas Lemmings" subgroup to be renamed to "Holiday Lemmings" and for the "New Year Lemmings..." collection to be moved inside this subgroup in addition to the "Holiday Lemmings 1993 & 1994" and "Xmas Lemmings 91 & 92" collections.

2) In the "Covox Lemmings" collection there are only two levels per difficulty, whereas in the SupperLemminiToo "Save the Lemmings" collection there are six levels per difficulty.  Would it be possible please to add these levels into SuperLemmix in a future release?

3) Please could you modify the 'Sleeping Lemming' mouse cursor that appears between levels so that the blue "ZZZ" at the top contains the actual section that is used to select?  Currently it is the sleeping lemming at the bottom of the cursor, which feels a bit odd.

4) Context-sensitive help in the level selector and settings screens - maybe like in some Windows apps where you can click on a "?" in the title bar of the menu window and then click on/hover over an option to get a tooltip description of what particular options mean, e.g. "deactivate clear physics"/"deactivate skill queuing", "Activate postview jingles", etc in the options menus, or "Mass Replay Check", "Cleanse All Levels", etc in the Level selector.

5) A "bye-bye" lemming voice sound effect when exiting the game instead of the current sound effect.
30
Level Design / Re: list of level titles for taking
« Last post by namida on April 14, 2024, 09:35:30 PM »
Quote
Night of the Lemming Dead (Zombie level, obv)

This was the title of one of the first two zombie levels ever released (from Lemmings Plus Omega; the other one was culled making NotLD the oldest surviving one).
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