Player V1.35n-C, Editor V1.35n-E Released

Started by namida, June 14, 2015, 01:44:01 PM

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namida

Player V1.35n is here! This will probably be the last major update for a while, though minor updates (bugfixes and perhaps some new gimmicks) may happen in the meantime if nessecary.

There's a handful of new gimmicks, several bugfixes, and an improvement to the replay checking algorithm (which detects if a replay is for the correct level) so that it can now be used for NeoCustLemmix levels (even single level files!), and won't detect a level as incorrect just because its position has changed. Additionally, a replay detected as being for the wrong level will no longer refuse to load; it will just give a warning. Do note that V1.35n replays cannot be played back on older versions (but older version replays can be played back on V1.35n). Also, the remaining two LPIV graphic sets have now been added to NeoCustLemmix.

Player V1.35n
-------------
* Cust and Flexi now include all four Lemmings Plus IV graphic sets.
* Dumped levels now include the extended information that support was added for in V1.34n-B.
* Replays made with V1.35n onwards will not fail to load just because the level has been moved
  to a different position. They can now generally still be confirmed as the same level. Older
  version replays will still be detected as invalid if the level has been moved.
* If a replay appears to be from a different level (but is not corrupt / invalid otherwise),
  it will no longer refuse to play altogether, but will simply give a warning.
* NeoCustLemmix now supports replay checks, though this will only apply to replays made with
  V1.35n or higher.
* QuikPack in the Flexi Toolkit has been replaced with the NeoLemmix DAT Manager, which is
  more powerful and more user-friendly. The old Flexi Toolkit has been replaced altogether.
* Added some new gimmicks:
  > Invert Fall Fatality. This gimmick makes fatal falls survivable, while non-fatal falls
    result in death. Floaters and gliders will still survive any fall, provided they fall for
    long enough to pull out their parachute / glider.
  > Clone On Assign. This gimmick causes a lemming to be cloned any time they're assigned
    most skills (it doesn't apply to bombers, blockers, stoners, diggers or cloners).
  > Instant Pickup Skills. This gimmick causes a lemming to use a pickup skill immediately
    upon picking it up; it is only added to the skillset if the lemming is unable to use it.
  > Zombie On Death. This gimmick, when used in combination with zombies, causes any non-zombie
    lemming to become a zombie upon dying.
  > Permanent Blockers. This gimmick causes blockers to, if the ground they're standing on is
    removed, become blockers again when they land. They can only be un-blocked by killing them,
    by the walker skill, or by (if they're a swimmer) falling into water.
  > Release Rate Fluctuation. This gimmick causes the release rate to be unchangeable manually,
    and instead alternates between minimum and 99 every time a skill is assigned.
* Fixed the following bugs:
  > One pixel of blocker trigger areas may remain after a blocker's removal under very
    specific circumstances
  > Oddtabled levels load some data that they shouldn't from the copied level, in particular
    the music track
  > Talismans involving only assigning skills to a single lemming do not trigger if any
    cloners were assigned to the one lemming except as its first skill
  > Talismans involving assigning only one skill to each lemming trigger even if multiple
    skills had been assigned to some lemmings, as long as all such lemmings were clones
  > Multiple sound effects cannot be triggered in the same frame, except in some rare cases
    while the game is paused
  > Specified music tracks are ignored in levels that aren't in the variable-sized LVL format.

NOTE: V1.35n replays will not work on previous versions of NeoLemmix (previous version replays
      will work on V1.35n).


V1.35n-B
--------
* Made some slight tweaks to how traditional Lemmix levels or older-format NeoLemmix levels
  are loaded, which should greatly reduce the number of issues that occur with these formats
  but not with the current format
* Fixed the following bugs:
  > Some gimmicks are carrying over between levels
  > Martian style's exit trigger area is slightly off
  > Not-immediately-usable skills are wasted instead of being added to the skillset under
    the Instant Pickup Skills gimmick
  > Bombers / Stoners used as a result of Instant Pickup Skills have a one-frame delay, during
    which a 1 appears above them


V1.35n-C
--------
* Fixed various trigger areas in the official, LPII and LPIII graphic sets
* MAIN.DAT no longer needs to be specially made to handle the Center Single-Digit Skill Counts
  option.
* Added a "Relative In Count" option, which makes the IN count displayed during gameplay relative
  to the goal. It works best with lemming counts, but can work even with percentages. For example,
  if the level requires 10 lemmings saved, the IN count will initially display as -10, then count
  upwards; zero represents reaching the goal exactly.
* Removed the "Automatic Gimmick Musics" option, as this is a decision that should be more for the
  pack's designer (and needed config screen room for the above option...)
* Fixed a LOT of bugs:
  > If two pieces of steel are exactly 5 pixels apart vertically, a basher will continue bashing
    between them even if there is no terrain for him to bash
  > Walkers that are assigned as a result of instant pickup skills act glitchy during replays
  > Pickup skill Cloners are not taken into account for the Lemming Count flash
  > When Karoshi is used together with Zombies + Zombie on Death, the lemming is not counted as
    killed even prior to becoming a zombie
  > In some cases (particularly where backwards frameskip is involved) particles end up moving to
    the top-left corner of the level
  > There are some oddities with the "Secret Levels via Cheats" option, and secret ranks with the
    "Unlock All" option
  > 10KB levels sometimes give errors relating to the graphic set not being found
  > Some kind of Window Order bug, possibly related to clearing the window order between levels
  > A highlit lemming who is later de-highlit will, if the level is restarted or backwards skipped,
    be re-highlit, unless a different lemming has been highlit since.
  > If more lemmings are saved than the level has, the "rescued every lemming" message appears,
    even if the save requirement is not met (this is relevant on levels with Cloners)
  > The status (on/off) of cheat mode does not get properly saved / loaded in Flexi-based packs
  > Miners can sometimes survive falls of exactly the minimum fatal fall distance, depending on
    when during their mining animation they transition to fallers
  > Flexi-based packs crash (whether using the standalone player or a toolkit-built EXE) if the
    rank names have spaces or commas in them
  > Lemmings move left one pixel when splatting
  > Strange behaviour occurs when lemmings get 2 pixels or less from the top of the level
  > Strange behaviour occurs when a rank has only one level and the player tries to push left or
    right to go to a different level
  > The cloner-adjusted percentages still don't take pickup skills into account when playing the
    level (only on the preview/postview screens)
  > In a vertical-wrap level, if a climber wraps around from top to bottom, then hits his head,
    he will be instantly transported back to where he started climbing from


Downloads:
DropBox
NeoLemmix Website: Players | Cust | Flexi




For the editor, the main highlights are that the settings for post-secret-level redirects, the Clock Gimmick, and Bait-and-Switch, can now be set independantly, instead of overwriting other settings; and that the Gimmicks menu has been redesigned to be a bit tidier. And, of course, the remaining two LPIV graphic sets. :)

As a reminder: If you're installing this over an old copy of the editor, check your styles/Cheapo folder, and delete any graphic sets that are in a two-file (g_xxxx.dat and v_xxxx.dat); this is an outdated format and levels made using graphic sets in this format may have issues when loaded with those in the newer format. This is not so important for graphic sets that aren't converted from Cheapo. <EDIT: V1.35n-B now ignores these old-format graphic sets; but you should probably still get rid of them anyway.> If you have levels that you already made using these older-format graphic sets, and they're now having issues (slightly out-of-place terrains or objects) when loaded with the new format, see the instructions in this post (from the release of the first editor version that had an option to fix these) on how to automatically fix the affected levels. Do *NOT* follow these steps with any levels that are not affected by this issue.

Editor V1.35n-A
---------------
> Completely redesigned the gimmicks menu.
> Supports some new additions in player V1.34n-B onwards, such as clock gimmick and bait-and-switch
  settings being seperated from the main settings.
> Preserves (and sets) a level ID, used as of player V1.35n to identify whether a replay is for the
  correct level even in test mode, single levels, or if the level is repositioned.
> Added a menu to more easily select music tracks. This is only applicable to NeoCustLemmix; it cannot
  currently be customized for Flexi-based or other packs.
> Fixed the bug where new-format level titles wouldn't display properly in the DAT level pack manager.
> Includes the remaining Lemmings Plus IV graphic sets (Space and Wasteland).

Please note: NeoLemmix levels created with this version (including when using playtest mode) require a
             recent version of NeoLemmix.
             V1.33n or higher is required to play them at all.
             V1.34n-B or higher is required for secret levels with specified redirects, or levels using
                the Clock Gimmick or Bait-and-Switch.
             V1.35n or higher is required for levels using Invert Fall Fatality, or any gimmick listed
                after Bait-and-Switch in the list.


V1.35n-B
--------
> Will no longer load older-format NeoLemmix graphic sets; this is due to repeated cases of issues
  caused by the use of them. (They're still supported for traditional Lemmix levels obviously.)
> Has an updated version of the Martian graphic set with a fix to the exit's trigger area.


V1.35n-C
--------
> Fixes a bug where most VGASPECs were unusable in NeoLemmix levels
> The name of the Disarmer skill no longer displays as its old name "Mechanic"


V1.35n-C Re-Release
--------
> Contains updated versions of almost all NeoLemmix graphic sets to fix trigger area issues


V1.35n-D
--------
> Fixes the bugs with the Validate Level option
> Fixes the bugs with setting the Bait & Switch levels
> Fixes the bug where Oddtable rank / level settings didn't become enabled when Oddtable was
  checked / disabled when Oddtable was unchecked


V1.35n-E
--------
> Fixes a bug where some older levels may not load, depending on the exact combinations of previous
  formats they've been saved in, graphic sets they use and editor versions they've been edited in.
> The "Ghosts" and "Ghost on Death" gimmicks are now always selectable in the Gimmicks window without
  having to reveal the hidden gimmicks.


Downloads:
DropBox
NeoLemmix Website

Remember, if you have a custom "styles" folder set up, you can maintain it, by only replacing the EXE instead of the entire contents of the download. However, I do recommend you also overwrite the style files in the "NeoLemmix" style folder (but do not overwrite the styles.ini file if you have customized it; just the DAT files).

If you're updating from a really old editor version, you might want to simply delete the default styles folders and replace them with those from the new update (while keeping your custom folders and modified "NeoLemmixStyles.ini").
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Editor V1.35n-B update is here. This should avoid any further creation of levels with the old / new format graphic set issue. Aside from that, it includes a version of the Martian style with the exit trigger area fixed.

Until the Flexi Toolkit is updated, be sure to manually include this version (instead of the built-in copy) when using the Martian graphic set. Unless any other bugs in the toolkit itself are found, the next update to that will probably be when NeoLemmix V1.35n-B update comes.

V1.35n-B
--------
> Will no longer load older-format NeoLemmix graphic sets; this is due to repeated cases of issues
  caused by the use of them. (They're still supported for traditional Lemmix levels obviously.)
> Has an updated version of the Martian graphic set with a fix to the exit's trigger area.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Player V1.35n-B update is here. This just fixes a handful of bugs, and makes a slight change to the level-loading code (for older format levels) which should reduce bugs that relate to them.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Editor V1.35n-C is here. This just fixes a bug that made most VGASPECs unusable in NeoLemmix levels, and finally reflects the name change from "Mechanic" to "Disarmer" in the editor.

With some previous updates, one person expressed concern that they had to set up their "styles" folder again after updating. This is not true! If you have a custom styles folder set up; just replace the EXE instead of the entire setup (if any style files are marked as being updated, you may want to replace them individually as well - with this update, for example, be sure to replace the copy of "martian.dat" in styles/NeoLemmix, unless you're updating from V1.35n-B).

V1.35n-C
--------
> Fixes a bug where most VGASPECs were unusable in NeoLemmix levels
> The name of the Disarmer skill no longer displays as its old name "Mechanic"


Downloads in first post.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Before I publicly release V1.35n-C, since it'll be the last release for quite some time (unless major bugs show up), I'd like to get a few people to test it for bugs first.

If anyone's interested, post here or drop me a PM. I'll send a copy of NeoCustLemmix in its current state (which if nothing is found, will also be the V1.35n-C release), and if you want any other players too (or a copy of the Flexi Toolkit with an updated player) just let me know.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

#5
In terms of progress on this - it seems most of the bugs are ironed out. There's one area where I need to test whether one fix I've made might potentially cause new bugs, but haven't got around to checking it yet. I should have V1.35n-C out sometime this week; after that, unless major bugs show up (I probably won't bother fixing anything if it's really minor), it'll be time to start fully working on V2.00n.

EDIT: Some bugs have been discovered with an as-of-yet not revealed gimmick. Will need to fix these before V1.35n-C can be released. (All I'll say about it is that it's a very significant gimmick; it's on the same level as Zombies or Karoshi in terms of how much it can affect gameplay.)

On a side note, if you're looking for some extra graphic sets, check on the NeoLemmix website (NeoLemmix Editor page). IchoTolot has released all the non-standard graphic sets used in Lemmings Reunion, as well as NeoLemmix-ized them (configured autosteel for them, added pre-placed lemmings & pickup skills), and they've been added to the addon packs list. These are the Sports, Shadow and Egyptian Tribe graphic sets (from L2), the Castle set (a custom set originally made for Lemmini) and a "city" set (no idea of it's origin).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

#6
I've reuploaded Editor V1.35n-C with updated style files, due to some trigger area issues (particularly with pickup skills) found in the existing versions.

Affected graphic sets are all NeoLemmix-format graphic sets, except for:
- the Genesis ones
- the Lemmings Plus IV ones

This includes Horror, Xmas and Sega.

There's no change to the editor itself. If you already have the latest editor version, rather than downloading the full package, just download the attached file and overwrite the styles in your "styles/NeoLemmix" folder with it (this will not interfere with any custom style folders / namings you have set up).

The upcoming updates to the players and Flexi Toolkit will also include these fixed versions; in the meantime you can use them with the Flexi Toolkit by importing manually (instead of using the "Add Default Style"), and with CustLemmixNeo by placing them in the same folder - you do not need to do this when playtesting from the editor, as CustLemmixNeo automatically uses the editor's copy of the style in this case, rather than its own.

The V1.35n-C player update will be here very soon. :)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Alright, finally, NeoLemmix V1.35n-C is here.

V1.35n-C
--------
* Fixed various trigger areas in the official, LPII and LPIII graphic sets
* MAIN.DAT no longer needs to be specially made to handle the Center Single-Digit Skill Counts
  option.
* Added a "Relative In Count" option, which makes the IN count displayed during gameplay relative
  to the goal. It works best with lemming counts, but can work even with percentages. For example,
  if the level requires 10 lemmings saved, the IN count will initially display as -10, then count
  upwards; zero represents reaching the goal exactly.
* Removed the "Automatic Gimmick Musics" option, as this is a decision that should be more for the
  pack's designer (and needed config screen room for the above option...)
* Fixed a LOT of bugs:
  > If two pieces of steel are exactly 5 pixels apart vertically, a basher will continue bashing
    between them even if there is no terrain for him to bash
  > Walkers that are assigned as a result of instant pickup skills act glitchy during replays
  > Pickup skill Cloners are not taken into account for the Lemming Count flash
  > When Karoshi is used together with Zombies + Zombie on Death, the lemming is not counted as
    killed even prior to becoming a zombie
  > In some cases (particularly where backwards frameskip is involved) particles end up moving to
    the top-left corner of the level
  > There are some oddities with the "Secret Levels via Cheats" option, and secret ranks with the
    "Unlock All" option
  > 10KB levels sometimes give errors relating to the graphic set not being found
  > Some kind of Window Order bug, possibly related to clearing the window order between levels
  > A highlit lemming who is later de-highlit will, if the level is restarted or backwards skipped,
    be re-highlit, unless a different lemming has been highlit since.
  > If more lemmings are saved than the level has, the "rescued every lemming" message appears,
    even if the save requirement is not met (this is relevant on levels with Cloners)
  > The status (on/off) of cheat mode does not get properly saved / loaded in Flexi-based packs
  > Miners can sometimes survive falls of exactly the minimum fatal fall distance, depending on
    when during their mining animation they transition to fallers
  > Flexi-based packs crash (whether using the standalone player or a toolkit-built EXE) if the
    rank names have spaces or commas in them
  > Lemmings move left one pixel when splatting
  > Strange behaviour occurs when lemmings get 2 pixels or less from the top of the level
  > Strange behaviour occurs when a rank has only one level and the player tries to push left or
    right to go to a different level
  > The cloner-adjusted percentages still don't take pickup skills into account when playing the
    level (only on the preview/postview screens)
  > In a vertical-wrap level, if a climber wraps around from top to bottom, then hits his head,
    he will be instantly transported back to where he started climbing from


Links are as usual. Unless any game-breaking bugs are found, there'll be no further updates to the NeoLemmix Player until V2.00n. Updates to related apps (graphic set editor, level editor, Flexi Toolkit) may still happen.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

#8
Player V1.35n-C source code is released. Please note that if you create modified versions and then make levels that are dependant on these modified versions, I do not guarantee the resulting levels will be compatible with V2.00n - however, if the feature is widely liked, I may look at implementing it. And be warned; the code is a fucking mess (which is one of the major reasons I'm entirely rewriting most of the code, rather than just overhauling parts of it) - this is a result of both kludgy implementations of bugfixes / new features in many cases, as well as that when I first started on this project I didn't know very much about either Delphi or the inner workings of Lemmix.

Data files and musics for all made-from-source players are also included (official games, as well as all my custom packs except NeoLemmix Introduction Pack, as that one was made with the Flexi Toolkit, not made-from-source).

The only version of Delphi I can guarantee it will compile on is Delphi 7. I can confirm it does not compile, at least not without very heavy modification, on Delphi XE6 or Lazarus; in the former case (XE6) even though I was able to get it to compile with some heavy modification, it was extremely broken when I tried to run it. I was not able to even get it to compile on Lazarus. This was based on a slightly older version (V1.33n-B IIRC) but the parts that had issues haven't changed since.

https://www.dropbox.com/s/01rnptz3xdzw930/NeoLemmixSource_V1.35n-C.zip

The reason for the slight delay in releasing this was that I was hoping to make one more release, which didn't change any gameplay mechanics but simply had some optimizations for the speed of frameskips (which can be quite laggy in some cases). However, these made a negligable difference, so I didn't implement them in the end.

NOTE: Another update is coming soon; so I strongly advise waiting for that before using this code, unless it's just out of interest to see how things work.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

A minor update for the editor.

V1.35n-D
--------
> Fixes the bugs with the Validate Level option
> Fixes the bugs with setting the Bait & Switch levels
> Fixes the bug where Oddtable rank / level settings didn't become enabled when Oddtable was
  checked / disabled when Oddtable was unchecked


Download links in first post.

As usual, you can just replace the EXE if you've customized your styles folder and don't want to lose that. I would recommend also overwriting the contents (apart from style.ini) of the "styles/NeoLemmix" folder, in case you have outdated versions of any graphic sets.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Another minor editor update.

V1.35n-E
--------
> Fixes a bug where some older levels may not load, depending on the exact combinations of previous
  formats they've been saved in, graphic sets they use and editor versions they've been edited in.
> The "Ghosts" and "Ghost on Death" gimmicks are now always selectable in the Gimmicks window without
  having to reveal the hidden gimmicks.


<insert usual comments here>
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)