Author Topic: Upcoming Release - NeoLemmix Player V1.47n  (Read 11987 times)

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Offline Wafflem

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #15 on: August 15, 2016, 03:29:36 PM »
The "locked release rate" feature is added too, right?

Also, since mixing graphic sets will become possible, what will happen to levels using the Epic graphic set? Will the tiles convert to the DOS version, or will they stay same as the Lemmini version?
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Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #16 on: August 15, 2016, 03:31:52 PM »
Quote
The "locked release rate" feature is added too, right?

Yes, but no editor support yet. The player has a method of implementing locked RR even in LVL files.

Quote
Also, since mixing graphic sets will become possible, what will happen to levels using the Epic graphic set? Will the tiles convert to the DOS version, or will they stay same as the Lemmini version?

That relies on translation tables, which is part of the new formats (which this doesn't support, aside from the new replay format). So, it'll continue to work as-is. However, once editor support arrives (this will probably lag a bit behind the player update; the highest priority is getting the player and Flexi ready), I'd strongly discourage use of Epic in favor of using a mixture of the standard sets.
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Offline mobius

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #17 on: August 16, 2016, 09:36:09 PM »
If you can think of anything that hasn't been confirmed as changed yet that you'd like to see make it into this release, let me know in this topic and if practical to do so we'll try and get it in.

how about Proxima's Cheapo fire trap? [if I can successfully re-create it from the file he gave me). I plan on implementing this into the fire set for ROTL (where it is needed), but it seems like a thing that should comes standard with the fire set.
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Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #18 on: August 31, 2016, 03:35:22 PM »
In regards to the previously-mentioned things in this topic, all that remains are (a) custom image backgrounds and (b) custom lemming sprites.

The latter is probably not going to get any extra support beyond what V1.43n-F had for this version. I'll look at a way to implement A.
My Lemmings 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)

Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #19 on: August 31, 2016, 03:51:51 PM »
Also, as a heads up: I am very likely going to be dropping support for other engines from this update. (It will remain possible to import content from other engines, but not export to them.) The existing tool versions will remain available, for those who are using them for other engines (most likely SuperLemmini).

This is because the introduction of new features, which aren't supported (or supported in different ways) by other engines makes it more and more complicated to retain support; and of course, properly supporting NeoLemmix is a higher priority than supporting other engines, even if they don't have other editors available (aside from older versions of NL Editor).
My Lemmings 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)

Offline CosmicLemming

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #20 on: August 31, 2016, 07:21:01 PM »
If you add hardhats to the Lemmings with permanent skills like in Lemmings PSP/PS2 that would be awesome. :thumbsup:

Offline Nepster

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #21 on: August 31, 2016, 08:16:02 PM »
The experimental versions currently use the L2 Tribes method to distinguish lemmings with and without permanent skills: Lemmings with permanent skills have blue hair and green body. Do you still prefer further changes like the addition of hats, or is the color swap sufficient for you?

PS: I never played PSP/PS2, so I might have completely misunderstood your suggestion. If so, then could you please add a bit more explanations?

Offline Minim

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #22 on: August 31, 2016, 09:05:34 PM »
PS: I never played PSP/PS2, so I might have completely misunderstood your suggestion. If so, then could you please add a bit more explanations?

I think I know what LunarLemming means by this: To change the sprites of lemmings to include hardhats when assigned certain skills.

I have played the PSP version, and I've remembered that lemmings wear a yellow hardhat while mining and a red hardhat when assigned the climber skill. I'm sure the yellow miner one will work, just by modifying the sprite image. The red climber one would probably cause too many headaches for the hardhat to be worn permanently by the lemming.
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Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #23 on: September 01, 2016, 10:47:37 AM »
I've just uploaded a new experimental version of the player. See the Physics Bug Experimentals topic for more info on recent experimentals; but all future updates will be posted in this topic.

Experimental V1.47n:7385764
- Fixes the bug where Save Image in-game only saves the visible area
- Supports background images in graphic sets (try out Lemmings Plus V 1.01 with this version!)
- Supports levels specifying random music; use "*random" as the music name to do this
- Fixes the teleporter bug from the last experimental release

See the first post for download links.
My Lemmings 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)

Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #24 on: September 01, 2016, 01:42:53 PM »
Uploaded a new editor experimental. No support for graphic set mixing yet, sorry. Most, if not all, irrelevant-to-NeoLemmix options have been trimmed out, and only NeoLemmix editing is now supported.

Note that the setup is a bit trickier than just overwriting the EXE from the stable version, rather:
1. Extract the stable version
2. Delete the contents of "<editor path>/styles/", except the "NeoLemmix" folder
3. Move the contents of "<editor path>/styles/NeoLemmix/" to "<editor path>/styles/"
4. Delete the now-empty "NeoLemmix" folder
My Lemmings 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)

Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #25 on: September 01, 2016, 04:57:14 PM »
Made some significant progress towards graphic set mixing in the editor. :) It's now possible to edit such levels; I haven't properly tested loading and saving them yet.
My Lemmings 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)

Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #26 on: September 01, 2016, 05:21:58 PM »
Uploaded an experimental editor that supports this.

Whichever graphic set is actually selected in the Level Properties menu will be (a) the level's primary graphic set (the one that determines eg. minimap color, normal vs xmas lemmings, etc), and (b) the one which pieces appear from when adding / changing a terrain or object. However, try placing a piece, then changing to another graphic set. ;) A single level can currently use pieces from up to 256 graphic sets, whether or not that includes any from its "primary" set.

For those who just want to see it in action, see the attached level. Note that this level WILL NOT WORK on V1.43n-F; it will only work on the recent experimentals. (You don't nessecerially need the very latest one; the player-side support has been there for a while.)

Use this feature wisely. :)


Things to look out for:
- Any cases where this isn't working properly
- Any remaining artifacts from support for other engines
- Issues with loading levels from other engines - this should still remain possible!

Known issue:
- If you load a LVL file from an older editor version that contained pieces that had been locked, they'll no longer be locked upon opening with this version.


Also, I still haven't added support for rotating objects. I'd also like to add a "Download graphic sets" menu similar to what Flexi Toolkit has / what the player does automatically if enabled.
« Last Edit: September 01, 2016, 05:39:16 PM by namida »
My Lemmings 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)

Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #27 on: September 01, 2016, 07:30:25 PM »
Uploaded a new player experimental. Fixes a few bugs:
- Countdown digits sometimes appear for 1 frame when assigning Bomber / Stoner
- Highlight icon sometimes disappears after restarts or backwards skips
- Forwards frameskips skip one frame too many


I strongly encourage people to try it out (if you're looking for some content that has been tested against it, try Lemmings Plus V), so that any bugs that are found can be addressed before the stable release.
My Lemmings 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)

Offline Simon

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #28 on: September 01, 2016, 10:03:06 PM »
Quote
A single level can currently use pieces from up to 256 graphic sets

Any limit here irks me as weird design. I want to understand more. Where do you divert from the following?
  • A level has a list of tile occurrences.
  • A tile occurence specifies a tile, and has coordinates, rotation, etc.
  • A tile comes from a graphic set, or is free file, or something. You fetch the set into memory and the tile occurrence points either to the set, or to the tile into the set.
  • You can ask the level to load the sets, or for a list of sets from which at least one tile occurs. It can do either on demand by filtering the list of tile occurrences.
-- Simon
« Last Edit: September 01, 2016, 11:59:55 PM by Simon »

Offline namida

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Re: Upcoming Release - NeoLemmix Player V1.47n
« Reply #29 on: September 02, 2016, 03:27:48 PM »
LVL format limitation. Level files aren't switching to the text-based format yet, I've simply added more information into the existing LVL file (it is fairly extendable, but it has its limits still).

Once the new format is in use, there will be no limit.
My Lemmings 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)