Author Topic: Lemmings 3D Glitches  (Read 87 times)

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Offline namida

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Lemmings 3D Glitches
« on: July 01, 2019, 09:34:31 pm »
Didn't seem to already be a topic for it, so I figured I'd start one, especially given that custom level designers need to be aware of some of these (as not only are some of them backroute risks, but some of them can interfere with the levels working as intended).

Unless mentioned otherwise, assume the glitch is only confirmed on the PC version.

Glitch List



Physics Glitches

Dig Through Dangerous Blocks - If a digger digs through a block that's above a water / electrified block, but the water / electrified block is not marked as steel, the digger will continue to dig through said block unharmed. Any lemming that later passes through the dangerous block will die, though, even after it has been fully removed. Confirmed on all versions of the game.

Extra Destruction Glitch, Variant A - A basher that begins bashing from 1/4 block height will take out three slices vertically, instead of the usual two.

Extra Destruction Glitch, Variant B - On levels which trigger, or are close to triggering, the missing faces glitch (see under comsetic glitches below), sometimes destructive skills will remove an entire block instead of just certain segments of it. This is inverted with the Bomber though, who under the same conditions will not destroy anything.

Infinite Dig Glitch - This is a console-exclusive extension of the Dig Through Dangerous Blocks glitch above. Should there be a block at the very bottom of the level that fits the criteria for that glitch, the lemming will dig on the block forever (without moving further downwards or removing any terrain; just stuck in one position). (Video) Confirmed on both Playstation and Saturn versions of the game; does NOT occur on PC.

Jump Glitch - If a blocker or turner is placed such that it's standing against a wall and vertically not at a whole block height, then released by removing the terrain under it, it will jump up to a full block height (from which point it can further step up 1/4 height as usual; any more than that and it will then turn around and fall back down). This does NOT work if there's only empty space and/or builder bricks behind the blocker / turner, there must be a solid wall. (Post) (Video)

Miner Height Glitch - If a miner is started on top of a builder bridge, at a full block height position, the first destruction segment will be placed one block segment higher than usual.

Replay Release Rate Glitch - If a level is played, then the minimum release rate is modified in the level file, and the level is restarted, the new minimum release rate is not enforced during the replay. If the user interrupts the replay, they can increase the release rate to any point between the current and minimum value, but cannot decrease it while it's below (or at) the minimum. Since this won't happen (outside of cases of cheating) while playing levels normally, it's only really relevant while playtesting your own levels.



Cosmetic Glitches

Missing Faces Glitch - If a level has too many visible block faces, some of them will not be rendered (but will still function as if they were there). This is perhaps more of an engine limitation than a glitch as such; looking at official level data shows that active efforts were made on some levels to mitigate the impact of this glitch, and there is a byte in the level data that can be increased to allow more faces before the glitch occurs (although only to a certain point).

Missing Pyramid Textures - This is more to do with corrupt copies of the game than an actual game glitch, but the majority of copies found nowdays have this corruption so I'm listing it here. Due to a corrupt TEXTURE.000 file, some copies of the game black out most of the textures on levels 30, 34, 40 and 64. The other two pyramid levels use TEXTURE.010 instead so are unaffected. L3DUtils has a patch to fix this bug.

Replay Camera Glitch - Similar to the replay release rate glitch above, the same lack of bounds checking is also applied to camera movements. This can allow the camera to move outside the normal boundaries (which will result in a crash if it goes below the bottom of the level, although all other boundary exceeds do not cause any issues, and the camera will snap back inside the boundaries if / when the replay is interrupted), or to move through solid blocks.

See Through Walls - Sometimes, you can see through a wall by rotating the camera, while using virtual lemming on a blocker or turner placed against the wall. It's also possible that if the camera is moved while paused, it may pass through walls when replaying your actions, with much the same effect.



Misc Glitches

CD Music Fails To Loop - On the PC version, after a CD audio track completes, background music goes silent until either it's turned off and on again, or gameplay finishes. For some reason, this bug does not occur when using DOSBox's audio CD emulation with CUE + ISO + OGG files (but does when using DOSBox with a physical disc or a virtual drive from an external application). This bug is confirmed to occur ONLY on the PC version.

CD / Soundcard Music Discrepancy - Many levels have inconsistencies in which music they play, depending on whether the player is using CD audio or another type of music. Levels that use the standard track on soundcard / MIDI are unaffected, but levels that use the alternate track will instead get the standard track on CD audio, while those that use the remixed version of the standard track will get the alternate track on CD audio (the remix version doesn't exist in CD audio, but it would be far more logical to play the standard track here). L3DUtils has a patch to fix this bug.
« Last Edit: July 04, 2019, 09:23:33 pm by namida »
My released level packs:
Lemmings Plus Series | Doomsday Lemmings

Offline namida

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Re: Lemmings 3D Glitches
« Reply #1 on: July 01, 2019, 09:35:16 pm »
We'll start with a weird one I discovered yesterday. To set this up, you must place a turner or a blocker, such that it's standing at partial-block height. Then, release the turner / blocker by destroying the terrain it's standing on. The turner / blocker will jump up to the top of the block they were standing against, even if that's too high to normally step up. (If there's another block, more than one slice tall, on top of that, the lemming will turn around and fall back down.) And yes - you can use a builder bridge as the platform to do this on.

Levels where this can be set up fairly easily in the official game (although it doesn't seem to achieve anything interesting in any of these) include Follow The Yellow Brick Road (dig away half or 3/4 of the first yellow cube, then block or turn, then have another lemming dig), Across The Network (build up to the block above the splitter, block or turn against it, release with the basher) and Tuther Circus Level (build up to either set of blocks around the entrance, block, use either the bomber or basher to release).

I've also attached a level which requires using this glitch to solve, as well as a replay that shows the solution. I've also recorded a video for those who prefer that / don't have access to the PC version of Lemmings 3D: https://youtu.be/G4Qlb7G1AVI
My released level packs:
Lemmings Plus Series | Doomsday Lemmings