Author Topic: [BUG][LEMMIX PLAYERS] Bomber/explosion particles not cleaned up until scroll  (Read 407 times)

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Offline Aaron44126

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Ok, you are right, I had to name it 0101.lvl and then I was able to load the level.  (Which means I have another fix suggestion, comment only.  https://github.com/AaronKelley/LemmixPlayer/commit/1d5bf01edeaa9979217dd637657dbf820a8e3caa)

I did what you said — blow up the top lemming and then trigger a nuke while the particles were flying.  The other two lemmings blew up one pixel apart (vertically).




Offline Aaron44126

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Full set of changes that I am proposing.
https://github.com/AaronKelley/LemmixPlayer/compare/4e59cec..59d25da
* Explosion particle fix (note explode.dat has changed and a diff isn't shown because it is a binary file)
* Lemmings forum URL change
* Comment for LVL file names was misleading

I'll leave it to you to fix the nuke timing bug.  I did take a look, hoping it would just involve changing where RemoveLemming is called, but it's not (quite?) that simple and is going to take more time than I have right now to learn my way around the logic enough to address it.

[Edit]
Oh and I guess this one is probably worth looking into if you are going to do a rebuild.
https://www.lemmingsforums.net/index.php?topic=4728.0
« Last Edit: May 22, 2020, 03:37:02 pm by Aaron44126 »

Offline Aaron44126

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Back again.
I came up with this simple fix for the nuke timing issue.  It makes sure that Lemmings are still counted when going through the "nuke loop", if they have been removed because of explosion, but the explosion animation has not finished.  The result is, in your test level, the lemmings detonate two pixels apart vertically.

The animation time is 52 frames (PARTICLE_FRAMECOUNT), not sure if is the same amount of time that the lemmings persist after explosion in the DOS version?
Also, it doesn't address the difference in the "out" count between Lemmix and the DOS version.  (In Lemmix the count will decrement immediately after a lemming explodes, but in the DOS version it doesn't decrement until the animation is done.)

https://github.com/AaronKelley/LemmixPlayer/commit/c6b59acfa668df936bdba18baf4856823d62668a


Offline ccexplore

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Testing on DOSBox (screenshot attached) confirms that a 2-pixel difference is the correct one for DOS Lemmings.

Regarding your fix, I guess it works for the nuke case.  Although I think I would prefer a fix that actually truly delays the removal of the lemming, in case the current premature removal leads to other side effects I've overlooked (beyond the "out" count of course).  Though to be fair, I'm almost 99% sure there shouldn't be any other solution-impacting differences.

Yes, 52 matches the amount of time the exploded lemming lasts in DOS Lemmings.