Lix > Lix Main

Lix 0.10.22 released

(1/5) > >>

Simon:
Get the newest Lix:

Download Lix -- for Windows, pick 64-bit version
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

Lix 0.10.0 released:





The big new feature: Lix 0.10 offers handicapping in multiplayer games. If you're too strong for your group, consider to click the handicap icon with the unbalanced scales in the game room. You can choose fewer initial lix, fewer skills, a spawn delay, fewer points per lix saved, or any combination of these four handicap types.

It's up to our sessions to fine-tune the options! Let's see what's reasonable and what's less exciting.

Networking:

* The server allows 0.9 and 0.10 in separate rooms. Decide with your friends whether and when to update as a group to Lix 0.10.

* Both 0.9 and 0.10 players can chat with each other in the server's lobby. The 0.10 client will see both 0.9 and 0.10 rooms, and print a console error when you attempt to join a 0.9 room. Since 0.9 has no such functionality, the server will not show 0.10 rooms to 0.9 players at all; instead, the server will write a chat message to those 0.9 players in the lobby if any 0.10 rooms exist, suggesting to update to 0.10.

* Renamed the server executable from server to lixserv.
The networking fixes are the silent star of the show this year. The server will now continue to support older Lix versions (0.9.x) in separate rooms from Lix 0.10. I won't have to force everybody to adopt a new physics release (this 0.10, or a future 0.11, 0.12, ...)

Let's give the 0.10 physics a good shot. :lix-grin: Besides handicapping, many small physics fixes made it into 0.10:

Physics:

* Fix #265: Allow simultaneous exiting. When you're playing a race map and reach the exit at the same time as one or more different teams, all teams will score. Before, only the red team would score.

* Fix #311: Top and bottom of maps are hollow. Terrain checks beyond those edges will not behave as if the edge row's terrain extended infinitely. Now, only the left and right edges of the level extend terrain in this way, not all four edges. Staircases built to the deadly ceiling will kill the builder as before, but now all following walkers will also leave the level and die.

* Allow ability assignments (climber, floater, runner) to blockers. For now, these assignments have low priority; we can raise the priority after playtesting as a UI change without changing physics.

* Fix blocker dancing: Now, walkers (and other non-blockers) don't move when they're both in a left-forcing blocker field and in a (different blocker's) right-forcing blocker field. Before, walkers would move sideways through the fields, turning each phyu. This looked like dancing.

* Fix #266: Grant batters extra backwards range against blockers. We keep forward batter range vs. blockers as in 0.9, even though it's a lot of forward range so the batter sprite needn't overlap the blocker to still bat the blocker. Nobody has complained so far, and it's nice to bat blockers without awkward precision. We keep the batter range against other activities.

* Half-fixed #397: The faller's distance in pixels fallen will not overflow the 32-bit int anymore. I didn't fix the overflow for physics updates yet, you can still play longer than what fits into the 32-bit int that counts physics updates (4.5 years at normal speed, or 46 days at turbo-fast-forward).

* Moved the frogs' trigger areas downward by 1 pixel, so that the coordinates are divisble by 2. No levels broke from this, not even geoo's Las Ranas Hermanas in Hopeless.

* Fix #410: Removed spike at top of both matt/beach/04 tiles (day and night). Before, both tiles had identical masks; now, both tiles still have identical masks, although the mask is different than before. There is no odd prong at the top right of those tiles anymore.

* Fix #414: Fixed transparency/air pixels in earth.png from the Oriental set. The top row of pixels was not fully transparent (that would be 0 % alpha); it had an estimated 5 % alpha. Lix treats that as solid. Walkers were walking over solid, nearly invisible pixels. Now, earth.png has full transparency above the earth. No levels broke from this change.

* Fixed #322: Don't wrap during tile group construction: Now, when you load a tile group on a small torus map, Lix will construct the group without wrongly wrapping the group's elements before grouping. Only when Lix has fully constructed the group tile, Lix will insert the group into the torus level.
Other:

* Adapted the singleplayer levels Cry for Me (from lemforum), Baywatch (by RubiX), and Walking in a Winter Wonderland (also by RubiX) to work well with the always-hollow ceiling.
All levels are proven solvable in 0.10.

-- Simon

Simon:
Lix 0.10.1 released.

* Fix #376: The replay browser shows the filename of the currently selected replay in the nameplate below the preview, in addition to the existing fields (level name, player, pointed-to level). If the replay filename is too long, e.g., because you run Lix in a tall (= non-widescreen) resolution, the nameplate shows only the hinder part. This way, you'll see both the frontal part of the filename in the file picker on the left-hand side and the hinder part of the filename in the nameplate on the right-hand side.

* Fix #115: Added button to flip tiles vertically in the editor, in addition to the existing button that mirrors horizontally. No hotkey is bound by default to the vertical flip. You may assign a hotkey yourself.

* Hotkey reminders in button corners appear in lighter text than before, but still slightly darker than regular text.

* In the options menu, moved some menu hotkey options further right on the screen, to not overlap with the menu color pickers' description texts on tall (= non-widescreen) resolutions.

* In geoo's multiplayer map Ghetto Party, replaced imploders with exploders. This is funnier and stays true to the original two-player Ghetto Wars.

* Pruned empty space around Segmentation Fault in lemforum/Daunting.
-- Simon

Simon:
Lix 0.10.2 released.

* Fix #440: Replays load/save handicap. Old replays contain no handicap information. Newly created replays will have handicap information and also load and play it back correctly.

* Fix #386: Allow to scroll to the very right edge even when the replay tweaker is open. The bug was: Open the replay tweaker. You were not able to scroll all the way to the right side of the map. You had to zoom out to see the entire map, or zoom in deeply enough to make the tweaker obscure less of the level. This was because the map only anticipated the normal panel on the screen, not the tweaker. The map expected to be able to draw all the way to the right edge of the screen. Now, even while the tweaker is open, you can scroll such that the right end of the map is visible to the left of the tweaker.

* Fix how the tweaker was appearing for a single frame on level start. This bug has been in Lix for 4 years, but we never realized it because the old tweaker didn't re-focus cameras when showing/hiding. Now, the tweaker starts hidden.

* Backroute fixes to lemforum levels: Cornerstone, The Last Laugh, Tinker Tailor Soldier Lix, Ferry Tale.

* Clarify and beautify some more lemforum levels: Compression Method 2, Tapestry, To Destroy Is to Construct, Narbacular Drop, The Road Goes Ever On (and both of its repeats). Renamed mobius's Conundrum to Get Behind Me, Satan.

* Add Everybody Wins, a multiplayer map by geoo for 4 through 8 players.

* End-of-level screen says on its bottom button: Back to Level Browser. Before, we had: Back to the Browser. That wasn't clear. Not everybody considers the browser a browser.

* Removed pre-2018 options/trophy format support. If you're updating from Lix versions older than 5 years, you'll have to reconfigure your hotkeys.


-- Simon

Simon:
Lix 0.10.3 released.

* Fix #428: Update the next-level cache after solving. Before, there was the following bug: Have three unsolved singleplayer levels -- A, B, and C -- in this order. Enter A, exit to level browser, solve B, then solve A. Lix would then offer B as unsolved, even though you've solved B. Now, the end-of-level screen correctly offers B as solved and C as next unsolved level.

* The end-of-singleplayer screen, when you choose to play the previous level that you've just played, starts that previous level with your replay playing. You can view your solution again or fix your attempt. (To avoid the replay, interrupt it immediately when it starts playing, or instead start the previous level from the singleplayer browser.)

* Fix a backroute in mobius's Five for Fighting in lemforum/Vicious.

* In lemforum/Lovely: Diamond Dash: Replace imploders and blockers with walkers. The Borderland: Raise save requirement from 30/60 to 40/60 to require saving lix from both hatches. Reorder Climb to Freedom earlier to avoid two successive snow levels. Reorder Beneath the Lab to after Solar Eclipse.


The bugfixes in this release are to improve level-solving streams. Streaming Lix is popular these weeks: I'm looking forward to Ramond's next lemforum stream. I'll see if I find the time to solve levels on my own stream, too.

There will be more lemforum backroute fixing and level shifting in the next months. We're getting a lot of feedback from these streams.

-- Simon

Simon:
Lix 0.10.4 released.

* Replay insert mode is a new user option. By default, this is off. When it's off, assignments during replay cut the replay, then add the assignment, as they have always done. If checked, assignments cut only the future of the same lix: All assignments to that same lix, and nukes. The replay will keep assignments to different lix. You must check this in the options and then it's on permanently during play. You can't toggle it during play even though that would be useful. Click air to cancel the global future as usual.

* The replay tweaker will show nuke actions as "Nuke" in the line. Before, it tried to interpret the line as an invalid skill line and showed "Not", the first three letters of "Nothing".

* Loading a savestate always restores the savestate's replay, unless its past is equal to your replay's past and its future is a subset of your replay's future. Before, loading a savestate didn't restore the savestate's replay if its past was equal to your replay's past, regardless of future, and that made it harder to treat the savestating functionality as a stash for one replay.

* Radio-button options show a filled circle in the chosen box, not a checkmark.

* When you haven't bound a hotkey to one of the functionalities of a two-task button such as fast-forward, the button still showed a slash "/" at the start or end of its hotkey reminder. Now, the slash only appears when both functions have hotkeys.
Backroute fixes in lemforum:

* Alien Invasion: Thinner starting platform.

* All Aboard the Pain Train: Reduce steel in the central block.

* Down Among the Dead Lix: Move one platform near the bottom, it still allows my backroute from 2022-12-22.

* The Circular Ruins: Lower block below the half-column.

* 6 Gaps, 5 Builders: Single builders can't cross two gaps anymore and you must stretch.

* Down Among the Dead Lix: Fix a backroute by moving a lower platform right and making it smaller for style.

* The Hotel in Hell: Expose the top-left squisher. Add laser beam to prevent building over that squisher.
Improvements for lemforum levels that weren't backroute fixes:

* Recycling Plant: Removed a single leaf to reduce precision when using the flinging gadget.

* Put Your Lix on Ice: Final miner stops more easily by herself.

* Climb to Freedom: Added a climbable segment to the rightmost climber-turning obstacle to show that climbing is a permanent skill.

* This is a Stickup: Moved steel to reduce precision in initial crowd control.

* Minimalism and 100% Built by Lixes: Removed some of the unused empty space.

* Theresa Falls Up the Stairs: Corrected the lighting of the top-right steel.

* Alien Abduction: Match graphical style of the fixed Alien Invasion.
Reordered lemforum levels:

* Ferry Tale: Lovely -> Quirky.

* You'll Get Over It: Lovely -> Quirky.

* 6 Gaps, 5 Builders: Quirky -> Lovely.

* Time to Change the Road: Quirky -> Lovely, because geoo would like to keep it as easy as it is and not fix the backroute. geoo reserves his 2-cuber solution for a separate level.

* Reordered several levels within Quirky.
-- Simon

Navigation

[0] Message Index

[#] Next page

Go to full version