[✓][BUG][PL] Skill names are displayed with characters shifted by +1

Started by weirdzod, August 07, 2026, 09:06:46 PM

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weirdzod

Skill names are displayed with characters shifted by +1

I'm using NeoLemmix Community Edition 1.1.2.

I've noticed a strange issue with the skill names displayed when hovering the mouse over skill pickups in some custom levels.

Instead of displaying the skill name correctly, the characters are shifted by +1. For example:

BUILDER → CVJMEFS
CLIMBER → DMJNCFS

So this doesn't appear to be a font/encoding issue where the text becomes random; every character is consistently shifted one position forward.

I've noticed this in some custom levels/packs downloaded from the forums, including Lemminas and FM24. I haven't determined yet whether the issue is related to something specific in those levels/packs, or whether it can occur in other custom content as well.


Version: NeoLemmix CE 1.1.2
Affected feature: Skill Count + Type / pickup mouseover
Examples: Lemminas, FM24
Expected: BUILDER
Actual: CVJMEFS

I haven't yet determined whether this is caused by something specific in the affected custom levels or is a CE bug affecting certain level data.

WillLem

The strongest likelihood is that those packs include a version of 'panel_font.png' which is missing the '+' symbol (which was recently added in CE).

If you go to the root folder of the pack in 'levels', check to see if there is a copy of 'panel_font.png' and, for now, either delete it or rename it to something else. That should fix the issue.

I can't think of a sensible way to deal with this engine-side tbh. CE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.

IchoTolot

QuoteCE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.

This could be at least a good temporary fix if not already a statisfying one.

Otherwise this will most likely become a recurring issue new users (or even old ones) run into.

namida

Quote from: WillLem on August 08, 2026, 06:32:40 PMI can't think of a sensible way to deal with this engine-side tbh. CE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.

Keep new (non-12.14) characters in a seperate file - or at least, strictly at the end of the file. Apply the fallback-to-default seperately for the original and new characters (if using "at the end": compare number of characters, load missing ones from default file).
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)

WillLem

Quote from: namida on August 08, 2026, 11:58:41 PMKeep new (non-12.14) characters in a seperate file

This is probably the cleanest way to do it for panel characters/icons.

I've now reverted 'panel_font.png' and 'panel_icons.png' to their NL 12.14 counterparts. Custom .pngs will load exactly as before.

Meanwhile, the new characters are included in a new 'ce-panel_chars.png' sheet, which will ship with CE.

Fixed in NLCEPlayer commit 9a6c403.