I've fixed, mainly via text edit, some old levels to current tile namings.
Jumpers from Lix tutorial levels (https://www.lemmingsforums.net/index.php?topic=1466.0) by geoo
16 x 16 (https://www.lemmingsforums.net/index.php?topic=1867.msg50351#msg50351) by Akseli from the Lix Double-Level Contest 2014
Planet Dulux (https://www.lemmingsforums.net/index.php?topic=1867.msg50351#msg50351) by Akseli from the Lix Double-Level Contest 2014
Palmtree Pile-up (V1.2) (https://www.lemmingsforums.net/index.php?topic=2166.msg52184#msg52184) by Simon from the Level Design Contest 5
These levels should show no missing terrain anymore but I can't guarantee their solvability or that they haven't gotten pointless.
All levels should be solvable (Lix 0.9.13).
Edit: There are fixes that remove the gaps to Planet Dulux and 16x16 (both by Akseli) in this post (https://www.lemmingsforums.net/index.php?topic=3793.msg70225#msg70225).
Added a comparison picture for Akseli's "16x16" in C++ as well as in D-Lix.
In D-Lix there are some gaps introduced.
1-pixel gaps in Akseli's level 16x16 likely comes from inconsistent terrain rotation workaround of C++ Lix (https://www.lemmingsforums.net/index.php?topic=2463.0), I chose not to port this workaround to D Lix, thus simplifying the formats.
This difference between the terrain loadings in C++ Lix and D Lix can create 1-pixel gaps like in Forestidia's image whenever both of these are satisfied:
- the tile's width or height or both are odd (not divisible by 2),
- the tile occurs rotated (I don't think mirroring will cause it on its own).
Anyway, Forestidia, good housekeeping with these ports!
-- Simon
Attached replays to the four levels in the first post.
Jumpers from Lix tutorial levels by geoo
16 x 16 by Akseli from the Lix Double-Level Contest 2014
Planet Dulux by Akseli from the Lix Double-Level Contest 2014
Palmtree Pile-up (V1.2) by Simon from the Level Design Contest 5
Simon told me that the solution to his level is a backroute.
Just a comparison picture of Jumpers (by geoo) in new (left) and old (right) oriental tileset.
Attached versions of 16x16 and Planet Dulux (both by Akseli) that shouldn't have the gaps anymore. But I can't promise that I haven't overlooked something. The solutions should remain the same since it's only about the decoration.
The level That Pesky Gap seemed to have relied on old physics (variable SI?).
I made a variant of it which uses likely a completely different trick.