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Messages - PIGSgrame

#1
Anyone? :'(
#2
I noteiced that in NeoLemmix 12.02.00 (the current version from neolemmix.com), talismans that depend on skill counts unlock even if you did not meet the requirements. Here are 2 examples from Lemmings Plus I:

  • Wimpy 25: I did the standard solution with 6 builders and still got the talisman for "Complete with max 3 builders".
  • Wimpy 30: I saved 25 but did use floaters and still got the talisman for "Save 25 with no floaters".
If I delete the talismans from userdata.nxsv and then run the replays, the talismans get unlocked again, so the attached replays can be used to reproduce the bug.

[Edit:] I re-checked for Wimpy 30: If I save less than 25 then the talisman is not unlocked, so this is indeed a problem with calculating the number of used skills. Other requirements semm to work.
#3
It looks like the 1.36n-B fix for the impossible Frost 12 did not make it into the new level pack system... It was said to be fixed for the next update, but when I checked it with the current 1.38n-B update, the level still has the same skillset and the Lemmings are still walking over the hilltop with no way to stop them.
#4
Status: Confirmed, fixed. Redownload (from NeoLemmix website or DropBox) for fixed version. :)
#5
NeoLemmix Main / Frost 12 unsolvable in NeoLemmix?
December 13, 2015, 03:18:46 PM
Unless I'm missing something, Frost 12 does no longer seem to be solvable in the Holiday Lemmings Neo player (tested on v1.36).

You only have 2 bashers, one of which is needed to break through the steel "box" and one to free the path to the exit. So once you left the "box", you have to make sure to have a Lemming facing right do the dig down. This is perfectly possible in the Traditional version (successfully tested on V29), as the Lemmings turn around when they hit the ceiling at the hilltop. In the Neo version, they just keep on walking left, and you have no spare skills to do anything against it.
#6
NeoLemmix Main / Re: Mayhem 26
May 16, 2015, 08:31:04 PM
I haven't been around when this poll was running, but I still want to say that I welcome the re-adding of the blockers in v1.34. I think it's fine to "Neo-Lemmingize" some of the levels to profit from the improved mechanics, but in my opinion, Mayhem 26 without the Blockers was too far away from the orginal. Thanks for the change :)
#7
Closed / Re: Player Bugs / Suggestions
May 02, 2015, 03:40:10 PM
A question about the Neo version of Mayhem 26 (The Steel Mines of Kessel): Are you sure this level is still possible without any Blockers? In the solution I found for the DOS version years ago, Blockers are not only needed to position the bombers, but also to actually keep back the crowd from hazards.
#8
Closed / Re: Player Bugs / Suggestions
April 26, 2015, 10:14:19 AM
I found 2 level bugs in the Original Lemmings Neo player v 1.32

Fun 9 / Tricky 26
The Lemmings die as soon as they touch the pillar. Looks like either there's something wrong with the Y position of the trap on top of the pillar, or something is marked deadly in the tileset which shouldn't.

Taxing 27
This level if cut off at the right and left. You don't actually need the structures that are missing because of that, but the original Amiga level uses the whole level space.
(cf. http://tle.vaarties.nl/images/solutions/lemmings/amiga/taxing/27%20-%20Call%20in%20the%20bomb%20squad.gif)
#9
Closed / Re: Player Bugs / Suggestions
April 12, 2015, 04:55:39 PM
Quote from: namida on April 11, 2015, 01:53:21 PMWill fix that for the next update. :)
Thanks!

I found another small issue, but I'm not sure if it's bug or feature: When you start any Neo player and directly go to the game (i.e. without selecting a rank first), you will always start in level 1 of the easiest rank, even if you've already completed levels. However, if you use the rank selection, eventually switch back to the easiest rank and then start, the lowest uncompleted level of this rank will be loaded (the same behaviour as with any other rank).

Wouldn't it be more consistent to always load the next uncompleted level and pre-select the rank that level on game start?
#10
Closed / Re: Player Bugs / Suggestions
April 11, 2015, 10:41:59 AM
There seems to be a problem with the save falling distance in Copycat Lemmings (tested on 1.31n): In Mayhem 9 (Essentially the same), they survive the fall from the upper platform, allowing them to just walk into the exit without the need of even one bash.
#11
Closed / Re: Player Bugs / Suggestions
April 07, 2015, 08:16:29 PM
I noticed an unexpected difference between the Neo and non-Neo version of the Holiday Lemmings Player in Level Hail 3 (And a happy new year!). I'm not exactly sure what the problem is, but it may be related to the small piece of ground missing below the exit in both versions:


In the non-Neo player (tested with V28), the Lemmings enter the exit when they approach it from the left, which is the behaviour I remember from the DOS version. In the Neo player (tested with 1.30n-D), they walk past it and will only enter if you build additional stairs. Is this difference intentional?
#12
Closed / Re: Player Bugs / Suggestions
April 05, 2015, 05:53:12 PM
Yes, I actually did use the non-Neo music pack, didn't know there was a difference. I installed the Neo music pack and now the level works fine. Thanks!
#13
Closed / Re: Player Bugs / Suggestions
April 05, 2015, 04:57:26 PM
There seems to be a bug in the current version (1.30n-D) of the Oh No! MORE Lemmings Neo player: When I try to start Wicked 2 (Introducing SUPERLEMMING), the following error message shows up, then the program quits.