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Messages - WillLem

#1
Tech & Research / Re: The Direct Drop Topic
March 18, 2026, 04:24:08 PM
Quote from: gag2000 on March 18, 2026, 05:42:09 AMHello, im using RetroLemmini, if I want to add Direct drop to the original Levels like it was in Windows 95 version what is the best way to do it?

Or is it required to edit each level one by one with the level editor? Thanks.

At present, DD can either be applied per-level or be toggled on/off using Alt + E ("Max Exit Physics" mode). If using the latter, the level won't count as being completed and records won't be saved, since it's considered a "cheat" mode if the level designer hasn't explicitly set it.

We could have an option to apply it globally, but - like optional Timed Bombers - this would be something that would need to be written into replays to prevent breakage when sharing replays with other users. Not out of the question, but more of a long-term possibility than a quick fix.

In the meantime, I've attached a RetroLemmini-ready copy of Lemmings and Oh No! More Lemmings with Direct Drop enabled. Enjoy! :lemcat:

#2
Lemmini / Re: [RELEASE] RetroLemmini 2.9
March 18, 2026, 01:17:08 AM
Version 2.9.1 hotfix update

Fixed a few bugs, and further improved error handling.

:lemming: 'Choose Level' Dialog

• Added a "Get More Music" button which links to the download post here.
• Bugfix - opening the dialog via "Choose Level" (from either the main menu button or the menu bar) once again functions correctly when opening via a level from a fully-completed pack, as does selecting a fully-completed pack within the dialog itself.

:lemming: Improved Error Handling

• Indexing errors for terrain pieces have been fixed by removing the need to manually index terrain pieces in the style's .ini - we now count the number of terrain pieces per-style (on loading a level) and cache the result per-session. This way, the terrain indices are guaranteed to always be up to date. When RetroLemmini development eventually settles down, it may be best to revert to manually setting the index in the .ini, but for now the count-and-cache fix definitely seems like the best approach whilst styles are regularly being added and updated.

• If a music resource is missing for the current level, rather than displaying a popup and playing no music at all, we now show the title of the missing music in the window caption, and play a random track from the default rotation. If silence is preferred here in order to bring the user's attention to the missing resource, we can always revert to playing no music (or, we could make this optional in Settings).

A reminder of what's new as of 2.6.



Get the latest version here.

#3
Quote from: kaywhyn on March 17, 2026, 10:46:30 AMFinally the custom music for the pack is supplied! :thumbsup: I've attached v1.5 of the NepsterLems pack in the OP, as well as provided the link to download the music.

Brilliant, thanks for doing this!

Quote from: kaywhyn on March 17, 2026, 10:46:30 AMFor both the pack and the music, all you have to do is extract to your RetroLemmini directory. Everything will fall into place. Yea, I'm one of those people who likes to make extraction for people as simple as possible ;)

That's great, but some people (myself included) prefer to handle extracting compressed files manually. Extracting directly to a folder can overwrite existing content in that folder, which isn't always desirable. Also, if for some reason the wrong target folder is selected or the .rar/.zip structure is incorrect (which can very easily happen by accident), the user can end up with a huge mess that they have to clear up manually (this only needed to happen to me once for me to never want to extract directly to a target folder ever again!)

Anyways, it's a good thing to provide the .rar/.zip in a directly-extractable format, and of course I realise you've carefully set up the .rar to extract correctly, so thanks again for doing that. Users can always handle it however they wish at their end.
#4
Lemmini / Re: [RetroLemmini] Level Packs Catalog
March 17, 2026, 11:48:15 PM
Music Catalog

Click the link below to download all available music for the level packs included* with RetroLemmini:

Download Music for RetroLemmini.

To install, simply extract the .zip to RetroLemmini/resources/music.

*For all other level packs, authors are required to provide the music along with the pack. If the music is missing, please post in the level pack's topic.

Please also note that, as of RetroLemmini 2.9.1, music now falls back to default rotation in the event of missing music resources, and a "missing music" message is displayed in the window caption (rather than a popup message being displayed and no music playing for the level at all).
#5
We now count (and cache) the terrain pieces for each style, guaranteeing that the index is always up to date.

Implemented in RLPlayer commit 08996a9.
#6
My instinct here is to simply remove the need to manually index terrain pieces in the .ini.

Unlike objects, which need object-specific data to be present in the .ini on a per-object basis, terrain pieces can simply be counted. As long as the pieces are named correctly (i.e. 'nameofstyle_n' where n increases from 0 with each additional piece), the required index can be built from there.
#7
From ericderkovits, on Discord:

Quote from: ericderkovitsi just noticed in your snow tile set there are 46 terrain pieces (0 to 45), but in the snow.ini it says tiles = 37  so when playing a snow level it crashes. In the snow.ini, it should say tiles = 46
#8
Fixed in RLPlayer commit 66c5a68.
#9
Thanks for reporting @kaywhyn.

Reported behaviour is confirmed, I'll get on a fix for this today.

EDIT: tracked it down to RLPlayer commit 5f233f1.
#10
Lemmini / Re: [RELEASE] RetroLemmini 2.8
March 16, 2026, 03:50:55 PM
Version 2.9 update

Further UI improvements (including custom-made menu icons courtesy of Zanzindorf!), some new features, and some stability updates.



:lemming: Menu Bar:

• Added brand new icons created by Zanzindorf :lemcat:
• Added hotkey text.
• Applied new dark blue theme.
• Restructured popup menus.

:lemming: Level Select:

• Added new 'trophies' image to the Level Select menu, which is displayed per-pack, per-group, and per-level. This shows if a level/group/pack is not started, is started and is in progress, or is completed. Pay attention to the Floater lem to see it in action!
• Fixed order of included level packs (doesn't affect existing progress or replays).

:lemming: NEW - Mouse Config Dialog:

• Added a dialog to setup mouse buttons (this replaces the 'swap middle/right buttons' option).
• It's possible to assign Pause, Drag-to-Scroll Viewport, Select Walker, Scroll Speed, and Release Rate -/+ to whichever buttons you like.
• Support for Middle, Right, and Forward (X1) / Backward (X2) buttons.
• 'Click air to cancel replay' is now optional.
• It's still possible to use the scroll wheel to select skills (this is set in the same dialog), and it's also now possible to use the scroll wheel to change the Debug Draw brush size.

:lemming: Direct Drop (Max Exit Physics)

• It's now possible to activate Direct Drop on a per-level basis, supported in Editor 1.4 (and later) and applied by the level author.
NOTE: Direct Drop is a controversial physics phenomenon which was present in some official Lemmings ports (including Windows '95 Lemmings upon which RetroLemmini is largely based). If using this feature, it is recommended that you do so sparingly, and be aware that it may open your level up to unintended solutions!
NOTE ALSO: Direct Drop is set by the level author, and the player will be notified in the Preview screen if it is active in the current level.


:lemming: Mods

• It's now possible to use the 'lemming.ini' file to specify custom lemming names for sprites.
• Sprite recolouring is now fixed for modded sprites (Xmas, Lemminas, etc) following the 'per-level' mods update.

:lemming: Skill Panel

• If the lemming under the cursor is a Bomber, this is now shown in the panel cursor info.

:lemming: Hotkeys

• Updated default Debug/Max Exit Physics hotkeys to use (Alt) instead of (Ctrl).

:lemming: Replay Options:

• Auto-saved Replays can now be given a custom name (this is tag-based, and can be applied in Settings).

:lemming: Styles:

• New pieces added to Marble and Pillar (including Up/Down One-Way-Arrows).
• Fixed Brick One-Way-Arrows mask (unlikely to affect existing content, but double-check your Brick levels!)
• New styles 'lemminas_pink', 'starlight' and 'sugar' added to main set. These are also accounted for in 'styles.ini' for Editor purposes.
• We no longer use the 'Revision' property to keep track of styles updates (this is now handled via the Styles Updater - more work is needed here, but for now updating the styles periodically via Help > Update Styles is the best way to ensure that they're up to date).

:lemming: Bugfixes/UI:

• When using RMB to erase in Debug Draw mode, the viewport is no longer dragged (even if RMB is set to Drag View Area, Debug Draw takes priority).
• One-Way-Arrows are now always displayed facing the correct direction, regardless of whether they have been rotated, flipped or inverted (which is also no longer supported in the Editor). This was originally implemented in 2.8 but wasn't working correctly - this has now been fixed.
• More sophisticated use is made of the Window Caption to display errors during a replay - the cause of the error is shown, and it's also noted if the level has been 'closest-matched' (this further reduces unhandled exception errors and popups, and provides better feedback in general).
• If a style piece is missing, the user is taken back to the main menu and advised to update styles (rather than getting an unhandled exception popup). This may be further improved in a future update (i.e. download the appropriate style only, if available, and load the level), but for now it's better than kicking the user out of the app entirely.
• RetroLemmini is now re-initialized after downloading styles. This allows a level with missing style pieces (which have subsequently been downloaded via the Updater) to be loaded without rebooting RetroLemmini.
• If a replay was made in SuperLemmini 0.103 - 0.104a, we now assume it to have untimed bombers rather than falling back to user option (prevents unnecessary replay breakage).
• Hatch sound is now played once (as opposed to per-hatch-instance which creates ugly audio overlap).

:lemming: RetroLemmini Editor 1.4

• This update ships with the latest version of the dedicated RetroLemmini Editor. For details on updates, see the "About" dialog in the Editor, or the Editor topic.

A reminder of what's new as of 2.6.



We're another few steps closer to RetroLemmini being completely unhandled-exception-free!

Get the latest version here.

#11
Version 1.4 Update

More updates, new features and bugfixes.

:lemming: Direct Drop (Maximum Exit Physics) support added
• It's now possible to set Direct Drop (Maximum Exit Physics) on a per-level basis*. With this property activated, lemmings will always interact with the Exit's trigger regardless of state/action, meaning that falling lems can exit in midair and from otherwise unsurvivable drop heights (aka Direct Drop), and will prioritise an Exit's trigger over any other object wherever they overlap.
NOTE: Direct Drop is a controversial physics phenomenon which was present in some official Lemmings ports (including Windows '95 Lemmings upon which RetroLemmini is largely based). If using this feature, it is recommended that you do so sparingly, and be aware that it may open your level up to unintended solutions!
NOTE ALSO:  Direct Drop is set by the level author, and the player will be notified in the Preview screen if it is active in the current level.
* (Requires RetroLemmini 2.9 or later).


:lemming: Control Hints
• When the mouse is hovered over a control, information about that control is now displayed in the status bar. This can be toggled on/off in Settings.

:lemming: Level Pack Compiler - Automatic Updates/UI
• The Level Pack Compiler now silently checks for updates every 30 days and automatically downloads the latest version.

:lemming: Style Manager/UI
• Added 'Remove' button so that styles can be removed from the list.
• Bugfix - 'Sort Alphabetically' becomes available only when multiple items are selected.

:lemming: Skillset
• Added support for 'Infinity' skill amount (applies when the numeric control is set to 100).

:lemming: Bugfixes/UI
• Corrected Y-Position of hatch spawn point.
• 'Show Missing Pieces' menu item is now only present when relevant (i.e. when the level contains missing pieces).
• Transformations (rotate/invert/flip) no longer apply for One-Way-Walls (matches RetroLemmini 2.9 behaviour).



Download the latest version of the RetroLemmini Editor.

Also be sure to grab the latest version of RetroLemmini.

#12
Lemmini / Re: Menu bar theme & icons
March 15, 2026, 10:34:38 PM
Quote from: zanzindorf on March 15, 2026, 10:27:15 PMLol I forgot about the keyboard. Attached should be a fix for that.

Perfect, thanks :)
#13
It's been one week. Could do with some feedback on this from anybody that uses NeoLemmix. Thanks :)



Meanwhile, how's this for "erase future assignments" feedback?

#14
Lemmini / Re: Menu bar theme & icons
March 15, 2026, 01:01:17 PM
Quote from: zanzindorf on March 14, 2026, 11:29:09 PMI tried flipping the key icon horizontally. Let me know how that looks.

It looks excellent, thanks for doing this.

Quote from: zanzindorf on March 14, 2026, 11:29:09 PMI also ... revised the ... code icons with the given suggestions  :thumbsup:
Not sure if it looks like an A500, but I think I like it better than the previous attempt lol.

It definitely looks like an A500 for sure. The only issue is that the "flipped" version (with the monitor facing to the right) has the keyboard layout flipped. This is probably the orientation I'd want to use, since all of the other icons are in a left-to-right orientation.

Meanwhile, the new mouse icon looks fantastic. The exit icon is also incredible, you've really captured what the exit would look like large and in 3D. I'd be interested to see your take on all of the OG exits, not necessarily for these icons but just as an artistic project in general! :)

Here's everything as it looks at this point. Let me know your thoughts:

#15
Quote from: hrb264 on March 12, 2026, 06:38:58 PMI've also made a few more levels: (these will be in another pack tbh)

Great to see you're making more levels! You've got the hang of it now, keep going.

Why not add them to your existing pack? There's nothing wrong with expanding and/or revising your pack over time, don't feel the need to release a separate one just because your pack has already been released.

Maybe even give it a catchy name based on your own name or gamer tag (e.g. NepsterLems by Nepster, MobiLems by mobius, etc) or a unique name that says a bit more about what users can expect from your levels (e.g. Strato's "Lemmings World Tour" and "Hall Of Fame" are both music-themed packs, Mantha's "TV Lems" is a TV-show-themed pack).

These are just some ideas, feel free to ignore this and do whatever you feel is best for your levels.

Hope this helps :)