Recent posts

#51
Lix Main / Re: Lix 0.10.32 released
Last post by Simon - September 01, 2025, 10:27:10 PM
Lix 0.10.32 released.

:lix-cool: Download for Windows 64-bit -- recommended
:lix: Download for Windows 32-bit -- fallback for ancient machines
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

How to update
Either quick:
1. From your old installation, delete these folders:
levels/network/2p/flopsy
levels/network/3p/flopsy
... and 4p, 5p, 6p, 7p, ...
levels/network/8p/flopsy
levels/network/races/flopsy

2. Then extract Lix 0.10.32 over your old installation.

Or clean: Extract to new directory, then copy these directories from old Lix into new Lix:
user/
replays/
...and any levels that you've built yourself or added manually.

  • Flopsy has overhauled his multiplayer level folders: 4 maps are new, 35 maps have been edited, 148 maps have been deleted. Now, Lix ships with a total of 990 multiplayer levels, 115 of which are by Flopsy.
  • Reorder the 3-player and 4-player directory listings: Flopsy's multiplayer directories appear at the top of these listings. These maps have solid quality and are suitable for beginners and experienced players alike.
  • Improve the balance in Rubix's asymmetric two-player map Constraint.
  • Warn about long level titles or long authors: In the editor, when you type a long title/author, a small warning will say that the level browser may abbreviate your text. You can still type as much as you like.

:thumbsup: Flopsy and I encourage you to remove Flopsy's old multiplayer level folders. From the Lix 0.10.32 download, you'll get better average level quality, and you don't need to weed through fluff or duplicates.

Manually delete Flopsy's old level folders in your old Lix installation:

levels/network/2p/flopsy
levels/network/3p/flopsy
... and 4p, 5p, 6p, 7p, ...
levels/network/8p/flopsy
levels/network/races/flopsy

... and then extract Lix 0.10.32.

Thanks!

Are you a historian? You can always re-download those removed levels from older Lix versions on Github.



-- Simon
#52
Contests / Level Design Contest #33
Last post by IchoTolot - August 31, 2025, 01:01:51 PM
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by kaywhyn.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before! There are three choices of rules given, you may enter one level for EACH one of the rules.
You may either use NeoLemmix, or Lix.

RC/experimental NL builds aren't allowed, only the stable version of NL!

If you have more than one entry, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1-2 persons who do a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1 (kaywhyn) - Throwback to the first LDC by geoo:

* Make a 1-of-everything level in the classic 8 skills.
* All of the classic skills have to be used in the solution.
* Use one of the official sets: L1/ONML, L2, L3, PSP, etc.
* No tileset mixing allowed!
* Restricted to classic objects only, so no pre-assigned hatches, no limited exits, no pre-placed / neutral / zombie Lemmings, no pickups, no up OWAs, no down OWAs, no one-way forcefields, no teleporters, no updrafts and so on! (that also excludes Lix steam flingers/springs/launchers/t-beams.)

For Lix: All tilesets allowed (just no mixing) and for the bomber please use the non-flinging one- so use the objects with the same prefix.

Rule 2 (kaywhyn) - The Power of Teamwork:

Make a level with:

* Exactly 2 entrances
* Exactly 2 Lemmings - no neutrals/zombies.
* Exactly 2 exits - Both exits need to be used in the solution!
* A save requirement of 2/2 - no cloners allowed!
* No permanent skills (climber, floater, glider, swimmer, slider, disarmer and runner (Lix))
* The Lemmings must work together in some way - so no complete disjoint-unions!
* The trapdoors/exits clearly need to function as 2 different trapdoors/exits and not basically the same trapdoor/exit. Otherwise the distance between them does not matter. So don't try to game the rule and stay within the spirit of it!

Rule 3 (kaywhyn) - Let's make an L3 Classic Level!:

Make a "classic" level in the L3 Biolab set (+ background) with only L3 features (For Lix use raymanni-lab - use the objects with the lab prefix):

* Classic 8 skills only (also no walkers, jumpers, swimmers, and shimmiers). Also no infinite blockers!
* If you use a timer the maximum for it would be 7 minutes.
* If you use pre-placed Lemmings, they must be rescued too! They can be neutrals as well! The maximum of pre-placed Lemmings is 10.
* Exactly 10 Lemmings must come out of the hatches and a save all requirement is needed - Pre-placers do not count in here! The maximum of lemmings would be 20 then (10 from the hatches and up to 10 pre-placers).
* You may only use objects found in L3, which is everything found in the Objects tab in the editor for the L3 Biolab graphic set except for OWAs!
* For backroute fixing, your only options here are terrain changes, steel, pickups, or a time limit!
* All skills must be provided in the form of pickups! (Lix is freed from this point)
* Use one of the three music track attached to this post (Lix is freed from this point).


Submission phase ends November 14th 2025 at 00:00 UTC.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Please use the following naming format:  User1_Levelname_R3V1.nxlv ---> Level "Levelname" by User1  for Rule 3  Version 1 of the level

Prize selection:

- Pick next contest's rules (the author of each level in the top 3 gets to select a rule)

Entries so far: 3

- Crane (2)
- IchoTolot (1)


Rule distribution:

Rule 1 - 2
Rule 2 - 1
Rule 3 - 0
#53
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by GigaLem - August 26, 2025, 02:42:56 AM
I've said my input that the magenta is a bit eye searing at point were I have to turn it off when im making the levels. I'm standing on these choices for what i'd suggest.

Basic RGB value - default it to the original color, change it by sliding the values to something more easy on the eyes, include presets via a dropdown menu if you're worried about those spending time in the options

A softer contrasting color - While colors like magenta and yellow are contrasting, finding a contrasting color that's visible enough without it being blindingly bright would be a better solution, colors like Purple or Light Teal (think the color of baja blast) may be more easy on the eyes
#54
Lix Multiplayer Dates / Lix Multiplayer Session - Sund...
Last post by Flopsy - August 26, 2025, 01:52:33 AM
It's been a long while since we've played due to myself taking a step back from arranging the sessions during my house buying process. I'm now settled in and with the summer starting to wind down, it's probably a good time to start playing again. Thanks to Silken Healer for stepping in to arrange a session during my absence  :lix-cool:

Anyway, Simon and I have arrived at a date of Sunday Sept 14th at 5pm UTC (6pm UK time).

Same as usual, we usually voice chat on Mumble client which is free to download. PM Simon for the Lix server info.

Also try to make sure Lix is as up to date as possible as well to help Simon with bug reporting (0.10.31 at the time of writing)
#55
Editor Bugs & Suggestions / Re: [+][SUG][PL/ED] Eraser Pie...
Last post by WillLem - August 25, 2025, 10:09:12 PM
It seems that the easiest and best solution to this is simply to add the erasers to the styles collection as "erasers". Then, like "default", they can be a standard set that is supplied along with NLCE.

The benefit of this is that anyone can add pieces to it as they wish, so it can be collaborative and as-needed.

Pieces would of course need to be agreed upon before they are added to the set. If existing erasers can reasonably be used to create the desired shape, there shouldn't be any need to add more and more pieces exponentially.

Thoughts?
#56
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - August 25, 2025, 10:01:06 PM
Currently unsure what to do about this. This one feels like it might get into "too many options" territory; I agree with Simon that this is a design choice that should be solved program-side. We don't want users spending too much time in the options menu.

Then again, it would be easy enough to add the option, and I imagine that for most people it would be a set-and-forget kind of thing. Maybe a choice of 3 options, whether it be different colours or different brightness/opacity, would suffice for this one?

Input needed. As it stands, nothing will change.
#57
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by namida - August 25, 2025, 01:29:13 AM
Quote from: WillLem on July 08, 2025, 02:38:13 AMOutline wouldn't be the best idea for water and/or OWWs because in both cases the trigger area affects whatever it overlaps, including any added terrain:

This is true for almost all trigger areas - and ironically, at least on the player side of things, OWWs are actually one of the few exceptions. In DOS/Lemmix it's indeed the case that they affect anything they overlap, but in NL (and presumably SLX by extension), when the physics map is generated at the start of gameplay, OWW data is baked into it at that point. If a pixel is erased (by an eraser piece, or during gameplay, by a destructive skill), the OWW flag is erased with it; if a new solid pixel is later placed in that same location, it's just a normal pixel with no OWW flag. If the pixel wasn't solid at the time of generating the physics map, it didn't get the OWW flag in the first place.

(And by extension, yes, this does mean that SLX could theoretically add a constructive skill that creates one-way walls, with no changes to any wider object / terrain physics. Whether it's a good idea is a very different question, but it's very possible on a technical level.)

Quote from: WillLem on August 01, 2025, 12:05:16 AM@namida - Is there a reason why the trigger areas are all that very specific shade of pink (#F000F0)? I've noticed that Lemmini uses a very similar shade (#FF00FF), and that DOS variants of Amiga colours follow the pattern indicated by these colours (so, for instance, #4422FF in Amiga would become #4020F0 in DOS, and vice versa). I wonder, then, if the choice of shade for trigger areas is simply what was used in the base game that each clone was based on (so, #F000F0 for Lemmix's DOS base and #FF00FF for Lemmini's WinLemm/Amiga base).

It's very likely I chose to intentionally go with a color that's within DOS's color depth, hence #F000F0 instead of #FF00FF. The choice of using "death magenta" in the first place is simply because it tends to contrast well with a lot of other colors, and in particular, it itself tends to be a less-frequently-used color in actual graphics (as opposed to UI). It's a pretty common choice in general for this sort of purpose, not just Lemmings-specific.
#58
Site Discussion / Re: PM Previewing Eats Attachm...
Last post by Simon - August 25, 2025, 12:26:25 AM
Ah, I had only found namida's [BUG] PM attachments sometimes failing to send, but not your investigation in the 2.1 update topic.

You've already reduced this to the double/triple previewing. Good work.

Yeah, the checkmark UI is strange in the first place (instead of, e.g., pushbutton to delete one attachment), it's bugged, and it's unresolved a year later.

-- Simon
#59
Site Discussion / Re: PM Previewing Eats Attachm...
Last post by kaywhyn - August 25, 2025, 12:16:24 AM
Yes, I've noticed and posted about this problem in the SMF 2.1 Upgrade topic, in these two posts:

https://www.lemmingsforums.net/index.php?topic=6856.msg105291#msg105291

and

https://www.lemmingsforums.net/index.php?topic=6856.msg105886#msg105886.

This I've observed ever since the Forums software upgrade took place. It's still a problem a year later.

namida apparently also made a topic on it too:

https://www.lemmingsforums.net/index.php?topic=7122.0
#60
Site Discussion / PM Previewing Eats Attachment ...
Last post by Simon - August 24, 2025, 11:56:38 PM
  • Start composing a private message to another forumer here.
  • Attach a file: Click Browse, pick a file from disk, and wait for it to have uploaded successfully.
  • Click Preview.
  • Click Preview a second time.
  • Click Preview a third time.

Expected: The attachment is still ready to be sent. It should be listed below the composed message text, and its checkbox (where you pick which attachments you want to send) should be checked.

Observed instead: The attachment is gone.

  • In the first preview (= after step 3), it's ready to be sent, as expected.
  • In the second preview (= after step 4), it's still listed, but its checkbox is off. This unchecking is the bug, because we won't send an unchecked attachment.
  • In the third preview, the attachment isn't even listed anymore under the text. And again we won't send the attachment now. This is technically correct because step 4 unchecked the attachment.

Now I had to send a second PM and look like a dunce who announces attachments and then fails to attach them. :-P I compose bottom up: Attach first, then type the text, then type the subject line, then add the recipients. It's near-impossible to forget it this way, and I investigated and found this repro. Happy Simon.

-- Simon