NeoLemmix V12.11.3, Editor V1.36 Released

Started by namida, February 07, 2021, 08:10:03 PM

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namida

Alright, so this one ended up being a "lots of small things" update rather than having too much in the way of major features. With this being said, one major feature it does have is - finally - resizable terrain. But yes - many very nice smaller features, so check the changelog below to see what's on offer.

Overall changelog, V12.10.3 -> V12.11.3
################
# New Features #
################

> Custom postview jingles are now supported.
> Support has been added for resizable terrain.
> Title screen layout can be customized for each pack.
> When running a mass replay check, options are presented for organising replays based on results (or just in general).

##################
# User Interface #
##################

> Added an option to force the default lemming sprites.
> Added a "timer bypass" nuke, which when activated, inserts a Nuke action into the replay timed such that the first lemming will explode on the current frame. Note that this does not allow doing anything that is not already possible as it simply calculates the correct time and inserts the action into the replay.
> Clear physics mode highlights one-way terrain when moused over.
> Hatches now show the remaining lemming count when in clear physics mode, even if they are not lemming-limited. Zombie hatches do this even outside of CPM.
> Mass replay check draws attention to mismatches between the version of the level used to record the replay vs the one used to test it.
> Mass replay check marks replays which obtain a talisman.
> Much more customization is possible for replay filenames.
> NeoLemmix is now DPI-aware.
> Postview success / failure jingles are now merged into a single option instead of being set seperately.
> Skill panel zoom is now independent of level zoom.
> Zombie color in CPM has been tweaked.

#################
# Other Changes #
#################

> Aliases in styles can now specify a size when redirecting a non-resizable piece to a resizable one.
> Lemming spritesets are now required to contain athlete and selected-lemming recoloring data. They are also required to contain neutral and zombie recoloring data, but only on levels that actually use the respective kinds of lemmings.
> Level version number is incremented by 1 when running Cleanse Levels.
> Resizable objects can specify a default size that's different from their base image size. (The new resizable terrain supports this too.)
> Selected skill outline is now in a PNG file (which can be customized by packs) rather than hardcoded.
> The NeoLemmix Introduction Pack is now shipped with NeoLemmix.
> Water objects in all official styles (including orig_dirt_md and orig_sega) is vertically resizable. Default-height water still looks exactly the same as it did before except minor differences in the ohno_rock water.

#######################
# Bug Fixes - Physics #
#######################

> Fixed buggy behavior when a Climber encounters a Splitter.
> Fixed bug that allowed assignment of Shimmier to a Climber at the top of a ledge.
> Fixed difference in dive vs turnaround height for Swimmers based on whether or not they are also a Climber.
> Fixed inability for swimmers to descend out the bottom of water. (Debatable if this was actually a bug or not, but it's changed.)
> Fixed incorrect fall distance for swimmers.
> Fixed nuke countdown remaining on lemmings when they die to a fire trap.

#####################
# Bug Fixes - Other #
#####################

> Fixed bug where only-on-terrain objects get drawn on constructive skill pixels if placed in the affected area.
> Fixed bug where a no-overwrite entrance / exit with a limited count, the remaining lemming count would also be displayed behind terrain.
> Fixed, hopefully, the temp-freeze that occurs if leaving the menu screen while the update check file is downloading. Fingers crossed this one sticks.
> Fixed (to the extent possible) replay issues that arise when preplaced lemmings are reordered and/or cloners are inserted / deleted.
> Fixed bug where an infinitely-looping (due to teleporters) destructive skill can cause NeoLemmix to hang when trying to render skill shadows.
> Fixed bug where preview text was skipped when using the Level Select dialog from the preview or postview screen of another level that had a preview text, if that text had already been viewed once.
> Fixed bug where, while saving a replay in-game via file selector, the mouse remains trapped while the file selector is open.
> Improved the Style Manager's response to certain error conditions.

Changelog, V12.10.3 -> V12.11.0
################
# New Features #
################

> Custom postview jingles are now supported.
> Support has been added for resizable terrain.
> Title screen layout can be customized for each pack.
> When running a mass replay check, options are presented for organising replays based on results (or just in general).

##################
# User Interface #
##################

> Added an option to force the default lemming sprites.
> Added a "timer bypass" nuke, which when activated, inserts a Nuke action into the replay timed such that the first lemming will explode on the current frame. Note that this does not allow doing anything that is not already possible as it simply calculates the correct time and inserts the action into the replay.
> Clear physics mode highlights one-way terrain when moused over.
> Hatches now show the remaining lemming count when in clear physics mode, even if they are not lemming-limited. Zombie hatches do this even outside of CPM.
> Mass replay check draws attention to mismatches between the version of the level used to record the replay vs the one used to test it.
> Mass replay check marks replays which obtain a talisman.
> Much more customization is possible for replay filenames.
> NeoLemmix is now DPI-aware.
> Postview success / failure jingles are now merged into a single option instead of being set seperately.
> Skill panel zoom is now independent of level zoom.
> Zombie color in CPM has been tweaked.

#################
# Other Changes #
#################

> Aliases in styles can now specify a size when redirecting a non-resizable piece to a resizable one.
> Lemming spritesets are now required to contain athlete and selected-lemming recoloring data. They are also required to contain neutral and zombie recoloring data, but only on levels that actually use the respective kinds of lemmings.
> Level version number is incremented by 1 when running Cleanse Levels.
> Resizable objects can specify a default size that's different from their base image size. (The new resizable terrain supports this too.)
> Selected skill outline is now in a PNG file (which can be customized by packs) rather than hardcoded.
> The NeoLemmix Introduction Pack is now shipped with NeoLemmix.
> Water objects in all official styles (including orig_dirt_md and orig_sega) is vertically resizable. Default-height water still looks exactly the same as it did before except minor differences in the ohno_rock water.

#######################
# Bug Fixes - Physics #
#######################

> Fixed buggy behavior when a Climber encounters a Splitter.
> Fixed bug that allowed assignment of Shimmier to a Climber at the top of a ledge.
> Fixed difference in dive vs turnaround height for Swimmers based on whether or not they are also a Climber.
> Fixed inability for swimmers to descend out the bottom of water. (Debatable if this was actually a bug or not, but it's changed.)
> Fixed incorrect fall distance for swimmers.
> Fixed nuke countdown remaining on lemmings when they die to a fire trap.

#####################
# Bug Fixes - Other #
#####################

> Fixed bug where a no-overwrite entrance / exit with a limited count, the remaining lemming count would also be displayed behind terrain.
> Fixed, hopefully, the temp-freeze that occurs if leaving the menu screen while the update check file is downloading. Fingers crossed this one sticks.
> Fixed (to the extent possible) replay issues that arise when preplaced lemmings are reordered and/or cloners are inserted / deleted.
> Fixed bug where an infinitely-looping (due to teleporters) destructive skill can cause NeoLemmix to hang when trying to render skill shadows.
> Improved the Style Manager's response to certain error conditions.

Changelog, V12.11.0 -> V12.11.1
> Fixed a bug where all but the top-left quarter of terrain groups would become invisible when playing in high-res mode.

Changelog, V12.11.1 -> V12.11.2
> Fixed a bug where if multiple preplaced lemmings start in the same position, all but one of them become impossible to assign skills to.

Changelog, V12.11.2 -> V12.11.3
Fixed the following bugs:

> Only-on-terrain objects get drawn on constructive skill pixels if placed in the affected area.
> Preview text was skipped when using the Level Select dialog from the preview or postview screen of another level that had a preview text, if that text had already been viewed once.
> Replay filenames don't get the extension added to them if there's a period in the results of any placeholder replacements, even if there isn't one in the pattern itself.
> When saving a replay in-game via file selector, the mouse remains trapped while the file selector is open.

Editor changelog, V1.32 -> V1.35
V1.33 and V1.34 were experimental builds.

> Added support for resizable terrain.
> Added support for sizes in piece aliases.

Editor changelog, V1.35 -> V1.36
> Removed the option (as it doesn't work with recent NL versions anyway) to attempt to load old-formats / other-engine levels.
> Fixed bug: Some nine-slicing pieces would not display their middle-right section.
> Fixed bug: Styles that lack a theme.nxtm file are still shown in the theme selection dropdown.
> Fixed bug: Wiping pre/postview texts in the editor won't prevent the respective screens displaying in-game, it would just leave a blank text on them instead.

Download: https://www.neolemmix.com/download.php?id=501 (permalink to V12.11.3)
Styles: https://www.neolemmix.com/download.php?id=507 (permalink to 2021-05-23)
Editor: https://www.neolemmix.com/download.php?id=499 (permalink to V1.36)

You no longer need to download the styles; this is just provided for if you want to quickly grab all of them in one go. You can instead download styles as needed in-game, which is the recommended way to obtain styles and may be more up-to-date than the all styles ZIP.

If you are upgrading from V12.10.X or earlier, please set up in a new folder (you can copy over your Levels and Settings folders). If you are upgrading from V12.11.0 RC builds, you can just extract over the top of it.

What do I need to do with my existing content?
It is possible that a very small number of replays involving Swimmers might break, so please run a mass replay test. Report breakages, rather than immediately fixing them - it is possible that if the impact is too severe, alternate fixes (with less side effects) may be considered.

That aside, if you have any custom lemming spritesets that do not include recoloring data for athletes and selected lemmings, you will need to add such recoloring data in order for those spritesets to remain useable. You will also need to add zombie and neutral recoloring data for the spritesets to be useable on levels that contain zombie and neutral lemmings, but this is not required for use of the spritesets on levels without those kinds of lemmings. Most spritesets should already have this as it was a de facto standard anyway (just not enforced until now).

Finally, when running a mass replay check, you'll be given options, including to refresh the replays. This is recommended, especially for replays that include Cloners.
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)

namida

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)

namida

Uploaded V12.11.1 update. This fixes a major graphical bug in high-res mode, and should be considered an urgent update if you use high-res.

Attached ZIP can be used to update from V12.11.0 stable only - please use the full download in the first post otherwise.
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)

namida

Uploaded V12.11.2 update. This fixes a bug where if there are multiple preplaced lemmings in the same starting position, it is impossible (even after separating them) to assign skills to all but one of them.

Attached ZIP can be used to update from V12.11.0-stable or V12.11.1.
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)

namida

Editor V1.36 released, download link in first post. This is a bugfix update.
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)

namida

Uploaded V12.11.3 update. This backports most of the bug fixes I've made for the upcoming V12.12.

Attached ZIP can be used to update from V12.11.0-stable, V12.11.1 or V12.11.2. If you need to update from V12.10.XX or a V12.11.0-RC build, please use the full download in the first post and install to a fresh folder.
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)

jkapp76

Can anyone tell me if it's possible and how to use my own mp3 or ogg files for the music on a certain level pack? I'm new to NeoLemmix.
...Jeremy Kapp

Proxima

Put the tracks inside the music folder, or in a subfolder inside the music folder. Then open the level in a text editor, and near the top there will be a "MUSIC" line. If the tracks are just inside the music folder, put the track name after the keyword "MUSIC"; if they are in a subfolder, put the folder name, a slash, then the track name.

Somewhere there's a list of all the music formats NL accepts, but I know for certain that it accepts mp3 and ogg; I have used both.

namida

NeoLemmix supports OGG, WAV, AIF(F) and MP3 for both music and sound effects; as well as MO3, IT, MOD, XM, S3M, MTM and UTX for music (but not for sound effects). Note that I would strongly recommend against using WAV or AIF(F) in practice for music, though they're fine for short sounds - this is simply because their filesizes tend to be huge.

The most notable common formats I can think of that it doesn't support are M4A, FLAC and MIDI - though all of these can be converted to something it does support.
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)

jkapp76

Thank you! that worked.

It would be nice to add "MUSIC" to the levels.nxm file. Then have the whole level randomly play music from that folder.

Just a though from a guy one day into this.
...Jeremy Kapp

namida

Quote from: jkapp76 on June 16, 2021, 08:13:38 PM
Thank you! that worked.

It would be nice to add "MUSIC" to the levels.nxm file. Then have the whole level randomly play music from that folder.

Just a though from a guy one day into this.

You can specify a music list for the whole pack via a "music.nxmi" file. Take a look at existing packs, or the one in the data folder, to see how it works. Basically - if this file exists in a pack (or a subpack - so each rank could have its own music.nxmi file, for example), NL uses the pack's copy of the file, otherwise, it uses the one in the "data" folder (which of course, you can modify on your copy of NL if you wish).

If you want to treat the file as a list of music to select from randomly, rather than to progress through in order, add the word "RANDOM" on a line by itself (doesn't matter if it's before, after, or even in the middle of, the list of musics; just as long as it's on its own line).

Just as a slight disclaimer: Modifying the music.nxmi file in NL's "data" folder is not officially supported (on the other hand, packs supplying their own music.nxmi file 100% is officially supported). In practice - it's going to be basically impossible to break anything just by messing with it, this is more in the sense of "when you update NL, it will probably get overwritten, so keep a backup of your custom 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)

jkapp76

#11
The Rough quality of the various Lemmings game logos have always bothered me. So I decided to correct many of them. I kept them original but fixed the color dropout and lines that didn't connect.

I attached a zip file containing  every official Lemmings game logo for NeoLemmix. (and a couple more)

The dropped out colors have always bothered me. Especially on ONML. So I slightly edited all of them for myself to straighten up a few lines and fix the missing face parts. I also made labels on them for each of the different lesser packs.

I posted them here for anyone else who is interested.


** P.S. I'll update these a few more times. The link will download the latest zip **
...Jeremy Kapp