[DISC] NeoLemmix>SuperLemmix Levelpack Compatibility

Started by WillLem, May 01, 2023, 01:35:10 AM

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WillLem

Quote from: Turrican on June 05, 2023, 07:37:29 PM
In comparison, the number of styles , in the styles folder of my Neolemmix installation, is 261.

Apologies for the inconvenience here; I'm going to eventually look at getting the styles manager up and running again, but this will require paying for a server, so it's only worth doing if SuperLemmix generates a significant user-base.

If you're happy to send me a link to your copy of the styles, I'll add the missing ones to the SuperLemmix styles download so that it's as up-to-date as it can be.

Thanks!

Proxima

It may be that this is something you are not willing to consider, but I thought I should throw it out there.

NL has, from the beginning, been extremely permissive about users making their own styles. This has led to a situation where, not only are there 261 styles to manage, but even packs like Lemmings Cranium and GemLems that are predominantly classic-styles packs will have the occasional level that borrows a piece or two from any of the styles on the list... with the result that although styles are nominally an opt-in feature, the user is obliged to keep all styles installed and up-to-date.

For a new engine, you might consider being more restrictive about which styles are available.

WillLem

Quote from: Proxima on June 05, 2023, 09:07:29 PM
For a new engine, you might consider being more restrictive about which styles are available.

I originally thought that as well, but it's only natural for people to want to make SuperLemmix their own, and that means - in most cases - pulling all the styles across. It feels better to embrace this and try my best to keep on top of the occasional inevitable styles issue.

Also, I can only think of two ways to be "restrictive" about this, and I don't really like either of them:

1) Only allow certain styles to be used, and hard-bake these into the code.

This would require a lot of tiresome grunt work to set up, and would put a lot of people off creating content for SuperLemmix, neither of which are things I'm particularly inclined to do.

2) Cherry-pick a handful of styles, and only provide these with SuperLemmix. All others must be shared and maintained independently.

This is better, but how do we decide which styles to use? Obviously I'd want to include my own, and even at that point it already feels elitist and exclusive even before I've added anyone else's to the list. I suppose that I could make it "only styles from anyone who's currently active on the forums, and has already created content for SuperLemmix." That would solve the "exclusivity" problem, but then there's nothing to prevent the styles list from growing exponentially again.

Thoughts?

Turrican

#18
Quote from: WillLem on June 05, 2023, 08:53:36 PM
Quote from: Turrican on June 05, 2023, 07:37:29 PM
In comparison, the number of styles , in the styles folder of my Neolemmix installation, is 261.

Apologies for the inconvenience here; I'm going to eventually look at getting the styles manager up and running again, but this will require paying for a server, so it's only worth doing if SuperLemmix generates a significant user-base.

If you're happy to send me a link to your copy of the styles, I'll add the missing ones to the SuperLemmix styles download so that it's as up-to-date as it can be.

Thanks!

Ok! I have temporarly uploaded in my dropbox , as a zip file, my styles folder.
Here is the link : https://www.dropbox.com/s/isjkg6pbqel70ke/styles.zip?dl=1

As for allowing a limited amound of tilesets for Superlemmix , tht would be "bad news" , for level designers like me , that use combination of multiple tilests for their levels.
Personally, for my more recent levels, I have abandoned the "use a single tileset for your level" approach, and for my latest levels, I have used stuff from multiple different tilests , in order to create each of them , or I have even used tiles from different tilesets each other, combined with the group function of the editor, in order to craft my own "custom pieces" , to use them as 'building blocks' , for my levels.
My Youtube channel ( Turrican Lemm )  :
https://www.youtube.com/channel/UCYGFBOHdYITHlsqa203Tu8Q

Turrican

My Youtube channel ( Turrican Lemm )  :
https://www.youtube.com/channel/UCYGFBOHdYITHlsqa203Tu8Q

WillLem


ericderkovits

#21
Here are my Styles for Neolemmix (More complete one). It has Arty's Artlems, All of Gigalems planet and planet2 sets, Nin10doadicts for his Casuallemmings 2.0, Flopsys' GGF pack styles, Mantha's TV lems, all of Stratos sets(General_md, and all his recolored lemmings), Glitchapp's styles (fishcoralreef, fishfilletscity, and underwaterdivingstyle). Now added Nessy's Sanctuary style. Also did a redo of the styles.ini so it's more organized (Alphabetized). Spent a few days on this.

Here is my link for my more complete set: https://www.mediafire.com/file/7cvy80nhkfgh3j2/styles.zip/file

also here is my link for my sounds which has Nin10doaddicts Casuallemmings 2.0 sounds (ie: the shark and cattrap sounds),
sounds for Flopsys' GGF pack, and sounds for his all his Festive Millas packs including his sampler pack.

https://www.mediafire.com/file/8gzz28av7thpbzk/sound.zip/file

Also did the same for the Superlemmix Version, but will wait on WillLem to see if he wants me to P.M. my link for the SLX one so he can look it over since I added back the Millas and Soniclems. He can then repost it for SLX with or without the Millas and Soniclems since some of the new sprites still need to be fixed (IE: Dangler, Looker,etc).

WillLem

Thanks for this @Eric, I've started a DM group on Discord for this so that we can get all the styles together in one place and do a comb of them, make sure everything has what it needs to work in SLX, and then we can get the completed folder released.

Any styles that will require sprite updates (Millas, Soniclems, etc) will have to be sorted on a case-by-case basis.

Anyone who wants to be added to the Discord DM group, let me know. If you have resources to share, it will be very useful to have a chance to get everything together in one place rather than lots of sporadic shares here and there (which I imagine is what leads to styles issues in the first place, tbh!) - it's not an exclusive group, anyone who wants to join, has resources to share, or wants to get involved with helping to keep the resources up to date, is more than welcome. No amount of help with this is too small, so let me know if you'd like to be added.

WillLem

#23
It's now possible to update all water objects in an entire pack using the SLX QuickMod Tool - choose "Update Water Objects" and all water objects will be automatically converted to their SuperLemmix counterparts.

Note: this only works for orig and ohno styles; levels using custom styles will need to be updated manually using the instructions here.

Additionally, it's now also possible to use the SLX QuickMod tool to mass convert:

All Stoners to Freezers
All Bombers to Timebombers (and vice versa)

Flopsy

I'm not sure if this issue still exists but I'm currently looking at a mass conversion of SEB Lems to SuperLemmix and I'm coming across levels in the Brick and the Rock tilesets where the exit was off the ground by about 13 pixels so the objects were 13 pixels higher than they should have been.

Some of my more recent unreleased content also produced this inconsistency. Could catch people out if they started up these levels unwittingly perhaps.

namida

A recent update changed where exits actually appear relative to their coordinates specified in the level file. (I have no idea what the point of this was, either. It's a purely behind-the-scenes detail that only people specifically editing that style ever need to worry about, unless it changes. Now that it's in the wild, changing it back would also mean there are levels out there that are made for the changed versions, so it's always going to be a mess. If the goal was so that the coordinates displayed in the editor are taking the entire bounds into account, it would have been much less breakage prone to simply have the editor invisibly adjust the coordinates it displays to / takes as input from the user.)

WillLem did make a feature to adjust for this in his mass level tweaker tool.
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)

WillLem

#26
Quote from: Flopsy on November 04, 2024, 06:41:10 PMI'm not sure if this issue still exists but I'm currently looking at a mass conversion of SEB Lems to SuperLemmix and I'm coming across levels in the Brick and the Rock tilesets where the exit was off the ground by about 13 pixels so the objects were 13 pixels higher than they should have been.

Use the Quickmod tool to auto-shift all affected levels in the entire pack unless you have already manually edited them. I thought I'd already posted about this, but apparently not - apologies! I've now added this to the list of differences in the OP.

Quote from: namida on November 04, 2024, 07:23:27 PMA recent update changed where exits actually appear relative to their coordinates specified in the level file. (I have no idea what the point of this was, either.

The point was to remove empty space at the top of the exits so that when numbers or images are displayed above, there isn't a large amount of space between the exit and whatever is being displayed.

Rather than introduce another X/Y co-ordinate for style creators to keep track of, I decided to just go ahead and edit the .pngs themselves.

Since very little content has been produced for SLX so far, it either won't affect existing SLX content at all, or will only affect a small amount (which, as noted, can easily be tweaked using the QuickMod tool if necessary). NL content should always be fully verified for compatibility anyway, and I've done as much as I can to make it as easy as possible for authors to convert their levels between the engines.

Quote from: namida on November 04, 2024, 07:23:27 PMNow that it's in the wild, changing it back would also mean there are levels out there that are made for the changed versions, so it's always going to be a mess.

I could easily add an option to change them back in the opposite direction, if it ever becomes necessary.

Flopsy

That's not a problem Will, I've spent the entire evening doing everything by hand in SEB Lems and giving it the personal touch.

I obviously didn't read the post properly  :thumbsup:

Flopsy

Another thing worth adding to the original post. I did read it but didn't see this.

Zombies move much slower in SuperLemmix, they can push buttons which they cannot in NeoLemmix, they can also enter exits which they cannot in NeoLemmix.

I've had to remove 2 levels from SEB Lems due to this and I'm currently looking for replacements  :(

WillLem

Quote from: Flopsy on November 04, 2024, 11:56:28 PMAnother thing worth adding to the original post. I did read it but didn't see this.

Zombies move much slower in SuperLemmix, they can push buttons which they cannot in NeoLemmix, they can also enter exits which they cannot in NeoLemmix.

I've had to remove 2 levels from SEB Lems due to this and I'm currently looking for replacements  :(

Added, thanks!