Player V1.37n, Flexi Toolkit V1.04, LemMain V11.1 Released

Started by namida, January 13, 2016, 06:32:01 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

namida

There's been some massive changes to NeoLemmix in this update. The most significant one is that it no longer uses the "each game is its own EXE" model; instead there's a single main EXE, which loads level pack files (which have the NXP, for "NeoLemmix Pack", extension).

All official Lemmings games have been converted to this format, and are already available for download. My games won't be far behind; it is up to pack authors to use the updated Flexi Toolkit to convert their own packs (see below).

When you start NeoLemmix.exe, it will ask you to select an NXP file (or an individual LVL file; this works too) to play. However, you can also simply drag-and-drop an NXP or LVL file onto the EXE; or you can associate NXP files with NeoLemmix.exe in Windows; both of these also work. (NeoLemmix does not currently provide any option to automatically associate NXP files; you must do it manually.)

Player V1.37n
* Packs are no longer built into EXEs, but are instead stored as NXP files which contain the pack's
  data, with a single EXE to run them.
* The info panel above the skillbar has now been changed to show whether or not the game is in replay
  mode, as well as instead of OUT and IN, it shows the number of not-yet-spawned lemmings, the number
  of alive lemmings (whether spawned already or not), and the number of saved lemmings relative to the
  save requirement.
* Support for old-format graphic sets (GROUND / VGAGR or G_xxxx / V_xxxx) has been completely dropped.
* The option to use percentages has been removed.
* Custom packs can now contain user-selected level codes.
* The cheat key (by default, 1) has been removed. Skip levels by using direct access codes (eg. TRICKY10
  or 0210), or by using Left / Right on the preview screen.
* Automatic Replay Naming option has been given two new choices, "CON" (Confirm) which will work as before
  but confirm before overwriting, and "TMS" (Timestamp) which will append a timestamp to all auto-named
  replays. The timestamp option is now the default.
* Automatically-saved replays now go into a seperate subfolder, and will only save when successful.
* On levels with no time limit, the TIME section on the info panel now shows how long you've taken, rather
  than just showing ----.
* After entering a level code on the enter code screen, NeoLemmix now goes directly to the level's preview
  screen instead of back to the main menu first.


Known bugs:
* Replays for levels played standalone always save as "TEST MODE_01.lrb" (or that with a timestamp, if applicable) if autonaming is used

Download: http://www.neolemmix.com/old/NeoLemmix.exe
NeoLemmix Introduction Pack: http://www.neolemmix.com/old/neolemmix/NeoLemmixIntroduction.nxp
Official Games: http://www.neolemmix.com/old/neolemmixplayers.html

Source Code: https://www.dropbox.com/s/z4y2hvl05kyn7wy/NeoLemmixSource_V1.37n.zip




There is no update for the editor yet. The existing V1.36n-B of the editor can be used with this new game update for playtest mode; you will need to modify NeoLemmixStyles.ini (in the "styles" folder) and replace any occurances of "CustLemmixNeo.exe" with "NeoLemmix.exe". Once this is done, simply put NeoLemmix.exe in the same folder as the editor, and it will work for playtest mode. Alternatively, you can simply continue to use V1.36n CustLemmixNeo.exe; there are no changes in terms of game physics so any solution that works there will continue to work here as well.




The biggest change for Flexi Toolkit V1.04 is of course that it generates NXPs rather than EXEs, but there's a few minor fixes and new features as well.

Existing Flexi-based packs will not need any changes to work with this new version; simply open your existing project in the updated version of Flexi Toolkit, and you can build a shiny new NXP file for it.

Flexi Toolkit V1.04
> Builds NXP files (for NeoLemmix V1.37n+, which no longer build data into the EXE) instead of EXEs.
> Can now assign pre-determined codes to levels, rather than solely using auto-generated ones.
> Always unlocking all non-secret levels is now the default; it remains possible to turn this option off.
> Fixed the bug where changes to the code seed wouldn't be saved.
> Fixed one of the default Karoshi postview texts that was partly cut off.


Download: http://www.neolemmix.com/old/FlexiTool.zip

Source Code: https://www.dropbox.com/s/5w39qdacqriw1gz/FlexiTool_V1.04_Source.zip




LemMain V11.1

The V11.0 update adds support for extracting / rebuilding the new toolbar graphics that were added in V1.37n.
There is no longer a "V1.29n+" option; it's been replaced with the "V1.37n+" option. To upgrade a V1.29n~V1.36n MAIN.DAT to a V1.37n one, simply import it into any project with the Flexi Toolkit; it'll automatically add the new graphics. You can then save it (either via saving the project and copying it out of the folder, or using the "Export MAIN.DAT" button) and extract it with this version of LemMain.

The V11.1 update fixes a crash when extracting NeoLemmix V1.37n+ MAIN.DAT files.

Download (includes QB64 source code): http://www.neolemmix.com/old/lemtools/LemMain.zip
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)

Simon

An exciting release, congratulations.

I've played the introduction pack for the first time. The more informative skillbar finally obviates the trip back to the preview screen, to read about initial lems and save requirement.

-- Simon

namida

#2
Glad to hear that. If you have any feedback about the contents of the introduction pack itself, please post it in this topic (also linked in my sig).

In regards to future updates - a few, relatively minor issues have popped up, be it suggestions or bugs. So taclking these is a given; that aside, my next task is to tidy up the source code. A lot of it is a huge mess, so before doing anything too major, I'd like to tidy it up. I've already started on this.
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

Added an update of LemMain that supports modifying the new toolbar graphics.
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

Released a minor update to LemMain that fixes a crash when extracting NeoLemmix V1.37n+ MAIN.DAT files.
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)