Preparing for upcoming V1.48n update

Started by namida, September 27, 2016, 10:32:15 AM

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namida

Here's the steps needed to prepare a level pack for the upcoming update. Anything not listed here will be fine without changes.

Building the NXP
NXPs intended for use with V1.48n should be built with the V1.48n Flexi Toolkit. However, those built with V1.47n-C will also work (V1.47n or V1.47n-B will NOT). See the attached image for a full compatibility chart for all Flexi versions from V1.47n onwards.

If you are using custom skill panel graphics
The way these are handled is being changed (this is in order to simplify possible additions of new skills in the future). This only applies to the actual skill buttons; no changes are needed if the only thing you've customized is the info panel font or skill count digits.

Existing images should work until new skills actually get introduced, after that they might end up glitching out a bit. If you want to start preparing images now - the image currently used for skill icons should be modified so that the buttons do not have any lemming graphic on them, but instead are just "blank slate" panels that any skill's icon could be pasted onto. You no longer need to have exactly 16 of them; you can have any amount (it will reuse some if nessecary). Note that this should be done using the V1.48n experimental Flexi Toolkit, so that the packs don't get marked as V1.47n-compatible (using a skill panel graphic modified in this way, on V1.47n, will result in all skill panel buttons only showing a count, and not which skill they actually are).

VGASPEC levels
Support for DOS-format VGASPEC files is being removed altogether. The correct way to handle VGASPEC levels is to create a custom graphic set, with the VGASPEC image as a terrain piece (or multiple terrain pieces if you prefer, eg. to break up a very large image, or if some parts are steel, etc), and take advantage of the graphic set mixing feature. NeoLemmix-format VGASPEC files will still be supported at least in V1.48n (I will definitely remove support for them in V1.49n, if not perhaps even in V1.48n-B or -C etc), but even these levels should be changed over to use graphic set mixing; it's just not as urgent.

Note that if your levels use official VGASPECs (rather than custom ones), please use the "special.dat" graphic set linked at the bottom here (will be included with the stable release) rather than duplicating them. You don't need to include a copy of this graphic set in your NXPs; due to a bug it won't work anyway in V1.47n, and V1.48n includes a copy of it by default.

Physics changes
V1.48n is not introducing any new physics changes (unless some major bug shows up between now and the update). If the levels work physics-wise on V1.47n, they will work on V1.48n.

Graphic sets with image backgrounds
V1.48n is introducing support for multiple backgrounds in a single graphic set. If you wish to offer more than one, all you need to do is set all of them to the "Static Background" object type. Be aware that when such a graphic set is used on V1.47n, the last such object in the set will be used as the background; but in V1.48n, the default (until a different one is selected) will be the first one in the set. No changes are needed if your graphic set doesn't offer backgrounds at all, or only offers one image.

Custom success / failure jingles
Yep, you'll be able to customize these now! To do so, you simply include them on the musics tab, with the names "success" and "failure". Note that unlike most musics, these must be in OGG format specifically.



Want to see how well-prepared your pack is? You can get a V1.48n experimental player here: https://www.dropbox.com/s/o1r8mdzkyml7y5l/NeoLemmix.exe?dl=1
Experimental editor? Yep, sure: https://www.dropbox.com/s/oh2gbh6u720hibv/NeoLemmixEditor.exe?dl=1
Want the corresponding experimental Flexi Toolkit? Here you go: https://www.dropbox.com/s/2zhanypsi30w4q2/FlexiToolkit.exe?dl=1

If you're preparing conversions of VGASPEC levels that use the default styles, you probably want this graphic set too: https://www.dropbox.com/s/6v6hzjcycpdpvny/special.dat?dl=1


NeoLemmix V1.48 has now been released.

Note that unlike the jump from V1.43n-F to V1.47n; you can use V1.48n Editor with V1.47n Player for playtest mode (or vice versa) if you want to. Do be aware however, that due to a bug, the "special" graphic set won't work on the V1.47n player (this includes -B, -C and -C2, but may not apply to all -D experimentals).

NOTE: Single-levels (whether playtest or via opening directly) don't work in V1.48n:288161C. If you have this version, redownload, V1.48n:C38045A fixes this issue.
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 new updates to all three experimentals.

The player experimental has the (newer) less-harsh version of the Psychedelic set, and the locked exit sound bug is definitely fixed now.

The editor update removes the test mode settings.

The Flexi update detects if success / failure jingles are in the wrong format, and should have some slight performance increases when creating the NXP file.


None of these updates are particularly critical upgrades from the previous experimentals.
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 an editor update that fixes a few things with graphic set mixing.

Firstly, in the old version, if you clicked the button to select the type of piece, it would show pieces from the currently active graphic set, but the piece would not actually change to the current graphic set; it would remain in the old one, and only change the piece index. This is now fixed.

Secondly, a similar issue would happen with the preview image displayed in the Item Properties window - it would display the corresponding-index piece from the active set, rather than the correct one. Also fixed.

Finally, you might want to change the piece to another one from the graphic set it's already in, rather than the graphic set that's currently active. This can now be done by right-clicking the "..." instead of left-clicking it.
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

Player Experimental V1.48n:008DEFE uploaded.

Changes from previous experimental:
- Includes mobius's graphical fixes to the Fire one-way arrows and Rock chameleon traps
- Fixes the bug with moving backgrounds not working if they start at certain positions
- Fixes the bug where a falling OhNoer would exit
- No-effect objects and moving backgrounds are hidden during Clear Physics Mode
- Instant restart hotkey no longer pauses regardless of settings
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

Player Experimental V1.48n:727776F uploaded.

Changes from previous experimental:
- Fixed a bug that mostly prevented practical release rate changes (except insta-min / insta-99) while paused
- Fixed the bug that caused some lemmings to survive nuking if frameskips are used
- Fixed the bug where the frame wouldn't advance after an assignment to a highlit lemming
- Includes Nepster's recent changes / additions to object indicators
- Direct drop re-fixed
- Zombie sound plays instead of "Let's go" on levels with zombies

I'm surprised that that first one went unnoticed, considering how long it's been in there. :O
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

Player Experimental V1.48n:BD477AC uploaded.

Changes from previous experimental:
- Accuracy of skill shadows has been greatly improved (they now always simulate the lemming fully, instead of approximating)
- Removed "One-Click Highlight" as an option; it's now treated as always-on (since most people left it as default and had no idea what it did anyway)
- Removed "Debug Steel" option, since Clear Physics Mode can do everything it could, and Debug Steel no longer worked properly anyway
- Some minor tweaks to the Config Menu


Can anyone think of anything that I've overlooked? If not, I'd say V1.48n is just about ready for release (pending a final decision on the splatpad issue, which I'd like to decide on before V1.48n is released).
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)