Glitches in Lemmix

Started by Dullstar, July 07, 2009, 01:02:55 AM

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Dullstar

Lemmix does have some glitches, although they just might be stuff like some glitches not working.

Apparently, there is a steel-related glitch that cannot be saved in a Lemmix replay.

Clam

To elaborate on the above:

This happens because the Lemmix replay format doesn't keep track of the lemmings under the cursor when the skill is assigned. When you run the replay, it tries to assign the skill as though that lemming was the only one under the cursor, but the glitch (where the lemming digs despite being on steel) only works if you have another lemming (performing one of a certain set of actions) under the cursor at the same time. Thus the skill assignment fails because the game detects steel under the lemming. The same applies to builders at the very top of the level.


Another thing that came up recently was the wall at the left side of the map. Lemmix doesn't detect terrain beyond the visible area, whereas DOS does. On a level where the terrain extends off the map, making a lemming block, dig or explode (start the "oh no" animation) at the exact moment where it turns around can produce different results in Lemmix to what you get in DOS. (Actually, getting different results with a digger would require a fairly specific setup, but I digress). Something else that crossed my mind is the possibility of editing a replay file to assign a skill to an off-screen lemming that can't be selected using the mouse.


Plus there's a couple of well-known ones - pausing for time and the nuke glitch.

Dullstar

Oh yeah, I guess those don't work... or at least the nuke, so I've read.

Yawg

Can't pause for time in lemmix either, sadly...
Finally released my 6th level pack! Ten levels intended to push you quite a bit beyond the expectations of Mayhem/Havoc; check 'em out and let me know what you think!

http://camanis.net/lemmings/levelpacks.php?info&pack=174

Clam

News from the glitch thread...

Trapdoors have no inert trigger areas in Lemmix, but they do in DOS. See the http://www.lemmingsforums.com/index.php?topic=34.msg1470#msg1470" class="bbc_link" target="_blank">glitch thread for details on what these "inert" triggers are.

Dullstar

I guess that means Just a Minute is even harder in Lemmix!  http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />

ccexplore

http://www.lemmingsforums.com/index.php?topic=96.msg1551#msg1551">Quote from: Dullstar on 2009-07-07 20:32:57
I guess that means Just a Minute is even harder in Lemmix!  http://www.lemmingsforums.com/Smileys/lemmings/wink.gif" alt=";)" title="Wink" class="smiley" />

Actually, the hardest is if you play such levels on the Amiga/SNES/Sege Genesis (Megadrive) versions.  The DOS's clock seems to run slightly slower than Amiga.  I've had people who'd been shocked when they played the versions where time runs out faster.

Dullstar

Oh great.  And I kinda like the genesis version.

Clam

The one-minute frameskip doesn't work right when you hold down the keys to go forward several minutes. It starts taking off random amounts of time instead (less than a minute at a time, fortunately). This probably isn't of much consequence though http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

And I think the 10-second skip takes off slightly too much - maybe just one frame. It's more noticeable if you hold it down.

ccexplore

http://www.lemmingsforums.com/index.php?topic=96.msg1521#msg1521">Quote from: Clam Spammer on 2009-07-06 19:48:29
Something else that crossed my mind is the possibility of editing a replay file to assign a skill to an off-screen lemming that can't be selected using the mouse.

Actually you can already sort of do this without editing the replay file.  I notice that Lemmix allows you to scroll the level a little further to the right compared with DOS Lemmings.  Try Mayhem 30 for example.  This would definitely allow you to assign skill to a lemming in Lemmix that you won't be able to do in DOS.

(Note that this does not mean the level should've been clipped more on the right.  Even in DOS on Mayhem 30, you can assign skill to a lemming that's no longer visible onscreen, as long as it's still within the "detection range" of the cursor.)

Clam

I was actually referring to the left side. By using a blocker to push the lemmings off the screen, then exploding it and blocking one of the off-screen lemmings when it comes within range of the cursor, you can push some lemmings even further to the left. Then you can't select them any more. (In Lemmix, that is.)

And now I've just tested this in DOS for the first time (http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />) and it doesn't work. The lemmings don't even go all the way off the screen...

Dullstar

I found another one.  I added decorative terrain to one of my levels, and decided to test drowning in the water beyond the steel (I hadn't yet made it indestructable).  There were no trigger areas there, but the lemmings still drowned.

Clam

Not sure what you mean there. Can you post a pic?

Dullstar

Too late.  I already added the steel.  Here's a good description, though.

Code: [Select]
L
|\/\/\/\/\/\/\/\/\/\/\/|
| This water here has no|
| trigger area..........|

L stands for "Lemming."  The Lemming in the water is drowning, despite the lack of a trigger area.

I could slop something in Paint, though, if you'd like.

Pooty

Wait, you've lost me. I was under the impression the water object itself was the trigger. How can the water have no trigger area?
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]