[SUG][PLAYER] Normal lemmings appear behind neutrals

Started by Minim, November 13, 2019, 07:27:37 AM

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Minim

Found this bug while playing a contest level. See attachment below.

In this two-image file, the one at the bottom is how it looks when I hover the cursor over the lemming. That's OK. The one at the top is what it looks like without the cursor. I don't know if this is always the case, but my suggestion is that normal lemmings should always appear in front of neutrals without the player having to hover the cursor over one.
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

IchoTolot

That's a good catch! :)

I would be in favor of that, as it's always more important to see the normal lemmings.

Strato Incendus

...and you can only assign skills to normal lemmings anyway.

Support also from me! :thumbsup:
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

namida

There's no bug here - the design has always been "more recently-spawned lemmings appear in front". Neutral or zombie has no effect on this, so it isn't a bug that neutrals appear in front if they've spawned more recently - and I can indeed confirm that if the regular lemming is spawned more recently, he'll appear in front instead.

However, as a suggestion to change this rule in the case of neutrals, yep - I agree. Renamed the topic accordingly, and will look into this in future updates.
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

Okay, so existing behaviour was as described (more-recently spawned lemmings appear in front) with one exception - the "selected" lemming is drawn furthest to front no matter what.

For future updates (V12.7.X updates included, if the code backports to it nicely, which I don't see any reason why it shouldn't), there are a few factors in determining priority. From furthest-to-front to furthest-to-back:
1. Selected lemming
2. Highlit lemming
3. Athletes
4. Regular lemmings
5. Athlete neutrals
6. Regular neutrals
7. Athlete zombies
8. Regular zombies

For the purpose of this, a zombie-neutral counts as a zombie, not as a neutral or as both.

(Before I release any update with this - any thought on whether we should have a priority rule between walkers vs other actions, or any other feedback on the above proposal?)
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

V12.7.2 implements the above prioritization. As such I'm closing this topic now - if anyone feels changes are needed to the prioritization, please create a new topic.
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)