NeoLemmix V12.9.4, Editor V1.29 released [Editor updated!]

Started by namida, May 24, 2020, 04:11:57 AM

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namida

NeoLemmix V12.9.X is now obsolete. Please get V12.10.X instead.




It's time to jump into the new version! V12.9.0 is here!

The major new feature this time around is the Jumper skill. That's right, it's finally here in a stable version of NeoLemmix!

That aside, we've got a few fixes to physics bugs - one of these could break replays on levels involving gliders so test your replays! - and the "projection shadow" feature that was intended for V12.8.0 but wasn't finished on time, is now here. Like is already the case with the window size; the window position is now remembered between sessions. Horizontally-flipped force field objects now change their direction physics-wise similar to how one-way arrows do, and the main menu is now a bit more mouse-friendly - try middle- or right-clicking while in it. ;)

Oh and, it was mentioned that it was a bit weird that NeoLemmix ships without any included levels, so every download of NeoLemmix now comes with a completely free copy of Lemmings Redux! (Disclaimer: Lemmings Redux was always free anyway.) For those who are new, Redux is basically a "rebuild" of the official Lemmings games, with the levels collected from the various ports and side games, the filler levels removed, and tweaks made to bring them more in line with the general NeoLemmix community standards; it's an ideal way to re-experience the official games (including some levels from ports you might not have played) while getting a feel for NeoLemmix's style.

The initial editor update was pretty much just to add Jumper support, but V1.22 brings several quality-of-life improvements and bugfixes; with V1.23 and V1.24 being bugfix releases. V1.27 is a more significant update, which finally adds terrain grouping support, as well as autosave, and a couple of other features. (V1.25 was repealed, and V1.26 only ever existed as an experimental.)

As far as custom content goes - custom lemming spritesets will need to add a Jumper sprite; and a replay check should be run on all levels - with particular attention paid to any that use the glider, or locked exits for the Orig / OhNo styles that already existed in older versions. Pack creators, please indicate (in your packs' topics) if your packs have been replay-tested and confirmed solvable in V12.9.

Changelog (V12.8.2 -> V12.9.0)

> Added the Jumper skill
> Added "Projection" and "Skill Projection" shadows, which (when holding a hotkey) show a shadow of the lemming's movement for the next 15 seconds
> Added "Reset window size" and "Reset window position" options in the configuration menu
> Main menu now allows middle-click to open level select, right-click to exit
> Window position is now remembered between sessions
> Locked exits now have a unique default sound upon opening, instead of sharing the entrance sound
> Slight performance improvements for clear physics mode
> Force left / force right fields when flipped horizontally have corresponding physics changes, and they cannot be rotated
> Styles: Locked exits added to all Orig / OhNo styles that didn't already have them, thanks to WillLem
> Physics bugfix: Fall distance could overflow, allowing (purely theoretical due to how long this would take in practice) surviving a particularly long fall if interrupted at the right time
> Physics bugfix: A glider stuck between a wall and a blocker wouldn't move downwards
> Physics bugfix: Height of faller->glider transition is dependent on several factors that should not affect it (MAY BREAK REPLAYS)
> Fixed bug: Save Image cuts out 3/4 of the level when used in high-res mode

Changelog (V12.9.0 -> V12.9.1)
> Fixed a bug where levels that referenced objects in styles the user doesn't have installed would cause NeoLemmix to crash.
> Some fixes to some style names in the styles.ini file.

Changelog (V12.9.1 -> V12.9.1-B)
Please note that V12.9.1-B's EXE is identical to V12.9.1; the update was due to some critical style changes. Therefore, in-game it will display as V12.9.1 either way.

> Reverted the locked exits in orig_marble, orig_crystal and ohno_bubble to their pre-V12.9 versions.

Changelog (V12.9.1-B -> V12.9.2)
> Loose levels (ie: those in the "levels" folder but not part of a pack) play random music.
> If a sub-pack inside a pack has its own music.nxmi file, the music rotation will reset to the first track at the start of that sub-pack.
> Fixed bug: Pack-wide music rotation may be wrong in packs that don't follow a "traditional" pack structure.
> Fixed bug: Shimmier transitioning from Climber may fail when ceiling is only 1px thick.
> Fixed bug: Shimmier shadow may be incorrect for Jumper-Shimmier transitions.

Changelog (V12.9.2 -> V12.9.3)
> Fixed a bug with the "CursorResize" setting

Changelog (V12.9.3 -> V12.9.4)
> Changed the menu font color to "Amiga Blue"
> Fixed a bug with piece grouping that may incorrectly reject some valid levels as invalid

Editor Changelog (V1.20 -> V1.21)
> Added support for the Jumper skill

Editor Changelog (V1.21 -> V1.22)
> Replaced the Terrain / Object toggle button with one button for each.
> Added support for selecting backgrounds via a similar means to terrain and objects.
> Added support for sketches.
> Fixed various undo-related bugs.
> (Hopefully) fixed bugs relating to clicking out of pickup skill count / lemming limit edit boxes.

Editor Changelog (V1.22 -> V1.23)
> Fixed bug introduced in V1.22: Background is not loaded correctly when loading a level

Editor Changelog (V1.23 -> V1.24)
> Undid an unneeded change to how level ID is handled that was causing issues
> Fixed bug: Talismans not immediately removed from list upon clicking the Delete button

Editor Changelog (V1.24 -> V1.27)
(V1.25 was repealed, and V1.26 only existed as an experimental build.)
> Piece grouping is now supported.
> Aliases are now supported.
> The editor now has autosave functionality. By default a copy is saved every 5 minutes and up to 15 autosaves are kept, but both of these details are user-configurable.
> Added a "Paste in place" feature.
> Fixed a bug where if multiple consecutive pieces in the piece list are deprecated, the wrong piece may sometimes be inserted when "Show Deprecated Pieces" is disabled.

Editor Changelog (V1.27 -> V1.29)
(V1.28 only existed as an experimental build.)
> Direction and speed of background objects can now be edited, rather than just preserved. Use this responsibly.
> Terrain groups can now be copied and pasted between editor instances.
> Opening levels via "Open With" or drag-and-drop (either onto the EXE or on to a running instance) is now supported.
> Quantity of normal, zombie and neutral lemmings is now displayed next to the lemming count input.
> Added a menu option for Snap To Grid, and an indicator of if the grid is enabled or not (in the lower-right corner).
> Fixed a minor graphical bug with the Jumper skill count box.
> Fixed the dropdown menu options for Group and Ungroup (previously these didn't work at all; only the buttons did).
> Fixed a bug that may cause background to sometimes not be visible.
> Fixed a bug where trigger areas were displayed for some object types they should not have been displayed for.
> Fixed a couple of bugs that can cause pieces to "jump" when the grid is enabled.
> Fixed a rendering bug with nine-sliced objects.

Download: https://www.neolemmix.com/download.php?id=436 (permalink to V12.9.4)
Styles: https://www.neolemmix.com/download.php?id=448 (permalink to 2020-10-29)
Editor: https://www.neolemmix.com/download.php?id=451 (permalink to V1.29)

You no longer need to download the styles; this is just provided for if you want to quickly grab all of them in one go. You can instead download styles as needed in-game.

If you are upgrading from V12.8.X, please set up in a new folder (you can copy over your Levels and Settings folders). If you are upgrading from V12.9.0 RC builds, you can just extract over the top of 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

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

Ouch, that was quick, but a pretty severe bug popped up relating to levels containing missing objects. Since an update was needed to fix that, I also slipped in a styles.ini fix for some style names that I forgot about with V12.9.0's initial release.

Full download is in the first post, to upgrade from V12.9.0 stable (not V12.8.X or V12.9.0-RC) use the attached 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)

IchoTolot

Quoteand a replay check should be run on any packs that aren't limited to the traditional 8 skills (or in particular - packs that use the Glider).

Not just those. I would recommend to check everything as after my full replay check one "classic" level (seemed to) broke after updating the styles for me:

Lemmings Plus Alpha Decimation 4 "Oh Blast".

Spoiler
Seems the exit animation takes too long now and the bomber always explodes for me.

Better to be save.

Will be working on a United update later today as I know at least 1 level broke there.

namida

Quote from: IchoTolot on May 24, 2020, 10:24:14 AM
Quoteand a replay check should be run on any packs that aren't limited to the traditional 8 skills (or in particular - packs that use the Glider).

Not just those. I would recommend to check everything as after my full replay check one "classic" level (seemed to) broke after updating the styles for me:

Lemmings Plus Alpha Decimation 4 "Oh Blast".

Spoiler
Seems the exit animation takes too long now and the bomber always explodes for me.

Better to be save.

Will be working on a United update later today as I know at least 1 level broke there.

Yeah - WillLem made new animations for them, but I didn't realise this would impact physics (I thought they became useable as soon as the exit started opening, not only when it finished doing so). I'd have rejected the modified existing ones had I realised this at the time, but V12.9 (and the associated styles) were already out in the wild by the time I realised this.

I already released an updated version of the level to address this difference, though.
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

Quote from: namida on May 24, 2020, 11:23:16 AM
Yeah - WillLem made new animations for them, but I didn't realise this would impact physics (I thought they became useable as soon as the exit started opening, not only when it finished doing so). I'd have rejected the modified existing ones had I realised this at the time, but V12.9 (and the associated styles) were already out in the wild by the time I realised this.

I already released an updated version of the level to address this difference, though.

I thought that locked exits became exitable as soon as the button was triggered - maybe this ought to be the case, so that people's levels aren't broken by the longer animation?

Great to see that these have been included btw! :thumbsup:

namida

Quote from: WillLem on May 24, 2020, 12:40:33 PM
Quote from: namida on May 24, 2020, 11:23:16 AM
Yeah - WillLem made new animations for them, but I didn't realise this would impact physics (I thought they became useable as soon as the exit started opening, not only when it finished doing so). I'd have rejected the modified existing ones had I realised this at the time, but V12.9 (and the associated styles) were already out in the wild by the time I realised this.

I already released an updated version of the level to address this difference, though.

I thought that locked exits became exitable as soon as the button was triggered - maybe this ought to be the case, so that people's levels aren't broken by the longer animation?

Great to see that these have been included btw! :thumbsup:

I thought so too, but it seems that's not the case. I need to look into whether this was an accidental change or a deliberate one, and if the former, when it happened (if it was V12.8 or V12.9 this might justify a hotfix, whereas if it's been around a while it might be preferable to wait for V12.11 which is the next version that should have any physics changes).
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

Regarding the new locked exit animations for the official styles - there are no change to the entirely new ones but, three styles already had these - Marble, Crystal, Bubble. The new ones have many more frames, which means a longer duration between the last button being pressed and the lemming being able to exit. As I'm now aware of two levels that have been rendered impossible and thus needed modifications due to this (thus meaning the Lemmings Plus Alpha level isn't just an isolated one-off), and have confirmed that "the unlock animation must finish before lemmings can exit" was already the case rather than a new behaviour introduced by accident; I consider it critical to revert this.

Thus, I have uploaded styles updates (including reuploading the all-styles ZIP) to revert these three locked exits to how they were in V12.8 and prior. There is no change to the new locked exits; it only affects the ones that already existed but were modified. It also doesn't affect Sega's, as that one wasn't modified for V12.9.

DO NOT USE THE MODIFIED ONES. Not even as a new object in a custom style - that's misleading, because two identical-looking objects with very different properites now exist.

The attached ZIP can be used to upgrade from V12.9.0, or from V12.9.1 pre-styles-fix, to V12.9.1 with the styles fix. Alternatively, if you already have V12.9.1, you can update the three affected styles using the Style Manager - there are no other changes in this ZIP compared to V12.9.1's initial release, in particular, the EXE has not changed at all.
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

#8
V12.9.2 update released; this fixes a Shimmier physics bug, a Jumper-Shimmier shadow bug, and a couple of issues relating to music rotation edge cases.

The attached ZIP can be used to update from any stable V12.9.X release.

EDIT: This ZIP has been updated to also include a "sketches" folder. This does nothing for now, but will become relevant when Editor V1.22 releases.
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

Editor V1.22 released. This brings a few bugfixes, as well as improved background selection, and the long-overdue sketches feature.

Download link is in the original post. The sketches themself are part of the main NeoLemmix download (to retain the "editor is a single EXE" setup), but for those who already have the latest NL version but downloaded it prior to sketches being added, the attached ZIP has the default sketches. Extract to your main NL folder. Note that I am relying on the community to expand the selection of sketches - I'll gladly include worthwhile ones with NL in future updates. (However, you are also free to create your own personal-use-only ones however you see fit.)
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

Editor V1.23 released. This is just a bugfix, albeit for a fairly significant bug (the background was being removed from levels upon loading).
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

Quote from: namida on June 05, 2020, 03:39:06 AM
the attached ZIP has the default sketches. Extract to your main NL folder

Just a quick thought regarding the sketches folder: would it make sense to place into gfx rather than it being in the main NL directory?

namida

Quote from: WillLem on June 05, 2020, 07:44:16 PM
Quote from: namida on June 05, 2020, 03:39:06 AM
the attached ZIP has the default sketches. Extract to your main NL folder

Just a quick thought regarding the sketches folder: would it make sense to place into gfx rather than it being in the main NL directory?

I've done this so that it's easy to find, for users to be able to add their own ones. This is something I specifically intend to support this on, whereas the gfx folder is more "you aren't really meant to modify this" (overriding it, like a custom pack might do, is another matter).
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)

Shmoley

#13
I'm experiencing an error in which every time I try to access a level an error message occurs saying "Invalid pointer operation" not sure if this is because of neolemmix or just something else on my computer in general. But this means I can't play any levels on the new version or even access my own from the editor. I'll put a pic of the error in post just need to get a screenshot

WillLem

Quote from: Shmolem on June 07, 2020, 10:59:31 PM
I'm experiencing an error in which every time I try to access a level an error message occurs saying "Invalid pointer operation"

Are the levels in question using a set of sprites that are missing a Jumper sprite? Or - are you using an old "styles" folder which doesn't include the new Jumper sprite?