Lemmini - Lemmings for Java - public Alpha

Started by 0xdeadbeef, February 21, 2006, 06:37:50 PM

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JM

EricLang when is that level editor going to be finished?

EricLang

Have patience... I will start a new thread with an alpha version within a few weeks.

0xdeadbeef

Quote from: EricLang link=1140547071/240#254 date=1144785451Looks ok to me at first sight (I am surely not a replay-expert).

However: when opening a saved replay of a custom (not standard) level I get this message:

"The resource is missing.
Please restart to extract all resources"

And on restart Lemmini extracts all files again.

Maybe some extra information should be stored in the rpl-file

Hm, most probably I'll disable the possibility to save replay for levels started via "load level". For custom level packs, it should be ok though.

JM

Quote from: EricLang link=1140547071/255#256 date=1144789581Have patience... I will start a new thread with an alpha version within a few weeks.

That should be good. Will this editor show extended graphics while editing a level?

Mindless

2 bugs:
  • Upside-down objects are not drawn
  • Upside-down trapdoors deploy Lemmings

EricLang

Actually there is more.
1) Some objects upside down (entrances) are not drawn.
2) Other objects upside down (water, exit) are not drawn upside down but just normal.

--------------------
# LVL ericbrick.ini
# Edited with Alpha version of Lemmings Level Editor
releaseRate = 1
numLemmings = 50
numToRescue = 48
timeLimit = 4
numClimbers = 1
numFloaters = 1
numBombers = 1
numBlockers = 0
numBuilders = 8
numBashers = 2
numMiners = 1
numDiggers = 1
xPos = 420
style = brick

# Objects
# id, xpos, ypos, paint mode (), upside down (0,1)
# paint modes: 8=VIS_ON_TERRAIN, 4=NO_OVERWRITE, 0=FULL (only one value possible)
object_0 = 9, 964, 192, 4, 1
object_1 = 0, 964, 160, 4, 1
object_2 = 7, 786, 165, 4, 1
object_3 = 1, 496, 85, 0, 1

# Terrain
# id, xpos, ypos, modifier
# modifier: 8=NO_OVERWRITE, 4=UPSIDE_DOWN, 2=REMOVE (combining allowed, 0=FULL)
terrain_0 = 5, 946, 229, 0
terrain_1 = 5, 1010, 229, 0
terrain_2 = 5, 1074, 229, 0
terrain_3 = 5, 1138, 229, 0
terrain_4 = 5, 1202, 229, 0
terrain_5 = 5, 818, 229, 0
terrain_6 = 10, 434, 225, 0
terrain_7 = 35, 750, 101, 0
terrain_8 = 35, 750, -27, 0
terrain_9 = 5, 1116, 48, 0
terrain_10 = 5, 1180, 48, 0
terrain_11 = 5, 1244, 48, 0
terrain_12 = 5, 562, 229, 0
terrain_13 = 5, 1266, 229, 0
terrain_14 = 5, 498, 229, 0
terrain_15 = 5, 626, 229, 0
terrain_16 = 5, 690, 229, 0
terrain_17 = 5, 754, 229, 0
terrain_18 = 7, 746, 48, 8
terrain_19 = 7, 810, 48, 0
terrain_20 = 7, 874, 48, 0
terrain_21 = 7, 938, 48, 0
terrain_22 = 7, 1002, 48, 0
terrain_23 = 7, 1066, 48, 0
terrain_24 = 7, 691, 48, 8

#Steel
# id, xpos, ypos, width, height

#Name
name = When
----------------

Happy_Feet

the resource extractor doesnt do anything for me.... help help  :'(

ccexplore

Quote from: 0xdeadbeef link=1140547071/240#251 date=1144770592Then again I wonder if anybody want to comment on new features as replay :-?
I'd love to, but currently I'm focusing on other stuff.  I'll hopefully revert back to a more Lemmini mode of life in a week or two. ;)

0xdeadbeef

Fixes/changes 0.70 -> 0.71
#  Upside down objects are drawn correctly. Also upside down objects are inactive.
#  Fixed bug introduced in 0.69 which prevented level progress from being saved in the player stats
#  "Save Replay" is not possible any more for single levels started with "load level"
#  If a level doesn't contain a valid entry, Lemmini won't crash any more.

@ccexplore
I sure hope so, though I'm in a "not so much lemmings" mode as well at the moment ;)

@Happy_Feet
What exactly is the problem? Do you have Lemmings for Windows at all? Did choose the WINLEMM directory as source directory for the extraction? What happened then? Any error messages? Your OS would also be helpful...

Happy_Feet

i have windows xp professionel and the latest version of java. of course i have the windows version of lemmings, im not an idiot &#A0;:-? . yes of course i set it to extract from the WINLEMM directory. it just gets to the Extracting Resources window and stops... so i have to click cancel... la de da da da nothing :'( :( so yeh, thanks!

0xdeadbeef

There is nothing printed in the extraction dialog? No message boxes as well? If so, I would guess either Lemmini or the JVM throws an Exception that is either unexpected and not properly caught or uncatchable (e.g. out of memory).

You could try to download the JAR from my site and start it from the command line. Start cmd.exe, change to the directory, in which you copied the JAR, then type "java -jar lemmini.jar". Now (try to) extract as usual and have a look at the command line. Are there any errors/exceptions printed?

Mindless

I'm not sure if this should be considered a bug or just a side-effect of hi-res.

Edit: Shouldn't "no" be capitalized in Oh No! More Lemmings?

0xdeadbeef

Quote from: Mindless link=1140547071/255#266 date=1145069364I'm not sure if this should be considered a bug or just a side-effect of hi-res.
To be honest, I messed around quite a little with this damned builder break conditions and either the digger will continue to dig through pretty large gaps or he'll stop digging too early. I put it on my list, though I'm not sure completely how the perfect algorithm would look like.

Quote
Edit: Shouldn't "no" be capitalized in Oh No! More Lemmings?
Most probably true. Will be fixed.

0xdeadbeef

Last update for some days, as I will be away until monday evening.
Happy Easter to all of you  :D

Fixes/changes 0.71 -> 0.72
#  All level files start with "# LVL" now (well, I hope so)
#  General exceptions are caught during extraction. Also tried to catch hard errors (java.lang.Error)
   during extraction and in main game loop.
#  Renamed "Oh no! More Lemmings" to "Oh No! More Lemmings" (capital "N")
#  Extended basher break condition by one pixel to compensate for hires problems (one pixel left after
   mask is applied, but basher stops).

EricLang

I noticed in the previous version that at the beginning of a level the lemmings go faster for some reason. The falling is faster and then for about 1 second the walk faster and then the tempo becomes normal. Did anyone notice?