[Potential Bug] NeoLemmix 12.13 and the "Select Walking Lemming" function

Started by Strato Incendus, August 24, 2024, 11:29:07 AM

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Strato Incendus

Hi everyone,

So, I just did a mass replay check for Lemmings Hall of Fame with the new NeoLemmix 12.13. One that didn't pass was "Devil's dance floor".
The replay broke fairly early, I assume because of a change in the assignment timing of the Shimmier to a Slider?
If anything changed about the general physics for this, it's surprising it didn't lead to more replays braking.


Anyway, I've been struggling for 20 minutes to recreate the solution manually, even though I was doing everything exactly as in 12.12. Eventually, I realised I was assigning two athlete skills to the same lemming at one point (Slider and Swimmer). This was because I was relying on the usual "press left Ctrl" function to select a Walker, in order to prevent the game from assigning a Slider to a Swimmer. However, NeoLemmix still ended up giving one of the Sliders to a Swimmer.

In the hotkeys menu, left Ctrl reads as "Select Walking Lemming". The Swimmers at this point were walking (=on solid terrain), but they were not Walkers (=lemmings with no athlete skills).
The latter is what I wanted to select, and what I thought holding down Ctrl would give me.
Has the function to select a lemming that has no athlete skills been removed? Or do I need to remap the hotkeys to a different function now? ???

Or is this just a bug, where the Ctrl key no longer limits skill assignment to Walkers, but is still supposed to? In that case, this thread would have to be moved to the Bugs subforum.
But of course, my first step is to assume I might just be handling something the wrong way. 8-)


Steps to reproduce:
1) Just have a horde of lemmings come out at release 99, and then start assigning different athlete skills like Swimmer, Climber, Slider etc. with the left Ctrl key held down.
2) It's easiest to track if you have, say, 60 lemmings, and then 20 of each of three athletic skills.
3) If you end up with 20 Swimmers, 20 Climbers, 20 Sliders, for example, it should work properly. However, if any of them becomes an athlete, i.e. receives two different permanent skills, even though you're holding down left Ctrl, then something is off.


For the level in question, I could only complete it because I eventually started assigning the Sliders from the back of the crowd, where there were only Walkers, and the Swimmers were at the front. So I got closer and closer to the crowd of Swimmers, and by the time I reached it, I had run out of Sliders as intended, because they had all been given to the Walkers behind the Swimmers. Thus, no accidental assignment of a Slider to one of the Swimmers could occur.
But this is of course a manual workaround, and it may not work on other levels, where the lemmings are all packed together in one pit, and each lemming must still only be assigned a single athlete skill.
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

I can confirm that this behavior is the same in 12.12.5. From memory, I'm sure it's always been this way? At any rate, whether viewed as a bug or just a suggestion to change something, it doesn't relate to a new change in 12.13 and thus is not open to change at this point. Highlight lemming may be a workable substitute.
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)