_____________________________________________________________________________ / \ | Lix Version History | \_____________________________________________________________________________/ 2016-06-02 During pause, physics advance by 1 frame when you click into the air or assign a skill. 2016-01-31 Replay verifier can convert and overwrite. Run lix --help for instructions Level image export: Text won't overflow in the bottom right-hand corner Removed circle on visited/failed levels. The failing result isn't even saved to the user file. 2016-01-09 This is a bugfix-only release. Physics should be the same as before: All versions since 2015-08-09 should have identical physics. Bugfix: Too many effects generated during framestepping Assume you have assigned an exploder/imploder in 1-player, and the game has progressed a few frames past the explosion. If you now frame-step backwards, in a few frames right after the explosion, explosion effects will be created each frame you step back." Skip back several times, and sounds/arrows/explosions would appear every time you go back a frame. Replay verifier: 5x as fast We don't save auto-savestates anymore during noninteractive replay verification. They were inaccessible, useless, and slowed things down. Fast-forward click handling As NaOH has described on lemmingsforums: If the turbo button is down, it should be as easy as possible to stop turbo mode. In particular, looking at the turbo button down, it would make sense that clicking on it should deactivate it. On the other hand, it might make sense to want to speed up ffwd->turbo with a single click, if one tentatively enables ffwd mode and then becomes impatient. So (and this is clearly confusing behaviour), maybe the best would be this set of interactions: normal speed, left click -> ffwd normal speed, right click -> turbo ffwd mode , left click -> normal speed ffwd mode , right click -> turbo turbo mode , left click -> normal speed turbo mode , right click -> normal speed L1 levels: read 2 bytes, ignore big byte Some values in the L1 format were treated as 2 byte values while one of the two bytes should be ignored. Fixed. This especially affects Lemmix levels exported with NeoLemmix. Swapped places of the "classic 8" and "modern 12" buttons in the editor. Some umlauts in some German tutorial texts. 2015-09-02 Bugfix: Flickering framestepping button In multiplayer, one of the framestepping buttons was not properly hidden, and could be activated with its hotkey. That paused the game, which is not possible otherwise in multiplayer. Button is hidden now. Fennec hatch by geoo There's a new hatch, images/geoo/sandstone/fennec.H. Framestepping: 10 seconds ahead The secondary function of the button to framestep ahead is now to skip 10 seconds instead of 1 second. Reasoning: You could wait one second anyway, or use fast-forward. Even though you can queue builders and don't have to chain them every 10 seconds, skipping 10 seconds is useful for many other precise long skips. Default screen settings Windowed mode is the default mode on a fresh installation. Fullscreen mode takes by default the user's desktop resolution instead of 640 x 480. Bugfix: Dates and checkmarks Level metadata is correctly initialized with a zero date now. This prevents strange "?!" icons even though a level has been solved, when the level doesn't specify the date when it was built/modified. Hints are hidden on level restart Bugfix: Button down When a two-tasks-button like the framestepping buttons is activated with its secondary hotkey, it appears pressed down, like when it's activated with its primary hotkey. 2015-09-01 This version has identical physics to the previous release. These versions can play a networked game together, and exchange replays. Please pay attention to your existing hotkeys. The framestepping buttons, as described in the first item below, add three new hotkeys. Their default mappings are on the number row. Check out the ingame hotkeys in the options menu. Please remap your keys as appropriate. Framestepping buttons The ingame panel features different buttons now. You can advance and take back individual frames in singleplayer games and replays. They can be used in two ways: A normal function, accessible with the left mouse button and a hotkey, and an amplified function, accessible with the right mouse button and a secondary hotkey. The amplified function is always a stronger version of the normal function. Spawn interval buttons have the same left/right-click interface. A right click sets the spawn interval to the minimum/maximum. Amanda's forest tileset Amanda (NaOH) has designed a new forest tileset. Many thanks for this artistic set! It resides in images/amanda/forest/. Rubix's level pack Rubix has included a 6th rank in his single player pack. Bugfix: Spawn interval button flickering The text on the spawn-interval-changing buttons won't flicker anymore. Bugfix: Hint buttons were garbled They're now looking properly again, and still replace the zoom button. I should think of a solution for this missing button sometime, in levels that feature hints. Bugfix: Replay cancels on skill selection When the game is replaying something, you can cancel the game by pressing a skill hotkey, or by clicking a skill button with the mouse. Highlight next file after deletion In the large browsers, when you delete a file, the browser will now highlight the next file. It won't reset the highlighting to nothing. Digger looks better The digging hammer is now striped black and orange. The hammer bursts into pieces upon hitting steel and flies through the air, much like a pickaxe. Better-looking hatches The hut hatch from Matt's Earth tileset looks much better when floating in mid-air now. Hatch001 from my own directory has a granite texture. 2015-08-09 Snappier terrain removal Basher, miner, and digger all remove terrin in a single frame during their animation. This prevents mid-stroke cancelling and basher staircases. Basher and digger have received entirelly new animations. Untimed singleplayer exploders Singleplayer exploder assignments will immediately make an explosion and not use the 5-second countdown anymore. Older replays are amended for this, but will likely break still due to the terrain removal changes explained above. Multiplayer exploders are still timed for balancing. Clam's levels Clam has updated many of his singleplayer levels. Many more changes Look at my github commit log: https://github.com/SimonN/Lix/commits/master 2015-07-08 (experimental version, please don't play on the central server) Blocker/goal bugfix It's not possible anymore to assign skills to lix that would exit immediately when not assigned anything. Before, it was possible to wait for a stunned lix inside a goal trigger area to get up, then assign blocker. The blocker would prevent others from exiting and not exit herself. 2015-07-07 Level format ignores skill order The editor will not save skills in any particular order anymore, and the game doesn't care about the order of skills in a level. It will display the skills in the default level-independent order. Level pack maintainers: The batch replay checker (--verify=path/to/dir) will continue to work with old replays that depend on the skill order. Only when a level updates and becomes order-independent, such old replays break. Workaround: While you still have the order-dependent level, open the replay and save it with the current Lix version. This converts the replay to become independent of skill order, and it will work with both level versions. 2015-06-24 Untimed singleplayer exploders Both the flinging and non-flinging exploders activate instantly after assignment, without the 5-second fuse. Multiplayer plays exactly as before, with the fuse. Nukes behave like the exploder in the current game mode. Old replays are loaded correctly, exploder and nuke assignments in singleplayer are shifted correctly. Detonator animation The non-flinging exploder has a longer animation now, 8 frames instead of 4. Feedback is welcome. We need to make obvious that this can be assigned in mid-air and will explode instantly there -- the detonator animation doesn't make it obvious. Replay format Switching skills is no longer a part of replays. Each assignment carries the appropriate skill instead. Old replays are loaded correctly. You can switch skills without cancelling a running replay. Tooltips Allegedly undiscoverable features of the game have tooltips now. There's an option to switch off all of these tooltips, since they can get annoying over time. We have tooltips for: * queuing builders and platformers, * selecting lix walking left/right, * inverting priority, * right-click scrolling. 2015-06-04 Skill panel in options menu The options menu has always allowed remapping the skill hotkeys. Now, skills in the options menu are presented in a row, exactly like they would appear during game. 2015-06-02 14 skills in panel During the game, the skill panel displays all 14 implemented skills. To maintain backward compatibility, only 12 skills can be used per level. The two exploders still aren't differentiated enough. User-sortable skills The skills are automatically sorted when a level starts. The player can define a custom sort order. This doesn't have a dialog in the user options yet. If you want to sort the skills, start and exit the game once, then edit your user config file (data/config/yourname.txt). Instructions are written into that file. Colored multiplayer score graph During the multiplayer game, the panel displays a bar graph with each team's current score and potential score. Before this version, the panel displayed two cups with similar information. Very few people have looked at that. The bar graph is simpler and faster to interpret. Runner rolls into a ball A running jumper has a new animation now, it rolls into a ball during the jump. The physics are exactly the same as before. Avoid exploder -> batter off by default The user option "avoid exploder -> batter" is off by default now. The default should match a new player's expectation. You can hold RMB (right mouse button) to invert priority during skill assignment. Walking exploders have higher priority than normal walkers. Since it's often more useful to bat exploders, than to have the exploder bat non-exploders, the option inverted the exploder priority when batter was the selected skill. The option was on by default, but it has always confused new players. The option is still there now, but switched off in a fresh installation. 2015-04-25 lemforum, the pack by lemmingsforums.net The new singleplayer pack lemforum is a joint work by many forum users from lemmingsforums.com. It has been in the making since 2012. Many thanks to our ingenious level designers! The most active authors: Insane Steve, Michael, geoo, mobius, Nortaneous. Unicode support Lix now allows Unicode characters (German umlauts, French/Hungarian accented letters, etc.) in the user interface. The German texts have been amended with umlauts. If you would like to translate the game to your language, please read doc/transl.txt. Many thanks to ccexplore for implementing this feature! F1-F12 positional hotkeys Some people might like to have the 12 F-keys mapped to the 12 skill keys, even though levels have different skills, differently ordered. There's a user option now to map the F-keys to the displayed skills I believe this to be too slow in multiplayer, and instead recommend to learn a per-skill keyboard layout that doesn't change between levels. It can be the default layout, or a custom one. Rubix's multiplayer maps I've merged in a couple of multiplayer map amendments by Rubix. Lemmings 1 level import bugfix In .LVL levels from Lemmings 1, interactive objects were moved to a multiple of 4 in the y-direction. This was wrong and is no longer so. Lemmigns 1 Crystal set colors The Crystal set gets its solid black replaced with a lighter turquoise than before, but it's still darker than any other set color. 2015-02-03 Cross-compilation The makefile got a target "cross" to generate Windows binaries from a Linux-hosted installation of MinGW. I've documented extensively how to set up the cross compiler. The Windows downloadable on my website contains a cross-compiled binary from this setup, so users are encouraged to test it for possible oddities. Torus drawing bugfix Drawing trigger area rectangles were mistakenly torus-drawn in both directions even if the map wrapped around only horizontally. This is now fixed. 2015-01-30 Tutorial levels We had agreed to ship them with the game, but I forgot to use them in my release script. Now, they're shipped with the main release. Nuke button on replays Single-clicking the nuke button or hitting its hotkey once does not cancel a replay anymore. Only double-clicking it, holding its hotkey for a little while, or hitting the key twice cancel a replay. Editor exit bugfix The following behavior is now fixed: In a directory in which no level is selected, you could press Edit to start a new blank level. After some changes and pressing "exit editor", Lix asked about saving to a new file. Upon entering and saving, Lix crashed or locked up. Editor graphics bugfix In the editor's save browser, after typing in a filename and leaving focus of the type field, the editor status bar vanished until the browser was closed. This is now fixed. Save browser made easier After typing in a filename and hitting enter, the save browser now saves the file immediately and exits. Before, hitting enter only disabled the type field, and the user had to click OK or hit its hotkey manually. 2015-01-28 End of multiplayer bugfix The game didn't end automatically for everyone after there were no more lix in play. It should end now. Early replay data bugfix Old replays from before 2015-01-25 were amended internally to move all replay data from the skipped 2 seconds to the new beginning. Some of that data was ignored, this is now fixed. 2015-01-27 #include order bugfix Since the replay verifier, no Windows build could be made due to a wrong #include order in the source. This is now fixed. 2015-01-26 Result preference A singleplayer result from an old version of the level that saves enough lix to reach the new level version's required number is preferred over a result from the new version that doesn't solve. Replay verifier output This outputs the replay filename, the pointed-to level filename, the player, the number of saved and required lix, the number of skills used in total, and the number of updates, i.e., time units. Replay verifier bugfix The command-line replay verifier crashed when the user option to show hotkeys on the skill bar was activated. Directory checking bugfix Normal files were confused with directories. This affected the automatic replay verifier. 2015-01-25 Soft time limit in singleplayer When running out of time in singlepalyer, instead of nuking, the exits will not add further saved lix to the saved score. Instead, such lix will be added to a saved-too-late score that is ignored for the solution. This allows the player to practise timed levels easier. However, there is no time bonus from the nuke any more, which has allowed late-spawned lix to walk on and exit after running out of time. Exiters count immediately When a lix reaches an exit, it's counted immediately towards the score. The lix doesn't have to go through its animation first. The game will wait until all exiters have gone through their animation before exiting singleplayer or, in multiplayer, triggering overtime. Faster first spawn In singleplayer levels, tutorial or not, lixes spawn 2 seconds after starting the level instead of 4 seconds. In multiplayer, they still take 4 seconds. Singleplayer time limits, therefore, are more lenient by 2 seconds now. This helps offsetting the missing nuke time bonus, see the feature "Soft time limit in singleplayer" above. The quicker spawn feels nice. Steel image bugfix The game tried to detect a graphics grid in steel objects, and therefore cut such pieces into frames when the top left 2x2 pixel block satisfied the grid condition. Now, steel is never cut into pieces. Documentation to CRLF endings The text files in doc/ and the main README.TXT have been changed back to CRLF line endings instead of just LF. Windows Notepad users can now enjoy the files. 2015-01-19 Walker bugfix Assume a water object covered by a steel block of the exact same size and position. If a walker turned at this steel block, the walker drowned instead. This undesired behavior is now fixed. Floater bugfix A floater with high horizontal speed could land on a perfectly vertical wall and be assigned various skills before falling. The floater code has been almost completely rewritten to rule this out. Archive flag bugfix On Windows systems, the directory archive bit shouldn't affect anymore whether directories can be found from within the game. 2014-12-12 Noninteractive replay verification Level pack maintainers can now verify entire directories full of replays to see whether they still work after physics updates or level editing. To learn how to do this, please read about command line switch "--verify=" documented in doc/readme.txt. 100-% marks and little rings The singleplayer level browser displays a 100-% sign instead of the normal checkmark if a level has been solved with 100 %. It displays a little ring next to levels that have been tried, but not yet beaten. Editor save window bugfix Chroda has sent in a bug report: The level save browser said "filename" twice at the top, instead of "filename" and "level name". This is now fixed. Editor terrain browser RMB bugfix The terrain browser now exits properly whenever you right-click anywhere. Before, you had to right-click inside the image listing. 2014-07-07 Mouse code sekti has send in better mouse code for Fullscreen. A hidden option MOUSE_ACCELERATION 0 can be set to 1 in the user configuration to choose mouse acceleration on Windows. It shouldn't have an effect on other platforms. Hotkey displaying bugfix If the user disables displayed hotkeys during the game, this option will now get saved to the configuration file properly. Disk saving sound A sound plays as feedback for writing levels, replays, or images to disk, or when making a savestate during the game. Amanda's multiplayer maps I forgot her maps in the release last week, now the maps are included. 2014-07-02 Late steel cancelling Bashers and miners will always complete their stroke before cancelling due to a steel encounter earlier in the same stroke. Diggers are not changed to this behavior, they would move into steel if they were changed. Digger-cancelling bugfix Diggers cannot be reverted to walkers anymore by assigning miner or blocker in certain frames. If these skills are assigned to a digger now, they will be carried out normally, instead of terminating immediately due to lack of specific terrain. The fix consists of a slight amendment of the digger's terrain-removing mask and the digger's positioning. Miner bugfix The miner doesn't get an extra falling distance pixel when becoming faller. The unreleased version 2014-06-27 had a bug in this bugfix where the miner would stop at a gap below the terrain under his feet, but that is now fixed as well. Climber-ascender bugfix If a non-flinging exploder removes all terrain in front of a climber, it will not ascend in mid-air or further above anymore, it will simply move ahead and fall into the new gap. Platform jumping bugfix Jumpers could jump into a thin platform from below and proceed to ascend it. This is now fixed. Builder reimbursement bugfix Runners reimbursed queued builders and platformers twice, allowing to create builders from nothing. This is now fixed. No anti-blocker field The anti-blocker field around exits in multiplayer is a relic from the very first networking versions. Flinging exploders and batters are very popular in blocker levels, so the anti-blocker field is gone now. It was irritating to almost all players. Removing early nukes In singleplayer, if you nuke before the first lix spawns, this nuke is removed from the replay upon restarting the level. Esoteric skill hotkeys Undocumented skills like stunner, burner, ..., can still be used by hand-editing a level file, but don't get the "(no" hotkey written on them due to nonexistant keybinds. Directional force transmission Assignments in the replay now carry information about whether the player has used directional force, a.k.a. directional select. This makes multiplayer team games much easier: If both players force the same walker assignment to turn a lix, the result will be just one assignment. Default directional force keys Qwerty S and F are now used per default for dir force. Having it on A and S like before is less intuitive for new players. Lobby uses back/cancel key The lobby can be quit with the back/cancel hotkey. Accidental quittings can be remedied fast anyway, since most games are on the central server or hosted by someone running the daemon lixd. In the early networking version days, I wanted to prevent the host from accidentally leaving the lobby and thus kicking all peers. Bracketed checkmarks bugfix Bracketed checkmarks in the singleplayer browser properly vanish after the level gets replaced with an older version and solved again. Aligned editor dragging bugfix The editor preserves the relative alignment of the dragged selection. Only the tile grabbed with the mouse is aligned to the grid. Beach set hatch, exit The beach set hatch is now a pail animated by Matt. The exit is the sandcastle that was used previously as a hatch. The old hatch and palm tree exits were sometimes confused for each other. Beach set palm tree The palm tree in the beach set was probably not compatible with the CC0 waiver/fallback license, so it has been replaced by another tree drawn by Amanda. Thanks! Rubix's and Clam's maps Clams singleplayer levels have been updated, and so have Rubix's singleplayer and multiplayer levels. There are assault maps in levels/network/2p/rubix/atk-def/ to be played in two rounds, or as 2v2. 2014-04-04 Amanda's occult tileset There is a new tileset with an occult Lovecraftian theme in images/amanda/. Many thanks to Amanda (NaOH) for allowing me to release it with Lix! Amanda's menu background image Further thanks to her for the great new main menu screen! Rubix's levels Both Rubix's singleplayer and multiplayer levels have been updated. His singleplayer collection is now Epic Adventure. hasufell's bugfixes hasufell from github has submitted several small fixes, mostly for the game's Makefile and libpng usage. Thanks! Team game bugfix Partners giving simultaneous assignments to the same lix caused a race bug. Such assignments are now ordered by player order, the same assignment is now the last one everywhere. Basher bugfix A basher without ground was previously able to survive a little deeper a fall than walkers. Ascender bugfix In rare cases, jumping climbers hit an edge and ascended way above it, looking weird and allowing assignments in midair afterwards. Chat bugfix Text input for the in-game chat looked garbled, it's better now. _order.X.txt for dirs If directory names are given in the level ordering file, either as "dirname" or as "dirname/" without quotes, matching subdirectories are sorted in the directory list just like levels in the level list. Tutorial and Phil's levels temporarily out The tutorials are being revised entirely. Phil's levels need adjustments, exits and traps are currently oddly placed or buried in the terrain. 2013-09-16 Hint system Level hints are different from tutorials, they are shown sequentially. The Editor cannot edit hints, but leaves them in the file properly. No in-game hotkeys are assigned, and zoom is not available in levels with hints. doc/files.txt is updated with the hints/tutorial format. Main menu background image We now have a main menu background image by Mikex62 from the Lemmings Forums. Many thanks! Rubix's singleplayer levels Rubix has made some updates to his singleplayer levels. 2012-08-06 Skill reimbursement bugfixes Quick builder-platformer-builder-platformer-... assignments will not delay a lix gratis anymore. Assigning walker didn't reimburse queued builders/platformers, but now it does. Legacy terrain bugfix Terrain from L1, ONML, Holiday, L2 could still be added, but the editor didn't list it in the browser. Now it does. 2012-06-28 Proxima's terrain updated The pieces fit together better when using the 16-sized grid. There are 14 spheres in many colors now. 2012-06-27 Proxima's terrain A new blocky terrain style by Proxima. Clam's levels updated Now with ordering files, directory description, and a few changes in the levels themselves. Multiplayer levels A couple of new multiplayer levels from geoo, thick molasses (TM), and me. Drawing order bugfix Workers are drawn properly over walkers again. Editor mirroring bugfix Select many pieces and hit the mirror button. Each piece was mirrored in place horizontally (correct), then each piece moved as if the selection should be mirrored vertically (false). Now fixed. Fast-forward and debris Don't wait anymore for the debris to clean up (exploder leftovers) before displaying end-of-level thing iff (ffwd or turbo-ffwd) is on. (2011 to 2012) Lots of things. See commit messages: https://github.com/SimonN/Lix/commits/master Sprites done All lix skills now have sprites. Some might change slightly, but this is already very good to go. 2011-09-03 (This is just a summary of the development in the past two months) New skills We now have the baseball batter, the runner, and the cuber. Physics updates We've done a lot of small physics fixes and features. Among others, climbers will stick to the wall when they jump into one and aren't a tumbler yet. Spectator mode It's now possible to observe live multiplayer games without participating or even hitting a button at the end of the game. Automatic replays Replays are saved into replay/auto/, unless the user disables that in the options. Many bugfixes Read the git commit messages if you wish to know everything. 2011-07-13 Sprites Drew the exploder, two drowners, and included the previously drawn second splatter. Much more Read the numerous git commit messages, basically much small stuff >_> 2011-06-03 Windows <-> Linux Desync fixed All terrain graphics are now loaded with even-numbered heights and widths. Odd sizes get expanded by a single transparent pixel row. The Linux port of Allegro 4.2 was rotating the graphics badly otherwise and will now work as expected. This fixes a desync, since the level terrain wasn't generated exactly the same on all machines. This desync never happened in L++ with the legacy Lemmings terrain, since was loaded with everywhere doubled pixels anyway. Pause and FF/FFF mutually exclusive Pause cancels FF/FFF/ZZZ, and vice versa. Digger physics The digger could dig alongside a steel block without terrain if placed with pixel precision. This is now fixed. 2011-06-01 Digger physics These now match the image. Builder physics Builders can jump off their bridge at any time without getting stuck in the newly laid block. Also, they die when building out of the top of a non-wrapping level. 2011-03-05 Skill retrieving When you had infinite builders, queued builders, and then cancelled them, you retrieved builders and ended up with very few leftover builders instead of still infinity. This is now fixed. 2011-03-01 Editor bugs Fixed a few bugs related to numbers in strings. The bitmap browsers will display all images from an L1/ONML/L2 level set now instead of just the first 10, and the overtime is displayed properly in the corresponding dialogue. 2011-03-26 Replay codewords The keyword LEMMING that appears in the replay files has been changed to the clearer and more universal ASSIGN. This and the upcoming versions will still read replays with the old LEMMING keyword. 2011-01-08 999 of anything Instead of the old limit of 999 for both skill usages and lixes, the new limit is 999 now. Skills can be infinite as usual. Torus display Small torus maps will display without dark borders. In some cases, things will appear multiple times on the screen. 2010-10-16 Lix redrawing Until now, the builder, lander and walker skills are redrawn with the Lix character design, to obtain completely free graphics at some time in the future. No frames are going to be drawn over any frames coming directy from the original Lemmings games. 2010-09-30 Library version upgrades The game should be compiled with Allegro 4.4.1 and enet 1.3. Before, I've used Allegro 4.2 and enet 1.2. I'm not sure if you can connect to a L++ server compiled under 1.3 with an old L++ version that uses enet 1.2. Massive GUI rewrite It's probably not visible, but I've revamped the fundamental structure of my GUI code. It's now much more pleasant to write new dialogues with it. Editor hotkeys The editor hotkeys are fully configurable now. The default layout is different than before, it is now optimized for speed of the left hand. Moving objects around is on [E], [S], [D], [F], copying is on [A], and add terrain is on [Space]. Visit the options menu or switch on the editor's help function to learn the other hotkeys. As said, everything can be remapped. Dead lem bugfix If you nuked or assigned an exploder to a lem and he died before the explosion, he would still explode some time after he was killed. This is now fixed. Scrolling The middle mouse button can be used to scroll. It's off by default, but it can be toggled in the options menu. This allows the right mouse button to have only one function -- the non-priority lem assignment. The scroll speed of the right and middle mouse buttons can be chosen. The default value is 1, and this value acts as a multiplier for the previous versions' scroll speed. 2010-03-21 Last public version This was the last version of L++ that got released to the public. This and the compatible 2010-03-23 version were known as the "March versions". The next public version were released with all-new ingame graphics, and the name was changed to Lix. 2010-03-11 Builder sound The sound that builders and platformers make while placing their last bricks will only play for own lemmings during a network game. Before, it played in lower volume for other players as well, which was very distracting. 2010-03-09-02 Chat bugfix Skill hotkeys and similar things are now disabled while the player is typing things into the chat text field. Background switching The game will now continue to run while it is in the background. It might be that some versions before didn't do that. 2010-03-09-01 Hatch bugfix In a multiplayer match with less hatches than players, the direction of lems coming out of hatches alternates correctly between players again. It depends on the permutation now, while in several versions before it depended on the internal network player numbers. Steel bugfix Steel will now work properly even if it's placed in combination with dark and/or no-overwrite pieces. Climber bugfix In Rubix' video, you could observe strange climber behavior on the second map (Still everything to play for, L1 2-player map number 2). This is now fixed, climbers won't pass through thin walls any more. Builder bugfix Horus has found that builders could pass through thin walls right after becoming a builder. This is now fixed. Basher bugfix Horus has found another bug concerning bashers falling through land so that nobody can follow. This is also fixed now. 2010-03-09 Lem count bugfix The number of lems per tribe in the level gets counted correctly again. This is important for the overtime and the displayed count of other players' lems. Hatch spawn point The point at which enter a lemming relative to a hatch has been revised, it's a bit lower now in some cases. Maybe this setting is to be kept, maybe not -- let's test. 2010-03-08-02 Flinger bugfix The flingers should now animate correctly. 2010-03-08-01 Hatch bugfix In the last build, lems always walked to the right when coming out of a hatch. This has been fixed again. Flinger bugfix Flingers will now get drawn, and hopefully fling lems into the correct direction. 2010-03-08 L2 objects These got better trigger areas. Flingers are supported. Credits for all this go to geoo again. Hatch frame order The first frame is the closed hatch, the last one the fully opened hatch. L1 and L2 graphics get imported properly. Custom hatches should be fixed, if there are any. Editor page The terrain browser remembers the last page it had open when terrain was added to the level. Entering the browser again (by clicking the button in the panel or pressing its hotkey F5) opens the same page. Editor grid The editor switches to the 16 x 16 grid (8 x 8 low-res pixels) when an L2 piece is inserted. All newly added pieces are aligned to the currently selected grid, so they can be pushed around with the cursor keys immediately. Internal memory improvement Lems aren't saved in a linked list any more, but rather in a vector. I hope this will speed up games with lots of players on slow machines, because lems are frequently copied due to save state loading. 2010-03-06 L2 graphic sets geoo has written code to load L2 graphic sets, complete with their special objects. Many thanks to him for this huge addition! 2010-03-05-02 Skill panel bugfix A panel couldn't be selected if the panel to its right ran out of skills. This is now fixed. 2010-03-05 Alt+Enter You can press the combination [Alt] and [Enter] to toggle between windowed mode and fullscreen. Customizable hotkeys The in-game hotkeys have been reordered. There is a new page in the options menu to assign hotkeys for every in-game command. Some players might prefer Clones-style hotkeys, others the traditional F-keys. Multiplayer winner sounds When the game results for a completed mutiplayer game are shown, a sound will be playing depending on your result. Editor selection The selection boxes of terrain pieces and others were sometimes larger then the graphic inside. The boxes are now cropped to fit the graphic. This improves the selection of pieces by a dragged rectangle. The graphics themselves are not cropped, so placement, rotation and mirroring are still based on the regular coordinates. L1/ONML levels can still be loaded as before. 2010-03-01 Level end dialogue After a game, the statistics can be dismissed not only with [ESC], but also with [SPACE]. This makes it possible to just tab [SPACE] twice to play a level right again. Original two-player levels If there is one hatch, the first player will always get the goal on the right. If there are two hatches, their directions are set towards the level's center. 2010-02-28 Ready checkmarks There was a server-side issue of not resetting readiness when a level was selected. This is now fixed. 2010-02-27 Lobby bugfix The correct color buttons appears pushed down again when one comes back into the lobby after a game. New levels Gallow Flinging by geoo/Simon is included in three versions (2 players, 2/4 players, and 3/6 players). Lemming colors The yellow player color is now a light orange. Nobody wanted to use the yellow lems before! Replay bugfix The permutation gets saved into a replay properly now. 2010-02-26 Teamplay Players who select the same color in multiplayer get to play the same tribe: They control the same lemmings and share a single skillset. The game treats each team like it has treated every single player in the versions before. Multiple rooms The server now supports multiple parallel games in separate rooms. While revamping the networking code for the multiple rooms, the bug of a level being not sent to a newly incoming player got fixed. New multiplayer levels I've gone through the Lemmings Forums and collected all the neat multiplayer maps. They are now included in the downloadable archive. Some old ones have received an update as well. The most important designers were geoo, Clam Spammer, Insane Steve, Rubix, and Liam. Burner bugfix A burner could be assigned a new skill, i.e. you could have made him jump out of a fire. This is now fixed. Editor rotation bugfix The rotation button will now rotate into any position again, instead of just alternating between two. Editor copying Selecting a whole range of objects, for example all objects with the hotkey [A], and then pressing [C] to copy them doesn't invert the z-order anymore. The offset of copied pieces is now 5 pixels in each direction when using no grid, 4 pixels when using the 2 grid, and the grid size itself for the larger grids. Replay saving Multiplayer replays can be saved properly again, i.e. the whole level is written into the replay file. 2009-11-08 Lobby button The networking lobby now features a button to connect to the central server. This is Mindless' server at flux.camanis.net. Lobby bugfix When typing a space character into the lobby chat line, the "ready" button was triggered. The [SPACE] button will continue to be the button's hotkey, but not anymore during text input. Editor saving The L++ editor will never overwrite a .LVL file again, but instead always create a new .TXT file. A .TXT file can still be overwritten as usual with the Save or Save As functions. 2009-11-01 Dedicated server I have reorganized all the networking, and there is a standalone server program available now. The possibility for any player to host using the L++ application itself is still there. VGASPEC support Mindless has implemented support for the VGASPEC levels like "A Beast of a Level". Thank you very much! Hatch direction The editor allows to set a walk direction for each entrance hatch, all lemmings falling from the hatch will have this direction. If a level in the LVL format is loaded from the network/ directory, it is assumed that each hatch's walking direction is towards the center. Goal trigger area The y/yl values for the trigger area for goals are now always the L++ default. The x/xl values are read from the original graphics sets as before. This prevents lemmings to jump through the roof of the Crystal goal. Digger physics The digger will take its first swing now a bit faster after it has been clicked upon, and the check for ground under the digger will be done on every logic update. This makes it easy to overtake opponents' diggers with one's own, a necessity for multiplayer. Lemming bugfix Lemmings can now walk up to the very first pixel row of a non-torus map and still not get sucked into oblivion, unless they are climbers. Non-climbers will turn around instead. Editor grid The grid can now be set to 1, 2, 10 or 16. Level loading The format (L1 or L++) that a level is saved in is not any more determined by the file extension, but rather by the first bytes of the file. The extension must still be .LVL or .TXT for the level to be found in the menu. It is still advised that levels are only saved as .TXT files. This makes it easier to tell the format outside of L++ without relying on the size or first bytes of the file. Screen start bugfix If the screen's starting position was set too far to the right or down, it wasn't used correctly. It's now working correctly again. Sound bugfixes The ticking sound the gameplay's clock makes when there are only 15 seconds left aren't repeated anymore if a packet with game information comes in and the game has to recalculate. The clock now ticks exactly once per second. The sounds for an exiter (lemming walks into an exit) in networking mode have been changed to this: Any lemming walking into your own exit triggers the goal sound with full volume. The "hehehe" sound for stolen lemmings is only played if your lemmings walk into a goal that doesn't belong to you, and also with full volume then. 2009-10-19-01 Network ESC menu The gameplay menu you can access via pressing [ESC] doesn't stop the game in the background any more, and the restart option has been removed from it. Bugfixes The names in the game panel at the bottom right are now correct. Before, every player was labelled with the last player's name. Older levels don't have the terrain's z-order wrongly reversed when played over the network any more. 2009-10-18-04 Network bugfixes Mindless has tested the networking mode on his 64-bit machine, and it didn't work. I have revamped some fundamental parts of the code to make it independent from the machines' word length and endianess. The field test of this version has yet to be performed. 2009-10-18-02 New multiplayer maps Some new multiplayer maps are included: Equator (by me, 4 players), Towerhack (by ADmiral, 5 players) and Precise Fastclick Solves (by ADmiral, 3 players). Editor, small bugfixes Altering the level size does not mess up the starting position any more. The starting position on a torus can now also be one with the seam in the visible area. 2009-10-18-01 Editor bugfixes You can scroll vertically over the torus' y seam and select objects below the line again, which was not possible before. You can select the hatch/goal order now with [+] and [-] again, as well as with the single-plus and single-minus keys on the panel. 2009-10-18 Builder bugfix The builder could build through vertical walls with a width of 2 pixels. This has been fixed. Editor, original graphics sets It is now possible to add new elements from the original graphics sets inside the L++ editor. All elements are located in subdirectories of orig/. The editor doubles the grid if it is uneven and an element from an original set is added. 2009-10-16-04 Drawing order bugfix Some older TXT levels had their terrain drawn in the wrong order. This should be fixed now. 2009-10-16-03 Two-player level order The 20 two-player levels from L1 have been brought into their correct order, given by their appearance in L1. The complexity increases from the first levels to the last levels now. 2009-10-16-02 Decorations Images with the pre-extension .D. can be included in L++ as deco- rations, i.e. animated objects without interaction. Click on the ribbon in the editor panel to browse for decoration objects. Two-player original levels The 20 two-player levels from L1 and the 10 two-player levels from ONML are included in the main download file. Thanks to Mindless for the files! According to the change from 2009-10-14-01, they feature knockback exploders instead of L1-style exploders. Time in original multiplayer levels If an original level from the network/ directory is loaded, its overtime is set to (1/2 of its time) - 30 seconds. If the resulting time is equal or lower to zero, 15 seconds are used. This yields 2 minutes for an original two-player level set to 5 minutes, and allows for better options when editing the LVL format. Flags The two-player levels from the original games had a waving flag above each goal. These do not show up in L++ anymore, since L++ has a better way of indicating goal ownership. Editor with original levels The editor can now display, alter and save the original games' levels properly, with the following restrictions. Saving is only possible in L++'s own format at this time. The bitmap browsers cannot add pieces from the original games' graphics sets yet. 2009-10-14-01 Original levels in multiplayer Original levels (i.e. LVL and DAT files from L1/ONML/etc.) can now be played in multiplayer mode. According to the changes for version 2009-10-14, all original levels feature knockback exploders instead of L1-style exploders. 2009-10-14 Graphics loading The grafic files from the L++ bitmap directory are not loaded all at once when the game starts anymore. Each graphic is loaded just when it is first required, and then stored in memory afterwards as before. Exploders in multiplayer games All exploders in a multiplayer game are knockback exploders now. If you load a level with L1-style exploders (without knockback) and play it in multiplayer, the players will still have knockback exploders. The level file itself is not altered. 2009-09-26 Source code compatibility Mindless from Lemmings Forums has sent me a patchfile for L++ that enables error-free compilation on his Arch Linux machine. The changes from the patch are now implemented in this version. Thanks, Mindless! 2009-09-24-01 OSD-Zeichnungs-Bugfix Ein Mini-Bugfix, der die Spielerbuttons in der Lobby wieder korrekt zeichnen laesst. 2009-09-24 Explosionspixel Dies ist ein alternativer Stil fuer die Lemming-Explosionen, der in den Grafikoptionen gewaehlt werden kann. Netzwerk-Timing Der Server und die Clients sind nun besser zeitlich aneinander angeglichen. OSD-Zeichnungs-Bugfix Die Aenderung der Version 2009-09-21 hatte noch ein paar Schoenheits- fehler, die wurden jetzt behoben. In der Netzwerklobby hinterliessen einige unbenoetigte Buttons noch Grafikreste. 2009-09-21 Speicherdialog-Bugfix Wenn man im Editor eine Datei ueberschreiben wollte und die Nachfrage mit "Ja" bestaetigte, wurde die Nachfrage nicht vom Bildschirm geloescht. Das wird sie jetzt wieder. 2009-09-20 Editor-Bugfix Neue Elemente werden nun wieder im Vordergrund eingesetzt anstatt im Hintergrund. Tarinf Wenn die Maus ueber einem eigenen Lemming liegt, so wird im Panel anstatt der Zeit nun angezeigt, wie viele Lemminge unter der Maus liegen sowie die Taetigkeit und dauerhaften Faehigkeiten des Lemmings mit der hoechsten Prioritaet. Mitspieler-Namen im Spiel Im Mehrspieler-Panel werden jetzt, sofern Platz ist, die Namen der Mitspieler unter dem jeweiligen Spielerbereich angezeigt. Vollbildmodus Gibt man im Optionsmenue eine Vollbild-Aufloesung von 0 mal 0 Pixeln an, so erfragt L++ die Desktop-Aufloesung des Benutzers und nutzt diese ebenfalls. 2009-09-19 Netzwerk-Bugfix Von Zeit zu Zeit vergass das Spiel, ein Update neuzuberechnen, naemlich immer dann, wenn ein Paket zum laufenden, bereits berechneten Update eintraf. Das fuehrte zur sporadischen, aber in langen Spielen nahezu sicheren Desynchronisation. Der Bug ist jetzt behoben. Stahlmaske geaendert Die Stahlmaske kommt nun mit beliebig geformtem Stahl zurecht, ferner werden Stahlpixel in Originallevels nun korrekt erkannt. Ich lese hier nicht die Stahlzonen aus der Leveldatei, sondern setze alle Pixel in die Stahlmaske, die zu einem Stahlobjekt gehoeren und nicht durch anderes Terrain ueberschrieben werden. Dadurch entsteht eine Stahlmaske, die nicht dem Originalspiel entspricht - aber das ist auch nicht das Ziel von L++. Hierdurch dauert das Starten eines Levels nun etwas laenger, da die Stahlmaske durch viele selbstgeschriebene Per-Pixel-Funktionen erstellt wird. Nachspielzeit-Bugfix Die Nachspielzeit startet jetzt wieder korrekt in Netzwerkspielen. In den letzten Versionen tat sie das ueberhaupt nicht. 2009-09-16-01 Grafik-Bugfix Lemminge und Sterne, die mal an einer Position gewesen waren, wurden ein Grafik-Frame lang sichtbar, wenn man an ihre alte Position nach links oder oben scrollte. Ist jetzt behoben. 2009-09-16 Zeichnen von Originallevels Die Originallevels werden praktisch korrekt gezeichnet, sowohl mit schwarzem als auch mit nichtueberschreibendem Terrain. Moeglicherweise werden einige Objekte noch ein-zwei Pixel zu hoch gezeichnet, ich bin mir nicht sicher, ob dies derzeit auftritt. Achtung - dies funktioniert noch nicht: - Einwegpfeile funktionieren nicht. - Editor zeigt Originallevels nicht korrekt an. Versionsbezeichnung Versionen, die auf "-00" enden, erscheinen nur mit Datum und ohne Endung "-00". 2009-08-29-01 Originallevels Es koennen erstmals Originallevels geladen werden. Die Levels aus L1, ONML und Holiday 1994 sind im Spiel enthalten. Walker-Physik Walker koennen nun eine Wandhoehe von bis zu 12 Pixeln erklimmen, bisher war 10 das Maximum. Hiermit gleiche ich die Physik etwas an die Physik der Originalspiele an. Es gibt etwa im Hell-Grafikset Steine mit einer Original-Hoehe von 6 Pixeln, bei L++ sind das entsprechend 12. Solche Steine sollten weiterhin erklimmbar sein. Falldistanz Die maximale sichere Falldistanz betraegt nun 126 Pixel anstatt 120 wie bisher. Das erreicht die im Original korrekte Distanz von 63 Pixlen. Es gab mehrere Original-Lemmings mit einer Distanz von 66 Pixeln, dort waren die Levels "We All Fall Down" ohne Faehigkeits- -Einsatz loesbar. 60 Pixel Falldistanz gab es in keinem Original. Replay-Bugfix Die Replays wurden seit mehreren Wochen unbrauchbar in Dateien geschrieben, naemlich ohne Aktionsnamen. Das ist jetzt korrigiert. Netzwerk-Bugfix Pakete mit Replay-Daten wurden mit Groesse der Spielerdaten allokiert. Jetzt ist es korrekt. Ob das Netzwerk nun einwandfrei funktioniert, weiss ich allerdings noch nicht, der Feldtest steht noch aus. Replays im Spiel Wenn das Replay fertiggespielt ist und die Zeitlupe aktiviert ist, wurde das Spiel absichtlich pausiert. Das ist jetzt nicht mehr so. 2009-08-03-00 Sound-Bugfix Der Sound wurde beim Faehigkeitszuweisen in den ersten 15 Sekunden doppelt abgespielt. Das ist nun behoben. 2009-07-29-00 Datei-Bugfix Lange Verzeichnisnamen wurden in der Konfigurationsdatei gespeichert, ohne dass sie durch ein Leerzeichen vom Schluesselwort getrennt waren. Dadurch vergass der Editor, in welchem Verzeichnis man zuletzt gearbeitet hatte, wenn man das Spiel neu startete. Ist jetzt behoben. 2009-07-08-00 Benutzerverwaltung Der Benutzername, die allgemeine Konfigurationsdatei sowie die benutzereigene Konfigurationsdatei werden jetzt wieder korrekt behan- delt. Es wird etwa, wenn L++ zum zweiten Mal gestartet wird, nicht noch einmal nach dem Namen gefragt, sondern der bekannte Name genutzt. 2009-02-17-00 Ladetext Die Meldung beim Spielstart, dass derzeit Daten geladen werden, ist nun groesser und besser lesbar. Sie sieht jetzt genauso aus wie der Original-Ladetext von Lemmings 1. Quelltext L++ besteht nun 23.200 Zeilen Quelltext, davon sind 15.000 Code. 2009-02-17-00 Permutation Im Netzwerkspiel werden die Startpositionen nun zufaellig permutiert, anstatt dass sie lediglich um eine zufaellige Anzahl Plaetze weiter- geschoben werden. Waren die Klappen etwa 1 3 (Platz) 2 4 verteilt, so war man bisher immer mit demselben Gegner auf einer Seite. Mit beliebigen Permutationen ist die Startposition nun komplett zufaellig. Das Replay-Format ist entsprechend angepasst worden. Werden mit der aktuellen Version alte Replays abgespielt, werden Spielernamen nicht mehr gelesen (betrifft auch Einzelspieler-Replays) und alle Spieler haben Gartenlemminge. 2009-02-16-00 Fenstermodus Die Aufloesung fuer den Fenstermodus kann nun ebenfalls frei gewaehlt werden. Um mit dieser Aufloesung zu spielen, muss die Option "Fenstermodus" aktiviert sein. Der Schalter "-w" fuehrt weiterhin immer zum Fenstermodus mit einer Aufloesung von 640 x 480 Pixeln. Sound-Option Im Audio-Menue kann das Laden des Soundtreibers komplett deaktiviert werden. Unter einigen Linuxsystemen (nicht in der Mathe) bereitete das Spiel mit aktiviertem Sound sonst Probleme. 2009-02-14-01 Erfolgspeicher-Bugfixe Wird ein Level im Spiel zwar geloest, dann aber mit [ESC] abgebrochen, so wird der Erfolg trotzdem abgespeichert. Wurden genau so viele Lemminge gerettet wie erforderlich, erschien bisher nur der Haken im Einzelspieler-Menue, nicht der Ergebnistext unten rechts. Das ist jetzt behoben. Tumbler-Bugfix Bei der letzten Anpassung war ein Vorzeichen falsch und der Tumbler bewegte sich rasend schnell weiter in soliden Felsen. Ist korrigiert. 2009-02-14-00 Geschaffte Levels Pro Spieler wird nun gespeichert, ob und wie gut jeder Einzelspieler- level geschafft wurde. Ein durchgespielter Level bekommt einen Haken in der Dateiliste, unten rechts wird das beste Ergebnis des Spielers angezeigt. Wurde der Level zwischenzeitlich editiert, wird der Haken in Klammern gesetzt und unten rechts ein Hinweis angezeigt. Bei der Bestimmung des besten Ergebnisses wird so vorgegangen: Neuere Levelversion schlaegt immer jede alte Levelversion. Bei gleicher Levelversion gewinnt das Retten der meisten Lemminge. Bei gleicher Anzahl Geretteter gewinnt das Geben weniger Faehigkeiten. Bei gleicher Faehigkeits-Anzahl gewinnt die kuerzere Spieldauer. 2009-02-11-00 Tumbler-Bugfix Der Tumbler teleportiert nun nicht mehr durch das Land hindurch, wenn er durch Explosionen in feste Landschaft geschleudert wird. Nun wird er einfach zum naheliegensten offenen Bereich bewegt, der horizontal oder vertikal erreichbar ist. 2008-12-27-00 Bilddialog Das aktuelle Verzeichnis wird nun auch in all den Editordialogen angezeigt, in denen man Terrain und andere Objekte fuer den Level aussuchen kann. Siedler-II-Scrolling Wird gegen den Rand gescrollt und bewegt man die Maus anschliessend zurueck, so wird erst dann wieder vom Rand weggescrollt, wenn die urspruengliche Entfernung vom Bildschirmrand mit der Maus erreicht ist. Dies fuehlt sich wesentlich natuerlicher an. 2008-12-22-00 Optionsmenue aufgeteilt Das Optionsmenue ist nun in vier Gruppen von Optionen eingeteilt: Allgemeines, Steuerung, Grafik, Klaenge. Das schafft Platz fuer neue Optionen, die ich bereits seit Laengerem einbauen wollte. Siedler-II-Scrollen Optional kann nun gescrollt werden, indem die rechte Maustaste fest- gehalten und dabei die Maus bewegt wird. Standardmaessig ist sowohl dieses Scrollen wie auch das Scrollen am Rand aktiviert. Editor-Bugfix Wenn man ein Raster (2, 5, 10, 25) aktivierte, konnte man die Objekte nicht ins Negative ziehen. Das habe ich behoben. Augenzucker Die herumfliegenden Sterne und Woelkchen koennen fuer andere Spieler oder auch komplett deaktiviert werden. Speicherdialog Im Speicherdialog werden die Daten des Levels oder des Replays, den/ das man abspeichern moechte, stets oben angezeigt. Das hilft beim Einsortieren in die eigene Dateistruktur. Trauerrand dunkler Der Trauerrand ist, sofern er ueberhaupt aktiviert ist, nur noch halb so hell wie zuvor. 2008-12-07-00 Feinere Zahlen Zeit und Levelgroesse besitzen im Editor jetzt Zahl-Einstellfelder mit jeweils drei Buttons fuers Erhoehen und Verringern. Damit ist die Zahl feiner einstellbar als bisher. 2008-11-26-00 Trauerrand einfaerben Es gibt nun eine Option, den Trauerrand im Vollbildmodus in einer dunklen Farbe einzufaerben. Dadurch wird im Spiel deutlicher, wo der Spielfeldrand ist. Diese Option ist standardmaessig deaktiviert. 2008-11-23-00 Feuer Objekte mit der Prae-Endung .F. durchlaufen eine Animation aehnlich wie Wasser und lassen Lemminge verbrennen, wenn sie in diese Objekte geraten. Kletterer-Bugfix Kletterer erklimmen wieder die kleinen Hoehen, vor denen sie seit dem letzten Bugfix faelschlicherweise nur umdrehten. 2008-11-21-00 Kletterer-Bugfix Der Kletterer klettert nun wieder alle Waende hoch, unabhaengig von ihrer X-Paritaet (Rest der X-Koordinate beim Teilen durch zwei). Bohrer-Bugfix In manchen Faellen blieb eine ein Pixel breite Wand stehen nach dem Bohren. Ich kontrolliere den Boden daher einen Pixel weiter als bisher. Der Feldtest dieses Bugfixes steht allerdings noch aus. 2008-11-16-00 Augenzucker Die Exploder produzieren herumfliegende Sternchen und Woelkchen. Hackern, die in den Stahl hacken, springt die Hacke um die Ohren. Geplant ist, diese Effekte in den Optionen regulierbar zu machen, damit sie den Mehrspielermodus nicht weiter mit visuellen Reizen ueberladen. 2008-11-13-03 Tumbler-Bugfix Die herumfliegenden Lemminge zuckeln nicht mehr im Gestein hin und her, sondern liegen direkt in der Naehe des Punktes, an dem sie ins Terrain eingetreten waeren. Replaybrowser-Bugfix Replays, deren zugehorige Leveldatei fehlt, koennen nun korrekt aus dem Browser geloescht werden. 2008-11-13-01 Maus-Bugfix Die fuer Version 2008-11-11-00 angekuendigte Ausbesserung des Yassin- -Bugfixes wurde nochmals ueberarbeitet und sollte nun funktionieren. Stahlgraben Der senkrechte Graeber arbeitet liberaler: Damit er aufhoert, muss sowohl links als auch rechts von ihm Stahl sein. Versperrt Stahl nur eine seiner Seiten, graebt er einfach ein schmaleres Loch als normal. Sounds Neue Sounds eingebaut fuer Stahlgraben, Wasser, Nuke-Taste, Verlassen des Spielfeldes am Rand. 2008-11-11-00 Button-Einrasten Es gibt kalte, warme und heisse Buttons: Die kalten reagieren wie die bisherigen. Warme Buttons springen schon beim Druecken der Maustaste an, nicht erst beim Loslassen. Beispiel: Pausetaste im Spiel. Heisse Buttons springen schon an, wenn man mit gedrueckt gehaltener Maustaste darueber faehrt. Beispiel: Faehigkeitstasten im Spiel. Maus-Bugfix Beim Beheben des Yassin-Bugs habe ich offenbar zu viel behoben: Manchmal dachte das Spiel nach einem Klick, dass in jedem folgenden Tick ebenfalls geklickt werde. Das ist nun abgestellt, der Feldtest unter Linux hat allerdings noch zu erfolgen. 2008-11-10-00 Sounds unter Linux Ich verwende jetzt erfolgreich den OSS-Soundtreiber unter Linux. Die automatische Allegro-Treiberwahl moechte immer den eigentlich besseren ALSA-Treiber nutzen, der allerdings von Allegro vermutlich nicht korrekt initialisert wird. Sounds im Netzwerk Die Sounds, die Lemminge andere Spieler verursachen, werden wesentlich leiser abgespielt. So kann man besser unerwartete Ereignisse durch Zuhoeren erkennen, falls die eigene Horde betroffen ist. Effektmanager Intern: Ein Effektmanager uebernimmt nun das Anzeigen von Pfeilen, Sounds und Explosionen, um zu vermeiden, dass beim Netzwerk-Neurechnen beispielsweise Sounds doppelt gespielt werden. 2008-11-07-01 Uhr-Bugfix Im Netzwerkspiel startet der Countdown wieder ordnungsgemaess. 2008-11-07-00 Sounds Ein paar Sounds sind testweise schon eingebaut. Im Netzwerkmodus werden ggf. einige Sounds doppelt gespielt, wenn neu gerechnet wird. Das wird in zukuenftigen Versionen aber behoben. Editor-Drehen Die Drehtaste im Editor dreht nun wirklich um 90 Grad, ohne dabei zu- saetzlich zu spiegeln, wie es bisher gemacht wurde. 2008-10-29-02 Bitmapbrowser-Bugfix Im Editor ragten lange Dateinamen im Bild-Browser ueber den Button des Bildes hinaus. Jetzt werden zu lange Namen dort gekuerzt. 2008-10-28-01 Bildformate Bilder werden jetzt ins Spiel geladen, wenn sie BMP, TGA oder PCX mit der jeweils passenden Endung ".bmp", ".tga" oder ".pcx" versehen sind. Neu abgespeicherte Levels haben nur den Dateinamen ohne Endung als Angabe fuer die Bilder, die sie benutzen. Man kann somit alle Bilder nach Belieben in andere Formate konvertieren und die Endung aendern, solange der Name vor der Endung gleich bleibt. Anmerkung: Weitere Formate ausser den dreien sind schwerer einzubauen, da Allegro ohne Zusatzbibliotheken keine weiteren Formate unterstuetzt. Drehungs-Bugfix Spiegelungen und Drehungen von Objekten wurden manchmal nicht korrekt gespeichert, das ist jetzt behoben. Bildzerstoerungs-Bugfix Ich habe beim Beenden von L++ aus einem destroy_bitmap(bitmap) gemacht: if (bitmap) destroy_bitmap(bitmap). Eventuell behebt das den Bug, bei dem L++ nach dem Beenden noch in der Taskleiste/-liste aktiv ist, aber da muessen wir den Feldtest abwarten. 2008-10-28-00 Stahl-Bugfix Stahl wurde in den vergangenen Versionen, die Drehen und Spiegeln unterstuetzten, nicht korrekt in die Stahlmaske eingetragen: Oftmals wurden dort X- und Y-Laenge vertauscht. Das ist jetzt korrigiert. Vergleichbare Codezeilen finden sich ebenfalls fuer das Blitten von Landschaftsobjekten in der Naehe von Torusnahtstellen. Dort wurde in manchen Faellen ein Objekt nur auf einer Seite der Nahtstelle auf die Landschaft geblittet, was jetzt analog zum Stahlproblem behoben ist. Grobpixelungs-Bugfix Egal, in welche Richtung Lemminge laufen, immer wird eine ein Pixel breite Mauer entweder als Luft oder als Mauer erkannt. Diese Richtungs- unabhaengigkeit war zuvor nicht gewaehrleistet. Die Tatsache, dass die duenne Mauer ueberhaupt mitunter als Luft erkannt wird, ist erwuenscht: Fuer die Spielmechanik soll nur jeder zweite Pixel in X-Richtung relevant sein, in Y-Richtung ist es jeder Pixel. Blocker-Bugfix Blocker funktionieren nun auch an Torus-Nahtstellen wie gewohnt. Tumbler-Bugfix Der Tumbler durchlaeuft wieder seine gewohnte Animation. In den letzten Versionen wurde stets das erste Bild gezeigt. 2008-10-27-00 Zurechtschneiden Bildobjekte ohne Prae-Erweiterung werden nicht mehr in Stuecke geschnitten. Prae-Erweiterungen sind einzelne Buchstaben zwischen zwei Punkten: ./bitmap/goal.G.bmp hat etwa die Prae-Erweiterung 'G' und wird gemaess des Rasters in Einzelbilder geschnitten. Bei normaler Landschaft ist das hingegen nicht noetig. 2008-10-22-01 Dreh-Bugfix Im Editor gedrehte Dinge hinterliessen beim Umherziehen manchmal noch eine Spur, weil sie nicht korrekt positioniert waren. Jetzt geht's. 2008-10-22-00 Drehen und Spiegeln Alle Terrain-Objekte sind im Editor nun dreh- und spiegelbar. Klicks auf den Dreh-Button fuehren eine Drehung inklusive Spiegelung aus, da dann auch nach dem ersten Knopfdruck die Lichtverhaeltnisse sofort noch stimmen (Objekte sind in der Regel oben und links hell). Tumbler-Bugfix Beim senkrechten Fall koennen die Tumbler nicht mehr mit dem Hinter- kopf irgendwo anstossen, was manchmal dazu gefuehrt hatte, dass sie ihre Geschwindigkeit nullsetzten und erneut anfingen zu beschleunigen. 2008-10-19-00 Menuewahl Nach dem Spielende kommt man in das Menue zurueck, aus dem man das Spiel aufgerufen hat. Bei Replays kam man, falls der Level existierte, zuvor mitunter ins Einzelspielermenue nach dem Spiel. Yassin-Bugfix Ich hoffe, dass nun kurze Klicks sauberer registriert werden. Der Feldtest hat allerdings noch zu erfolgen. 2008-10-16-01 Verzeichnisnamen In den Browsern, bei denen man Levels oder Replays auswaehlen kann, werden jetzt die Verzeichnisnamen in der Titelleiste angezeigt. Platformer-Bugfix Wenn der Platformer einen soliden Pixel ueber ihm hat, dann hoerte er bisher auf. Walker laufen unter dem Pixel her, also baut der Plat- former jetzt auch darunter her weiter. 2008-10-09-01 Replay-Bugfix Daten von Spielern mit aktivierem Builder-Mehrfachklick werden jetzt auch bei Spielern, die den Mehrfachklick deaktiviert haben, korrekt abgespielt. Vorher wurden dort die Mehrfachklicks einfach ignoriert. Neustart und Schnelladen Srollposition und Zoom-Einstellung bleiben beim Neustart erhalten, ebenso, falls vorhanden, die Schnellspeicherung. Laedt man eine Schnellspeicherung, bei der man null Stueck der ausgewaehlten Faehig- keit hat, erscheint der Button im Panel nicht mehr eingedrueckt. 2008-10-09-00 Torus-Bugfix Stahl auf den Torus-Nahtstellen kann nicht mehr durchgraben werden. Lemminge, die auf Zylinderkarten (horizontal, aber nicht vertikal rundumgehend) runterfallen, kommen nicht mehr oben raus. 2008-10-08-01 Editor-Buttons Neben den Vorder-/Hintergrund-Buttons gibt es nun zwei Buttons, die die Objekte jeweils nur vor/hinter das naechste Objekt setzen. Man kann Objekte nun viel exakter mit der Maus anwaehlen, da man auf einen nichttransparenten Bildpixel zeigen muss, nicht nur allgemein in das Objekt-Rechteck. 2008-10-03 Toruskarten Solche Karten ermoeglichen balanciertere Mehrspielerpartien auch mit mehr als zwei Spielern. Man kann fuer jede Karte festlegen, ob sie vertikal, horizontal oder in beiden Richtungen wiederholt fortgesetzt werden soll, sobald der Rand erreicht ist. Replay-Pfeile erscheinen bei zugewiesenen Faehigkeiten im Replay und/oder in Netzwerkpartien. Beides ist unabhaengig voneinander im Optionsmenue einstellbar. Quelltext Der Quelltext von Lemmings++ umfasst jetzt 20.000 Zeilen. Davon sind 13.000 Zeilen reiner Code, der Rest Kommentare und Leerzeilen. 2008-10-01? Replay-Menue Hier koennen die gespeicherten Replays ausgewaehlt und angesehen werden. In der folgenden Woche kommt der Loesch-Button dazu. 2008-09-21 Walker Laesst Arbeitstiere aufhoeren, sogar Blocker, oder dreht Walker um. Platformer Baut horizontale Bruecken. Exploder Nr. 2 Hat Rueckstoss und ist ungemein wertvoll fuer das Balancing im Mehrspielermodus. Diese Faehigkeit ist dort die lustigste von allen! Desyncs weg Der Netzwerknodus hat nicht mehr diese seltenen Desynchronisations- fehler. Vermutlich sind sie verschwunden, als ich die interne Speicherung der Replaydaten ueberarbeitet habe. 2008-08-24 Statusanzeige im Netzwerk Aktuelle Lemming-Daten der Mitspieler werden im Mehrspielermodus angezeigt. Editor-Speichern-Dialog Der Editor bietet nun eine "Aenderungen speichern"-Abfrage, anstatt bei jedem Beenden eine automatische Sicherheitskopie anzulegen. 2008-08-02 Allegro-Projekt Bei allegro.cc ist mein Projekt akzeptiert worden. Dies ist somit die erste Version, die oeffentlich heruntergeladen werden konnte. Sprachwahl Saemtliche Texte sind in Deutsch oder Englisch verfuegbar. Optionsmenue Mit diesem Menuepunkt erspart man sich das Aendern der Spielerdaten in der Datei config.txt. 2008-07-10? L++ in der Mathe Die Leute spielen zum Zeitvertreib L++ in der Mathe, auch wenn ich gar nicht zum Testspielen da bin. Super! :-D 2008-06-23 Netzwerkmodus Endlich steht ein funktionstuechtiger Netzwerkmodus! Die Replays sind bei beiden Spielern allerdings noch nicht exakt gleich und werden auch nicht immer identisch abgespielt. Das Neu-Rechnen-Prinzip hat sich dennoch bereits bewaehrt, sofern nicht ein Rechner zeitlich stark dem anderen hinterherhinkt. Quelltext L++ besteht nun 16.000 Zeilen Quelltext, davon sind 9.700 Code. 2006-04-01 Anfang Nach einem Monat Einarbeitung in C++ und Allegro habe ich mit der Programmierung von L++ angefangen. Mit den neuen Kenntnissen etwas anderes als noch eine Lemmings-Variante zu programmieren, hatte ich bis dahin nicht im Sinn. ;-) Die erste Version besteht aus einem einzelnen Walker vor schwarzem Hintergrund, der an den Seiten umdreht. 2003-12-24 Weihnachtslemminge? Frapela schreibt mir eine Mail, wo denn die Weihnachtslemminge 2003 als Erweiterung von GS Lemmings bleiben. Aehnliche Mails trudeln ab sofort jedes Jahr mit schoener Regelmaessigkeit ein. :-) 2003-09-10 GS Lemmings, Version zwei Die zweite Version von GS Lemmings, meiner ersten Lemmings-Variante, kommt ins GS-Forum. Es gibt die zwanzig Originallevels, zwanzig Modi- fikationen dieser Levels von Frapela sowie zwanzig komplett neue Levels. Ebenfalls neu sind das Nutzen mehrerer Klappen und Fallen pro Level, ferner das Setzen von Fallen. 2003-06-04 GS Lemmings Die erste Version von GS Lemmings ist auf der Gravity-Strike-Seite zum Herunterladen veroeffentlicht. Es gibt zwanzig Levels, alle jeweils ein bildschirmgrosses mit MS-Paint gemaltes Bild.