Lemmix 2.0.3 Beta
Pre-release2.0.3
March 19th, 2020
- PDF still not updated
- Opening a replay file or LVL file from the explorer will trigger a reload now, instead of a message 'Lemmix already running'.
As a hint: reloading will take place in whatever state the program is. It just quits the currentscreen and loads again.
To prevent this behaviour set Misc.AllowReloading=0 in the config (which is on by default) - Preparations for emulating the Pause glitch are visible in the config-file, but not implemented yet
- Old issue: entrance started with frame 2 when opening. Corrected to frame 1
- Slight optimization: only refresh clockdata when clockframe = 1
- Sound of entrance opening on frame 34 instead of 35
- Now the frame-timer is really at 58 milliseconds.
2.0.2
March 18th, 2020
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Switching to a different monitor implemented. Pressing F12 in the menu-screen switches to the next monitor (if there is one).
This way you can cycle through the active monitors.
Regarding multiple monitors: when playing a level the cursor is clipped inside the playing-region. This could conflict with normal behaviour of the mouse.
So a few minor changes here as well: in-game scrolling when the mouse is left or right is only done when the Lemmix application has focus.
When selecting another application the mouse is released from its clipping-prison. -
First High dpi version: Lemmix seems to scale nicely on high dpi monitors.
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Adjusted internal tick timer from 60 to 58 milliseconds per frame. A gamesecond is now closer to the real second.
One gamesecond is 17 frames. That is 986 milliseconds for a game-second. But we have to consider some delay because of graphics and calculations.
Measuring the new 58 MS value on my computer, every gamesecond is now between 995 MS and 1005 MS.
When using the old 60 MS interval, every gamesecond was somewhere between 1030 and 1040. -
Upgraded the lemmixreplayversion to 2. Replays created with this Lemmix cannot be replayed with the old lemmixplayer from now on. But this Lemmix still can open
the old replay files (version 1). -
Mechanic.NukeGlitch added to config to enable (optional) emulating the old famous dos nuke glitch.
For those of you who don't know: nuking the level triggers a wrong calculation of the percentage of rescued lemmings. Instead of the correct rescued/total
it calculates rescued/released. -
Saving a level can be done in postview-screen by pressing "u".
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It is possible to directly replay your just finished level from the postview-screen by pressing "r". The play-screen will start again directly.
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More precise timer-handling using QueryPerformanceCounter() instead of timeGetTime().
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Misc.EnableSkillButtonsWhenPaused added to config to enabled mouse-selecting a skillbutton during pause.
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Misc.ShowDefaultCursor added to config. If on then all dos-screens show the default cursor instead of nothing.
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Display.Monitor added to config
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Display.Zoomfactor added to config.
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Solved old issue: when setting music on before entrances are openened, the music will not restart after the entrances are openened.
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Solved old issue: when exploding a lemming at the end of the level the clock got below zero during the explosion.
2.0.1
March 15h, 2020
- Old bug solved with triggered traps.
- MP3 custom music supported.
- Game copies mechanics from replayfile if replaying.
- Only one instance of Lemmix is allowed
History
- Version 2.0 recompiled 15 years after, reworked all code, added some features
- Version 1.6 solved entrance order bug in versions after original lemmings
- Version 1.5 added remake version with multiple levelpacks, containing all 9 tilesets
- Version 1.4 removed some obsolete testcode, added holiday 94 clone
- Version 1.3 solved bug starting up with replayfile
- Version 1.2 solved bug with finding levelcode
- Version 1.1 added startup with replayfile
- Version 0.8 added optional overriding with LVL files