#│modding-chat
1 messages · Page 1 of 1 (latest)
There's a thriving mod community with many members already an active part of this server - jump on in. GLHF! 
START HERE
Many current BR mods work with this:
Buckshot Roulette ModLoader aka BRML
https://github.com/AGO061/BuckshotRouletteModLoader by @unborn narwhal
BUG FIXES
- OpenGL3 Fix
https://github.com/AGO061/BuckshotRouletteModLoader/blob/main/mods/OpenGL3Fix.md by @unborn narwhal - Bug Fixes
https://github.com/ScientificGuy/BuckshotRouletteMods/releases/latest by @spring fog
UTILITIES
Well worth a look for speedrunners and BR content creators for QoL!
- Native Resolution increases the resolution to match your monitor
https://github.com/EmK530/BRMods/tree/main/BRML/NativeResolution/Release by @molten furnace - SplashScreen does the same with, well, the splash screen
- KeyboardShortcuts adds options for pause, volume, and fullscreen mode
- and Full Customizer lives up to its name, allowing several tweaks from auto-inputting player name to item toggling/matching and first turn mechanics
https://github.com/MSLaFaver/BuckshotRouletteMods/releases/latest by @spring fog - VirtualReality (from the above pack) adds VR support
DIFFICULTY MODS
- SmarterDealer gives our favorite toothy moonman a big brain
https://github.com/ITR13/BuckshotRouletteMods/releases/tag/v1.1.0 by @ivory hazel - ChallengePack adds multiple modes for hardcore gameplay
https://github.com/StarPandaBeg/ChallengePack - Buckshot Roulette Multiplayer adds support for human opponents
https://github.com/j-trueman/BuckshotRouletteMultiplayer by @edgy flame
DIY
Not finding what you were looking for? Want to fine-tune your mod experience?
Buckshot Roulette uses the Godot game engine, so you can dig into the codebase with this:
- Godot Reverse Engineering Tools (GDSdecomp)
https://github.com/bruvzg/gdsdecomp
hey i already have a big brain >:(
Woo hoo!! Let’s go! 🥳
KeyboardShortcuts also lets you type your name into the waiver 😃
Thank you so much Buckwheat
I double checked with the team and they didn't have anything to add 
Do you know if the Challenge Pack creator is on this server? Couldn't find a matching usertag to StarPanda.
If anyone wants a specific Godot addon to be included in the next version of the modloader, now would be a great time to request it. AGO and I are currently talking about integrating XR Tools to make VR development easier
Galaxy brained self-doubletap right here :v
https://www.youtube.com/watch?v=WU3sdhzuV6A
Nope 
And hopefully multiplayer mod to be added to that list once steam version is out and I have time to work on it lol (if mikk hasn't already put it in the game)
I'm not sure if he has discord but you can contact him on telegram https://k_shmurakov.t.me/
An open-source and fully functional Steamworks SDK / API module and plug-in for the Godot Game Engine.
Got a project link to the multiplayer mod? Can update the pin with it.
Added to Challenge section, tyvm
Just note that it’s not BRML compatible yet
yes sorry, should've mentioned that
Ok folks, I tried editing the post on laptop and mobile after restarting both devices, but the new text is not sticking. Don't know if this is a Discord or permissions issue, but will keep troubleshooting.
Decomp in progress 😎
How do i make the multiplayer mod work? I downloaded it and the xdelta patcher
Hey modders! The decompilation process is going well! Quick update for all of you using the BRML.
v1.2 adds two autoload scripts. This means that every reference of root.get_child(2) must be changed to root.get_child(4). @unborn narwhal is considering adding a utility function to standardize this in case it changes in the future.
- Copy Buckshot 1.1 to a new location.
- Open Delta Patcher.
- Set the copied .exe as the source.
- Set the patch as the patch.
- Run.
I don’t have 1.1 I bought it on steam
No mods work for 1.2 currently.
Oh shit, I didn't know you had the Steam copy. I forgot to add the list only works on Itch, sorry
1.1 or 1.2
oh only works on itch
running that batch file for native resolution while I wait for BRML v1.2
Hey CR folks, what measures should we put into the modloader to make sure people don’t cheat for the leaderboards?
@sweet sparrow just tagging fyi
this is a good question
We can just completely disable Steam
something like "You achieved this record using mods, won't save to leaderboard"
is it possible to have some sort of detection
so visual mods don't stop you
or is BRML just totally disconnected from steam
BRML can be connected to Steam. We could design an opt-in system where only approved mods can work with Steam, but that would get really messy and is not a good option
ey! looking into this, will report back if/when I have an answer 
I just don’t want this to kill 1.2 modding
im having a problem where when i try to test my mod it says steam does not exist, any way i can disable the steam api while im testing?
Remove Steam.gd from autoloads, that might work
ooooooooooh!!! The Double or Nothing score logic changed!!!
var ten_minutes_seconds = 600
var ten_minutes_score_loss = 40000
var score_deduction = initial_time / ten_minutes_seconds * ten_minutes_score_loss
endscore = 70000 - int(score_deduction)
if (endscore < 10): endscore = 10```
The first set of rounds is now timer based
if possible, invalidate / disable any entries made while playing through the modloader.
We can do this, but someone could come along and make a mod that reenables stat uploading
Lol idk yet
tried it didnt work
Would y’all be ok with leaderboard scores being uploaded if the mod was only a utility mod like NativeResolution?
Yes, confirmed here too
#│nightclub message
What were the cursed comments?
“PLAY WINNING S***” when it says “Player Wins!”
Gotta put a pin in this for now guys - launch days been a long one and Mikk needs some sleep so we'll reconvene later ok?

get your rest Mikk :3 love you
Np, thanks for being on the ball, gn
No problem, really appreciate you guys 💙💙
this work on steam?
Not yet, It will probably be a few weeks until I can make it available for the steam version
we still need to update the modloader
No, no mods work on Steam, BR is being decompiled as we speak
ahah okay nice
and the dev say Anything about the official online mode or workshop?
Steam workshop stuff is a maybe in https://discord.com/channels/1158444754325999747/1209489286542524496
thanks
Hey, you should be able to fix this by using this version of godot which has steam tools built in https://github.com/GodotSteam/GodotSteam/releases/tag/v4.2.2
I you cheat the Dealer bites your fingers off
Indeed i will
what IP address do you use for the MP mod?
so when trying to play the mod it says 1/2 but my friend cant join via the ipconfig cmd address i gave.
we both get 1/2 waiting
Don't need to cheat now that the dealer has a 60% chance to poison pill himself when he's not eating buckshot 
@edgy flame
Does Buckshot Roulette use Godot or Unity?
nvm
Just gonna find out how to install mods for the steam version
Those don't exist yet iirc, MSLaFaver has been decompiling the game since launch so the ModLoader can be updated.
oh oof
Hey CR ppl, any way I could get the instance file for the makeship plushie? I think it would be fun to add it in as an item
the model hasn't officially released, only the artwork. even tho they would look the same, I'm guessing it would be counted as a leak
Oh I’m just talking about the teddy bear with a shotgun plushie
Godot, Godot 4 more specifically
Maybe specific boards for specific mod combinations.
That way modders can see who is the best or something with certain mods, may introduce new challenges made by modders, lengthening the game lifespan
There's no way to verify that though, anybody can edit a mod to constantly set their score to 1B for example
Some reprieve before BRML here: #│nightclub message
Huh, idk, maybe hashing the mods to make sure they aren't modified?
That would be rough, I don't know if the modloader we use supports that
I've asked
will get back to you with an answer
Hashing or checking hashes?
Honestly don't know either, here's the page: https://github.com/GodotModding/godot-mod-loader
I feel like AGO would know more about this than me
But, I was just balling around ideas, maybe there is a other way
For now I've just turned Steam off and replaced it with a dummy controller, we can change later depending on what Mike wants
Hashing algorithms are pretty well known and open source, would be suprised if godot itself didn't have it buildt it, or is it important to be in the modloader?
Btw, who is AGO?
@unborn narwhal, creator of the BRML
Guess I'm a noob, we'll look into it
Hope I offered some help :]
And even if it's not possible, y'all have done a impressive job!
It's all AGO, I'm just following around copying what he does. And I do actually think hashing might work, I'll take a look! Thanks
i think godot implements some SHA
idk sha1 or md5 would be enough
but you'd have to make a list of allowed hashes
that would have to be built in
or in a file but then it would be exploitable
so I'll think about a way to check all versions
sha1 is known to have exploitable collisions
the problem with fixed length hashes is that you have an infinite amount of collisions
sha256 is harder to "crack"
if a person made a script that adds random data in a comment at some point (we are talking about centuries or millennials likely) you would find one
so collisions aren't that easy to find but it's still a possibility
we can't encrypt BRML as then development would suck, you'd have to make a fake brml from scratch and then work on it instead of decompiling BRML to work on it
or you could distribute BRML's source as an xdelta patch you apply on the EXE and get a Zip in return with the source
kind of a fake decomp
Idk I'd have to ask what's the best approach to the devs, as to not accidentally allow piracy
so i've decided to create an opengl3 version of br with the same lighting + some bug fixes
If you and your friend aren't connected to the same network then you will need to give them your public ip address not the local one which is given by ipconfig. You can find it by going to google and typing "myip". Hope this helps!
That's awesome! AGO already made a mod for v1.1 that fixes some bugs in opengl so you could take a look at that if you need any help https://github.com/AGO061/BuckshotRouletteModLoader/blob/main/mods/OpenGL3Fix.md
like yeah i want to make the same lighting as vulkan does
Yeah i really haven't managed it due to the shader on the cam not working
And the absence of shadows
but hey, a contribution is a contribution
though with the new BRML the approach will be different
we'll have a BRML autoload for basic game functions
I believe some posts on the r/godot subreddit goes through the diffrences and how you can make them more similar
like a BRML.get_current_scene_node()
which i put together very badly and it's an absolute mess in my version
it's all static and adding new autoloads would fuck everything up
so yeah that function is a needed one
@tough sinew If you need any help let me know
though be advised, work on BRML 2.0 has already started and might be released in the next months
for bug fixes i think @spring fog made a mod
Sry, didn't realise you already fixed it
well i hadn't really fixed it
saying it was a "terrible spaghetti mess" would be an understatement
but it worked
for some
then others reported gray screens
soooo
yeah it was pretty bad
The default background for godot is gray, try changing the colour of it to see if it's still a gray screen
yeah i know the point is that some users reported receiving a gray screen without game at the beginning
which means something went wrong with the mod
no menu, nothing
I get that when the script that runs beforehands fails to load the main menu scene
yeah that would make sense
as the game loads the mod loader, then the scenes
so something went wrong there
Huh, my experience was from the first resolution mod, then the --script {file path} method was used.
The modloader is foreign to me, can't help there.
If you wanna dim it, then I believe UV2 offers a smoother lightning curve
But it looks nice otherwise, maybe wanna tackle making the mirrors a bit reflective
Just recommended UV2 if you wanted it more like original, not a critique
and add some logic when you leave a wc
for enabling club pulse light
this is vulkan ver btw
very close
Can you detect if it's Opengl3 in code and then lower the intensity to make it closer to Vulcan?
I'm probably overthinking things
yep
just make a condition if u launch an opengl3 version then these lightings are active
and for crt monitor also shading disable
Im lazy
godot 4.2 SUDDENLY supports shadows for gles3 renderer
pardon me, 4.3
in 4.2 i'll get errors
Yeah 4.3 has a lot of improvements
any reason the mod loader split off from our main branch?
well mainly because the game has a lot of issues with being decompiled. Plus we need to add a few QoL improvements to make everything usable
It would work when injected, but i have made a mods menu and so on for easier usage
hmm but you do not need to decompile the game to have it integrated, that's what self setup is for, I guess I am gonna contact the dev to see if they can integrate directly later since they released on steam now
well
self setup works
don't get me wrong
but you only get the chance to load custom mods
while we can integrate it with the source code to make it more compatible
so it's gml + mod profiles mod in one?
like version checking, collisions, disabling mods, mod menu
that all should be mods though, gml was made to be as barebones as possible exactly to not bloat
basically, but it will have new autoloads to interface easily with the game
also disabling and version checking is all part of the base mod loader unless you mean something else by that
and i try to keep it that way, no crazy extra libs, and in the end, my executable was smaller than the original one
checking the game version compatibility with the mods
executable? huh?
The buckshot roulette executable
BRML was around 20MB smaller
that's part of the mod loader yes, it's in the manifest for each mod
oh so it's a custom compiled pck of the game with gml integrated?
yeah it's a patch
ah i see
basically an exe compiled from source, then with a file i store the differences between the original and the modded one
so it's not really smaller it's just cause it's compressed down into the pck
so if integrated directly there would be no change
yeah it's because of the decomp
i know but you miss out on the custom functions we can get
plus remember the issue with class_name?
yeah everything in BR is a global class
so you wouldn't be able to extend correctly
oh good point we should test how cg's pr fares with class_names
plus when 4.3 comes out i can just upgrade
instead of waiting for the devs to implement it
which is a big time save imo
but you need to create a new patch for each version huh
i applaud your endurance
thank you man
who could make a mod that you can name yourself god?
what exactly did you change to handle classnames?
i mean those things are usually implemented as mods. utility mods for workarounds around game logic that would be used in many other mods. super easy with dependencies. and we also have an example mod for userprofiles that can be built upon. that's why we are wondering why it's all hardcoded into the loader. that's going to make updating it a real hassle
That wouldn’t be hard… have you tried in 1.2.0 tho?
yeah you literally just have to comment out one line of code
which line?
Oh I’m sorry, I thought you could name yourself god in 1.2. I can make this
thank you!
in 1.2 ||it just gives you an achievement||
Do you want it for 1.1 or 1.2?
1.2
Ok, it’ll be a little while
When BSR Mod Loader for 1.2 coming?
Bruh the game launched yesterday, I don't even know if MSLa has finished decompiling the Steam version
I literally did most of it it in like almost 3 minutes
Y’see there’s a funny tool, it’s called GDRE tools, it can auto decompile (most of) the game
I made a python script to remove global class names totally
well no
i didn't make it
ITR did
wait
is it the right one
idfk
It was ITR
Most of is the key phrase there. Yes the game is decompiled but we haven’t fully checked to see what’s different from 1.1 and what GDRE screwed up. We also haven’t installed the modloader or tested anything
does br not use implicit types with := ? that stuff would break if the class name does not exist anymore right
i don't even remember what that script does, i just know it works
You can check another person’s decomp here if you want: https://github.com/lilliepad1/buckshot-decomp-public
ok just ping me once it done
aight
it will definitely take a bit
at least, if we want it to be easy to use
my old mod is not needed now
they made the dealer smarter
😢
using the same technique as me too xD
He still bugs out a little if he steals your beer, just saw it happen repeatedly on the latest Delightful Kissboy stream
Laughs in ITR
I still can't believe Delightful Kissboy's breakdown of the Dealer AI inspired SmarterDealer, didn't expect a small streamer to collide with the BR modding scene
That would just be removing the check
It looks like he is making a makeup tutorial
Now we know what the Dealer looks like in the Barbieverse
When you typed "Now we know what the Dealer looka like in the Barbieverse" I readt in Mario's voice
Code nerds: I require a mod or the ability to change the phone call sound effect and screen gif. To random lines from Dracula Flow, with a low res gif of him on the screen.
Make it happen please.

I also want to change the cigarette box texture to Newports
klassika filter lowk better
Stuff like this I would love to do, but I know jackshit about how to use this modloader, does anyone know a good tutorial or documentation for how to use the modloader?
Mush Code Nerd Mush!!! I require my Newports!!

(If you do make it that’d be sweet, goodluck regardless)
Look at some existing mods. I recommend AGO’s TestMod and my BugFixes
Okay, I'll go disect some code if I get the time... if
im to dumb to make a mod bit you guys are cool
yeah the way i get the main scene node is garbage but if you find a better way please change it, it's so bad on the testmod
im bored and have nothing to do, anyone have a mod idea they want me to make?
Yeah add an item
i started to make an Absolut Vodka mod
And I had called it ABS() VODKA
it would remove the first blank in the chamber
i had made the model
can u send?
so if you plan on making it just put together a simple mockup and i can send you my model later today
I'm currently heading to school but yeah i will
its 1 am where i am
Would the main scene be the main menu?
Or the one you're currently in?
Or something else?
Did dimming with openGL do anything?
no, you should remake all omnilights in the main scene
That sounds like a lot of work, are you sure there isn't a camera or rendering property to fix it?
since the compatibilty mode doesn't support camera attributes/environment fully, yes
Damn, what did you have to change?
a bathroom lighting and a tabletop room
the first one looks similar to the original
and then i trying to pick some dithering shaders
there are posterization, color differ and dizzering
wait
yes
that what i want
u can use shader for that
to decrease the saturation, brightness etc.
but yea still for some objects such as bathroom walls u need to change the shading settings
text fix for waht
when it's not invisible?
yeah bcs there a transparency option is available on vulkan api onl
Yeah
i put together a fix for it in my mod
Basically i hide them as soon as the animation player starts
The game hasn’t gotten steam workshop yet so where are people posting mods? (I’ve only ever used steam workshop and Minecraft mods so I have no clue)
let me fill you in then
basically i developed a mod loader a bit of time ago
and the community then started modding the game
but some people would just release mods as patches for the original game, not allowing for multiple patches at the same time
But I'm pretty confident i started the xdelta trend for patching
Ok that’s good to know but where are the mods? I doubt they are all in your mod loader but if they are can I have a link, if not where can I see them? Are they spread out and do they work with the steam release?
let me answer all of those
- i have a mod list on the BRML GitHub
- here's the link: https://github.com/AGO061/BuckshotRouletteModLoader
- They do not work with 1.2 yet as BRML 2.0 is still in the works, though they do work with Buckshot Roulette 1.1 with BRML 1.x
Ok sweet thanks for the info
no prob
the dev should add a beta branch that makes the game go to v1.1 for mod support
like what they did for csgo/cs2
i didn't understand what you want me to do?
oh wait you mean a patch that reverts to 1.1?
ohhh on steam yeah
thanks :)
hi
ello
anyway
open gdre
actually
can you go to Voice 2 and share ur screen
@red iron ?
who has a decompiled archive of the game?
just decomp it urself
Please do not exchange decompiled versions of the game as this allows for the possibility of piracy
https://github.com/GodotSteam/GodotSteam/releases/tag/v4.2.2 and https://github.com/bruvzg/gdsdecomp
These pre-compiles are built with the latest Godot Engine 4.1 and linked against Steamworks SDK 1.57.
Available for Windows, Linux, and Mac.
Zips now include the relevant Steam API .dll/.so/.dylib ...
What Mod Loader should i use, none work?
Is it possible to use personal messages for this if I bought the game?
uhh jsut use xDelta
There are currently no mod loaders available for the steam version (1.2) but BRML 2.0 is being worked on as we speak
dm
I just didnt understand how to use the program💀
Yeah i tried BRML it didn't work, i didn't know that it's unsupported for the Steam Version, but thanks.
Yeah once brml 2.0 is released it will work for the steam version
here is a tutorial i made for one of my mods https://www.youtube.com/watch?v=K2LE92h96XA
Yeah that's what i tried.
you have to use a supported mod
Well yeah, but as u said there arent many
Yeah but he's asking about mod loader for the steam version and there is none yet
can i ask how you opened the game in godot?
yeah, i extracted the game already
cool
i am now trying to open the game in godot editor
but i dont know how
and i saw you did it so i wanna ask you
import the project.godot file
i dont have that file anywhere
did you full recovery of the game?
you need full
you can change destination in decomp
i'll recommend to change
not to the same folder
Sorry for dumb question, what i'm supposed to do with " Godot 4.1 - Steamworks 1.57 - GodotSteam 4.2.2"?
I see it's module, and supposedly i have to put it in "godot/modules/ folder"
are you on windows
Yes
?
Download the win64-g41-s157-gs422.zip from the github > unzip it > open steam > go to library > add a game > add a non-steam game > browse > find the location of the unzipped folder > add win64-41-editor.exe and run it in steam
why do you want to export it
to make it a mod
I see, i thought it will not work
Thank you!
you dont need to put it on steam you can just start the exe from the folder
The steamworks api doesn't work if you don't run it through steam
not sure, might just be a side effect of running it in godot directly
so you cant export it?
You can export it if you want, you just won't be able to use it with BRML until it releases
how can i export it?
give me a few minutes I'll write a guide. It's a bit of a process
Nice, it works now
I used steam godot first and it crashed
Will try to contribute back with some mods
Godot decomp tool sure is nicer than UE4 decomp tool
Oh yeah definitely
It's a lot easier cause many godot projects aren't encrypted when they're exported
also is there a easy way to locate the map in godot?
instead of flying around the whole project
if you click the object you want to view in the heirarchy panel (top left panel) and then on the scene view press F it should automatically focus on that object
sure no worries
i have a modding question "why cant i make the limit for the name bigger"
because after i type the sixth letter the game crashes
Because the array that holds the lettters in the name is only 6 items long so when you try to go higher than six this function try's to get an index in the letter array that doesn't exist which causes an arrayOutOfBounds Exception error
i changed every 6 to a 10
and it still didnt work
try changing the line if (markerIndex != 6): markerIndex += 1 to if (markerIndex <= 6): markerIndex += 1
do i change this line also?
speak
yeah just disable normals on the materials
rip
AHAHAHAHAH
that makes sense
yeah it took a day to figure it out
still crashes
im so stupid
i dont even understand that
dw
Wow, Buckshot's done in Godot?
Cool stuff.
i felt so proud when i found out
dw what?
wait I'm gonna explain better
in the files for the game, there are some resources, the ones used on the models, you there are a set of properties, you will see a "normal" section
Introduction: StandardMaterial3D and ORMMaterial3D(Occlusion, Roughness, Metallic) are default 3D materials that aim to provide most of the features artists look for in a material, without the need...
okay there's another trouble
i dont even know how to select all
i never used godot in my life
so now the last problem is the dealer lighting
all normals
for it to not be that dark
anyways how do i load the main scene
i only have the menu scene
now i need to disable all normals
yes
normal maps
:
type:Mesh
just disable normals on those too
there should be a scenes folder with all of them
As far as normals go, for BRML 2.0 I just placed a semicolon at the beginning of every line in the .tscn and .tres files that defines “normal_texture”. If you just disable normals it messes up a little bit of shading.
@red iron Do you still want me to make you a BRML mod?
brml?
it can be disabled globally you mean?
Buckshot Roulette Mod Loader
and also do i need to install steamworks or just comment lines which includes steam mention?
@unborn narwhal
oh msla you want to make a mod loader?
Do not integrate with Steam. This causes ethical issues. Either comment out every call to the Steam global class or create a custom controller for it.
That’s… literally what we’ve been doing for the past two days
oh, i didnt know
It ok 
i mean if you wanna continue doing it then sure
Ok, so most of what I know about modding is surface level from Minecraft Beta. I know nothing about Godot other than what ago explained to Stiefanek earlier.
Would a good first modding attempt be creating a purely cosmetic one for accessibility purposes? Specifically, it would add a star icon on live shells.
Maybe not that, changing textures is hard. Maybe look at the decomp and see if there’s anything you can change behavior-wise. Like change the number of shells
Is the hard part the programming or skill with 3D textures, because I know someone who can do the latter
Y’know what, I take that back. Replacing textures is actually extremely easy with the BRML. See here: https://github.com/GodotModding/godot-mod-loader/wiki/Overwriting-Game-Resources
Oh snap, guessing it's itch.io only but sounds promising. Going to see if a friend and I can get a hotfix out for vision impaired/colorblind peeps playing BR
Yes. BRML hopefully out within a week
is this for itch.io only?
*how to open .ctex files
i wanna edit textures
?
ask in #│nightclub
yes
The man went from "do no harm" to "deal all the harm" real quick
May I use this, credited to you, in a #│fanart-chat shitpost, please?
yes
how can i change the name on the board?
where it says
dealer?
Control F the codebase to do text search and look for DEALER? 🤷
Can you guys tell me what you think of my idea? I know my GUI design skills are terrible, its about the app. If you like it I'll publish to Github.
It can:
- function as a normal counter
- allow for burner phone entries
- autofill what bullets are what, it can fill them in when you hit a certain bullet count / how many already known entires
Nice 😌
Oh wow, I think this is the only one with phone support
Oh what does the phone do actually? I don't know about this burner sup.
This is for desktop
Not phone
I saw someone made a phone one
But this one functions as an overlay over your game
Overlay as in?
Yeah this was taken with the game in fullscreen mode
Noice dude.
Went from this to this
No no, I meant in-game burner phone item support 💀
Ahhhhhhh ok
The only reason I added that was because I thought it would help
And it actually does
To some extent the app is able to auto fill some fields if you have one or two burner phone fields
Last 2-4 bullets it auto fills
Any features I should add?
arent the percentages here going above 100%?
i mean in the video you sent
yea it looks good besides that
Any features I could add (apart from better GUI 💀 )?
nothing really comes to mind, is there even anything else to add?
a bullet counter is simple afterall
I achieved my goal of auto fill / burner phone
Next up, I might make it a bot to help you play BSR (based off of @woeful sequoia) but I definitely have some improvements in mind
@fast meadow Turns out the percentages were broken because I was taking the total bullets given in the first place instead of adding the live and blanks together
Anyways yeah SimpleBuckshotRouletteCounter is the best counter yet guys
Let me know if there are other helper apps not mentioned here or in #│fanart-chat earlier. Can try to make a list of those, like the modlist here in pins
I've got one, but mine works only with windowed mode as fullscreen overwrites the "on top" and has no statistics 🙂
That sounds cool
To my knowledge I have not heard of any other ones but I will keep you posted.
Here, is mine. It has no percentage counter and I didn't add key binds to it either, just buttons! 🙂
Sweet
https://github.com/xplanthris/SimpleBuckshotRouletteCounter
The best bullet counter for Buckshot Roulette!
Features
- Bullet counting (obviously)
- Burner Phone support (first one to do so)
- Autofilling for the last 2-4 items (first one to do so)
Features to come:
- Keybinds
- Bullet visualization
- Nice looking GUI
ITR has a mod called ShellDisplay in his GitHub
The difference between this and that is that this is a standalone app, that also has the added features of Burner Phone support
and autofilling (and knowing) what the next bullets are after the bullets reach a certain count
hey @warm dirge how do I run yours? It's a .py.
that means it's a python script - you'll need to install the python programming language
ow
Pretty sure he is working on a Github release job to make an exe
I was searching for that one desperately, I have such a goldfish memory sometimes
hi @exotic gull
let us know if u want help
Is there any new on mods for the Steam release (1.2.0)?
No, there is work being done on 1.2 mods, but the mod makers are waiting for dev feedback/official clearance for parts of it before going forward
tl;dr Things can legally dicey hooking into Steam + mod could be used to abuse leaderboards and pirate the game itself
Got yah
Yeah I was but it wasn’t working and so I said I’ll do it tmr
Download the zip file from GitHub
Open cmd
Now extract the zip
And in cmd do cd (zip file path)
And then python main.py
Couldn’t mike himself give us steam workshop mod support?
Technically yes, but he remains a solo dev and even with the publisher team it sounds like their hands are full with bug fixes, keeping itch.io version parity, and the multiplayer update dev.
Regardless of what the devs say, we’re probably just going to compile the modloader without Steam anyway
Implementing Steam Workshop would also take more time than making the BRML. We’ll be good very soon
Also also!
BRML 2.0.0 Pre-release 1 may be just around the corner 👀
brml whats that
wait, steam worksho[?
see pin
oh1 modloader
Hello, Steam modders.
I have somewhat good news.
There is an early beta patch for BRML 2.0.0 for Buckshot Roulette 1.2.0.
It is not polished. It is not tested. It is mostly not working.
But it loads mods.
Am I going to tell you how to use it? No. Will we be pushing out a better patch and telling you how to use it later? Yes.
Enjoy. https://github.com/MSLaFaver/BuckshotRouletteMods/raw/main/brml2beta1.xdelta
nice! i finally have some competition to make my bot better than yours!
i actually have like three buckshot roulette ideas and one of them is just a port of the universal chess interface but for buckshot roulette bots
it was so i could make a program to evaluate recorded games using buckshot game notation but now i could do bot against bot games...
You can start working on mods with this, as you did with 1.x but we'd like some feedback on useful functions for the loader.
My best example right now is BRML.get_current_scene_node() which returns the game scene that's currently loaded.
If you have any ideas or struggles just send me a DM
Awesome, I'll start testing later today!
can i extract the mesh of something and replace something else with the mesh?
updated NativeResolution command line version to have the same functions as v2.1.0 on BRML
huh how does it work for you guys?
oh
okay I just found that pesky bug which makes UI blurry when using widescreen in NativeResolution
Could you add an Inverter button in which the shells just swap places?
and i have this problem with BRML 2.0
@dawn pebble Saw your issue / PR
@spring fog is currently sleeping, so you'll have to wait for him to get up
can you guys run a checksum of your EXE?
and send the result here?
@red iron @crystal stump
A checksum not the path
That's not a checksum
I need the valie
it's gonna be some string
CertUtil -hashfile "FILEPATH" MD5
in the cmd
for you it would be CertUtil -hashfile "F:\SteamLibrary\steamapps\common\Buckshot Roulette\Buckshot Roulette_windows\Buckshot Roulette.exe" MD5
yeah
it will give you a string of seemingly random text
just send that
So that's not the file path
you'd get a different output
1a79a4d60de6718e8e5b326e338ae533
like this
something similar
a hash
Here's mine 2537a6bfe66122da290f4a31a502373e05d44f8d
is ot an MD5?
no that's a sha1
one sec I''ll get md5
thank youu
4c0444186e9d670f8b86551e64cc58ad
here you go
I get the sinking feeling that everybody's hashes are going to be different
nope mine is also 4c0444186e9d670f8b86551e64cc58ad
okay good
Make sure he rememmbered to put all the correct meta information when he was exporting it cause I remember I made that same mistake when I was making my original multiplayer mod
Glad to see you guys were trying the patch, sorry it wasn’t working but again, there wasn’t any testing on it. I couldn’t guarantee it would work, sorry
Hey guys, can someone help me with a workflow for SimpleBuckshotRouletteCounter?
yes
Hello guys, SimpleBuckshotRoulette got some updates today
- Burner Phone now accepts L, l, B, b, Live, Blank
- New round only needs the total amount of bullets (thanks to @dawn pebble for the suggestion)
- Autofill logic got completely rewritten
- Keybind support (requires administrator privileges)
Do update: https://github.com/xplanthris/SimpleBuckshotRouletteCounter
Next up on my todo list
- bullet visualization
- nicer gui
If you find any bugs please make an issue so that I can fix it
can you post a screenshot?
Could you add an Inverter Button?
I'm working on a new gui right now here is teh current gui screenshot
Done, I'll push that with new GUI design
Cannot wait! It's been honestly pretty handy
Considering you have to track so much shit in this game now
Can you guys rate the new GUI design
getting better
Make sure you updated because autofill had bug and I rewrote it entirely
Will do 
maybe add the bullet images to live and blank
Keybinding is also in the new release
You have to run as administrator for them to work
I used keyboard which requires that
I didn't want to do implementations for each platform considering I'm not even on Windows lol
I’m getting the same error as you guys when I try to patch it myself, so don’t worry, I just screwed it up. 😃👍
File should be fixed now
Yeah that along with button colors would make it look a lot nicer
Sorry for the pings, wanted to let u guys know
@red iron
@elder shuttle
@edgy flame
It's on the github link
So bullet images to live and blank + button coloring?
UI design isn't my strong spot
But considering it went from this to this to my now state
It's pretty great
I need to start breaking up my code lol it hit 191 lines
The keybinds for anyone that wants them:
Live: Q
Blank: E
New Round: R
Burner Phone: F
This would definitely be an awesome feature!
The Blank ones Blue
The Live ones Red
And the rest of the buttons maybe just a neutral color like Grey?
That's it working, cheers
Was thinking the same, I'll get to it with new gui design
How to mesh replace in godot
Is this what you had in mind?
Indeed!
Let me know anything else you had in mind
Will get to work on inverter
Btw, Just a question, why did you use 4.2 for brml instead of the original 4.1
?
I'm not sure, I haven't done it before but I imagine if you replace the dealer that none of the animations will work properly.
Also in which file can you edit the health monitor's name
So like i wanna replace the name "Dealer" on the monitor where it says your health
I want to completely mesh replace the dealer with the doctor
because i was tired and didn't download 4.1
valid honestly
@rotund viper Been thinking to remove all inputs for what bullet type like in burner phone and replace them with dropdowns
Drop-down menu?
Ohh, gotcha, yeah that could work
Quick change guys, apparently in Buckshot Roulette the r button restarts the game????
So I changed the keybind to T for new round
State of the GUI
Should be scripts/HealthCounter.gd
And what about mesh exporting and mesh replacing? I want to export the mesh of the doctor and replace the dealers head mesh with it
how to transparency meshinstance3d in compatibility mode?
or make it without transparency setting?
thx
currently porting a few features to brml 2.0
if it's available for brml 2.0 sure i can add it to the mods list
if it's for 1.x then i can add it but it won't work on 2.0
ah yes
more stuff in the menu
def autofill_check(self):
# Since this is the most complicated part of the code, I'll explain
# We have 2 cases
# 1. Fill case, [Live, Live, None, None] 2 blanks, this is an easy fill
# 2. The harder more gut wrenching case, gap cases, [Live, Live, None, Live, None] now technically we have 1 live and 2 blanks but we cannot just fill it like that so instead what we did was bullets marked by the burner phone are marked as LM or BM so we count the *M(s)
# and now IF the amount of *M unit subtracted by the L / B unit = 0 this means ok there is only this we fill all None(s)
# - xplanthris sunday apr 7 8:09 pm
if self.live == 0 and self.blank != 0:
for i in range(len(self.bullets)):
if self.bullets[i] is None:
self.bullets[i] = "B"
elif self.blank == 0 and self.live != 0:
for i in range(len(self.bullets)):
if self.bullets[i] is None:
self.bullets[i] = "L"
else:
if self.bullets.count("BM") != 0 and self.bullets.count("LM") == 0 and self.blank - self.bullets.count("BM") == 0:
for i in range(len(self.bullets)):
if self.bullets[i] is None:
self.bullets[i] = "L"
elif self.bullets.count("BM") == 0 and self.bullets.count("LM") != 0 and self.live - self.bullets.count("LM") == 0:
for i in range(len(self.bullets)):
if self.bullets[i] is None:
self.bullets[i] = "B"
I hate gap cases
I actually don’t know about that, I suggest looking at the Godot docs
(you should add py after the triple backtick)
yeah, but where
what should i be looking for
there is just .BlipError("Dealer")
and .wireToCut = "dealer" and nothing else
check uiArray
Put the following code in _process(delta) in mod_main.gd:
get_tree().get_root().get_node("main/tabletop parent/main tabletop/health counter ui parent/health UI_dealer side").text = "NAME"```
You can find this out for yourself by searching for uiArray in main.tscn.
do i need your modloader for this?
(Not my modloader but ok) I don't know how you were planning on doing it so I'm not sure
i wanted to edit the scripts
Decide what modding method you're going to use and then get back to me (if you need)
i want to edit the scripts and then export it to use it in the mod loader
Have you looked at a preexisting BRML mod yet?
Go look at the existing mods and see if that gives you any help: https://github.com/AGO061/BuckshotRouletteModLoader
Also, if you can't install the modloader, there's not a way to verify that your mods worked.
can someone make a colorblind mod
For shells?
yeah
ok i added the modloader
Would you prefer text on the shells or dialogue indicating what is what?
Wait can you fr make that?
Yes
What game version?
As soon as the modloader is up and running I can do that, if I forget just let me know
lmfao dw i think i can download some colorblind filter for windows
ok
but still i hope you make it
I won't if you're not specifically requesting it
i am specifically requesting it
yes
so i should try exporting the mod now?
your choice
wait, do i extract the game from the beginning as the modloader changed the games exe file?
look at dealerface
^
there isnt a mod called dealer face
I'm sorry, I can't help you more right now
@unborn narwhal do you have an idea why bathroom walls dissapears after taking pills
?
i just want to give up because of that
NEVER BACK DOWN, NEVER WHAT?
neva give uppp...
NEVER BACK DOWN, NEVER WHAT?
🗣️ NEVA GIVE UPP.P........🔥 🔥 🔥 🔥 🔥 🔥 🔥
why does my mod not load?
@red iron best advice I can give you is to buy the itch version and install a mod for it, then edit that mod to see what to do
because it's not a zip
i cant buy the itch.io version
im broke
Then you can wait until a 1.1 mod is ported over to 1.2. Or you can look at the Godot docs or the Godot Mod Loader docs
this is signal emitting after press yes
can i search in godot where the is_pressed signal was used
?
Modloader beta 2! This time using the right Godot version:
https://github.com/MSLaFaver/BuckshotRouletteMods/raw/main/brml2beta2.xdelta
there's no differences
but for only you need to comment some steam lines in the code
awesome!
but then this lighted up mfuf appears :)))
but yeah maybe bcs it's buged on compatibility
just animate it and that's all i need
and the last thing is brackets for controllers
I'm more confused on why you keep the task bar on top
But yeah something is wrong when hiding stuff
adhd stuff
i`ll change it later 😄
silly angy
how to export a mod for the mod loader?
you need to make it for the mod loader
but how?
you can decomp your mod loader exe, then with godot you make a mods-unpacked folder and develop your mod in there using the guidelines for godot-mod-loader
how to start developing the mod for the modloader?
you decomp the brml exe
what is brml
buckshot roulette mod loader
the mod loader
🙂
An error has occurred: xdelta3: target window checksum mismatch: XD3_INVALID_INPUT
When you run the EXE you're trying to patch, what version is it? It has to only say "1.2.0 (STEAM)"
Also, I'm still not super interested in telling people how to use the patch for now, but I can help for this last thing
it does
Can you send screenshots?
Ok, are you trying to patch an exe that you've already patched?
i uninstalled the game and reinstalled it
because i had the old patch
Ok, not really sure what to do then sorry
where is the game files path
@unborn narwhal the dealer's room just bugged with lightings so im just reload lighting node during bathroom exit
i can't fix it properly
visible/not visible?
also if you restart the entire main scene by press R
everything you did
okay i'll see tomorrow
idea: using andrenaline and then using the dealers adrenaline will just discard his
how do you mod the game?
You can see the pinned message for a place to start!
alright
where
not how but where
cuz idk how to mod the game
Did you read the link?
wait
yes
Did you find the pinned message?
no
hooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
@spring fog do it work with steam 1.20
Please read the pinned message first 😢
ok
well i looked
the mod loader say it use 1.1
but i want 1.20
cuz im not paying again
for itch io
but do it work on 1.20
You were right!
then i can not mod the game
um im gonnat try using 1.200000000000000000000000000000000000000000000000000000000000000000000000000000000000
it do not work
someone should make a mod that replaces the dealer with adam sandler
unless that's already a thing, in that case, gods bless you modding community
pinned message bruh
HEY HI
im looking at making a mod that edits the area where youre playing the game
i have not used godot before, I'm a unity man but I still kinda think its worth a crack, why not, learn smth new etc
how do you edit godot scenes in a modding context?
just use godot on the .scn file? i think the .scn relies on other assets and im not too sure how that'll fly
nevermind, turns out gdsdecomp gives me a whole ass .project file to use in godot
this is funny
wait so when i mod the game should i have the mod loader patch applied or no
i did apply the mod loader patch then decompiled the game and im wondering if that was the right move
oh i figured it out nvm
dunno i just used gdsdecomp
something im trying to figure out though is how to actually run it in godot
as steam gets in the way
i mean running the game in godot seems to work fine
i can see all the scenes and everything, but when i press play it comes with the error saying it cant find "Steam"
maybe i need to run it in the actual buckshot roulette directory
i think this is an issue other people have run into before?
try searching in this channel
weird it doesnt say it's not defined for me
funny
where's yours?
type pass and comment everything about steam
type it where?
oh i just returned early
oh i see
waaiiiit what did steam do this time?
what?
i mean thats only a change i did now
as in, where do i type "pass"?
also u need modify leaderboard.gd and achievment.gd
idfk
they mean like this
i just threw in an early return it should do the same stuff anyway
considering both return void anyway
me crawling through the depths of hell going through each achievement
well yeah but you dont wanna skip over code thats already there
otherwise the game gets busted
i would've commented if there was other code below it but there isnt
OH i see how modding works now
i will say there should be some documentation on the file structure of a mod at least cause i had to look at the mods on github to figure it out
what does pass actually do?
nothing
then why am i putting this everywhere
functions have to have some content in them or else godot doesnt know where the function ends
if you only had the comment there would be no content inside the function therefore it errors out on build
ah ok
right noted
yooo i got it going
hell yeah
So, now I'm trying to get the model for the health counter
as i need to edit it
found it in the scene
but for some reason, its model just cant be found in the models folder
none of them can, actually
every folder is just textures
in misc folder
idk