Honestly, I don't think you have to quite yet. How about we focus on getting BRML updated (I'll work on the modloader and you work on porting over SmarterDealer to the base game) and then maybe we can work together on the dealer part? I've already done a lot of work on making an automated dealer for 1v1 multiplayer, and that's what we'd need here
#│modding-chat
1 messages · Page 4 of 1
I was thinking of having a private one, since idk if people will be responsible with it
though then again, there's much easier ways to cheat
What do you mean by private? Just for 1v1?
I meant not open source so people don't flood multiplayer with it
but ig since there's no match making that's not really an issue
Yeah, and it's already not an issue for the existing one
And an AI wouldn't really be "OP" because of player psychology
That's true
me omw to psyche out the ai by saw off shooting myself for intimidation
I wonder how I should handle predicting the opponents moves
Tracking "vengefulness" and "willingness to kill on low health" might be smart
maybe also a "stupid" number, for people who play less optimal /j
You can calculate in the first turn or two an "IQ" of the player, and maybe choose to be more conservative if the IQ is lower
I'm thinking of having a bunch of strategies, then check what each would do in some situation. Then whenever the player makes the same choice it adds one point to that strategy for that player
Hey channel!! I’ll be going live here in a minute at https://twitch.tv/scientific_guy to showcase my latest development in BRML 3.0.0! I was able to reverse engineer Steam’s lobby servers and get 4 games running at the same time!!
Well I was, until my computer decided that running Godot x4 plus OBS was a bad idea
Anyone here wanna give BRML 3.0.0 a test drive with me?
BIG NEWS! BRML 3.0.0 IS NOW AVAILABLE!!
This version is compatible with both the latest Steam version AND the current version on itch.io. It also includes a server executable so you can host your own non-Steam matches with other ModLoader users!
Hey CR Channel mods! Can we get a channel for modded matchmaking?
@spring fog I got this while playing with BRML 3.0 on singleplayer and the game softlocked on a black screen, don't know if it's my fault or not but i directly patched the binary to a different binary path
BRML is currently experiencing issues, I found problems last night and I haven’t been able to fix them yet. It should be working sometime this weekend.
no worries, i just thought you weren't aware so i felt like it would be a good idea to report this issue too :)
I appreciate the heads up!
just build one in to the executable?
That's waaaaaaay harder said than done, probably gonna take a few weeks
but worth it
Yes, I'm saying in the meantime it would be nice to have that channel
Haldo
Did anyone make a mod for buckshot where the cursor is always visible?
I could make one. Do you want it for the latest version?
Yeah do it for 2.0
You got it. I'll see what I can do.
hello?
hi
Excuse my ignorance, I don't speak English, what is this chat for?
This is for making changes to Buckshot Roulette. For example, you can make the original version of the game into a multiplayer game.
So what is the chat to talk to the mods?
You mean the chat to talk to Discord moderators? There isn't a chat like that. If you need help with something, you can post in #1253350922562568192.
BRML 3.0.2 is now available!
Here you go!
which mod loader do I need exactly?
tried BuckshotRouletteModLoader but won't show up in the mods tab
when the mod is both in "mods" or "mods-unpacked" folder
Did you unzip the file? Make sure you kept it in .zip format
prob a little far fetched but is there like a custom avatars mod? lol
For multiplayer or for base game? Because if it’s just the MP images that would be super easy, barely an inconvenience, but whole custom Dealer models are harder
I just tried this and it worked, ty
now I need to do some research on:
- why is BRML separate from steam
- how can i play the official multiplayer with BRML on
It’s separate from Steam because allowing people to make Steam mods would lead to cheating. You can’t play official multiplayer with BRML on, but you can host your own server.
guys help im being held hostage
should've asked this way earlier, but is there a way to make that cursor mod work on steam version without mod loader
- Download the attached file.
- Open Steam and go to Buckshot Roulette.
- Go to
Manage -> Browse local filesand placemod_main.gdinside theBuckshot Roulette_windowsfolder. - Go to
Properties -> General -> Launch Optionsin Steam and add the following:--script mod_main.gd
You can then launch BR through Steam as normal.
did every step and it crashes, so I tried launching without steam by making a run.bat that does this Buckshot Roulette.exe --script mod_main.gd
that also didn't work, so I renamed the executable to have no spaces and edited the .bat file, and then it worked
steam won't open the game if the game executable is not called "Buckshot Roulette.exe" but at least the script worked without mod loader
hm, I’ll check this later
Update: I just tried adding quotes to Buckshot Roulette.exe on run.bat, and that worked
so I tried "Buckshot Roulette.exe" --script mod_main.gd but that also didn't work
might be due to steam, so I'll try and see how launch options work for this
once again sorry @spring fog for that issue on BRML, I didn't think when writing it and that was my fault
No worries at all, glad it’s working for you now
Hello everyone, junior dev here and I want to create a mod (which I never did) to be able to add/remove items from the item pool so that certain item cannot be looted in multiplayer (basically the cigarette that I found to be "not aggressive enough" and the device that skips turns cause it's absolutely OP). I'll keep you updated but I might struggle as I never modded anything lmao
Good idea
For now I took StarPanda's Challenge pack as a base and I'm trying to reverse engineer it but I still don't have a clue about what I'm doing. I never used Godot either lol
Use google
same thing with me. just dont mess a lot with overwriting and instancing as it lead me to quit trying to mod the game
I can help you out if you want! I’d suggest extending MP_GameStateManager.gd to modify GetItemToGrab()
Might be a good idea to look at FullCustomizer or BugFixes for a simpler mod
Actually, each ItemResource has a distribution_enabled that you can set to false, so you could modify the _ready() function instead to turn them off
Hello, I want to create a mod for BR, can someone tell me if I am on the right track or not?
I was following the guide for GDScript Mod Loader, I decompiled BR into a buildable Godot project which I launched using the Steam patch of Godot editor, then tried to add the Godot 4.1 version of the GDScript Mod Loader but it seemed to have compilation errors (can't send them now because I'm on mobile). Not sure where to continue from here.
I know about the existence of BRML but I assume that is used for loading the mod, not for development.
I’d recommend you use BRML for development:
- Install BRML normally
- Decompile BRML to a new project
- Unzip an example mod into the main project directory (top level folder should be mods-unpacked)
- Run the project normally; you should have the unzipped mod loaded
- Edit the sample mod, keeping the main structure
Thanks for the tips
Why would you do this? Buckshot Roulette doesn't have public lobbies, and there are legitimate reasons for using mods in Steam lobbies like accessibility (color blindness) or VR or similar stuff
As a matter of fact the BRML wiki itself says the game is almost untouched - except now that you completely removed Steam multiplayer, it is quite touched if I do say so myself
A mod loader isn't an anti-cheat, and it shouldn't behave like one. There are countless of other ways to cheat, from direct dll injection to just installing godot-mod-loader.
If someone really wanted to prevent cheating, they would need to write a proper anti-cheat with host-authoritative logic to prevent various forms of network request manipulation and also obfuscate stuff like the shell order
On the other hand this just seems like a pointless limitation for people wanting to use legitimate client-side accessibility mods
I would like to know @unborn narwhal's opinion on this as well
Many reasons:
- BRML is a cheat engine if connected to Steam. Connecting BRML to Steam would allow the simplest of mods to be used for cheating, whereas keeping it on our own servers makes that process a lot harder.
- Since April, BRML has intentionally been designed as anti-cheat. AGO and I chose to do this deliberately, thus eliminating the easiest way to cheat. Just because something is likely to happen in the current version does not mean we’re going to let it happen even more easily.
- We asked the CR Channel mods whether to connect BRML to Steam and they requested we not do so. I agreed with their decision.
- I considered re-adding Steam to BRML for the latest update, but I opted to put in the work myself to reverse engineer the Steam servers as an alternative.
- These reverse engineered servers mean there is practically no difference if you are intentionally using BRML and want to play with your friends.
- Forcing BRML to stay off-Steam also prevents tons of mod compatibility issues that just won’t be checked otherwise.
- Enabling Steam at this point would still allow access to the leaderboard and achievements, which we very much do not want.
- There has been a total of 1 person who has requested a Steam mod, and I made it for them. It is still possible to use mods through Steam.
- The official multiplayer essentially has a public matchmaking system through the room code channels. How screwed up would that system get if we allowed unverified modded clients to play?
- AGO and I had actual ethical issues with adding Steam to the modloader. We’re not going to violate those without much deliberation, and the reasons as they stand are currently quite compelling.
We designed BRML without Steam for a reason. It was more work to create this “pointless limitation” than it would have been to just leave Steam in. BRML won’t be connected to Steam. Please use our servers we specially created for this update.
Thank you for taking the time to write such a long response! Also apologies if I came off as rude in my original message.
I understand your reasoning for detaching BRML from Steam, however the fact remains that games created in engines such as Unity and Godot are very easily decompiled and modded. While it is true that BRML not having Steam does make it more challenging for script kiddie-type cheaters, all it takes is one person with more experience to either use GDML or reverse engineer BRML and publish said cheat in order for it to not matter.
As someone who has modded a lot of games and has seen many modding communities, it is my strong belief that the drawbacks outweigh the benefits in this case. The main drawback being an inability to create local client-side only mods, which has many legitimate uses.
In my personal case, I need to write a websocket interface that allows the game to be controlled via ws requests (serializing game state + performing in-game actions). Requiring every player to install BRML is an unnecessary step and an inconvenience.
That being said, I respect your and CR Channel's decision. I will investigate BR Steam modding for my personal use, but I will not share any findings that might undermine BRML.
Would it be possible to write a mod_main.gd file that sends packets through the Steam autoload? That would allow for the mod to be run from the command line without BRML and would probably easily work with your websocket interface
By the way, did you guys ever encounter any kind of issues with either the main menu font or the defib charges texture in single player?
Defib charges yes, you have to create a new material for them in main.tscn after exporting
Glad I wasn't the only one lol
Wanted to put this out there, if you want to code your mod first as a BRML mod, I’d be happy to help port it over to a standalone Steam mod
Thank you, but I got this! I already setup a mod loader that works with Steam.
Also, I should mention, I'm working on this for personal use so I won't publish anything
No worries even if you did, I’m ok with healthy competition
I am still trying to code the itemSelection mod, thanks a lot @spring fog for the infos, I do see the distribution_enabled boolean for each item. For now, I am struggling with the UI, trying to add buttons in the top right corner of the multiplayer lobby
Cause I am failing at launching a moded instance of the multiplayer lobby
well, seeing that everything I could dream of is in the new update, i'll have to drop it here lmao, thanks everyone for the support. At least now, i have a good idea of how mods wrok and what is Godot 😂
kekw
hope one day my pure-chaos-mod would be implemented by someone
We can do that, remind me what that idea is?
Making a six-player buckshot mp
Like a real hell
I may return to this project some time later. but for now overwriting is REALLY hard to learn thing
so you would need to design a table that accomodates for 6+ players right?
ive thought of a design for an 8 player table but i would need to draw it out
ive been uhhh a bit obsessed with designing BR tables recently
never drawn them out though
We could limit each player to 4 items
Everytime i try to install the BRML it gives this error is there any reason as to why? I selected the steam version and the path is correct
not to design but to ask my friend to make it
I even read how to port models from godot to blender and vice versa
there's so much shapes in this world dude. octagon fore example. could be real good for 8 players
just follow the original table idea
I consider some problems as 8 players are really too much for this game
my idea with 6-player game is still exotic and irrational but 8...
in theory it could look like this. 8-player table with 5 items for each. such a mayhem
also would need to improve shotgun head rotation. so much work...
i DONT know if this question has been asked 10000 times or not already but how do you rip the models from this game
and by this game i mean buckshot roulette and by buckshot roulette i mean the game with a shotgun created by Mike Klubnika
BRML hasn’t been updated to the latest version yet, sorry.
do you know if there's any way to downgrade your game version for compatibility with certain mods? If not, maybe it could be done in the install step with BRML since it's already running a patch
There is, you’d have to make a downgrade patch for it. It wouldn’t be much harder than upgrading BRML honestly, I just haven’t been able to do it and I’m not sure when I will.
Yeah but a mod I was working on was near completion when the mp update came out and I'm kinda dreading making it compatible with the new version kek
I'll look into making the patch myself, I guess it might not be that bad
I’ll see what I can do. Sorry for the delay
v0.8.0 official is out, which fixes a lot of problems that people were reporting with Buckshot Roulette
It does actually, defib charge was fixed as of GDRE v0.7.3
Wait no, this is sad
Yeah I was about to say
That's so stupid, I was sure I tested it
But now with GDRE v0.8.0 you have the original texture as png as well, not just the ctex
Not that it matters, the ctex is still busted
Yeah I already went through the process of working with v0.7.3, so I'll release BRML 3.1.0 with that and upgrade to v0.8.x later
BRML 3.1.0 for Buckshot Roulette 2.1.0.11 is released. Thank you for your patience.
Also
send me memes #1309294194220601366
hi im very new to buckshot roulette modding (and godot modding in general) and was wondering with what program i should open the gd file.
Welcome! Here are some pointers:
- You can recover a Godot project using GDRE Tools (linked above)
- If you’re making a mod, you can then open the recovered project using the Godot 4.1.1 editor. This is after you’ve recovered BRML specifically, not the original exe.
- If you want to recover the original project (not recommended), you have to use a special editor called GodotSteam. Just let me know if this is what you want to do.
- Once you have the recovered project, you can start working on mods. Download an example mod, copy its
mods-unpackedfolder to the root of your project, and edit the .gd files in the Godot editor. (Or just use Notepad, that’s what I do)
Im trying to make an extension for InteractionManager but it gives an error when i boot the game up with the extension. any reason why it does this?
code:
func install_script_extensions() -> void:
extensions_dir_path = mod_dir_path+"/extensions"
const extensions = [
'InteractionManager',
]
for extension in extensions:
ModLoaderMod.install_script_extension(extensions_dir_path+extension+".gd")
Error:
sorta found the problem. it appears its looking for BananaMod and not Banana-Mod. which is what the folder is called. and i cannot remove the - because i would otherwise get an error that it isnt the right name format.
What would i do in this situation?
nvm i found the problem. i assigned something wrong. im stupid
and nevermind again the issue still seems to persist...
nevermind i fixed it completely now 
const InteractionManager = preload("res://scripts/InteractionManager.gd")
why does this give an error now?
Just continue! That “could not resolve” error is normal for the modloader and should only appear when starting the game
Just make sure your mod structure is AuthorName-ModName for consistency
buckshot roulette's source code is also on github
somebody put it there
multiplayer code is seperate and is in another repo
Yes, but that repo doesn’t give access to the .tscn files. Those are necessary for specific parts of the game
aww :(
Don’t worry, decompiling yourself is easy and is the best way to go
And you can set up your own private repo for easy searching
hmm, are there plans for better mod distribution
a discord forum is not indexable
posts disappear fast
I’ve thought about making a mod manager like Outer Wilds has
Most mods were listed on the BRML GitHub page before the Discord
And well at this point there’s only 1 released mod compatible with BRML 3.1.0
I mean more like a store
in-game mod management would be nice tho
i.e. a Buckshot ModDB page or Nexus or GameBanana
or a custom store
Oh yeah I’d be happy to cook that up sometime
No idea when, there’s not a lot of active modders who really know what they’re doing. I can count them on one hand
there should already be a ModDB page
every game has one
Hadn’t heard of that. not sure how to contribute
end user would make an account and upload a mod
players simply visit your mod page and download
ModDB allows for things like news and custom CSS on mod pages
Cool. I’d prefer to host independently
yeah, just saying there are hosted options
there's also the Buckshot Nexus (NexusMods, free users have limited DL speed, new open-source mod manager from them is in the works)
ChallengePack is already on it
I’ve heard of ChallengePack but I’ve never talked with StarPanda, I don’t think he hangs around Discord at all
but yeah or you could make a custom modhost like Beatsaber and Minecraft have
Yeah that would be fun
again, there’s only ONE mod right now tho
is it multiplayer
yup
tbf most people don't know this exists
you're buried at the bottom of the discord
yeah keeps my server from getting DDoS’ed
but modded dedicated servers would be wild
I mean servers with Source levels of mods
if you've played on Skial you know what I mean
I haven’t lol
ok or most large cs servers
large servers for any source game really
they use copious amounts of Sourcemod mods
enough mods your game lags
again you’d need someone to code those mods, the demand isn’t really out there which is sad. if you wanna mod buckshot yourself you’re probably gonna join the CR Channel and find me, which a few people have already
stops people from seeing those gorgeous unstyled links
I'd have to learn gdscript :P
is very fun, just try recompiling BRML and turn random things off. quite rewarding
yeah you can set up insta win if you want
briefcase just immediately shows up
citation: surviving a shotgun blast to the face
you can't connect to Steam with that copy
correct. no cheating
or is that how the top leaderboard score is 0 followed by -1
which is why I released dedicated servers for BRML (separate from the original multiplayer mod)
the github links on the site are old too
roadmap mentions vanilla mp support
yeah I need to update them. life is hard
still idk how people get a score of 0 or -1
yeah I’m hoping to make a “vanilla” anticheat server
VAC for buckshot roulette
easy, GodotSteam lets you tell Steam whatever score you want for your high score
V standing for Valve
welp
💀
just don't make it clientside 😭
oh of course not
not that that would even work
the MP mod has full anticheat if you didn’t know
😳 scary
Impossible to cheat. You can stall out your opponent currently but you can’t cheat to beat them
it could use a serverlist using steam anonymous gameserver tokens
elaborate?
Sourcemods (not on steam) use anonymous gameserver tokens (using the source SDK appID) plus a master server to make serverlists through Steam
okay I think I’m tracking
new servers create anonymous tokens and connect to Steam to enable secure mode and VAC (and be listed)
trouble is again, there’s not really the demand for it
unsure if this is possible for buckshot
yeah but it's worth thinking about
if you wanna make demand tell people
That’s fair, I guess I’ll revisit if my server gets overloaded
(normal source titles require gameserver accounts which are created through the owner's steam account and given to the server by the owner)
(anonymous ones are generated by the server at first run)
the one dedicated server 😔
yeah it’s been fine so far
does it get players
also that approach wouldn't work if buckshot ever supports epic & gog
those who want to be there, haven’t checked since BR v2. That update broke a few things
they say they won't for now
that’s another reason why we completely disconnect from Steam, it gives us better options for modding and connectivity
yeah 👍
it'd be cool if my hardcore preset could be a mod for example
(which I still need to playtest and work on)
y’know I’m not doing anything tonight, wanna make a topic for your preset and I can try to make it
I did, but it's also on rentry https://rentry.co/bsrh
the topic will be lost to time, the rentry paste won't
I may have overdone the page for something so simple
I can't play rn tho :(
It looks fine, isn’t this just a round customization thing though? which you already have in the game? not sure why you’d need a mod just to hard-code this
exactly, only works for mp
and with a mod it could be more (i.e. visual changes)
oh ok, what would the 2p ruleset be
not that I want anyone to make it (me included)
I think the 4p ruleset would work there as the max is still 1 per player
never tested
and I might remove the hand saw
it's not really a "choice"
tell you what, my FullCustomizer mod is due for an upgrade, so once I get around to working on that you’ll be able to use it for singleplayer
neato
I'll probaby have made changes by then
I think presets could be a thing for vanilla mp
Yeah I’d be down for that
there's already "no items" games
my preset used to be that
then I decided to add items that give players choices
but not advantages
also did the images actually load for you
they did yeah
Rentry's PDF exporter doesn't seem to like my cloudflare-protected image host
well just ping me if you need anything else, I’m always here
the rules are defined in alt text tho
sure
unless you're down to test hardcore 2p
and this was the original hardcore concept from alpha beta gamer
which people do play without knowing
i made my first Buckshot mod
(idk why the brackets are there :/)
weirdly enough when i tried it in game and not in editor it did appear in the mods panel. but when i load in it did not work
Amazing
the brackets indicate interactable items
they're placed where the pills and computer would be if you unlocked double or nothing
no idea why they're there tho
i find it weird that they're suddenly there. because before i made the extension of the interactionmanager these brackets werent there. my best guess is that the extension screwed something up with hiding these
I imagine there'd be more if you went to see the dealer
So i tried to put the zip file in my Mods folder in editor and it showed that it apparently wasn't the right mod structure. Which is weird because without it being zipped it
Btw my structure is
Banana-BananaMod-1.0.0.zip
-mods-unpacked
--Banana-Mod
---extension
----InteractionManagerPatch
---falling-smoker.tscn
---kick_this_guy.tscn
---KickGuy.res
---manifest.json
---mod_main.gd
-mods-unpacked?
Isnt there supposed to be a folder in the zip called "mods-unpacked"?
You should rename the Banana-Mod folder to whatever you have it set to in manifest.json
Also, you can see the MultiPlayer mod for an example of how to use a resource overwrite to fix ButtonClass_Main.gd. Sweet work on the mod! it’s goofy
You could upload your mod here if you wanted pointers on how to fix the structure
i looked at the manifest.json and it didnt seem like anything was wrong with the folder naming. (also here is the zip if it helps helping me lol)
Looks like your structure is fine. Are you still getting errors?
Assertion failed: The mod zip at path "{Path(it included my real name so i removed that part)}/Buckshot Roulette/mods/Banana-BananaMod-1.0.0.zip" does not have the correct file structure. For more information, please visit "https://github.com/GodotModding/godot-mod-loader/wiki/Mod-Structure".
Try removing class_name BananaModClass from mod_main.gd
BRML doesn’t like class names
how would i then access the node in the InteractionManager extension?
You can use get_node to do it. Try printing the path of the mod_main node in mod_main’s ready function, then set a variable in InteractionManager to get that node path
I think that’s what the error is here, there might be something else
I’d also recommend changing InteractionManagerPatch.gd to just InteractionManager.gd since that’s standard
removed it but still gave that error
Really weird. I’m not at my computer right now, but I can walk you through what I would do. Can you make a copy of the mod and remove everything from it except mod_main and manifest.json? Then blank the mod_main file and replace it with just extends Node and a ready function that prints to console. See if that works
still gave the same error
Now try the same deletion with the MultiPlayer mod. If that works, change the names one thing at a time until you find what the issue was
You can also reset config_schema in manifest, you probably don’t need that
checked alot but i really cant find it? if i try changing the name of the folder where the mod_main.gd and stuff are in i get a different error.
if i try copy and pasting my manifest.json over to the other mod (with the correct namespace and such) it worked
i cant find the problem at all.
it just looks like the mod loader does not wanna load my mod
Well you need to change the name of the folder and the info in manifest.json at the same time… what happens when you just replace GlitchedData with Banana and MultiPlayer with BananaMod?
If you want, I can just load this up on my computer later today and figure out what’s going on
I will try that later. Gotta do smth rn
Also that would be appreciated if i haven't figured it out yet
unfortunately didnt work
cant seem to figure it out :/
I’ll help u out when I can, been very tired last few days 😞
I figured it out. For some reason, you have a .godot folder in the same level as the mods-unpacked folder. It didn't show up on my phone when I unzipped the mod, so that's probably what's happening for you too. Might be a good idea to enable viewing hidden files on your computer's file browser.
didnt really seem to work.
i dont know if it gives another error though because for some reason now launching brml in godot editor just crashes godot
ok, I was able to get your mod to show up on the mods menu after deleting the .godot folder, so I'm not quite sure what the issue is. What error are you getting when you delete the .godot folder and try to run the mod outside the editor?
its notgiving me any errors and while it does show up in the mod menu. the functionality of the actual mod doesnt work. i have to run the mod outside the editor (thus with the brml) to make it work because godot just doesnt want to now.. even without mods
not sure how to check errors outside the editor though
You can run brml.bat or the .exe directly with Command Prompt
Might be a good idea to do a fresh recovery of BRML using GDRE Tools if it was working before...
INFO ModLoader: Initializing -> Banana-BananaMod
DEBUG ModLoader: Loading script from -> res://mods-unpacked/Banana-BananaMod/mod_main.gd
SCRIPT ERROR: Parse Error: Function "_init()" not found in base Node.
at: GDScript::reload (res://mods-unpacked/Banana-BananaMod/mod_main.gd:28)
DEBUG ModLoader: Loaded script -> <GDScript#-9223371975299169005>
DEBUG ModLoader: Adding child -> <null>
ERROR: Parameter "p_child" is null.
at: add_child (scene/main/node.cpp:1391)
There's your problem then. Add the following to mod_main.gd:
func _init(): pass
I don't think so, lemme try to salvage this for you
Okay step one - I'm not sure why you're calling super._init(). That was your issue, it doesn't do anything in the base class
Step two, I'll rewrite some of your BananaModClass code since that's now throwing errors
Well actually I guess you did that after uploading the zip file earlier. Try removing super._init() and see if you can make progress
still
INFO ModLoader: Initializing -> Banana-BananaMod
DEBUG ModLoader: Loading script from -> res://mods-unpacked/Banana-BananaMod/mod_main.gd
SCRIPT ERROR: Parse Error: Function "_init()" not found in base Node.
at: GDScript::reload (res://mods-unpacked/Banana-BananaMod/mod_main.gd:28)
DEBUG ModLoader: Loaded script -> <GDScript#-9223371975299169005>
DEBUG ModLoader: Adding child -> <null>
ERROR: Parameter "p_child" is null.
at: add_child (scene/main/node.cpp:1391)
There's no reason for it to say that if you've removed super._init()... can you share your current zip file causing that error?
here you go
ill have to go however. so i wont be able to try much. i will try it tomorrow if you need me to anything thus
ModLoader Update! I'm keeping the version number at 3.1.0 for simplicity, but I've updated BRML to use GDRE Tools 0.8.0, since 0.7.3 broke music looping. Feel free to update!
(one of ?) the devs for thunderstore was looking into adding buckshot roulette a while back, idk if you ever saw or heard anything about that. maybe shoot him a message
#1128602076990152775 message
I guess the difficulty was in having to patch the game for mod support
I submitted a post on Thunderstore but never heard back
hm, even so it might be worth a shot sending him a dm
Funny thing, I checked into those messages and the reason he reached out in the first place was because I requested it lol
TIL you can change node properties in the Godot editor while actively running a project. How in the world did I not know this
I personally would hate using thunderstore for this game
I don’t enjoy it in general
A custom store usable in-game would be better
Thunderstore is not that great
if you want to edit your mod's readme on thunderstore you have to reupload the entire mod and change version number
and their mod manager is terrible
@spring fog you are the main dev for the modloader and all, right?
Yeah, I took over main development from AGO061
would we be able to DM about a few things? I had a few question in regards to a mod idea I have
For sure!
Dope, Dming now
dm send :)
do we develop the mods within Godot Engine 4.3 or do we downgrade the engine to 4.1?
since the game itself natively is 4.1
Figured it out :) 4.1.4 is the goldmine
I’d recommend 4.1.1 instead of 4.1.4, just to ensure max compatibility
is there a mod to count the current sequence shell?
well, depends on what you mean?
Multiplayer:
- Show the full shuffled sequence - Impossible since last update
- Show the current lives and blanks - pretty easy altho modding the game removes your normal multiplayer
- Show the known shells - pretty easy but same story
Singleplayer:
- All options are pretty easy to implement
you mean by known is current shell?
well knowing the current shell is also possible but I was talking about saving if it's a live of a blank if you used a phone or a mag
full shuffled sequence
so i dont need to do this stuff
Impossible
i need help guys 😦
i'm about to seriously give up now i tried everything...
Hi! Do you have trouble launching the game or?
i simply cannot use mods because it refuses to install correctly
i think your files are installed in a weird path, try reinstalling the game
cuz there shouldnt be a folder called "Buckshot roulette" inside of Buckshot_Roulette_windows
What happens when you install it manually without the installer?
it says in the screenshot u sent i think
that was the installer
ah, unfortunately i cannot help you in that case
hello! has anyone successfully been able to do a VR mod for mouthwashing? (not VR Chat, but to make the mouthwashing game itself VR-compatible)
Can I make my own mod for this game? And if where to publish
hey! I dont mean to revive dead things but i think the issue is due to maybe an outdate issue... the repository diesnt seem to support latest so ive read And i have this issue on a clean install
if i knew how and given proper permission, i'd try to fix and update, but its on the maintainer or something as i dont see an Open Source version
Talk with @spring fog and maybe he passes the source to you. If you actually want to also improve the mod loader, hit me up cause I have some ideas for it. (TBH I'm not a maintainer just cause I don't have enough time)
Also the github doesn't contain the code cause they are direct code changes to the game source
oh okay, noted
Is there any mods being developed for this game for the multiplayer? I feel like it's a missed opportunity
like what?
Yo, has anyone been having issues recovering the scenes from buckshot roulette with gdre tools lately?
they recover fine for me but I am getting reports that it's broken?
if I end up breaking stuff like this, please report it to the issue tracker
ok, yeah, I'm getting it too now on the latest version
does the birthday hat still exist in game?
Does anyone know how to improve synchronization in Buckshot Roulette?
item synchronization? I have a possible way but it would require all players to have the mod installed
- The list of items that will be taken will be generated before/during the box pops out (this also makes the game more fair since people with more lag usually don't get rare items, like jammers),
- Everyone gets everyone's list of items that they will pick up,
- The pickup packet is just decorative,
- The place packet only sends the place in the grid that the item will be put on (still might cause so problem but much less),
- To actually fix it, at the end of pickup, the client sends the array of positions just to make sure and correct any problem (to prevent cheating, if the client sends a array too small, the item gets placed in a random empty space, if too many items in an array, it gets trimmed) and the host sends the 4 arrays back to the clients
Yes
"I have a possible way but it would require all players to have the mod installed" - No problem
where download?
Havent made it yet, the workings above was just a suggestion that I sent 3 months ago to CR
Altho I could make it
Maybe integrated with my exploit patches
When are you planning on doing it? We can buy you a game in Steam as a donation for your time.
Sounds good, might start working on it in a few hours
Hello guys i have one question...is there a working shell counter mod?
first lunacid modding in this chat I believe
https://cdn.discordapp.com/attachments/953084013797576744/1393884426865475734/0713.mp4?ex=6874cb88&is=68737a08&hm=a44e6afb6b0531b7ebcbb2cc2fc3202f6689571291198193b2448f6eb63c6a0a&
Can I DM you?
about what?
is there any existing mod to increase player limit? or a design for 6/8 player table etc
you would need to basically redesign the way the game handle packet transfer between the clients and the host
plus changing all the UI to accomodate for more players
which means at this point you're just building a new game from scratch
and it would not be compatible with players who don't have the mod, so using the built-in lobby is also out of the question
short answer:
too much work
ah, so there's no somewhat easy workaround and it would require a massive overhaul, I see, ty for the reply
At this point, this should be pinned for the amount of times that people ask it
Hello modders, I really want to make a mod for Buckshot Roulette to train AI to play the game. However, I'm struggling to figure out some aspects of the game's implementation. If I understand correctly, the majority of the game state information is located in RoundManager.gd. Additionally, it seems func InteractWith() in InteractionManager.gd is responsible for all player's interaction, but I can't quite wrap my had around the the item use.
- Where does the game store the dealer/player items?
- How does the game know where the player placed the item and which item the player wants to use?
I would appreciate any help or suggestions, thank you!
im a moddder
Hey I know this is a very late response but I have created a updated mod loader for Buckshot Roulette for the latest version on Steam https://github.com/D1GQ/BuckshotRouletteModLoaderExtended
It supports most of the older mods other than ones that no longer work due to the amount of updates
W
Get tired of waiting 🤷♂️
that’s ok! hopefully this will be out soon.
What I've done is pretty much the exact same thing as the original mod loader, Just updated and a different UI interface for the mod list
Made it because I'm working on a mod called Unfair Dealer that allows the dealer to cheat on occasion
oh cool! The new modloader uses hooks, so you’ll probably need to do some rewriting if you want it to be compatible. good luck on your mod!
Hello everyone in the community, I have a project translating the game Buckshot Roulette. I've finished translating it entirely into my country's language, but I don't know how to add it or change other languages to my own. Does anyone have any ideas on this? If so, I'd appreciate your help. Thank u all
And there's another problem: when I exported the project to the web to test it, I encountered a blood-related error. Specifically, when I first started the game, before even playing a round, the displayed blood level when shooting at the dealer appeared, along with the words "dealer" and "you" before I even started playing. Does anyone have any ideas about this issue?
Yeah I can help you with it! I'll work on getting a translation helper mod and get back to you when I have an update.
Oh thank u so much
Something that would be really helpful is if you could start by formatting the translation as a JSON file. Each translated line would have its own separate key. I'll help provide you with the proper list of keys later, you can use example keys for now. For example, the file would look something like this:
{
"DEALER": "I am the Dealer. I make the rules.",
"SEE YOU": "I would love to see you again :)"
}
Yeah, I've got all the game content, including dialogue and menus, etc., but I don't know how to put it into the game.
I’ll trans all this to my language
We need a separate mod to get it included in the game. If you create the file with the syntax above then I can use that to translate all the text
If you need help with JSON format, feel free to @ me
Unm maybe i have csv file
Oh ok! Can you share that?
Could you wait for me for about 8 more hours? I'm at work and it will take until around that time for me to get the file from my pc and share it with you.
No problem!
Here's a link to the translation files for Buckshot. You'll probably want to use multiplayer24, which is the Steam version. If you can, remove all other languages except for yours and match the translated text with the first column. Leave the first column untouched.
It's looking like CSV is the better format than JSON anyway, so you can just format it that way.
translation mod is going well lol
#│memes message
Hello, thank you, I've finished it.
Great! You can DM it to me or share a link.
Sure thing! I’ll let you know how it looks
@lilac plank Could you remove all the columns that aren't your language or the first column? Also, just checking - did you use a translator tool for this or did you do it manually?
Okay, I will remove another language. I translated it manually; it's quite easy and I don't need any translator
here bro same link but i replaced
Excellent! I think this file is good! Hold onto it and I'll let you know when the modloader is out. It'll support custom languages natively.
By the way, I think Viet Nam is VN, not VI
Yeah, I think so, but when I tried searching, Google recommended it to me, haha.
Actually, my bad - VN was the country code and VI is the language. So you're good!
Something I would recommend is adding a column for all the other languages like you had originally, but have the only thing in them be the translation for "VI" in each language. The key would be VI, EN would be Vietnamese, ES would be Vietnamita, etc. You would add a new row for this, I recommend putting it on line 2
ITR just updated the SmarterDealer mod for BRML Neo!
@spring fog just wondering about the licensing of BRMLNeo, cause without a LICENSE file in the repo root, the github default license applies, which is a source-available copyright license, instead of any kind of open source. is this intentional or not?
Not intentional, I can provide an open source thing if that helps clarify. I'm not too familiar with it so I wanted to leave it default
Yeah just throw in a LICENSE file (name must be exact so github recognizes it) with the full text of whatever license you want
I recommend GPLv3
I'll push that out with the next commit
By the way, the MultiPlayer mod is now 90% ported to the new modloader 🥳 along with many other mods at 100%!
Nice
@patent drift Added CC0-1.0 to all my repos on GitHub. Thanks for educating me!
While i guess that does work, its a license designed more for works of art (books, movies, etc). Here's a list of primarily software oriented licenses
From what I understand, those all require attribution, which I don't care about.
MIT-0 and unlicense might be worth looking into
CC0-1.0 does work but its not strictly the best thing here
I'm fine with CC0. Thank you anyway!
As you wish
i mean it does work but its missing all the preventative ass covering other licenses have. tho for a project as small as this it probably doesnt matter anyway
Like what ass covering? I'm totally okay with people copying my code and using it for whatever they want without attribution
the no warranty disclaimer
its just a means of covering your ass (or in this case avoiding a bs lawsuit)
That's present, you can see section 4b 😄
i might very well be blind
no problem lol
oh damn yep it does have that
same effective terms as unlicense too
only difference is unlicense isnt recognized in some countries while cc0 is recognized everywhere
Voice chat is now working in Godot 4.1.1

