#[WIP] Unity AssetRipper / Fixer

1 messages · Page 2 of 1

trail oriole
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lol

pearl burrow
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strangely

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dungeon still works

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but it links to the test maps dungeon

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the facility is still generated

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but the tepeort doesnt link to it

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lemme try the fireexit

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fuck compiling shader strikes again

humble ember
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LLL will probavbly fix that automatically maybe

pearl burrow
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honestly !

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this silly bullshit was useful

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it confirmed something for me

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my multi level dungeon idea is possible

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pikmin 2 style levels here i come..

humble ember
trail oriole
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@tawdry arch if you want to try it out btw for your ui stuff (branch link is above it) #1199473521265475745 message

pearl burrow
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weird

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i spawned a jester in the test dungeon and manipulated its state manually and apparently it just works it pops between em

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but now its popped and instead of heading for me standing on top of a door or just standing stil really close to me

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its just... wandering around?

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its funny i never seen it do that

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itlooks like its just checking spots on the map

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i wonder how unity navigation works

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oh hey

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this might be realted

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oh right sprry for chatting in this channel

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its very useful and seems to work perfectly thank y ouvery much

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i should probably try testing mods in this

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is there anything you know is INCOMPATIBLE with the editor?

trail oriole
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nothing that I know of atm

pearl burrow
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ah sweet thats not smething you can just do in unity explorer easily

humble ember
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Very suprised lll’s scenemanager il stuff works

pearl burrow
trail oriole
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Yeah it's great for that sort of stuff

heavy marten
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I go brr with shader graph. I just need to get the actual ripped game working on my side....

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Which I have no clue how to do that lol

pearl burrow
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hey guys where's money value stored again

trail oriole
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#1199473521265475745 message to get the proper git link, and above is the branch link

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Then just get the requirements/follow the steps

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It's quite quick

pearl burrow
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i wanna load up titan and see it with all the stuff loaded in properly

trail oriole
pearl burrow
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gotcha

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hmm

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changes to stuff while playing are reverted right

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so i can just change weather values if i wanted to

trail oriole
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In scene, yes, in an SO, no

pearl burrow
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dang!!

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how do i get this weather offa titan

trail oriole
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I just modified titan's so to not have weather LUL

tranquil hare
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if you're lazy i'd just go down then back up KEK

pearl burrow
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fair

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honestly dont matter anyway

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damn selecting scene view after you load a new level really takes a bit

trail oriole
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mmmm shaders

pearl burrow
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oh by the way once we eventually figure out the iconic shader

tranquil hare
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You can also make yourself start with a bunch of credits here every time if you change this

pearl burrow
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where would we even put it

trail oriole
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I'd just inject it to replace the broken shader

pearl burrow
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thisis real

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its actually there

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wouldnt it be funny to make this visible to players ingame

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fuckin fourth wall of god above you

pearl burrow
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the jester i spawned on the test map

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it's still there

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forgotten by the game's code

trail oriole
tranquil hare
trail oriole
pearl burrow
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actually that reminds me

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cant you edit these properties at runtime

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wheres the runtime version of the scriptableobjects stored

trail oriole
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You can edit them at runtime yeah, (in the build they reset when you start the game again)

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I still don't really get how you grab them properly in-game tbh

pearl burrow
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im pretty sure the asset path structure still exists while ingame

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its just that usually this stuff is loaded into values never really laoded dynamically

humble ember
trail oriole
pearl burrow
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actually i never properly figured it out

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hookgenpatcher is needed as a dependancy for mods, right?

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its not just for generating the mmhook files or anything

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i dont think the mods folder [ProjectName]\Assets\LethalCompany\Mods actually works the way I'd like it to

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unless its incompatible with subfolders or somethn

trail oriole
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That folder is for in-editor custom plugins, not for putting normal ones.

pearl burrow
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ahhhhh

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makes sense

trail oriole
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The normal one is either in the normal game path (if you have that option enabled), or next to Assets in Lethal Company/BepInEx (like where Library is)

pearl burrow
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will i need to copy that folder if i use this as a template

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or can i leave it out and only copy the 4 folders we spoke of before

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and it'll just be handled

trail oriole
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No it gets auto generated

pearl burrow
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ahhh sweet

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good job honestly

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i think its cool the more stuff we fix about this the better this becomes for testing

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yknow i wonder if you could ever get steam online working in this lol

trail oriole
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Or actually you might have to now that I think about it, since I copy the dlls over + the fake structure next to it. Might as well to be safe.

pearl burrow
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ehhh alr

trail oriole
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That's why I disabled clicking on Online lol

pearl burrow
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wait so is it impossible or not allowed

trail oriole
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(you don't have to copy plugins/config/etc just the core inside of BepInEx btw)

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Technically both

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Basically just those four things

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Or if you use the normal game bepinex, you don't need this at all, so really up to you

pearl burrow
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i mean since i use r2modman

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i think that'd be a bad idea

trail oriole
pearl burrow
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keeping it local is good

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build hashes?

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have you checked what happens if you spoofed them?

trail oriole
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Yeah basically, when compiled the rpcs/connection hashes are defined

humble ember
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It’s not really something that needs fixing

pearl burrow
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im just curious

trail oriole
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So when a client from the normal game tries to connect, the hash is entirely wrong, so I just block the button LMAOO

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Probably better this way anyway so people don't do weird stuff

pearl burrow
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oh right about this

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if this works in editor does that mean it works just actually properly built?

trail oriole
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I don't follow the last half of that

pearl burrow
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like exported as an executable

trail oriole
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Oh yeah you can build the game

pearl burrow
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funny

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so if someone was enough of a freak they could make a source-based mod instead of a plugin

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im tryna think of a game people do that with but i dont actually remmeber any speciifc examples

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super mario 64 actually

trail oriole
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Terraria initially

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Minecraft initially 🤔

pearl burrow
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is not workin

trail oriole
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Well that patcher is a patcher, and local doesn't support patchers. If you want to use hookgen you have to make the dll from the normal game and copy that into plugins

pearl burrow
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i copied it into Tools like the readme mentioned

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should i put it here too

trail oriole
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oh right the tool part was before I went goofy and manually load all dlls from plugins

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I'd just move it into plugins

pearl burrow
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right got this in

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i just had the contents from this inside of this inside tools

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unless you mean other stuff

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hmm

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lemme test

trail oriole
pearl burrow
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weird it jsut doesnt do it

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did i forget a step

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does bepinex even run?

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oh wait hm it is

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is it just the dancetools button that isnt working

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yeah im not sure hte mods are being loaded

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hm...

trail oriole
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I mean, it tells you the dlls/mods it loads in the console

pearl burrow
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well it says it loaded the dll

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but nothing about bepinex actually running

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ahh i see no config files were generated that kinda proves it

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nothing in LogOutput either

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wheres the part in the bepinex.cfg about the preloader anyway

trail oriole
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Config files are generated in the project root

pearl burrow
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wait

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is this why it broke

trail oriole
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why is there an mmhook for those

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There should only be one for the main assembly

pearl burrow
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hookgenpatcher made those

trail oriole
pearl burrow
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i just copied the whole MMHOOK folder

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if hookgenpatcher worked it'd make those itself too

trail oriole
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Odd haven't seen it do that for me

pearl burrow
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ArgumentException: Undefined target method for patch method static bool BepInExPatcher+IgnoreILHelpers::Prefix()
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
BepInExPatcher.OnLoad () (at Assets/LethalCompany/Tools/Plugins/BepInEx/Utility/BepInExPatcher.cs:113)
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here's the whole error

trail oriole
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Remove all of the mmhooks besides the assembly-csharp one to start with

pearl burrow
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awright

trail oriole
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Works for me, never used this before and I already hate it

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Adds another event system

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why

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omg and it doesn't clear out its ui when you stop playing the game dontfeelsowaaaaaaa

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the hell is the mod doing

pearl burrow
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is there a way to view this as just a text log

trail oriole
pearl burrow
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this file is fulla crud

trail oriole
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lol

pearl burrow
trail oriole
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I just hate it since their ui is the only one I've seen that doesn't clean itself up, and makes new event systems each time

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Like I have no idea what the hell it's doing

pearl burrow
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anyways yeah nothing seemed to change

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do you have the argumentexecption on your end

trail oriole
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Nope, mine loads fine

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Show me your plugins folder

pearl burrow
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can they not be subfoldered

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the mmhook has only 1 file in it now like you said to

trail oriole
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Well remove the hookgen patcher folder entirely to start with

pearl burrow
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should i remove all the mod manager related stuff like readmes and icons n stuff

trail oriole
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And subfolders work fine

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I don't think those types of files affect it

pearl burrow
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would this be a problem btw

trail oriole
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Probably

pearl burrow
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aw

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trash it?

trail oriole
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Yes

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From both patchers and plugins

pearl burrow
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mm not sure if it was that, error still there

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what line is the error even at anyway

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undefined target method...

trail oriole
pearl burrow
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oh you mean

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copy this whole thing

trail oriole
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Yes

pearl burrow
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Ctrl+A Ctrl+V into the file im currently looking at

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i see what you mean

trail oriole
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:)))

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Just realized I might need an "update patcher scripts" button

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Since like the one I sent you isn't "in" the package

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It's copied over

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(since bepinex is downloaded I can't have them in the package)

pearl burrow
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btw heres this

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if you can find why its making those errors

trail oriole
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It makes them since their prefab has an extra event system in it

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And I think the object persists because they DDOL it + hide it without destroying it

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This is horrid

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Maybe I can manually clean those up when the game ends

pearl burrow
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oh yeah on that

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will i have o to anything when i stop running hte game

trail oriole
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Whatcha mean

pearl burrow
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you said it leaves stuff behind

trail oriole
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Oh yeah it does. I'm currently attempting to write a fix for that

pearl burrow
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confirmed working by the by

trail oriole
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gnome

pearl burrow
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hooh

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oh hey i didnt even need dancetools

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LC debug menu doesnt have a fixed list

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it probably reads from allItems

trail oriole
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Ye, the items are based on allItems

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Just the monster list isn't automatic

pearl burrow
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is there something left behind id have to like delete or something

trail oriole
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No it's annoying objects that are made in a way that unity doesn't destroy them

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One of the fun edge cases

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ok not even the hide flags can find it

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Where the hell is this object WAH

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I win

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I killed it

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I also accidentally killed the editor camera

pearl burrow
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the editor is kinda weird about these objects

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UNLESS

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you use the other lighting thing

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that i dont know how it works

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which one is scene lighting?

trail oriole
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Bottom

pearl burrow
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right

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i have exposure override on here tho hold on

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yeah looks about right

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once we fix the shader will it work in the editor?

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i assume it would

trail oriole
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Probably

pearl burrow
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also yeah it shows the assets

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but its really vague about paths

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doesnt tell you where the mesh or whatever are from

trail oriole
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Also fixed the event system issue

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:)

pearl burrow
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glad to have tested

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this will be very cool for testing a load of things

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unityexplorer was nice but so slow i gotta admit

trail oriole
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Yeah

pearl burrow
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runtime c# console still useful though

trail oriole
pearl burrow
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ooo

humble ember
heavy marten
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@trail oriole How long should process be..?

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It has been over 30 minutes and nothing happened so far lmao

heavy marten
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@trail oriole Sorry for the ping but VERY GOOD NEWS. I have found the issue concerning the shading of the game!

humble ember
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👀

tulip widget
heavy marten
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But yeah the shader graphs are all completely borked from ripping the game

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Shader is just.... black

heavy marten
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Trying to actually export the decompiled shader just errors out:

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Time to recreate the shader

trail oriole
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Yeah haha

trail oriole
pearl burrow
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I guess something i wanna mention

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i feel like the contrast is a bit high specifically in the scene view

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not sure why

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seems to be post processing

trail oriole
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Not quite finished with the prefabs part, but it's getting there

pearl burrow
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is this an automatic sorter you're working on?

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oh hey and the assembly sorting too

trail oriole
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Yeah some more sorting, but it's a bit of a pain to do sorting on these as I don't have access to any game types or anything (since this is tool-level). So can't do anything super specific

pearl burrow
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dang really?

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i wonder what the unity search even checks the value of

heavy marten
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Getting somewhere...

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Quickly added some outlines

trail oriole
heavy marten
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It won't be 100% accurate though

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Pure trial and error atm

sage fable
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Recreating the posterization filter?

heavy marten
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Somewhat a good replica so far... I'll keep working on it

sage fable
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its looks especially accurate on the light rays

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noice

humble ember
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@heavy marten dunno how well stuff compiles but i wonder if you could compare your built/yaml etc. shader file to the assetrip one to look for inconsistencies

heavy marten
humble ember
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doesnt nomnom have it?

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i think i might

heavy marten
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If you got it it'll make it so much easier for me

sage fable
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doesnt Acerola scroll through the shader code on his video? i feel like someones gotta have it

tulip widget
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edge detection drops off btw the farther away from camera it is

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so it becomes super hard to see

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posterizing the volumetric fog is also done to get that grainy effect on the fog

humble ember
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@heavy marten this stuff/

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?

heavy marten
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Yes

heavy marten
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@humble ember This is also a dummy shader oof

humble ember
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pain

heavy marten
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All it does it set the albedo to Color

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Trying to rip the Decompiled version of it does this:

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It's all up to me to recreate it at this point..

tulip widget
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@trail oriole its your fever dream

pearl burrow
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the guy from the video had what looked like a shader assembly

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i wonder where he got that

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ohhh i see

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its from a GPU memory dump

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NVIDIA Nsight

tulip widget
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You can just nab that

pearl burrow
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im getting it now because it seems like a cool tool

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in general

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ill tell you if i can figure out how to get a shader assembly myself

tulip widget
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Unity renders stuff upside at first beevil

heavy marten
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Not shaders we are used to see

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Our shader is more "human" than what the GPU actually gets

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@pearl burrow I'm getting there

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Weird posterization is complete

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At least most of it

heavy marten
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Outline is not much great for this type of thing. I'm sure he makes use of the Gbuffer for it

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Which is what I'll be doing next

trail oriole
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Nice

heavy marten
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Looks quite accurate

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There are some slight differences

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But otherwise looks pretty similar

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Just need to fix the skybox

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And reduce the posterization from distant object

humble ember
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is it unrealistic to get to like 99%:100% parity?

heavy marten
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Cause that looks horrendous

heavy marten
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Since we don't have the decompiled shader for it it's basically trial and error

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Also the noisiness of the posterization is a unity editor thing. If you'd build the game it won't be like that

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The graph looks horrendous lmfao

trail oriole
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checkboard squad

heavy marten
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I don't even know how I got to do so much progress already

pearl burrow
severe tundra
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You can see it in game when a light is higher than the hallways the floor will look noisy as well

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I don't know if actual colors are being posterized i didn't dive too deep into the disassembled shader

heavy marten
heavy marten
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Dropping this in here, It makes your game have the post processing that I've made. Simply import it and that's it.

Note the it'll replace the "SampleSceneRelay" scene!!!

This is also WIP!!!

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It also adds a separate folder for the posterization asset so it doesn't get lost within the games folder

heavy marten
severe tundra
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Curious if it'l cause the same issue with my portals to see if i can try to fix that now :p

severe tundra
severe tundra
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Oh @_@ was just making sure

heavy marten
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I don't want to do that way it's lot more complicated than FS

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Skybox fixed

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I made the outside look much better I think...

heavy marten
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Same instructions as this: #1199473521265475745 message

trail oriole
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the heck are the icons on the right scared

sage fable
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Diversity player conditions

tulip widget
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And the blob guy

heavy marten
heavy marten
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Trying to make this effect more accurate:

tulip widget
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K

heavy marten
tulip widget
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Edge detection

heavy marten
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Yeah its color based edge detection

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That looks better

trail oriole
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It's lookin good

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Hoping to get some sorting done this weekend/laterthisweek to finally push this version onto main

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(busy work week so haven't had time yet)

heavy marten
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It's all guud

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I'm also doing this cause I wanna remaster the entire graphics to something vanilla but with some differences

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So remaking it will save me lots of time

heavy marten
# trail oriole It's lookin good

Whenever I finish the whole thing I will cleanup the graph and make it easier to read so others can also do some editing as well for their own projects

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Cause rn it's uhhhh

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Yeah...

trail oriole
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mmmm nodes

heavy marten
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Well I made some sub graphs so it's smaller then what it truely is

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My edge detection subgraph

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Add that 2 times in the main one

tulip widget
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unity package update when!!?!?

heavy marten
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I need to finish a few things

tulip widget
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@trail oriole I'm trying to test a mod I made with your tool, how do I include that mod in the build

tulip widget
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It's a multiplayer mod so I have to build and add the mod

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Do I just do it as you would normally install bepinex

trail oriole
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Yeah I think you'd have to install bepinex for the build like normal. Haven't tested that part of it

heavy marten
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I haven't slept... I'll post the new package when I wake up

naive steppe
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@trail oriole Is there a public branch available or are you currently just putting out private ones for testing?

naive steppe
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Sick, ty

naive steppe
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Just to try to minimize the amount of file moving I need to do and get some clarification, can I run this on my existing project that has LLL and Eva's template, or is does this strictly require a fresh project and then porting over all of my existing work?

trail oriole
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It needs a fresh project

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(mainly since there is not template now, and it uses a specific path or two for some stuff)

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But after that I think you can run it in place to re-patch the scripts for future versions, but I've never tried that part

naive steppe
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Alright. Well I have two backups, so I'll get to work on copying my stuff over :)

trail oriole
severe tundra
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Hmm whats the alternative to patching events, other than manually adding them in the game code :p

trail oriole
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Success TT_pog

naive steppe
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Gonna try getting Auralis loaded in now, we'll see how that goes

naive steppe
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Having to reassign scripts and stuff, but that's to be expected I suppose.

heavy marten
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I just woke up

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Imma upload the package now

tulip widget
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Yipe

heavy marten
tulip widget
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Have fun figuring out the slime shader LOL

naive steppe
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@trail oriole is there a way to reconnect the scripts instead of having to go through every field and re-fill them?

trail oriole
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Like for existing prefabs? For that part I'd use NG tools since that lets you remap on the object level (while the tool remaps on a project level and not with non-game existing stuff obv)

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Or do you mean like the field values and not components

naive steppe
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For the LC stuff I had been using with Eva's template. Like I had pulled the ItemShip and DoorTeleports and such, plus the SelectableLevel scripts from my already existing moons. I can slog through it just fine, but I figured I'd ask if there was a better way lol
Mostly the field values, I don't mind comparing to see what the missing script is. I'm unfamiliar with NG tools?

trail oriole
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Ah okay, I'm not really sure on how that breaks (I guess something gets mismatched), if it's guids you could maybe see if you updated to their new one if it fixes it, but I don't remember if field values are stored with that (not at pc atm). If they are stored like that in the asset's file, then you could use the debug section of the tool to drop the script into it, and press the button below it to get the guid information and do a bulk replace. Otherwise you might have to do it all manually sweat Does that makes sense?

naive steppe
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I'll give it a try! Just to make sure, is this the tool you're referring to?

trail oriole
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Oh yeah, that's when I thought you meant like the components were broken (I misread). This wouldn't help with fields

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Is a useful tool to have either way though

naive steppe
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Ahh, rip. At least I can copy/paste the spawn anim curves across projects (I think), which would really be the biggest hassle to recreate. Thanks for the utility suggestion though!

trail oriole
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Actually I wonder

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How are you moving the assets between projects?

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If you export a package of all your prefabs and what-not, it should maintain all the data and connections afaik

naive steppe
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Ooooh I hadn't thought of that, I was just copying the folder. I'll give that a shot

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Should I have "Include Dependencies" checked, or would that mess with your template?

trail oriole
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You can start with that selected, but just deselect anything game-related (like scripts). The guids might break on the transition over (and would need the replacing with ngtools/manual), but the fields might be fine, so worth a shot.

naive steppe
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Hm, no luck with that attempt, but I'mma try something else

naive steppe
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Yea still no luck. I don't have a ton of objects with custom scripts at least, so I'm just gonna do it the manual way, since it seems like that'll take way less time than figuring out a "shortcut" 🤭

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Also, should the LLL dll go in the BepInEx folder?

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Restarted the project and it told me to use Safe Mode

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This was after I re-did it fresh

trail oriole
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I haven't tested many plugins in-editor if you need to access them for your plugin (like dropping in the project itself). But normal plugins go into the game's normal bepinex directory, or the local bepinex directory (it's in the readme on the exact path) depending on which one you are using.

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Guess I'd need more details on what you are doin with LLL

naive steppe
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Just having it in the project since my moons depend on it, so I figured I'd need to have everything in one project. I also got the NG tools working (no clue why they weren't showing up at first) but it's detecting a broken script in every LC prefab. Is that normal or have I done something horribly wrong?

humble ember
trail oriole
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I guess I'll have to try and import LLL directly/add a prefab from another project into the project to help out properly. Unless batby is able to help more on the LLL side with the errors. Not sure if I have a meeting tonight yet, if I don't I can look at it before bed.

naive steppe
#

No worries if not, I can stick to what I have working for now, just wanted to be an early adopter of new utilities 🤭

#

Your tool seems like a dream, being able to test things in-editor so easily

trail oriole
#

Would you be able to maybe share the project that has the working stuff so I have a test case to try and make stuff to migrate easier? Or is it like a "notouchmyunreleasedstuffmister" project currently haha. Otherwise I'd need some kind of example to work with for it.

naive steppe
#

Absolutely! I haven't made any changes since my most recent release, so I'll DM you with a download link. It's a bit chonky though bc of asset store stuff, is there any way you'd like me to pare it down?

trail oriole
#

I'd just need these folders (if the size above includes the Library and stuff)

naive steppe
#

Kk, I'll get them to you soon :)

heavy marten
#

I actually redid the color based edge detection from LC by uh 99% comparison. It's practically identical now

naive steppe
#

Does your shader work in-editor without hitting play?

heavy marten
#

I think I'm done with the shader

#

I'll be working on tweaking to make it look as much accurate as possible

#

The graph is horrendous

naive steppe
#

Nice, good luck!

heavy marten
#

Edge detection is a lot better now

#

At this point it looks just like the same one

humble ember
#

@heavy marten should do something to let you see 1:1 gameplay with vanilla shader and yours side by side

heavy marten
naive steppe
#

That's super impressive!

leaden berry
heavy marten
quasi elbow
#

Damn, can't get my proj to import the assets :/

trail oriole
#

When you finish it you should zip it up + provide instructions on what it needs so I can integrate them with the patcher instead LennyThink "fix muh shadergraphs" button 5Head If it relies on a custom volume and what not, then that part could just be a prefab, and any camera changes could be injected afterward

trail oriole
#

@naive steppe tfw I am making a utility script to put in another project to extract all the type guids so the new project can read that and properly patch the stuff.

I am making progress LMAOO

naive steppe
#

That's awesome! Glad my project is the guinea pig 🤭

tulip widget
#

@trail oriole How do I correctly add dungen in the asset ripper

trail oriole
#

After step 3, and before step 4. There is a blob about that.

tulip widget
#

@trail oriole

trail oriole
#

Import everything from the package, drag the imported assets into the path it specifies, that's all

tulip widget
#

Ah I see

tulip widget
trail oriole
#

If that's the only folder, yes

#

@naive steppe

#

Wait why is it grabbing from the output Kappa Heck Kappa

trail oriole
#

Welp I fixed the scripts on them, but the prefab links are still busted. That'll be for tomorrow or this weekend

trail oriole
#

The problem was that I didn't even have those prefabs in the other project, I added some (not all because file size) and it seems to properly grab them again. Neat

naive steppe
#

Oh sick, so the patcher worked?

trail oriole
#

Need to do a larger import of your test project to test, but I think so

tulip widget
#

Nice

#

Buttons to auto import LLL and Shaders beevil

trail oriole
#

Yeah I'm trying to figure out better methods for integrating that stuff, and simplfying the installation more. Just might take a bit. Once Chaos has the shaders good to go I'll integrate that into a patch step so it doesn't break anything.

trail oriole
trail oriole
#

I now have that one dll step automated now, so I can remove it from the steps YAY

trail oriole
naive steppe
#

Hell yea, I'll give it a shot later :)

heavy marten
#

@trail oriole For the shader, do you want me to show you the steps for setting it up so you can implement it?

trail oriole
heavy marten
#

Will do c:

naive steppe
#

@trail oriole Just to clarify bc of the naming here, should I put all my Starlancer assets in here as well? Like the monobehaviour and prefabs I have

trail oriole
#

It's meant for store assets, your mod stuff would go into mods. Don't have to put in either if you don't want to, but it's just the tidy way if wanted.

naive steppe
#

kk, ty

heavy marten
#

@trail oriole Will start fixing the other shaders

#

I know that slime, ghost girl and the monitors needs fixing but otherwise anything else?

tulip widget
#

Circuit bees

austere furnace
#

the scrap collection thing?

heavy marten
tulip widget
#

Have you fixed water

heavy marten
#

Not yet I must fix it too

naive steppe
#

So @trail oriole is the graphical discrepancy in the editor the result of a better rip of the HDRP assets, or some different settings from my original project?
I was able to load into the game btw, but I couldn't see my moons. Probably just don't have something set up right yet

#

Ah, it's because my SelectableLevel scripts broke

naive steppe
#

¯_(ツ)_/¯

#

I'm just guessing it's a more accurate rip, but idk

trail oriole
#

It's different because I assign the proper hdrp asset from the game, rather than the normal templates seemingly using the default hdrp asset instead

trail oriole
naive steppe
#

The ones that contain the details of the moon, spawnable scrap and enemies, and spawn rate curves

#

My audio reverb presets also broke

trail oriole
#

Hmm

#

pain

#

oh I don't patch SOs with the external asset patcher dead

#

Yep that fixes all that

#

I'm just dumb heheheh

#

Pushed that for ya

#

I really should merge 0.3 soon, it's getting a bit thick for its number lol

naive steppe
#

Ah, it all makes sense then 🤭
At least I didn't do something wrong then

#

I don't have a ton of them, so it won't be too hard to redo them, but imma try and see if NG tools can do it for me. I clicked "manual pick" in the recovery window and it just keeps running without actually showing any progress 🫠

trail oriole
#

ng tools moment

#

btw the external asset patcher thing can be ran at any time, so if they are still busted it will still fix them

naive steppe
#

Oh sick, thanks 💙

naive steppe
#

Oh also, when I restarted it to get NG tools to show up, it prompted me for safe mode with these. Anything to worry about?

#

Got this message when I tried to rerun the asset patcher:

trail oriole
#

No idea what the first errors are about. The pop up box is saying you didn't select the json file you exported from the original project.

naive steppe
#

But I did ; - ;

#

I only have the Extract script in the original project, and I only have your tool in my new project, so I'm pretty sure there's no way I could be having a mismatch

#

wait

#

does the json have to be in the original projects asset folder?

#

welp nvm, I restarted the project and it's running now
IT is dumb

#

Success \[T]/
You're awesome @trail oriole

#

Now I just need @heavy marten's shader installation steps and I'm golden 👀

trail oriole
humble ember
#

@trail oriole seems a little dodge/low priority but I wonder about a feature where it downloads a thunderstore link and dependencies and puts them in a folder in /Plugins/

#

I could see it being preferred for devs to just provide a unitypackage tho

tulip widget
naive steppe
tulip widget
#

I concur

heavy marten
#

You can use my unitypackage but apparently the scene override breaks? so don't override the scene...

#

@trail oriole @naive steppe Go in SampleSceneRelay then go to Sytems/Rendering/CustomPass in the hiearchy. Then tjere should be a custom pass volume compenent in it. Simply use my posterization material and set it up like in the picture.

tulip widget
#

Is this the same for moons or is it automatic?

naive steppe
#

Awesome, thank you! I'll give it a go in a few. @trail oriole how would I go about getting my custom moon to actually load? I thought it'd just be as simple as putting the assetbundles in the bepinex folder area, but sadly not lol

heavy marten
trail oriole
tulip widget
#

Nomnom, what's your plan after this update of the patcher

austere furnace
#

explode

trail oriole
#

Uhh probably more focus on the bepinex side of things I guess

tulip widget
#

Cool

trail oriole
#

Not sure yet, about to be nuked with normal work stuff between 3 teams so I have no exact plans yet

tulip widget
#

Also I have 2 machines which I use for lan tests however that doesn't work with the tool

#

It doesn't let lan connections fire

trail oriole
#

lol I don't have two machines to test that LUL lan worked fine on one machine at least

tulip widget
#

Virtual box

#

It simulates another machine

naive steppe
trail oriole
#

Works for me with the same structure it comes as 🤔 (game dir version on left, local dir version on right)

naive steppe
#

hmm, I'll investigate a bit more, ty for the example pics

trail oriole
#

There isn't a quick option for loading into a modded moon yet, but there is a way to auto skip and auto select the first save. Under the tool's menu item (tools/nomnom/blah blah) there is an option toggle for skipping the main menu near the bottom.

naive steppe
#

For some reason that hasn't been working for me

trail oriole
#

It didn't break it when I used it Thonk

humble ember
#

Your skipping where I load the assetbundles 🤔

#

Unless you did it the right way

trail oriole
#

I use the same execution flow, I just auto-select the buttons and stuff (instead of going whole hog past things).

#

Same delays that are baked in

#

Where did the heckin scripts go dontfeelsowaaaaaaa

#

why you do this

#

Well no wonder your bepinex stuff seems broken

#

The bepinex patcher aint there at all

naive steppe
#

oh

#

yay it's not me still, I guess ^^;

trail oriole
#

Or I guess check to make sure that folder is empty. Check Assets\LethalCompany\Tools\Plugins\BepInEx\Utility

naive steppe
#

quite empty

trail oriole
#

Yep that's the issue, I have no idea why these got deleted lmao

naive steppe
#

I take comfort in knowing that I help identify issues 🤭

trail oriole
tulip widget
#

Ooh your schizophrenic

trail oriole
#

@humble ember yeah it's just this (gray because it's not in the project atm)

humble ember
#

Most of them skip entire scenes

trail oriole
#

Yeah I did that initially to test but it kept breaking the player settings entirely so I came up with this instead LUL

#

Will be nice to also have this integrate pulling the lever maybe

naive steppe
#

@trail oriole when it's added back, will I need to re-do the initial setup of the project?

trail oriole
#

Normally, yes, but you can also just copy them into that folder from where they are in the package.

naive steppe
#

sick

trail oriole
naive steppe
#

Okay so I updated the package in Unity, but I'm not seeing anywhere to grab those files. Am I misunderstanding something?

trail oriole
trail oriole
#

Heck yeah

naive steppe
#

Thanks again for your help, as always ^^ now I'm gonna set up the posterization shader

trail oriole
#

I'll probably start adding that + other shader stuff in 0.4

naive steppe
trail oriole
#

Where is that shader again

naive steppe
trail oriole
#

Ah okay, thought they were still modifying it after that

naive steppe
#

Maybe, but I can always just update the shader

heavy marten
#

Though this scene never gets deleted on load so if you wanna try it in game only the SampleSceneRelay needs it.

heavy marten
#

Though if you make the setup in your script I won't include the scene in the package but only the shader so it doesn't break people's project c:

trail oriole
#

What all do you even modify in the scene? If it's just a volume, then I'd just put it in a prefab and I'll just auto insert that into the scene via the patcher

tulip widget
#

Does the edge detection get less accurate the farther out you are like in game?

heavy marten
trail oriole
#

Gotcha, so yeah just needs a prefab

naive steppe
#

@trail oriole looks like animator and audio source components get broken in the conversion

trail oriole
#

for your moons?

naive steppe
#

yee

trail oriole
#

ffs okay so because I forgot about commented out code, I have to push another dumb fix for the patcher. If you want the menu skip to work you need to uncomment these btw in the bepinexpatcher script you copied over :)))))))))))))))))))))))))))))

naive steppe
#

I think it might be a similar problem to the materials where I'm already referencing basegame stuff

trail oriole
#

Did you not copy over all the stuff from the original project? The fixer doesn't map the materials/clips/etc to new ones.

naive steppe
#

I didn't copy over the basegame assets I had already had ripped, is that what you mean?

trail oriole
#

Yeah, it won't auto migrate those for you, since I don't really have a way to do that part (different folder structures/could have different names/etc)

naive steppe
#

Understood. It's a simple fix for me anyways, I can just go into a vanilla scene and copy/paste

trail oriole
#

Yeah. I could look into a raw name migrator, but that would have to wait until 0.4

naive steppe
#

Fair enough

trail oriole
#

I think I have the steps as automatic as I can make them (for the main patcher)

naive steppe
#

Yee, it's fantastic. Much better than doing all that stuff by hand 🤭

trail oriole
naive steppe
#

Triskelion scene has been successfully rebuilt :)

trail oriole
naive steppe
#

wait crap, forgot the door broke

heavy marten
#

I wonder what would happen if I started making moons....

#

Making open world, 3d renders and modeling is one of my strength

#

For example:

naive steppe
#

Nice! You'd be awesome at visuals for sure

tulip widget
#

ruhahg

tulip widget
naive steppe
#

Thanks! :)

austere furnace
#

already found my use for this really nice to put some gizmos in there and actually visualise what my numbers mean

jagged plover
#

oh very nice

naive steppe
#

I haven't tested on any vanilla scenes yet, but interior enemies don't seem to spawn while playing in editor for me.

#

The assetbundles work fine though

trail oriole
#

That's odd

#

Vanilla spawns interior/outside work fine for me in editor

#

So might be something to do with your stuff or LLL? Unsure

tulip widget
#

Same

naive steppe
trail oriole
#

ah yeah I don't really know how to handle the export-side of things if you test with in-editor script versions of a plugin. Since you have to use the same plugin in-game where the mono comes from to load it back up.

#

So that part is a bit of a gray area on how to approach it.

naive steppe
#

kk, I'll work on it 🫡

pearl burrow
#

i think im gonna use the secret labs mod to test if i can export prefabs and scriptables from a mod and like

#

test the dungeon flows in the dungen flow analyzer scene

#

anybody ever try that before

#

wait

#

how does LLL work?

#

this bundle's prefab folder just have a bunch of items in em

trail oriole
pearl burrow
#

wait no that was secret labs mod i was lookin for SCPCBDunGen

trail oriole
#

sip ez adding however

tulip widget
#

@trail oriole So how do I build a mod with your tool

trail oriole
#

Dunno, haven't gotten there yet

heavy marten
trail oriole
#

Hmm doesn't seem to change anything, regardless of the clear flags value. Odd

austere furnace
naive steppe
#

Either I'm dummy unlucky or I've just got something set wrong. No big deal tho

heavy marten
trail oriole
#

Once I do figure out in-editor plugin building, then the netcode patcher won't be needed. So that's fun

tranquil hare
#

That'll be really nice

tulip widget
tulip widget
spring eagle
#

I think I have encountered some problems, how should I solve them?

tulip widget
#

Make sure you have
Git
.NET 8.0 or above

trail oriole
#

Until we get it finalized, gonna have this entry here

naive steppe
#

Is that gonna disable itself upon building asset bundles?

trail oriole
#

why would it

#

Nothing references it

naive steppe
#

Ah right, I forgot that the issue I had was I was using an object in the scene to let me preview the effect there

trail oriole
#

Ye, I grab it at runtime and clone it so it's all automatic heheheh

naive steppe
#

noice

tulip widget
#

Work on building plugins 😸

tulip widget
#

Anyways @trail oriole So how do I setup LLL within your tool

trail oriole
#

@naive steppe what did you end up doing for LLL? LLL dll in project and all the LLL/LethalLib plugin contents in local/game bepinex plugins?

humble ember
#

let me know if you need any help with that nomnom

#

i haven't looked at it but it's possible my folder search stuff isn't flexible enough?

tulip widget
rugged sentinel
#

what? who? where? huh?

trail oriole
#

Why ping them for this 🤔 I was working with starlancer with this directly

rugged sentinel
#

I'm here so I might as well dance

trail oriole
#

oh no, dance party dontfeelsowaaaaaaa

tulip widget
#

I mean what files did you use for LLL to work

rugged sentinel
#

I dragged the .dll into the thing

#

i think it was something like Assets/LethalCompany/Tools/BepInEx/Plugins

tulip widget
#

What all dll's did you use

rugged sentinel
#

LLL, LethalLib, MMhook

#

I think that was it

#

everything under those that was a dll

tulip widget
#

Ight

naive steppe
tulip widget
#

Did you put all the dlls in there or folders?

naive steppe
#

Dlls

tulip widget
#

@trail oriole Hey so when I add the dll's they don't register when loading in

#

I finally got it

naive steppe
#

@heavy marten did you mention that you were working on (or going to work on) recreating the blob shader?

naive steppe
#

Sweet. Can't place a prefab slime on the planet rn, it'll just be invisible 🤭

trail oriole
#

Still not any closer to being able to build a mod from the editor skulld This wouldn't be so difficult if I could inject a type remapper when the bundle was built, or somehow remap that type when loading the bundle. But both seem impossible so that's fun.

trail oriole
#

ok I might have figured it out, need to test with a more full mod to make sure

naive steppe
#

What do you think the issue was/how full of a mod do you need for testing?

trail oriole
#

Ok it seems to work the way I'd like it to, but only mostly. So for now I think the only way you can actually build a plugin is to make a regular net project and have it copy the output dll into the project mods. Basically the same process you'd normally do to have normal asset bundles functional. The good side of that at least, is that it most mods won't need the extra slew of dlls to import as well, as I already have those set up in the project. The main downside is recompilation times with the dll copies, but you can still test normal scripts in editor when needed. So that's that for now Hmm

#

This is also possible since I added support for in-project mods that aren't in the main assembly, so that's coolio

tulip widget
#

I platonically love you

trail oriole
humble ember
#

I don't think you can reasonably fix it btw @trail oriole but static meshes in scenes combine at build

#

so a lot of props in the basegame scenes are like stuck together

trail oriole
#

Got an example of what that looks like? Haven't seen it myself

humble ember
#

yeah one moment

wide jasper
#

so i ripped the lethal assets and dragged them into my unity project and im getting these errors anyone know what im doing wrong?

humble ember
#

wym you ripped lethal assets and dragged them

wide jasper
#

i dragged them into my unity project

humble ember
#

from where

wide jasper
wide jasper
#

i dragged these in

hollow jolt
trail oriole
#

uhhhh I've never used that before, but I assume it has the same format as the normal bepinex folder?

trail oriole
#

Maybe I can swap the toggle for the game folder to just some directory 🤔

#

Or have both and if the path is empty it defaults to the game

#

That's probably more beginner friendly anyhow

#

I'll see about adding that for ya soon

hollow jolt
trail oriole
#

Do you know where the correct names are?

hollow jolt
#

Top 4 would be PlayerVolume0, PlayerVolume1, PlayerVolume2, PlayerVolume3 and the bottom 4 i believe would be the pitch for each player, which'd be PlayerPitch0, PlayerPitch1, PlayerPitch2, PlayerPitch3

trail oriole
#

oh I wonder if UE would have em

hollow jolt
#

not sure why the pitch parameters aren't being detected properly yet the volume ones are but 🤷‍♂️

hollow jolt
trail oriole
#

Weird, obv exposing those wouldn't affect the real one in the steam version, but yeah I'll look into that at some point

tranquil hare
#

The only annoying part about this is having to restart the editor to release loaded mod dlls... not much you can really do about that though

#

been a great tool

trail oriole
#

Fun fact about that, if the mods are in the editor in v0.4 (not in local or in the game's dir) then you can nuke them fine :) That's how you can now build your dlls from their external project into the editor, test, and rebuild to overwrite.

tranquil hare
trail oriole
#

Another cool thing is that all of the normal plugin deps are already in the patched project

#

So you generally only have to copy over the one plugin dll instead of like 12

humble ember
#

is any of this relevant if your using the basegame folders

trail oriole
#

whatcha mean

humble ember
#

ohhhh is this in context of like dlls that need to be in unity itself for eg. custom scriptableobjects

trail oriole
#

Yeah if you want to build a plugin (and have assetbundles export properly), you basically have to copy it over from a normal C# project

humble ember
#

ye but that's like what youve had to do already right

#

have assetbundles export properly?

trail oriole
#

How people already do it, yeah.

#

I now handle like 90% of the process on the editor side at least heh

#

Oh yeah you'll probably want to be on the bleeding edge versions while using it for LLL stuff. 0.4 has the experimental posterization shader, supporting the in-editor mod dlls themselves, and bepinex being in the package itself so I can actually update it for people lmao.

humble ember
#

where can i get that

trail oriole
tulip widget
#

0.4 sounds crazy

humble ember
candid marsh
trail oriole
#

The heck is that error lmao

humble ember
#

idk but its not letting me play

trail oriole
#

You are playing from InitSceneLaunchOptions right

humble ember
#

yeah

#

disabling use bepinex folder fixed it

#

let me know what you need

#

oh is it the unity adin thing

#

admin

trail oriole
#

huh

#

are you using unity as admin Hmm

humble ember
#

ye

trail oriole
#

Doesn't it yell at you to not do that

#

Why is it in admin lol

humble ember
#

ok without admin still

#

(skip to main menu is off too)

#

it looks like even though im trying to play with bepinex folder and LLL is running, it's not finding the scripts lll loads

trail oriole
#

I guess I'll test the normal directories again, but I just do this since it's supported now.

humble ember
#

yeah but i want to use my basegame folder

#

i want that because i want that, not because i can't do something else

#

(feel like that sounds rude but just being explicit about my intents here)

trail oriole
#

hm now that I think about it, if you have a mod in the project, and also in either the local/game bepinex folders I think it'll get loaded twice 🤔 (not saying that's your issue just realizing that might happen)

#

pain

humble ember
#

i dont have the mod in the project

trail oriole
#

hm seems to run fine for me with the game's bepinex folder (and LLL + other stuff in it)

#

I don't get that error or that warning

humble ember
#

rn ive

made new unity project

run tool in 0.4.0

skip main menu false

use bepinex folder

trail oriole
#

What mods are in the game's folder? Maybe one of them is causing issues somehow

humble ember
#

yeeee minimising my mods now

trail oriole
#

Just how long it took the entire bepinex process to complete (loading plugins, extra stuff, custom injections, etc)

humble ember
trail oriole
#

Looks like it can't find whatever the inpututils are

humble ember
#

i just have these now, no more warnings and error looking things but its still not finding ExtendedLevel

trail oriole
#

Basically the same thing LMAOO

humble ember
#

do you have lethallevelloader in your unity project

trail oriole
#

For this test nope

#

I guess nuke the editor log, run it again, then throw the log in here so I can look at it. Since I have no idea what's happening

humble ember
#

where can i get the log in a usable state

#

the core issue is that the bundle isn't finding the classes lethallevelloader has

trail oriole
#

go there, nuke its contents then press play. Should be good

humble ember
#

cleared it and it isnt regenning

#

oh nvm

#

is it concerning that these are not in the order they should be in regards to dependencies?

trail oriole
#

nah I don't really have a way to determine that anyway, I just have the dlls. I wouldn't need that if it auto found dll dependencies anyway, but the editor breaks the auto find so I do what I must (since it scans from exe downward and whatnot). The bepinex deps are still intact since I run that after they are all grabbed anyway.

humble ember
#

ok

#

let me know if i can provide anything else

trail oriole
#

I was able to replicate it just by having the bundle outside the editor, but I swear that used to work fine. I haven't changed how it loads up the stuff thonk_explode I'll have to look at it tomorrow since it's 1am though

humble ember
#

😔

#

thank you

#

for context i dont have like anything in editor

trail oriole
#

Weirdly enough, was curious to see what would happen if you put mmhook, lethallib, and LLL into the editor into tools (with them still being in the game's dir as well). And well, it didn't give the 2nd warning about the level type without an asset, but it still had the missing script on the object. So what the hell is its problem BlemiShakeBOOM

#

Maybe it hates me

#

am I dumb or is it only not finding it for the first one

humble ember
trail oriole
#

Well yeah, but it's using the same exact type in the loop above it to even print that 🤔 So the type definitely exists, and is actively being used, and seems to be loaded from a bundle to even be able to print that log in the first place. But I could be wrong here, just looking at the code around where that log is on the repo.

humble ember
#

yeah thats why im confused

#

the fact levellevelloader is doing stuff in the first place should prove that

trail oriole
#

Ok are we sure the bundle just isn't high?

#

It loads fine in game 🤔

#

Like even with the warning

#

Showed up on the terminal, I chose it, and loaded into it. And walked into the pyramid. So I'm confused lmao

humble ember
#

oh frl?

trail oriole
#

What is GameObject '' anyway

#

No name?

humble ember
#

idk, idc about that first one

#

its the extendedlevel one that scared me

trail oriole
#

That what seemed to be "missing" from that object

humble ember
#

naur

#

two seperate things

#

trust

trail oriole
#

okie, well it seems fine unless there is a magical thing that exploded

humble ember
#

apologies then

#

you got all the destroy errors right

trail oriole
#

playerinput ones?

humble ember
#

no

#

not sure if this is gonna be a problem or not

trail oriole
#

huh went to try and load it in-editor again as I had it before and now it can't load into the moon list in the terminal at all. Aight

spring eagle
#

I still confused in these errors.

trail oriole
#

@spring eagle check the info messages and see if they contain anything from the output. Also what version are you on? Could also send the whole log over

trail oriole
#

@humble ember that warning about the GameObject '' also happens in the normal game as well btw (with normal modded game). Also somehow in-editor (with in-editor bundles/libs/etc) RestoreVanillaLevelAssetReferences is getting null enemies, as spawnableEnemyWithRarity is sometimes null, so the .enemyType check throws. Not sure if this is a me thing or a thing about bundles sometimes?

trail oriole
#

It's in the same managed directory how can you not find it

trail oriole
#

Yeah I have no idea what happened but I straight up can't even load LLL anymore in the terminal even when I revert back to the working project dontfeelsowaaaaaaa The hell got touched

tranquil hare
tulip widget
#

@trail oriole So I'm trying to test my LLL mod with your tool how do I do that?

tranquil hare
#

i love unity i love unity

humble ember
#

@trail oriole any chance I need to be more explicit in my destroy calls incase it’s calling editor variants somehow? Or is it a fundamental issue

trail oriole
#

I have no idea tbh. I even added a patch to check if a destroy was trying to destroy an asset, and not do that. But it didn't change the enemies still being null. I might just need to clone LLL and poke it so I can see what issue it actually is.

humble ember
#

@trail oriole do you understand what im doing

#

I can explain when i get home if not

trail oriole
#

Seems like you are just clearing out the old asset and replacing with a new one, and nuking the old one so it doesn't stick around. Although, if they aren't instances, why even destroy them I wonder. (No idea what else you do to them obv)

humble ember
#

Because other modders use Resources.FindObjectsOfType

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and get the fake ones

trail oriole
humble ember
#

I don’t disagree

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But I gotta play ball

trail oriole
#

which publicizer do you use

humble ember
#

uhh i dont recall

#

i dont think i do anything with the one i use anyway?

trail oriole
#

Oh I see you use this one

humble ember
#

oh true

trail oriole
#

You use it in a few places to access m_Prefabs and stuff

humble ember
#

ahh right

trail oriole
#

Although it doesn't seem to be doing its job

#

Unless I am missing an operation with it

#

(never used this one)

#

Even their readme looks quite plug-n-play with what you already have, so I dunno

#

Ah had to add a <Publicize Include="Unity.Netcode.Runtime" />

humble ember
#

@trail oriole no stress on it just keeping myself up to speed, using bepinex folders will cause a problem if i have the same dll in the project too right?

#

you don't check for doubles and/or still check the project folders with that option enabled

trail oriole
#

I don't check for duplicates atm yeah. Not really sure what it would do

humble ember
#

👍

trail oriole
#

am I high

#

I added a check for it above

#

how the hell is it null after dontfeelsowaaaaaaa

#

oh wait it's the to string function as well

#

@humble ember somehow enemies are null in experimentation...?

humble ember
#

is this because of what im doing or because your not accounting for some bepinex config stuff

#

what line is failing

rugged sentinel
#

Oh btw @trail oriole a few of the Audio reverb triggers in the vanilla maps were missing stuff when I ripped, had to dig and figure out how they worked so I can fix them for my level

trail oriole
#
insideEnemiesOverrides = BindValue("Inside Enemies Spawning List", "Add To Or Override The Inside Enemy Spawn Pool. (Minimum: 0, Maximum: 100)", SpawnableEnemiesWithRaritiesToString(selectableLevel.Enemies));
#

There are null enemies in that list of level enemies

rugged sentinel
#

I used 0.3.0 , don't know if you ended up catching that after

trail oriole
#

Also null in your vanilla fixer thing

humble ember
trail oriole
#

This is even with my block so you can't even destroy assets

#

I have no idea what is going on

#

blocks all of them so the assets should still be around

humble ember
#

whats AssetDatabase

#

the unity project right

trail oriole
#

Ye

humble ember
#

i feel like you might be solving the wrong problem?

#

I don't try and destroy base game assets

#

Like you shouldn't be catching anything

trail oriole
#

I know, this just removes the error and makes it a warning instead + doesn't actually try to in the first place. It's not so much a fix for your thing

#

Just used it to see if this was the issue

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(and it isn't)

humble ember
#

well i dont know

trail oriole
humble ember
#

what if i am correctly destroying the ones in the assetbundles, which has somehow been merged with the ones in the assetdatabase

#

like you might be catching the direct destroy attempt but not the indirect one

#

oh actually

#

@trail oriole is it possible you trying to run this before your catch safeguard just fucked up your rip?

trail oriole
#

oh god

#

maybe

humble ember
#

like does experimentation still have nulls when you dont play

trail oriole
#

Yeah

humble ember
#

yup

trail oriole
#

asset modifications are perm in editor

#

Time to re-rip for the 200th time

humble ember
#

would be cool if you had a manifest of all the files ripped so ripping again could potentially just like bring back/update the ones your missing

#

or smth

#

or re-rip certain types

trail oriole
humble ember
#

@rugged sentinel did you try running lethal level loader in unity editor

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like at any point

trail oriole
#

oh btw how good are you with .net stuff

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Like not code, just the thing itself

humble ember
#

anything that isn't c# i dont really know or have any love for

trail oriole
#

Ah, someone has an issue with having .net 8 and still being unable to run asset ripper for some reason.

#

And I have no idea how to assist with it LUL

rugged sentinel
humble ember
#

yeah thats why

#

current unity assetripper has an issue with .Destroy

#

running LLL destroys assetrip assets

trail oriole
#

Once I rerip I can verify if my guard works for this

#

It should

rugged sentinel
#

He couldn't rip anything

trail oriole
#

Was he able to fix it? I have no idea what is missing (the link was not very helpful in saying what it was either)

rugged sentinel
#

Nah we haven't had a jam sesh in a bit we were going to try again later

trail oriole
#

Ah okay

rugged sentinel
#

Sorry I couldn't be more helpful just wanted to let you know it's not some one off thing

trail oriole
#

No worries, just annoying that I have what is missing, I don't know what it is, so I can't test for it dead

#

New rip and somehow the default enemy list is smaller than what I had before lmao, the heck

#

Ok they no longer get nuked

#

IT WORKS AGAIN

#

Jesus christ

#

Wasted a whole day on this LMAOO

humble ember
#

i mean its a pretty big deal

#

wasted isn't the right term

trail oriole
#

Like I had the destroy guard yesterday

#

All day today was trying to see if my thing was broken lmao

#

(it in fact was not broken shakerat )

humble ember
#

sorry about that

trail oriole
#

All good, don't know why I didn't think to just check the level

humble ember
#

the one last piece of the pie to get devving fairly nice is the checking/ignoring duplicate dlls and/or ignoring the project folders if use bepinex is enabled

trail oriole
#

Might add a toggle for that since some people might want to test some custom plugin in-editor alongside the game stuff. Generally you'd want everything in the editor (since that's mainly the preferred approach), but I'll handle this other case as much as I can.