#archived-modding-development

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copper nacelle
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like it works, right?

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because it's just removing hooks usually

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what's the White Key?

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NG+ is now a safe way to get to menderbug's house

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w/out killing him

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why tf is there so much stuff

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I didn't realize there was so much stuff you get

leaden hedge
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you could always run the setup new player data function

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and just save what you want

copper nacelle
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that's what I'm doing

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I run the reset function

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and then rewrite all the stuff I want

fair rampart
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Guys what does player stat tracker do?

copper nacelle
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how would I save it?

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track player stats intenseface

fair rampart
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Ok

copper nacelle
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iirc it's for OBS streams

fair rampart
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where do i find the stats now/

copper nacelle
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for like overlays to see what you have

buoyant wasp
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lol, yeah, mods shouldn't be in that menu

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or

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at the very least, the on/off toggle shouldn't work, i suppose leaving the menu there could be nice in the future if mods wanted to enable options

copper nacelle
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                // WTF Map
                PlayerData.instance.hasMap = true;
                PlayerData.instance.hasPin = true;
                PlayerData.instance.hasPinBench = true;
                PlayerData.instance.hasPinBlackEgg = true;
                PlayerData.instance.hasPinCocoon = true;
                PlayerData.instance.hasPinDreamPlant = true;
                PlayerData.instance.hasPinGhost = true;
                PlayerData.instance.hasPinGrub = true;
                PlayerData.instance.hasPinGuardian = true;
                PlayerData.instance.hasPinShop = true;
                PlayerData.instance.hasPinSpa = true;
                PlayerData.instance.hasPinTram = true;
                PlayerData.instance.hasPinStag = true;
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why does map have so many annoying pins

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tfw there was more

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hasUpSlash is true by default

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right

leaden hedge
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no

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thats dash slash

copper nacelle
buoyant wasp
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that has the mappings

fair rampart
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Where do i get the updated versions?

leaden hedge
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actually might be great slash

buoyant wasp
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of all the charms and spells and skills to their normal names

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from the drive

copper nacelle
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cool

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thanks

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also

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wtf

fair rampart
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It just replaces the current 1.2.2.1?

copper nacelle
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I set hasDash = true

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and canDash = true

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and i can't dash

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nor do I have dash

buoyant wasp
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ยฏ_(ใƒ„)_/ยฏ

copper nacelle
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tfw

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NullReferenceException: Object reference not set to an instance of an object
at NewGamePlus.NewGamePlus.OnSceneLoad (Scene dst, LoadSceneMode lsm) [0x00000] in <filename unknown>:0

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VS didn't complain

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tfw

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it was the boss reset stuff

fair rampart
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Ok so, i downloaded the latest API version

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Now the mods are broken

buoyant wasp
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VS not complaining is pretty normal, Just because it compiles, doesn't mean it will work

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NRE's are also a pain to track down

copper nacelle
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PlayMakerFSM[] components = GameObject.Find(bossData[item.Key].Value).GetComponents<PlayMakerFSM>();
                    if (components != null)
                    {
                        foreach (PlayMakerFSM playMakerFSM in components)
                        {
                            if (playMakerFSM.FsmVariables.GetFsmBool("Activated") != null)
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does any of this look like it could give a NRE

buoyant wasp
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GameObject.Find could return nothing, which would cause GetComponents to fail

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and playMakerFSM.FsmVariables could be null

copper nacelle
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hmm

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ok

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I was missing a chunk of the code

buoyant wasp
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item.Key could be null i suppose

solemn rivet
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layman's way of figuring it out: try catch the whole thing

copper nacelle
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would that actually work

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like and give a correct line number

buoyant wasp
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nope

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when i've run into it

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i've done

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Log.Debug(1);

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and then just scattered those with different numbers trhough the method

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until i find the # that happens just before the NRE

copper nacelle
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lol

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that's what I was gonna do

solemn rivet
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we have a pro here

copper nacelle
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I started doing that

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except then I realized that my Log didn't have a semicolon

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and I left out part of the code

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so I wanted to try just pasting that part in

buoyant wasp
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I tried to figure out how to let it load pdb files for mods so that you could get the line numbers in them

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but that ultimately just broke stuff

fair rampart
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Help, I installed the latest API, now it doesn't say I have any mods in HK

buoyant wasp
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does it say you have the API?

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like does that still show up in the corner?

fair rampart
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Nop

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That's the problem

buoyant wasp
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which version did you install? 1.2.2.1?

fair rampart
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yes

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Windows

copper nacelle
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check the ModLog.txt

buoyant wasp
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^

copper nacelle
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and the output_log

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usually the ModLog tho

solemn rivet
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does the game even launch at all?

copper nacelle
buoyant wasp
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pretty much ๐Ÿ˜ƒ

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hmm, interesting

copper nacelle
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what tf is that error

buoyant wasp
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debug mod i think

solemn rivet
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bad reflection?

buoyant wasp
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which is weird

fair rampart
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I'll try disabling all mods then

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Then retry launching game

buoyant wasp
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but it's weird, cause the mod loading is supposed to be contained

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to prevent one broken mod from breaking another

fair rampart
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I updated the API before the mods, might be the reason?

buoyant wasp
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could be, still, it definitely is a bug

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it should have said that it failed to load just the 1 mod

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it should not have broken all of them

solemn rivet
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unless he's only loading 1 mod?

fair rampart
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Nop i have other mods

solemn rivet
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oh

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I didn't see blackmoth there

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try disabling it?

fair rampart
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Kek

solemn rivet
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if anything's breaking, I'm pretty sure it's my fault

copper nacelle
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I've had MoreSaves break all the other mods kinda

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it would remove the text in the top-left

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but mods would still work

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@fair rampart try going in game

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mods might still work

solemn rivet
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earlier compilations of Bonfire would also break the text, because of how IMGui works

fair rampart
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I opened the game after disabling all of them, it says api in the corner, now ima put them back except moresaves and blackmoth

solemn rivet
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inb4 it's my fault

copper nacelle
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@fair rampart G O I N G A M E

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imo

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like in a save

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also moresaves breaks things iirc

fair rampart
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Oh ok

copper nacelle
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I compiled it earlier today when my moresaves wasn't working post-api update

solemn rivet
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does blackmoth even use reflection...?

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I literally haven't touched the code in like three months

buoyant wasp
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the modding api does

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that's how it loads the mods into the game

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๐Ÿ˜‰

solemn rivet
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well, yeah

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but it loaded fine with only the api running

buoyant wasp
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foreach (Type type in Assembly.LoadFile(text2).GetExportedTypes())

solemn rivet
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so one of the mods is at fault

buoyant wasp
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yeah, still weird that it breaks it though ๐Ÿ˜ฆ

solemn rivet
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yeah... For it to break the whole initialization flow

buoyant wasp
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cause that entire foreach is wrapped in a try/catch

fair rampart
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I always get the weird glitches, kek

leaden hedge
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as for health bars I could probably implement this for every boss in the game in a hour at most

fair rampart
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ok so, i put back all the mods, but instead of the old moresaves im using the one 56 gave me, now it has all the mods top left corner

solemn rivet
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we have a culprit, your honor

copper nacelle
solemn rivet
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nice!

leaden hedge
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dunno if you'd want actual numbers on the health bar though

solemn rivet
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hm... Maybe? Shouldn't be that useful tho

buoyant wasp
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i would say for now, no

copper nacelle
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tfw my logging only gets to -1

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which I added because it was breaking before my 1

solemn rivet
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^heh

buoyant wasp
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fail early

leaden hedge
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0 comes before 1

copper nacelle
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I have 0

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as well

leaden hedge
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oh

copper nacelle
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this line breaks

leaden hedge
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your code is fucked then

copper nacelle
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for (int i = bossData.Count - 1; i >= 0; i--)

buoyant wasp
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hah

copper nacelle
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fuck

leaden hedge
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is bossData initialized ๐Ÿค”

copper nacelle
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no

buoyant wasp
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pro

leaden hedge
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how should multi part bosses be handled

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last hit or all of them

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i.e. mantis lords

solemn rivet
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hm... How about a separate bar for each one?

copper nacelle
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that'd be cool ^

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for radiance just add the totals of the parts

leaden hedge
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radiance would just be 1700 hp

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its mainly for mantis lords

solemn rivet
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mantis and WK

copper nacelle
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also watcher knights

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tfw too slow

buoyant wasp
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yeah

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in salt and sanc, they did 3 hp bars

leaden hedge
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I dunno about having 5 health bars on screen

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3 I could deal with

buoyant wasp
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stacked on top of eachother

solemn rivet
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5 would be too much

buoyant wasp
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WK should be the 2 active ones

leaden hedge
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I'd just split the one tbh

buoyant wasp
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same with mantis

solemn rivet
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where do we have 5 active bosses?

leaden hedge
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you don't

solemn rivet
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oh

leaden hedge
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but WK has 6 in total

solemn rivet
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ok then

buoyant wasp
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yeah, just active bosses

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no need to do more than that imo

solemn rivet
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yeah

buoyant wasp
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so, really, you never need more than 2

solemn rivet
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I was trying to remember if Shadows of Yharnam is separate hp bars or not

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but O&S is

copper nacelle
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it is seperate

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as is Lothric and Lorian

solemn rivet
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yeah

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Congregation coughcough

copper nacelle
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tfw it resets two bosses

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then fails

solemn rivet
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gotta go people

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have a good one

copper nacelle
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I should go too

solemn rivet
copper nacelle
leaden hedge
copper nacelle
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bottom one

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also why does WD have two

leaden hedge
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doesn't

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im just too lazy to get another bg

copper nacelle
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lol

leaden hedge
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WD is the only boss I can fight anyway

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didnt' feel like making a new save to get other bosses hollowface

buoyant wasp
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I prefer the smaller bars with possibly a little spice between them

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and probably need to pick some darker/moodier colors hollowface

copper nacelle
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dark red

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like bloodborne

buoyant wasp
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the bright red/orange is certainly eyecatching, but probably not quite HK style

leaden hedge
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how dank

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sorry dark

buoyant wasp
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dank could work too ๐Ÿ˜›

soft rain
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what if it was a diffuse white bar

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soft edges and rounded

buoyant wasp
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#990008 ?

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not sure what color to use for the 2nd gradient though

soft rain
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darker red?

buoyant wasp
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suppose it doesn't have to be gradient

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#521012 might work as the color to use on the low hp side of the gradient

leaden hedge
soft rain
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what if it was like this

buoyant wasp
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i like the colors

soft rain
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where white dots would be start/end/phase

buoyant wasp
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hmm

leaden hedge
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its pretty low effort to make it load 4 images and use them as the sprites for the bar

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one for bg,
one for fg,
one for outline,
one for phase markers

buoyant wasp
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k, i think, maybe, i know why the mod text thing broke. added another try catch in another place, hopefully will prevent that from happening

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Modding API 1.2.2.1-31 - (Beta) - Adds catching to hopefully prevent a failure in the version check for a mod from causing the text in the upper left hand corner from not showing for other mods.

soft rain
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btw the upper left text is unreadable at low resolutions

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I'm at 768x480

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Maybe there's nothing that can be done at that point

fair rampart
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Same over here, but i just resize back to big to read text then go back to small

buoyant wasp
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768x480, I didn't know that was even possible

soft rain
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I need those frames

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Used to get 20fps

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now I have 60

fair rampart
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It's called, WiNdOwEd

buoyant wasp
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to each their own i suppose

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that's too small for me to see

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i wouldn't be able to see where i was at ๐Ÿ˜‰

fair rampart
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When i play normally i usually play on higher res, but when im doing stuff like rando and speedrunning its really low res

soft rain
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I changed my resolution and the game felt so much more fun

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This is after watcher knights with 18 fps

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That was a sad time

copper nacelle
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why

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upgrade your computer

soft rain
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It's a recent mac

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Might not be optimized for mac

copper nacelle
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what

soft rain
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Don't really want a desktop

copper nacelle
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I've played on a mac

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it was like a 2011 macbook air

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got like 30 fps fullscreen

soft rain
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:O

copper nacelle
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and it was also on linux

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(worse graphics drivers iirc)

buoyant wasp
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I don't know if there is a way to scale the text or not

fair rampart
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30FPS over here too, and i have 3GB and intel 2 duo

soft rain
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HOW

copper nacelle
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30fps in king's pass that is

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idk what it would be for bosses

soft rain
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oh well

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similar for me

copper nacelle
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was trying to get my sister to play

soft rain
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25ish in areas with not much

copper nacelle
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then 30fps happened

fair rampart
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Fungal wastes, more like, lag

buoyant wasp
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I feel bad a little now, 200+fps in game

copper nacelle
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me too ^

fair rampart
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;-;

soft rain
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Watcher knights, more like 30 tries because those infected flies are so hard to render

copper nacelle
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oof

soft rain
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And now my resolution is 768x480 and the game is fun

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It was fun before but now it's better

copper nacelle
soft rain
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Can you mod in some more fps at higher resolutions? Thanks

copper nacelle
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could you mod it so it doesn't render a load of stuff

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like the infected flies and such

soft rain
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Can I just not render anything but enemies

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Back to black squares

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The reason I switched was I was fighting ngk and I realized that the game has been unplayable for as long as I played it

copper nacelle
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oof

soft rain
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Switched and beat him in 7ish times

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Took me 35ish before

leaden hedge
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you can scale the text

soft rain
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Didn't get past first stagger

leaden hedge
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it looks like shit though

soft rain
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As long as it's readable

copper nacelle
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why does it look like shit

leaden hedge
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not really

copper nacelle
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the font isn't bitmap

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right?

buoyant wasp
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changing font size isn't the same as scaling it

leaden hedge
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nah

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but its not like terminal

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which looks readable at 5pt

copper nacelle
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๐Ÿค”

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I have mine set to 10pt profont

leaden hedge
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trajan pro looks like a blob at 5pt

copper nacelle
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and everyone who has seen it has said wtf how do you read that

soft rain
leaden hedge
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looks good

copper nacelle
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wow

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that's the most beautiful text I've ever seen

leaden hedge
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CharmNotchMod: 1.1

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RandomizerMod: 1.5.1 (XML Version 1.3.1)

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not even hard to read

fair rampart
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Guys help, rando says update available, I downloaded rando from drive, still says need to update

buoyant wasp
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it's broken

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@rain cedar said he'd fix it

fair rampart
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Ah ok

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Kek

rain cedar
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Some day

copper nacelle
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me_irl

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to everything

soft rain
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ooh is text fixed

buoyant wasp
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uhm, i didn't do anything to the text, how'd you fix it?

soft rain
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oh nvm misinterpreted

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that's a good healthbar color

leaden hedge
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needs to work on none nail sources and actually go to 0 hollowface

buoyant wasp
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sweet

copper nacelle
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nice

leaden hedge
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I'm going to sleep though

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so tomorrow I'll smoothen this out

buoyant wasp
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i'll be glad to test it out via boss rush

soft rain
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ooh that's really nice

finite bane
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level editor when?

steep sail
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@leaden hedge i think that there can be 2 ways for making this more informative: 1st is make HPbar for full boss HP. 2nd - make phase marker same as in Furi

solemn rivet
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There's a problem with that

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FK doesn't have all its hp at once

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Every time you stagger it it gets a new hp bar

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It's not like it has x hp and every time it takes x/3 damage it staggers

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It only has x/3 hp

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Also, it happens as often as you want it to, nor only 3 times

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If you have a high enough damage output you can keep staggering it forever

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So I really think it's fine as it is

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Actually, more than fine, it's awesome

ornate rivet
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it looks awesome

solemn rivet
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How about making it infection colored?

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How about making it infection colored?

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or SOUL colored

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because that's what leaks when you hit enemies

fair rampart
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api mods are supposed to work together right?

leaden hedge
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yes

young walrus
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to an extent

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not sure how randomizer and boss rush would play with each other

leaden hedge
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they dont

fair rampart
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I tried using more saves ontop of randomizer

leaden hedge
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boss rush takes priority

fair rampart
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but it doesnt seem to be working

leaden hedge
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weird

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@buoyant wasp whenever you get spare time, can you make OnGetEventSender return the FSM it was called from

buoyant wasp
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More saves is broken

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Has been for a while

leaden hedge
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oh you know why

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conflicting CanvasUtil

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I just need to recompile

buoyant wasp
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i think it also is missing the "IsCurrent()" method

leaden hedge
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hmm Hollow Knight has some quality coding

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every single attack is a different gameobject ๐Ÿค”

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should work for every boss in boss rush except THK
(only updates when you hit them with a nail)
if / when OnGetEventSender sends the source FSM with it, i'll make it update with all damage sources

buoyant wasp
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yeah, i should be able to add that tonight after work hopefully

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so you want it to be the value from Fsm.EventData.SentByFsm?

leaden hedge
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should just be this.fsm

buoyant wasp
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ah

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ok

leaden hedge
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so it'll send the health_manager_enemy

buoyant wasp
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so I can modify it to pass along the Fsm value too

leaden hedge
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            if (flag2)
            {
                ModHooks.Instance.OnGetEventSender(this.sentByGameObject.Value, this.fsm.FsmComponent);
            }
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is what I think it should be

buoyant wasp
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wish i knew if any mods were using that hook

leaden hedge
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I think bonfire uses it

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or did

buoyant wasp
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cause really i'd rather just update the hook, but if i do that, mods that use the old version will break until they change their method signature to expect the 2nd parameter

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eh, bonfire is broken anyway

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mostly just need to check randomizer and bossrush

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k, seems easy enough. i'll try to do it tonight

rain cedar
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Randomizer doesn't use that

solemn rivet
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Well, last time I checked, bonfire didn't either

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Unless you added it to fix spell damage, Wyza

buoyant wasp
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heck if i know what i added

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that was 6 weeks ago

copper nacelle
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lmao

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@fair rampart search from:56#1363 has: file

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compiled the newest version from KDT's GitHub and it works

fair rampart
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Aight will do in a min

copper nacelle
solemn rivet
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Just in case, just tell me what the other parameter type is and I'll change it in bonfire as soon as I get home

leaden hedge
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it'll be PlayMakerFSM

vital trout
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how do you do mods

copper nacelle
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install the API for all mods that aren't lightbringer or glass soul

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then put the mod in the mods folder

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there's a video in pinned for boss rush except

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you can replace boss rush w/ anything else

vital trout
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whats the deal with lightbringer mod anyway

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why do people joke about it so much

ocean ether
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I have the debug mod in my mod folder but it doesnt work

vagrant leaf
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probably shitmodst

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is why

young walrus
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did you install the API

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debug won't work unless it's built on the API

ocean ether
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yeah

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ill retry maybe i did something wrong

young walrus
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the installed mods should show up top left of the title screen if they're running

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if they don't show up, then they're not installed right

ocean ether
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so I put the api in the hollow_knight_Data files?

young walrus
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the files are set up the way they need to be

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just drag and drop

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the folders will nest the files in their proper location

ocean ether
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It does nothing...

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nothing showed up in top left of my screen

young walrus
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what version you running?

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MAC? PC?

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what game version?

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you download the proper version?

ocean ether
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PC most recent version

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1.2.2.1 i think

young walrus
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and you copied the "hollow_knight_data" from the API download?

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and pasted it in the same place that "hollow_knight_data" is in the game files?

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it should ask if you want to merge and overwrite the files

ocean ether
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for me the api files are named outputfinal

young walrus
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open that

ocean ether
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and yes i did that

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ok

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it does not work...

young walrus
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you doing steam version?

ocean ether
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i think ill just uninstall the game and reinstall and retry at that point

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yes

young walrus
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just verify game files

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will take less time

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there's also a video in the pinned messages

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shows exactly what to do

ocean ether
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ok thank you mylajoy

buoyant wasp
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Modding API 1.2.2.1-32 (Alpha)

-Changes OnGetEventSenderHook to now have a signature of OnGetEventSenderHook(GameObject, PlayMaker.FSM).

@leaden hedge - Try this, might work, might explode.

copper nacelle
#

wtf

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help

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I "have" mantis claw

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and can get onto the wall

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but then I can't climb it

buoyant wasp
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assuming you've already looked at the debug mod's code for this?

copper nacelle
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uhhh

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checked now

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it's the same as mine

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and giving myself claw with debug mod didn't do anything

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still weird

young walrus
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So is -27 the most recent, stable version of the API

supple veldt
#

hey

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anyone can explain me how randomize mod really work?

vagrant leaf
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it just randomizes everything

supple veldt
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there is a button "log randomization"

vagrant leaf
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it means you save your seed for later

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if you want to use it again

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and with that seed

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all the items are in a specific place

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with others they are in different places

young walrus
#

The log randomization generates a txt log for that specific seed

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So if you wanted to see where things were placed, you can

supple veldt
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ok

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where can i find that log file?

young walrus
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In your saves folder

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Where the game saves stuffs

#

Each randomizer seed you start is tied to that specific save file too, so you could theoretically start 4 new files and the randomization seed would stay in each file

#

If you wanted to bounce between them for some odd reason

supple veldt
#

no

#

i just want to see that log file

#

but i can't find

#

where my game save itself

young walrus
#

Modlog.txt

supple veldt
#

i use hk from steam

#

any idea of the path?

young walrus
#

%appdata%...locallow/teamcherry/hollow Knight

vagrant leaf
#

it's not in %appdata% for me, it's just in appdata

supple veldt
#

okokokok

#

found it

#

thank you so much

young walrus
#

If you put the % in there, it ignores previous file paths or something

#

I can't remember exactly

copper nacelle
#

no

#

it's just an environmental variable

young walrus
#

Sure. That

copper nacelle
#

e.g: %localappdata%

supple veldt
#

and before going into the trial and error

#

i saw there are some little changes

#

example with the location of vengeful spirit

#

the mob won't curl to avoid softlocking the run

#

are tehre any other changes like that?

young walrus
#

Yes

#

Benches are taken away, some platforms are added

#

Just little things to prevent you from softlocking

#

The rooms will be normal if you have the intended abilities for the areas tho

copper nacelle
#

my walljump fixed itself

#

after save and quit

young walrus
#

So really, you probably won't notice a difference

supple veldt
#

ok thank you, i want to learn something before try the race saturday

#

not like i'm trying to win but at least i want to partecipate with consciousness

young walrus
#

The guides page on SRC has the randomizer help tool too

#

Really helpful for telling you what items are possible with your current items

supple veldt
young walrus
#

That's the one

supple veldt
#

yep thank you so much

#

gonna dive in that run

#

the idea after i have enough items is to any% the game

#

right?

#

enough items to reach the dreamers i mean

young walrus
#

Yup

#

All u need is dreamnail, wall jump, and superdash or ismas tear

supple veldt
#

no dash required?

#

simple dash

young walrus
#

Nope

#

(assuming you're playing on hard)

supple veldt
#

i'm

#

i found a streamer with the randomizer hud

#

where can i find that?

young walrus
#

Pinned messages

copper nacelle
#
Failed to reset boss with key: Ruins2_11 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Fungus3_23 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Mines_32 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Mines_18 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Deepnest_32 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Crossroads_10 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Crossroads_04 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Crossroads_09 and value: [True, Battle Scene]
[INFO]:[NewGamePlus] - Failed to reset boss with key: Ruins2_03 and value: [True, Battle Control]
#

fail_irl

#

lost kin and broken vessel got reset tho ๐Ÿ‘

#

all the battle ones fail

vagrant leaf
#

is bonfire still broken?

solemn rivet
#

sigh

#

look, I'll be on vacation next week and then I'll have alllll the time in the world to fix whatever it is that's wrong with bonfire

#

just don't quote me on that

supple veldt
#

thank you everyone for your time, expecially @young walrus you helped me a lot, everything works fine, gonna go to sleep, it's really late in europe

solemn rivet
#

also

#

dunno if you're aware of that, but

#

rando hard requires some skips

copper nacelle
#

some fun

solemn rivet
#

or rather, may require

#

not entirely offtopic, but also not entirely ontopic

#

what are the chances of us seeing a rando race on a future GDQ?

rain cedar
#

Pretty close to none, I would imagine

solemn rivet
#

would be pretty nice

young walrus
#

It's possible. The precedent is there now.

worldly cipher
#

Can someone make a mod that changes the player model to grimm or changes the base model's mask black with glowing white eyes like it is when you use shade cloak

leaden hedge
#

you can

rain cedar
#

No you don't get it

#

He clearly requested someone else to do it

#

Because he's a lazy piece of shit

copper nacelle
#

someone could

#

but someone won't

leaden hedge
#

actually for the prior you couldn't

#

because this game doesn't have models ๐Ÿค”

copper nacelle
#

just make the texture a really shrunken down grimm

#

who needs good hitboxes

rain cedar
#

Just make it all grimm

#

Nail swing is grimm

#

Spells are grimm

#

HP is grimm

copper nacelle
worldly cipher
#

i dont know how to make mods man

#

i just thought it would be cool because i really like grimm's design

copper nacelle
#

it's not even mod making

#

you just edit some textures

worldly cipher
#

i dont know how to do that im really new to all of this kind of stuff plus i dont really have time i only have about 30 minutes to do stuff every day because of work and semester finals

atomic dagger
#

how do I begin using the hk randomizer

leaden hedge
#

you install it

#

theres install instructions

atomic dagger
#

modding dll?

leaden hedge
#

its in the drive

atomic dagger
#

I can't read

#

thanks

leaden hedge
buoyant wasp
#

k, sec

#

might have screwed something up

#

yup

#

i know what i did

leaden hedge
#

hmm

#

still seems to want to be just GameObject go

buoyant wasp
#
 /// <summary>
        /// Called whenever game sends GetEventSender. 
        /// </summary>
        /// <remarks>HutongGames.PlayMaker.Actions.GetEventSender</remarks>
        [HookInfo("Called whenever game sends GetEventSender. ", "HutongGames.PlayMaker.Actions.GetEventSender")]
        public event GameObjectFsmHandler OnGetEventSenderHook
        {
            add
            {
                Logger.LogDebug($"[{value.Method.DeclaringType?.Name}] - Adding OnGetEventSenderHook");
                _OnGetEventSenderHook += value;
            }
            remove
            {
                Logger.LogDebug($"[{value.Method.DeclaringType?.Name}] - Removing OnGetEventSenderHook");
                _OnGetEventSenderHook -= value;
            }
        }

        private event GameObjectFsmHandler _OnGetEventSenderHook;

        /// <summary>
        /// Called whenever the FSM OnGetEvent is ran (only done during attacks/spells right now).  
        /// </summary>
        internal GameObject OnGetEventSender(GameObject go, HutongGames.PlayMaker.Fsm fsm)
        {
            Logger.LogFine("[API] - OnGetEventSendr Invoked");
            if (_OnGetEventSenderHook == null) return go;

            Delegate[] invocationList = _OnGetEventSenderHook.GetInvocationList();
            foreach (Delegate toInvoke in invocationList)
            {
                try
                {
                    go = (GameObject)toInvoke.DynamicInvoke(go, fsm);
                }
                catch (Exception ex)
                {
                    Logger.LogError("[API] - " + ex);
                }
            }
            return go;
        }
#

and GameObjectFsmHandler is this

#
public delegate GameObject GameObjectFsmHandler(GameObject go, Fsm fsm);
#

i've seen VS cache things like this before, sometimes have to do a build clean

leaden hedge
#

looking at in dnspy its correct

buoyant wasp
#

so its just your IDE that doesn't like it?

leaden hedge
#

seems like it

buoyant wasp
#

remove the reference to Assembly Csharp and re-add it

#

seen that happen before too

leaden hedge
#

removed and readded

#

still saying GameObject go

buoyant wasp
#

close/reopen the IDE?

#

nuke it from orbit?

#

apparently sometimes closing VS, deleting the .suo file (not the .sln file), and reopening it fixes it

leaden hedge
#

done that still doesn't want to work, went and installed another IDE

#

that didn't work either

#

@buoyant wasp

buoyant wasp
#

hmmm

#

but why...

#

the event isn't using that handler

#

it's using an entirely different handler

leaden hedge
#

looks like its using it to me

buoyant wasp
#

....oh

#

derp

#

i built the mac api, not the windows one

leaden hedge
#

nice

buoyant wasp
#

so the zip didn't change

leaden hedge
#

works now

#

unrelated is there a way to disable stack traces on the ingame log

#

other than fixing my code hollowface

copper nacelle
#

lol

buoyant wasp
#

you mean the one that shows up on screen?

#

no, it's just intercepting the write calls to ModLog

leaden hedge
#

yeah that one

#

when oncollider NREs

#

it basically makes it useless

buoyant wasp
#

yeah, honestly, just best to do a try catch around it and eat NREs. you could always then just spit out a single line in the log saying there was an NRE

#

though with oncollider, that itself might be spammy

leaden hedge
#

false knight head is broken, and failed champion values are wrong

rain cedar
#

You should probably add a special case for Radiance if you haven't

#

Since he's got 3k but dies around 1.3k for no reason

leaden hedge
#

the last 1300 is for the ending cutscene

#

where you mash attack

rain cedar
#

Does it even go down during that?

leaden hedge
#

dunno

#

I'd assume so

rain cedar
#

That would be weird

#

It's just a scripted scene

leaden hedge
#

I could probably just do maxHP = 1700, and then do if( radiance ) hp = bossFSM.fsmvariables.getfsmint("HP") - 1300

#

to make it look correct

fair rampart
#

Did rando get updated?

compact crown
#

Does debug mode show hitboxes enemies and switches?

fair rampart
#

I'm not sure but there was an option to disable hitboxes

compact crown
#

I'll have to check it then. =)

#

Would be nice if it was possible to get visual "position boxes" for when enemies appear to learn dodge patterns. i.e. Soul Twisters and smililar

fair rampart
#

agreed

buoyant wasp
#

I think that KDT had once looked at the hitboxes thing, but it ended up causing really weird behaviors

#

i think there was something odd with it causing the stuff to be shifted on collision or something weird

solemn rivet
hazy sentinel
#

@rain cedar randomizer permuted isma's tear to isma's tear, but picking it up didn't give the item (acid immunity effect didn't work, didn't appear in inventory) until save+quit

rain cedar
#

Isma's tear doesn't work in the room you pick it up in

#

In randomizer

#

Small enough bug to not matter too much

trim nimbus
#

with the debug mod can you give yourself all the soul vessel things?

buoyant wasp
#

don't think so, but don't think you need to either with infinite soul

trim nimbus
#

I know

#

but I'm trying to do path of pain without dash

buoyant wasp
#

ah

trim nimbus
#

and if I wanna be able to use 8 fireballs per section

#

without looking like I'm cheating that hard

#

I wanna have all the vessels

buoyant wasp
#

you could just go grab the save file for 106%

trim nimbus
#

good point

solemn rivet
#

wait

#

is that possible?

#

I mean, skipping the dash sections in PoP using fireball

#

I thought those were not wide enough to do that?

rain cedar
#

Maybe if you could actually use all 8 fireballs in a row

#

But nah I don't think so

west wave
#

so i 100% hollow knight and now i wanna try this lightbringer mod everyone is going insane about but i dont see it anywhere on the steam workshop. Can someone link it to me?

young walrus
#

it's in pinned messages here

buoyant wasp
#

it's in the pins of this channel

#

HK doesn't have Steam Workshop support

#

probably never will

hollow pier
#

play lightbringer

west wave
#

oh neat

warped kernel
#

Lightbringer? More like LAMEbringer

#

I've never played this mod

solemn rivet
#

just don't complain about muzznik please

warped kernel
#

I want to go into playing modded, but I gotta get the rest of my achievements first

solemn rivet
#

oh, speaking of which

#

I was thinking about dismantling Bonfire

#

in an attempt to make more "modular" mods

#

that you can just combine to make a "full" mod

buoyant wasp
#

hmm

solemn rivet
#

like how KDTs bossHPBars mod is

#

so, for an easy example,

buoyant wasp
#

what parts of bonfire could you break out that would work well by themselves?

solemn rivet
#

I would remove everything that's not directly related to the levelling system and its functionality

leaden hedge
#

oh speaking of hp bars I meant to upload source

solemn rivet
#

like, boss rewards

warped kernel
#

Is there an HP bar mod?

#

That's awesome

leaden hedge
#

but my pc blue screened and I went to sleep

buoyant wasp
#

for bosses, kdt is working on it, yes

#

he has a working(?) prototype

warped kernel
#

That would be great

buoyant wasp
#

for regular enemies, debug mod does it

solemn rivet
#

sounds like a mostly fully functional prototype

warped kernel
#

Not for first playthroughs, but for later ones where you just wanna push through

leaden hedge
#

works for every boss except THK and failed champion

#

and also fc / fk's head

buoyant wasp
#

every boss except the last one, lol

warped kernel
#

Why those two specifically?

#

Just don't have them done?

buoyant wasp
#

cause this game's code sucks

young walrus
#

^

leaden hedge
#

failed champion uses a different health manager and it broke my code to get max hp values

buoyant wasp
#

and they can't use the same methods for everything like a sensible person would

warped kernel
#

Well, it was made by like two people

leaden hedge
#

and THK has a different name for every move

#

so detecting him is a pain

buoyant wasp
#

two non-programmers

warped kernel
#

Oof

#

Says the modder

buoyant wasp
#

it's a fun game, no doubt, i wouldn't be modding/playing it if it wasn't

#

doesn't make the code suck less ๐Ÿ˜ƒ

leaden hedge
#

like the actual name of the game object changes for every move

#

which I don't even understand

solemn rivet
#

also, does the mod now track damage sources other than the nail?

leaden hedge
#

yes it tracks everything

warped kernel
#

This game wasn't really intended for modding, I think

solemn rivet
#

nice

warped kernel
#

That's why the code is a mess

leaden hedge
#

including stupid stuff like, knocking barrels into fk

#

and defenders crest

solemn rivet
#

very very nice

buoyant wasp
#

no, the code is just bad, modding or otherwise

young walrus
#

the code is a mess b/c they're not programmers

buoyant wasp
#

^

young walrus
#

they just wrote something that kinda worked

leaden hedge
#

its extremely hacked together

warped kernel
#

They aren't programmers, but they programmed a great game

young walrus
#

it's why they have to rewrite it all to optimize for Switch

buoyant wasp
#

yup

solemn rivet
#

I like how some stuff is completely mislabeled

#

like charge attacks and stuff

young walrus
#

like literally bringing in outside help to optimize it

warped kernel
#

Give em a break

solemn rivet
#

^

buoyant wasp
#

i'm not being mean about it

solemn rivet
#

and that's why I was really excited about the switch port

buoyant wasp
#

it's a great game

warped kernel
#

Their first game was a flash game rated 1 star

buoyant wasp
#

it's terrible code ๐Ÿ˜ƒ

young walrus
#

like we said, it's a great game. just messy code

#

but they're not programmers, which is why it's a mess

warped kernel
#

So any code is an improvement

rain cedar
#

No you guys you don't understand

leaden hedge
#

its not even terrible

#

its painful

young walrus
#

and it's also why Switch porting is taking so long

rain cedar
#

It's a good game so you can't critique it

young walrus
#

lol

buoyant wasp
#

lol

warped kernel
#

Jerk

#

This game wasnt intended for modding

#

So for you idiots to come in and whine about the code?

#

That's low

leaden hedge
#

doesn't make a difference

#

like

rain cedar
#

Dude it's bad code regardless of mods

leaden hedge
#

the game is full of bugs

solemn rivet
#

that's entirely not the point

leaden hedge
#

because its badly designed from a code point

buoyant wasp
#

"also, you idiots"? really?

#

TC has repeatedly praised the modding community

young walrus
#

^

leaden hedge
#

almost every bug + glitch in this game is due to their bad code

warped kernel
#

I knew coming to this channel was a bad idea

#

Peace

leaden hedge
#

so its not just modders it affects

rain cedar
#

Lmao this guy

leaden hedge
#

ask graig

young walrus
#

lol

rain cedar
#

What a fucking fanboy

leaden hedge
#

he'll even tell you the code sucks massive dick

young walrus
#

yeah, even graig said it's a mess

sick arch
#

this company is the best, don't critique it BabyRage

solemn rivet
#

Graig knows of our pains

young walrus
#

shrugs sometimes people don't like hearing facts

warped kernel
#

I've spent the entire day being attacked for something out of my control, so I'm in a bad mood

#

I'm sorry I lost my temper here

#

But you guys need to cool it with the disrespect

rain cedar
#

Nobody here said the game is bad

#

It's coded poorly

#

It's a great game

young walrus
#

lol. we're not disrespecting anything

solemn rivet
#

think of it like this

sick arch
#

well i mean, you did call them idiots, so i feel like they're allowed to disrespect

buoyant wasp
leaden hedge
#

what do you want us to say about the state of the code

solemn rivet
#

if none of us liked this game, why would we even go to the lenghts we go to mod it?

buoyant wasp
#

literally from TC, like, i don't know how much more explicit about them understanding the state of things

warped kernel
#

I didn't say the code was good

solemn rivet
#

Sean, Wyza and KDT have done some truly herculean stuff to make mods work

warped kernel
#

I never said that

#

Literally not once

rain cedar
#

You're acting like we're hating on the game

#

That's the problem here

young walrus
#

not sure where the misunderstanding here is then. cuz all we've said is the code is messy

warped kernel
#

I was trying to say it was very impressive that two non programmers made this game

solemn rivet
#

and it is

#

but it shows at places

young walrus
#

^

warped kernel
#

I played 37 hours casually

young walrus
#

it's impressive. and great. but still messy.

warped kernel
#

Didn't notice a single bug my first run

buoyant wasp
#

I've probably put in 300-400 hours into the game in the last 6 months

leaden hedge
#

to show how bad this game is coded
this basically subtracts 2 numbers, plays an animation and sound, and spawns geo and a corpse

young walrus
#

those things aren't mutually exclusive

leaden hedge
#

its about 30 lines of code to create in pure csharp

sick arch
#

as a product and playing it casually, its amazing for a game made by 3-4 people

solemn rivet
#

this is basically the same feedback Joseph Anderson got with his critique of the game - he loved the game as a game, but had to admit it was lacking as a narrative

#

and people just got MAD

warped kernel
#

It has a great narrative, tbh

sick arch
#

but its bad coding wise when you get into modding or even playing the game for a lot of hours

#

the bugs just show themselves

young walrus
#

yeah. when you've played and messed with the game for 600+ hours... you see stuff

leaden hedge
#

prior to 1.1.1.4 it took a second to load the main menu

#

even though thats just making something visible

#

should take a frame at most

buoyant wasp
#

so yes, we're gonna whine about it sometimes

warped kernel
#

And they're fixing their code too

solemn rivet
#

they are

leaden hedge
#

alright when they've done that

solemn rivet
#

many bugs are now gone

leaden hedge
#

they can stop having their code be shit

#

but until then

solemn rivet
#

like cryla

buoyant wasp
#

we gotta blow off the steam somehow when we spend 3,4,5 hours doing something that should have taken 15 minutes

warped kernel
#

That's your choice entirely

#

And blowing off steam by screaming at me is not the way

leaden hedge
#

you can't complain about anything then

young walrus
#

๐Ÿคฆ

leaden hedge
#

because everything is your choice

warped kernel
#

Maybe that's good

#

The world needs less complaints and more doing

young walrus
#

lol

leaden hedge
#

but we are doing ๐Ÿค”

young walrus
#

^^

#

these mods wouldn't exist w/o the doing

#

A LOT of doing

warped kernel
#

We'd only be so lucky

west wave
#

I've only ever encountered one glitch/bug in hollow knight and that was when i was wall jumping and i somehow kept sliding on air

young walrus
#

i owe so many hours of enjoyable experiences to this modding community

#

like holy shit

#

you guys work your asses off

west wave
#

also i have a question

buoyant wasp
#

I can say, with 100% certainty that since September, the modders have spent easily 750 hours of time coding

leaden hedge
buoyant wasp
#

so, yeah, we're doing

west wave
#

if i wanted to change off of lightbringer mod for a bit how would i do that

warped kernel
#

I love you guys for your mods

young walrus
#

verify game files

warped kernel
#

I apologise for my previous actions

leaden hedge
#

swap the assembly-csharp back or verify

west wave
#

neato

buoyant wasp
#

@west wave - go to steam, right click/properties, verify integrity

quartz trout
#

Hey, I got a dump of all the sprites in the game... does anyone know off hand what the vengeful spirit sprites are named? I'm digging through them now

young walrus
#

back up your save tho

buoyant wasp
#

^

leaden hedge
#

probably in an atlas somewhere

#

or fireball

west wave
#

im new to modding stuff so thanks for the help

buoyant wasp
#

fireball is vengeful's "internal" name in most places, so start for looking there

young walrus
#

they're probably under "fireball"

#

yeah

buoyant wasp
#

though fair warning

#

the spritemaps change from release to release

#

i'm pretty sure they are generated at build time

quartz trout
#

Ahh good to know. Fireball has the ones for collecting it but not the actual shot as far as I can tell

buoyant wasp
#

well, fireball is also like....4? sets of sprites

quartz trout
#

4 sets?

buoyant wasp
#

there is the ball, there are little wisps that come out the top and bottom, and there is something else i think

#

it's not just 1 sprite

young walrus
#

i'm scared of this next update and how much will change b/c of the code rewrite

buoyant wasp
#

it'll break all the things ๐Ÿ˜ƒ

young walrus
#

it'll be like an entire new game

#

in terms of speedrunning

buoyant wasp
#

probably

#

i imagine the modding stuff will have a fair bit of work to redo as well

warped kernel
#

That's gonna suck

buoyant wasp
#

eh

#

it'll give new life to it

young walrus
#

probably wyza

leaden hedge
buoyant wasp
#

not that the old life is bad

leaden hedge
#

press f10 whilst fireball is on screen

young walrus
#

i mean.... it literally could completely change the routes

#

and entirely new glitches

leaden hedge
#

and it'll dump every loaded texture named after the parent object

quartz trout
#

Woah, that is useful

leaden hedge
#

i.e knight sprites will be under Knight

quartz trout
#

Just drop that in mods?

buoyant wasp
#

we really need to come up with a common keybinding system

leaden hedge
#

yeah

buoyant wasp
#

cause debug mod, the api, this dumper, all doing keybinds

leaden hedge
#
foreach (tk2dSpriteDefinition spriteDef in tk2d.Collection.spriteDefinitions)
                        {
                            Modding.Logger.Log(String.Format("{0}", spriteDef.name));
                            Vector2 offset = new Vector2(1,1);
                            Vector2 size = new Vector2(0, 0);
                            foreach(Vector2 uv in spriteDef.uvs){
                                if (uv.x < offset.x || uv.y < offset.y)
                                    offset = uv;
                                if (uv.x > size.x || uv.y > size.y)
                                    size = uv;
                            }
                            int x = Mathf.RoundToInt(tex.width * offset.x);
                            int y = Mathf.RoundToInt(tex.height * offset.y);
                            int w = Mathf.RoundToInt(tex.width * (size.x - offset.x));
                            int h = Mathf.RoundToInt(tex.height * (size.y - offset.y));

                            //Modding.Logger.Log(String.Format("Texture   : {0}, {1}", tex.width, tex.height));
                            //Modding.Logger.Log(String.Format("Vectors   : {0}, {1}, {2}, {3}", offset.x, offset.y, size.x, size.y));
                            //Modding.Logger.Log(String.Format("Size      : {0}, {1}, {2}, {3}", x, y, w, h));

                            //Texture2D tex2 = new Texture2D(w,h,TextureFormat.RGBA32, false);

                            //tex2.SetPixels(readableTex.GetPixels(x, y, w, h);
                            path = Application.persistentDataPath + "/sprites/" + tk2d.gameObject.name + "/" + spriteDef.name + ".png";
                            SaveTextureToFile(SubTexture(readableTex,x,(readableTex.height-y)+h,w,h), path);
                        }

i've been trying to get this to work so it'll spit out every indivual sprite not just the sheets

#

but spitting out the entire spritesheet is easy enough hollowface

quartz trout
#

At least for my purposes that's probably better, since I assume fireball has stuff that pops in/out or changes as it moves

leaden hedge
#

oh and it'll go to
%appdata%/../locallow/team cherry/hollow knight/sprites/

young walrus
#

would be sick if those individual sprites could be changed and then recompiled back into the sheets

buoyant wasp
#

probably would just change them on game load dynamically. putting them back into the sheets would mean changing the asset files (i think?)

#

but yeah, on demand sprite changes would be nice

#

too

leaden hedge
#

I dont know how tk2d serializes and deserializes

young walrus
#

i know it's way different, but some MC custom sprites for like.... randomizer a la ALTTP would be sweet

leaden hedge
#

alttp only has a few low detail sprites

#

MC has like 100 sprites

young walrus
#

yeah, there's not much

#

this is a complete different can of worms

leaden hedge
#

let me know if that actually works btw @quartz trout I didn't even test this compile I just commented out some code I know didn't work well and assumed the old code would work fine hollowface

quartz trout
#

Doesn't seem like it is sadly :< I'm relaunching with randomizer disabled just in case

leaden hedge
#

you might need to make the sprites folder

#

although you shouldn't

quartz trout
#

Gotcha, will try that as well

buoyant wasp
#

And you can check ModLog.txt in your saves folder

#

or output.log in the folder above Managed/

quartz trout
#

Okay, still doesn't seem to work with the sprites folder made and it being the only mod active. ModLog.txt just says it is initialized, the output.log is, uh, giant, but the bottom half is a bunch of messages that look like this, for a bunch of sprites that I figure would be on screen at the time:

#
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

FSM not Preprocessed: Fireball Top(Clone) : Fireball Cast
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

AddEventHandlerComponent: PlayMakerFixedUpdate
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)```
#

(sry i'm bad at discord, don't know how to put it in those cool code-blocks)

leaden hedge
#

its `

quartz trout
#

`Oh

leaden hedge
#

put 3 of them before and after

quartz trout
#

Oh

#

Gotcha, thanks :>

leaden hedge
#

its not dumping anything at all?

quartz trout
#

Yeah, nothing.

leaden hedge
#

I just tried it and its working

quartz trout
#

Hold up, my API might need an update again

leaden hedge
#

in output_log.txt do you get "dump sprites" and "found sprite"

quartz trout
#

ctrl+f doesn't show anything like that, no

leaden hedge
#

weird check modlog to see if any errors come up

quartz trout
#

Hrm, yeah, still not getting it to dump anything, still no errors in ModLog, just all that stuff in output.log

#

This is near the top of output.log

#
Fallback handler could not load library E:/SteamLibrary/steamapps/common/Hollow Knight/hollow_knight_Data/Mono/lib/System/Library/Frameworks/Security.framework/Security```
#

Like, 8 of those

leaden hedge
#

are you on windows?

quartz trout
#

Then the 3 messages I posted before for basically everything that would be on screen

#

Yes I am

#

Windows 10

#

Man there are a lot of parts to the fireball. @_@ What I'm hoping to accomplish btw is to reassemble a gif of the knight shooting a fireball on an alpha background... I'm wondering now if there's some way to get myself on a single color background of some type and just record a video and chroma-key it, heh.

buoyant wasp
#

pretty sure the security thing is "normal"

#

just post your entire output.log

#

like drag the entire file here

leaden hedge
#

all sprites use partial transparency

#

so you won't be able to chroma key

quartz trout
#

@leaden hedge Also, not sure if it'd matter, but my Saves folder and my data folder are on different drives?

#

And ah, bummer

leaden hedge
#

path = Application.persistentDataPath + "/sprites/" + tk2d.gameObject.name + "/base.png";

#

this is the way it gets the path

#

but if it isn't saying dump sprite

#

its not even detecting F10 press

buoyant wasp
#

does your keyboard have a function lock where the F keys do something different by default?

#

and it has to be switched to actually be F keys?

quartz trout
#

Naw, no function key. Lemme test my F key, I'll load up fraps and rebind the record key to that

leaden hedge
#

well it'd be bound to whatever you pressed

#

even if its not f10

quartz trout
#

F10 key works... what do you mean? How do I bind it?

leaden hedge
#

I mean if your f10 isn't being sent as f10

#

then fraps would still respond to it, if you bound it to your f10 key

quartz trout
#

Ha, gotcha, good point. Well, it's saying f10. And this keyboard doesn't have a function key, the f-keys are just that

leaden hedge
#

weird

buoyant wasp
#

does the mod show up in the corner?

#

the name

quartz trout
#

Yes it does.

buoyant wasp
#

post ModLog.txt too?

#

porfavor

quartz trout
buoyant wasp
#

in this channel

#

yesterday

#

I posted an API version -32

#

try installing that

#

dont' know it's going to fix this issue, but it might

quartz trout
#

Yeah I'm on -27 so I'll give it a shot

leaden hedge
#

but won't fix whatever this problem is hollowface

buoyant wasp
#

well i'm seeing this:

NullReferenceException: Object reference not set to an instance of an object
  at UIManager.get_instance () [0x00000] in <filename unknown>:0 
  at Modding.ModVersionDraw.OnGUI () [0x00000] in <filename unknown>:0 

in his log

#

so i'm thinking there might be something weird there

#

and -28, and -30 both made an attempt to catch more of this stuff

leaden hedge
#
namespace SpriteDump
{
    public class SpriteDump : Mod
    {

        private static string version = "0.0.1";

        public override string GetVersion()
        {
            return version;
        }

        public override bool IsCurrent()
        {
            return true;
        }

        public override void Initialize()
        {
            Log("Initializing SpriteDump");

            GameObject go = new GameObject();
            go.AddComponent<SpriteDumper>();

            Log("Initialized SpriteDump");
        }

    }
}
#

shouldn't be anything weird

quartz trout
#

No change with -32 :(

buoyant wasp
#

do you have other mods installed?

#

i guess not, since the log only shows this one

quartz trout
#

None with active .dlls, I'm not sure if there's other parts to randomizer/boss rush/debug that I'd need to disable, the .dlls are in a disabled folder

buoyant wasp
#

that's all you really need

#

there's also this: (I don't remember seeing this normally in the logs, but that doesn't mean anything either)

NullReferenceException: Object reference not set to an instance of an object
  at GameManager.get_instance () [0x00000] in <filename unknown>:0 
  at GradeOverride.Deactivate () [0x00000] in <filename unknown>:0 
  at GradeOverride.OnDisable () [0x00000] in <filename unknown>:0 
leaden hedge