#archived-modding-development
1 messages Β· Page 75 of 1
kk, thx
MogLog xd
or find . -iname 'modlog' if you're not using Alpine
That's my fault, though, I just said modlog
I forget sometimes that not everything works like windows
What is the latest version non-beta where the Boss Rush mod works without glitches, crashes, etc.
?
1.2.2.1
Not sure why but I can't get the debug mod to load. I grabbed the 1.1.1.8 API DLL and copied it as well as the DebugMod DLL into Mods but I don't see any overlay text when I launch the game. Any extra steps to install or enable I'm missing?
why would you grab 1.1.1.8?
That's the ver I'm running
I assumed it was for HK 1.1.1.8 which is rec for NSOOB runs
Steam
screen shot of where you put it?
Pretty sure debug uses features that weren't on 1.1.1.8 api
You'll have to use an outdated build of it
Mick probably has one
C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\Mods
Well then maybe drive saves old things?
Nothing
I put API in C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed, overwrote Assembly-CSharp.dll
Grabbed this API https://drive.google.com/open?id=0BzihlMHqh5UpRzJlTVc4N1kzNGc
That worked perfectly, thanks a ton (for the mod too)
Cool
I am already playing on 1.2.2.1.
Do mods work on Mac OS X?
The Boss Rush one I mean.
Where do I go to download the Mac OS X API?
I only see the Mac OS X API for 1.2.2.1 not for 1.2.1.4.
I am on Microsoft Windows 1.3.0.6 Beta Lifeblood, Microsoft Windows 1.2.2.1, Mac OS X 1.2.1.4.
Should I just make my life easier and play it on 1.2.2.1 Microsoft Windows?
Why do you need patch 1.2.1.4
I just never bothered updating it to 1.2.2.1 since I already had it on Microsoft Windows.
What happens when you die in a Boss Rush?
depends
in steel soul you have to start over
in normal mode you just refight the boss

the resulting code: https://github.com/Kerr1291/EnemyRandomizer/blob/master/EnemyRandomizerDll/EnemyRandomizer/Components/HornetBoss1.cs
mostly look here
lots of variables to tweak to change up the fight
tomorrow i do the hornet hard mode
right, but they share most of the same parts
it's clear they copied hornet 1 and just addded / tweaked it
so i'll be doing hornet 2 next
nice
just to get a character with a full sweet of abilities
suite
heh
4 am here
there, if you wanna see what the ported fight looks like now
slightly too long to clip
but, here's a clip of about half of it
niiice
Did original hornet cling to walls or grab and bounce off them?
There's code in there, and animations, for it. But I don't remember if she did that because her hard coded "edge of room" zones for the air dash might have stopped her from ever actually air dashing into walls
This one does now, it's one of the few small bugs I have left to fix
yeah
she does it when you are int he air and she dashes towards you and hits the wall
she clings to the wall and jumps down
Oh neat
Ok, I just need to flip the y value I'm setting there so she's not upside-down
Earlier bugs were funny, she would do the evade jump backwards into me and air dash sideways into me
Crazy jukes
what about the upside down stuff
that's probably one of the more hilarious things i saw happening
like, why does the game keep doing that
nice
She's extra annoying because her sprite ' normal orientation is -1
So most calculations involve multiplying by double negatives
Anyways, bed for now

Yeah, like -1 scale
because that's where it's flipped
Maybe
Hero is also flipped iirc
Rotating him in Blackmoth is always a pain because of that
I still want to do that
What I'll probably end up doing is recoding it from fsm, like kerr did with hornet
Because unlike hornet, cdash is a very simple fsm
Very easy to port to code
It has like, 4 relevant states and a bunch of useless check states
How can Δ± use bonfire mod on bench
shouldnt you finish the game regularly before you use mods
Ehhh
(yes)
@inland relic what do you mean?
sorry I installed mod wrong
does it work now?
success; collider debugging-get
and now i can see what's wrong with her:
her needle collider isn't oriented properly
last thing to fix :3
So Kerr is working on the Hornet hard mod not Mystery?
mystery doesn't mod
Then why is he a mod?
@pearl sentinel When is the hard Hornet mod expected to be completed?

lol
He's almost done remaking her so soon anything is possible
It's not like he's not posting constant status updates, just read them dude
Did you fix the dash being really short when she's in a corner?
dang, that's neat Kerr! gj!
yeah, it was the same issue i had with her "landing" mid flight on an earlier test. basically, i need to manually clear the "is colliding" states. it was code i copied from a playmaker action so i assume it was just something playmaker was doing behind the scenes
this extra green circle is my "whoops" of putting a
[RequireComponent(typeof(CircleCollider2D))] on her dash object
Nice.
if anyone wants to debug the colliders of something in game, just use this
stick it on the game obejct with AddComponent, should be all you have to do
will also let you freeze the timescale and advance it by one frame
so you can move the game slowly and see what's going on

yep
Oh no
there's so many on him
Yeah, seems a tiny bit overkill
colorwise, the dark green ish color means it's on an inactive game object
red means active, but collider is disabled
blue is trigger
Which mods work with 1.3.0.6 that is already released?
there's a version of enemy randomizer out, i think most of debug does. idk what else
mantis gods/blackmoth i think
mantis gods, hell mod, debug mostly, enemy rando, blackmoth, "bonfire should partially work", moresaves
and probably the charm notch mod
If I already have the Microsoft Windows 1.2.2.1 and the Boss Rush 1.2.2.1, do I need the 1.2.2.1 API?
Mantis Gods = A harder version of the Mantis Lords?
Charm Notch Mod = Infinite Charm Notches?
Yes you need API to run boss rush
And you're right about mantis gods, but charm notch mod just gives you the salubra notches when you get the right number of charms
So you don't have to go buy them
so... maybe this already exists, but watching @magic carbon s video about cut content, i could totally see a mod replacing all the shrumal warriors voices into owen wilson's various forms of saying "Wow"... might be my first mod challenge
Modifying resources is lame, though
Doesn't play nice with other mods that change resources
To do that without modifying resources you'll want to modify the AudioPlayerOneShot/AudioPlayerOneShotSingle FSM action on the mushrooms
i can untag i guess, didnt really intend on pinging anyone, just to give credit...
nice, ty @rain cedar
well, hornet works now
nice
just need to add a few extra parts then ima make her beast mode
like, rn she has no stun
so that's next
should be super easy tho
ty! i actually think that i ended up fixing her colliders and logic a bit too. if i had to guess, hornet must have been a boss they made earlyish in development
hmm
so the new health manager is nice, but there's still no callbacks being used for when something is hit
i know gradow added the global one, but i think i'll be adding one to the health manager. right now it just fires off events when hit, which is only helpful when using it with a playmaker FSM
or i guess i could just poll the hp every frame
hmm
Can someone tell me what to search for to find the 1.2.2.1 API?
Does this have the API included in it/
Or just the Boss Rush mod files by itself?
Also, putting the boss rush file into Managed > Mods > will not work by itself? I need the 1.2.2.1 API file too?
Okay, thanks.
#criticalreading
Lol "some"
did you fire up an existing save by chance?
When I started the game, all 4 files were empty.
yeah that's intended iirc
I see.
So should I just wait until Lifeblood comes out of Beta to play the Boss Rush?
^
But I am playing it on 1.2.2.1.
I have the 1.2.2.1 game, the 1.2.2.1 API, the boss rush for 1.2.2.1.
Post your modlog
You mean my game directory?
%appdata%\..\LocalLow\Team Cherry\Hollow Knight\ModLog.txt
I cannot copy and paste the contents because I can only post 2000 characters at a time.
It's fucked
Something in the method KDT hooked to colliders being made is breaking everything
the default starting nail does 2 damage right?
5
5 in the base game.
use an installer imo
Installer?
that would be a link from the pins
Try clicking the thing that says to click it
It tells me to select my game directory where my game files are..
I did, but then it says that it cannot find my Hollow Knight .exe file.
Guess you selected the wrong folder, then
So I need to rename Setup.exe to hollow_knight.exe?
Because the Crossroads app says "Cannot find hollow_knight.exe"
hk is usually in Game Files: C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\
It's amazing you don't know that after putting mods there
What's it look like?
Dunno, I'd imagine it should be done loading by now
if he clicked the right folder, it'll go past that screen
on a restart even, it'll go past that screen but show an error that you need to fix the game folder path
what's slightly concerning to me is that the auto detection didn't find the game in his steam folders
So if I clicked the right directory, what should happen next?
Wait. Do I need to have the Hollow Knight game running when I execute Crossroads.exe?
no
Maybe it will be best to wait for the Lifeblood final release before playing the Boss Rush mod.
Are there any videos of someone beating the entire boss rush mod from the beginning to end on 1.2.2.1?
But that's the wrong boss rush mod
How do you get the abuser bonus in the boss rush?
How fast must you beat the boss to get the speed kill bonus?
The only bonus is no damage
So everything else awards no extra Geo?
yeah i linked the wrong video
So the video you linked is a boss rush mod, but it is not KDT's boss rush mod?
So Graig1337 created his own boss rush mod?
No, that's a boss rush made by a little shit who left for no reason and put DMCA notices up for his mods
I see. So KDT's mod has no Geo?
It is just straight up boss fighting with all upgrades from the beginning?
I see.
woo
hornet's stun control is working
last thing that's left is the item drop at the end of the fight
π
Nice.
FSM = ?
Bad
FSM stands for finite state machine
That's not bad in itself, the bad part is how it's done in hollow knight
Playmaker is bad
i might, i'm going to at least take a look at it
actually, i have to make her corpse not float across the ground post-combat first
Just a quick thing I put together. Sorry for the quality, OBS went to crap lately.
Why does this boss rush mode start at the hot spring + bench, but the boss rush mod in the pins start at the False Knight room?
It's a different mod by a different person
Hasn't this been explained to you already?
I see. So KDT is the one with no Geo and Kein Zantezuken is the one with the Geo?
Seems that way
I havenβt been here since before Grimm Troupe until yesterday, anyone care to put me up to date on what the modding community has accomplished so far?
Have we managed to add fully new charms yet? I remember we had to resort to replacing existing ones
Ooohhhh
So did KDT quit?
Or is it the Kein Zakuten guy that quit?
I keep on thinking Kein = KDT.
@rain cedar would you happen to know where i can look up an id-to-charm list?
in the code or otherwise
I see.
the code hasn't been helpful thus far
Does anyone have a full video of someone playing KDT's boss rush (the one with no Geo)?
You can probably get the ids from the charm page of the inventory fsm
yeah, i was hoping your randomizer xml or something had already got them in a list
just to save me some time
sweet, ty x2
Also did Simo, get his nickname from the last 3 letters of his legal first name and then adding the letter "o" at the end?
nice. saves me a bunch of time.
You'd have to ask simo
I see.
But probably not because his full thing on other sites is SimoZX
And also that sounds random as fuck
that probably has to do some part with runescape, the ZX suffix i mean
i saw benji having something to that extent too
deepest lore
I see, so what is the ZX suffix in Runescape a reference to?
Hahah, should've just asked me ??
I have ZX because way back, when I was a kid I was playing some PS2 game, and I needed to save my file with 6 characters or something. So as a kid of course, Z's and X's were cool letters. Chucked them at the end, and bam! It's just stuck because I kept using it everywhere
I see, so is "Simo" just the last 3 letters of Nassim and then adding the letter "o" at the end?
Zxcu was my runescape user
Yeah thats it man, its what I was called as a kid as a nickname
Simo is an actual name, a Finnish name afaik, so thats interesting, but yeah
How is KDT's boss rush mod different from Kein's boss rush mod?
Aside from the Geo.
Does KDT let you have 11 charm notches, all upgrades right off the bat?
I see. Are there any planned mods for new areas to explore?
That's asking a lot
You can probably load any scene made with unity
You just need to have it set up the same as the actual game scenes
With TransitionPoint objects and all that
wait
if i already have grubsong
but getting the actual grubsong says grubsong
then wtf did i get
I finally got KDT's Boss Rush mod to work on Microsoft Windows 1.2.2.1.
Are the rewards after each boss battle random?
I feel like KDT should have made at least all of the movement upgrades available when you fight a certain boss.
Yeah feel's sad when you cant radiance without mothwing
It's entirely your own fault if you get into that situation in boss rush
i know 
What do you mean?
The rewards are random.
Anyways, I was playing the boss rush.
Then it leads me to start the beginning of the game with 3 circles.
What gives?
Where can I find Kein's mod?
is that a Paper Mario reference?
Kein's mod it's mod when you have a bench between boss fights?
Say me = ?
@exotic venture omfg i just made a prototype of the heavy blow idea from the other night
i'm laughing so hard right now

So what is the "Heavy Blow idea"?
on a scale from 1 to 10 how much fun is it
let me know*
i hit an enemy and they just start fucking bouncing around like they're made of rubber
@lost jungle
well, it's unbalanced af and basically results in you being able to kill anything
basically heavy blow with this is really op
but it's so fucking funny
i wish i could clip this rn
i'm really gonna need visuals for this
i went into colosseum, and just have a room full of enemies bouncing everywhere
they pop up and "smack"
then squishing noises from everywhere as they rebound off everything

oh jeez. i'll clip it in the morning when i can get on my pc
it's also so broken that you can accidently hit physics objects like elevators
or certain gates
and they'll go flying and bouncing
uhhh
i have an idea
i just hacked it into something in my mod to try it out, don't worry about anything else, (dont need to load the enemies or anything)
just turn on the game, equip heavy blow, and uh, prepare to accidently hit yourself a lot
So we put this under mods?
i think i am gonna need mark of pride and quickslash just to block shit
it's more funny on bigger enemies
it's more like "hope shit doesn't rocket into your face"
Does it work with Microsoft Windows 10 1.2.2.1?
this is literally like 15 minutes of work on the roughest prototype ever
nope this is newest stuff
Also, how do we install this mod?
So we need 1.2.2.1 API or 1.3.0.6 API?
they're both in the zip
the 2 files in the folder go where people and instructions have bene telling you they go all day
i'm too tired to help where others have tried for far longer
no no i just needed to know if the api was included
(that wasn't directed at you)
oh
jit's hella janky, but i think it's fucking hilarious
my mod currently enables invincibility
because i'm testing stuff
any health lost to 2 or 3 will cause a full health refill
yeees?
The files in Heavy Blow Broken folder, where do you put that?
In the mods folder?
Can someone screenshot me where to put that mods?
Or do you put it in Managed?
So assembly sharp goes in managed and the other one goes in Mods?
I am talking about the broken Heavy Blow not the Boss Rush.
Been telling him what to do all fucking day
okay
the install screen of the installer stumped him
Okay, now it says that the mods failed to update.
it's super bouncy
careful hitting elevators with it
some cage wall freak out tii
too*
Is it just anything with a health manager?
no it's less work that that even
which is why it's really janky
i just basically check if you're hitting something with a rigid body
and then stick my components on it
and send it flying
Nice
Could probably fix like half the jankiness by just checking for a health manager
Okay, I made it work, but now it says the Mod Log. txt is crashed or something.
That doesn't make sense
lol
downside: i am now terrified
well since you can't die, go check out colosseum
???
Can someone tell me where to find mod log .txt?
I need to upload it to get someone else to look at it.
How about you go back to the last time I told you the directory
So what do I enter in the search bar?
Christ you can't even work a search bar
Well you're looking for the location of modlog
So maybe that
Seanpr - Yesterday at 8:23 PM
%appdata%..\LocalLow\Team Cherry\Hollow Knight\ModLog.txt
I found ti.
heavy blow please
it.
have mercy
Lol
You didn't copy assembly-csharp into the managed folder
Looks interesting if nothing else
what is harder than ToF
ToF but no walls
assembly-csharp goes into managed and the enemyrandomizer goes into the mod folder?
mantis.jpg
Still just can't capture the majesty
Alright so here's what I think is happening
You didn't copy the assembly in before, but you still had api
Which means you're still on 1.2.2.1
Don't do that
For this, yes
i am so sorry godtamer
So for 1.3.0.6 version, I still need the 1.3.0.6 API?
Yes you always need api to load mods
Yeah, it'd be pretty convenient if there was some other way of getting it
Like maybe packaged with another mod or something
Which you had already downloaded at some point
I had to delete the whole 1.3.0.6 and download it again because the Boss Rush mode does not work.
That's not what I meant
Because it's an unstable beta
The API for it I mean.
Alright so here's what I think is happening
You didn't copy the assembly in before, but you still had api
Which means you're still on 1.2.2.1
Don't do that
^^^^
Can you elaborate on what you mean by this? So I need to copy the contents in a certain order?
So do the same thing again but do it on the 1.3.0.6 game?
So where do I get the 1.3.0.6 API?
So the 1.3.0.6 API is already in the Heavy Blow folder?
Yes
Okay.
Mystery you should try hitting Hornet's nail when she throws it
I don't know if it's a separate object but if it is that would be funny
EnemyRandomizer.dll = Heavy Blow mod = goes into the Mods Folder?
Yes
Yes
Sean, idk what's your religion, if any, but by seeing your patience with this guy I can claim without doubt
U ascend boi

I knocked the elevator in The City of Tears out of bounds.
https://youtu.be/aMbAT8TjAbg here you go @pearl sentinel
testing kerr's rework of heavy blow i'd like to call this happy knight: bouncy castle edition
The walls broke down in Trial of the Fool.
I also knocked a Garpede and God Tamer off course.
that's a feature
oddly enough, Death Loodles seemed to recover just fine from the blows
Hmmm.
I think we need a boss rush mod where you get all charms, upgrades, etc. right off the bat and give each boss 1600 health.
That way, we can customize how we fight each boss.
There's no point in making the mod then, it's not useful for practicing, it's not useful for having fun...
So you put on spell twister, soul eater, soul catcher, shaman and fluke and destroy every boss
Sounds super fun
Also random = bad? Guess BoI is bad, Gungeon is bad, pretty much any game designed to be played more than once is bad
At the very least, we should be guaranteed upgrades equivalent to a normal run.
We get the Vengeful Spirit before Hornet, so when we fight Hornet in the Boss Rush mod, it should let us have VS before it.
What about learning to fight hornet without VS? Sounds like a nice plan!
except you can choose to fight hornet whenever
so I'd need to 100% give you VS, soul catcher and fury of the fallen
from FK
Okay, theoretically: is it possible to edit the spells so to say... VS/SS explodes on impact, and uhh change the players casting sprite/projectile sprite
you can
also, that heavy blow mod is freaking hilarious
its not even hard, just don't use unities system
well, you'd have to draw them all yeah?
yeah
but getting sprites in game isn't hard
you just have to run it on your own code instead of expecting unity to handle it
editting spells is pretty annoying though
ah ok ok thx, for all the info so the idea of learning unity's crap just for the sake of making a shitpost mod of turning VS into a rocket launcher isnt far fetched
hey guys anyone here knows how to activate the debug mode in the game ?
it says that its available in the top right corner
thank u i'll try f1 and tell u the results
wait.... so you can see the overlay?
are you just asking how to interact with it?
you pause the game
then use your mouse
click on stuff
thank u it worked i really appreciate ur help thank u again
lol, i fell alseep. looks like the quick heavy blow hack turned out funny
It's hilarious, that's some shitmodst 2 material right there
@leaden hedge I heard you were the one working on that, so how far did you get with fully custom charms?
lol
im only at 450ish or something
same
do you not have a network switch
if you count a router as a switch
Yeah the money thing is big
I could buy a switch OR I could have money for food this quarter
Tough choice
a router is a better switch technically, although usually with less ports
Make Marmu harder
^
Hello

I need help with modding Hollow Knight
pins
π
nice specifying what it is
try walking it's safer
It's just that I'm installing the "Modding API" folder and none of the versions in it are the latest version (1.3.0.6)
from:kerr has:file
it should be on the drive now
but not all mods work with it
it's beta
so things haven't been adjusted
cuz it's not released
not on the drive
oh
from:kerr has:file
It's by Seanpr, Firezen, and Wyza
oh
but again, the game is in beta, so the mods aren't all "stable" yet
which mod specifically are you looking at
boss rush? rando?
heavy blow improvement
best mod
I'm gonna install the Modding API, then the Random mod by Seanpr and Firezen
i'd just go back to 1.2.2.1
much simpler
and stable
sean would be able to tell you if it would work with Kerr's API for sure
but other things in game may still be broken anyways
actually.... i think some of the asset moving he does may not work
since screens were changed
and FSM changing that he does may not even work on the beta too
just go back to 1.2.2.1
You know what... I'll just wait until Gods And Glory DLC comes out
It doesn't work from what I've been told
yeah. kinda figured after thinking about it
just opt out of the beta again. game will auto patch to 1.2.2.1
then install the mod normally
takes like 20 minutes
if that
Ok. Thanks!
Heavy blow memes
how did you accomplish that? I managed to control knockback distance, but I have no idea who to make them bounce
oh, that's a unity thing i guess
basically, you know how rendering things have materials?
well, physics things can have physics materials.
I see
so i made a physics material with a lot of "bounciness"
it's a really really fast hack
Have we tried Heavy Blow Buff mod on Flukemarm, etc.?
Can anyone send me Kein's latest Boss Rush mod?
It was only made for 1.1.1.8, and it will never be updated because he's gone
You have KDT's version, just play that
I do not have any Kein's Boss Rush version at all. I feel like KDT's version is unplayable because you need certain upgrades at certain bosses.
what
where do you need upgrades
except for radiance, which boss rush gives you items for in advance
I do not see how Brooding Mawlek is beatable without taking any damage if you do not have Sharp Shadow (which is randomly given).
tf
hit it?
pogo with the big spit
many people do mawlek as a first boss because it gets too easy later on :/
You mean in the boss rush or in the main game?
main game
boss rush is the same tho
you don't need any upgrades to beat mawlek
Hell Mod was updated a while back, and 56 (mod creator) asked me to fight the Brooding Mawlek. I do so in this video. That's pretty much it. I'm too lazy to ...
like 3:14 ish
Okay, I will check it out.
Of all the upgrades to say are required... sharp shadow?
yeah that incredibly late game charm is required to beat a boss in the first area
In KDT's Boss Rush Mod, if I select Fragile Heart as the reward, then I die, do I lose that Fragile Heart charm forever since there is no
way to repair charms during the KDT's boss rush?
Not sure but it should be easy to tell
How do you beat the Collector without taking any damage?
By not getting hit
I think the first time I beat him, I just tanked him with Quick Slash, Fragile Strength, Fragile Heart, etc.
So how do I dodge his leaping forward movements?
Pogo?
Just go under him if you have to
i see.
Bottom, not top? Also, which mod? That's supposed to happen if you install the api
i installed the api yes
that's it then
its funny cause i did it so i could infinite soul to kill menderbug - killed him 2nd try xD
Kek
i've something weird happening
once i "die" in a room
i respawn in empty void
with debug mod active - .8 version
why "die"?
don't mind all this stuff
he bonked up everything
literally. everything.
mashed all the buttons and ended up screwing with the hazard respawn thing, so i directed him to verify game integrity and reinstall api
which fixed it
I figured he had set hazard respawn to oob
he did
ok then
Someone give me an area that hasn't been mapped for room randomizer and I'll start on it this weekend
I don't need to list what charms you can get to right?
Just like essential abilities
i would list them if they're in the room
Ok
I didn't list what was needed to get to each though in mine. probably should
the only example i guess would be glowing womb
from the crossroads rooms
How do I name the rooms?
Ok
check out the crossroads tab
Sean had a list of what the actual transition names are too
instead of putting in things like "top left" "top right"
Ok neat I'll check that out
granted.... i think this is all going to change anyways with the new updatses
updates
so.... maybe not even worth working on it yet
cuz rooms were split in the beta and geometry is different too
Right yeah, ok maybe I'll hold out for a bit
I don't think any greenpath areas were affected though?
maybe could do that area with no risk
or little risk anyways
once you request access to the sheet, let me know. That request gets sent to an email account I dont use super often
hmm, looks like they added more infected blood splatters in this update
hehe
if (!this.noBlood)
{
GlobalPrefabDefaults.Instance.SpawnBlood(base.transform.position + this.effectOrigin, 3, 4, 10f, 15f, 120f, 150f, null);
GlobalPrefabDefaults.Instance.SpawnBlood(base.transform.position + this.effectOrigin, 8, 15, 10f, 25f, 30f, 60f, null);
}
example: 8 and 15 were 5 and 8
trying to satiate the whiners on reddit
they removed the "damages enemy" FSM on at least the knight hatchlings and replaced it with a component that does the same thing. yay for less FSMs
conventiently, i'm also placing that component on my heavy blow meme-hit enemies and it should make them hurt others they get knocked into
including the player?
i don't think so
the way collisions work, this thing should filter out the player
the player will already get hit by them rebounding into him anyway
should work now
kerr, kill self doesn't work for the rest seems to wrk
except... the quit to menu doesn't work
and if you die same, it hangs there
i'm just reporting it doesn't work so he can fix it :3
pretty sure debug hasn't been updated at all for the betas
it worked till .8
that's not the same thing
wht i mean is it worked till .6. today's update broke it
working by chance, and being updated completely aren't the same thing
? kill self?
i double checked, the only change that effected the mod api from previous to current version was basically a version change and a timer change in the save function.
Iβm going to sound like an absolute noob here but I have no idea what FSMs are
finite state machine
a way of coding where a block is executed, then moves to another block
like a flow chart
we need to wait for update on debug mode then for it to work
sorry kerr then for the report. thought it was that
@young walrus @tranquil glen Here's a much nicer formatted list of exits for room randomizer https://pastebin.com/82ZEVDFd
Just pulled that from the new WorldNavigation class in beta
Kreygasm
so this is the beta list?
i think they're the same in areas that weren't changed
hive
Oh, did they change rooms there?
but whatever. the syntax is the same
I thought it was just the new boss
Good question
In most cases probably
These are just arbitrary names given by Team Cherry, but they seem to follow a good convention at least
I'd have to actually load the scenes to get positions, but maybe that's worth the effort
wtf....
Sick
Alright yeah I'll make a quick mod to grab coordinates for all the things
well the left1 (1) is a editor clone
so they've just taken left1 and duplicated it for somereason
and not renamed it
It's an easy way to get a TransitionPoint object if you're planning to add more load zones
Could be
so then next question.... which is the actual active one?
and if they both exist... could we somehow hit the duplicate one
even if they moved it to like.... 150,150
so many curiosities
oh nice. they labeled room splits as 01 and 01b
for the beta
at least that makes sense
There's b rooms in base game as well
Yeah probably
Nah it's a second scene for the zote statue
Makes sense
left1 to exit, door1 to go down
@young walrus New and improved https://pastebin.com/pv7tL5bn
Should be as much information as you'll need
I think it would be better to just edit into your pin with the docs link
that doesn't auto update the pin does it?
It does
TIL
Also looks like top2 in king's pass is further left than top1
So right off the bat clockwise is failing
Yeah
Looks like for large loads they're just stacking them
yeah
Too hard to make larger transitions, I guess
lol
Pretty much everyone in this room who talks regularly is heavily involved with augmenting the game experience in one way or another.
KDT, Kerr, Gradow, Wyza, 753 and myself in no particular order
All done large modding things
Probably forgot somebody who is gonna get mad now
oof
ok, so i've moved all my mod common code, including rewrites of base game logic into a "ModCommon" repo
gradow has started on porting superdash for blackmoth, and i figured it was time to separate the common stuff from my enemy randomizer if anyone else was gonna use it
if anyone wants to rewrite any state machines, i also included a template state machine class to get you started
and you can use what i've done with hornet as a guide
honestly, that would be cool



