#archived-modding-development
1 messages ยท Page 82 of 1
what's the difference in enums? cause the menu's themselves didn't change
main menu has 5 options, Start Game, Options, Achievements, Extras, Quit Game. Options has 5 options as well.
But in the modding api overwrite I don't think it has extras?
honestly, I'm wondering if the code for OnMove is the problem
it's interesting that OnMove has special coding for left/right, but not for up/down
can you compare MenuSelectable between 1.2.2.1 and 1.3.x?
Sure
sorry to intrude, new project under class library for starting out for HK right?
though I'd suggest using one of the example's personally
^
for hell mod i didn't know what do so I cloned glass souls and changed everything
Yeah, use an example mod or my template mod (use an api example imho)
dunno where to fully get started but might as well try to follow you guys lmao
hopefully in the future the documentation will be plentyfull so starting off is easy
we started documentation, but man, i hate doing documentation, so it hasn't gone far
yeah its not a very enjoyable task is it
Part of what I'm trying to do with mod common is make heavily commented template/example classes. Like my example FSM replacement class.
yeah ill do that to prevent lines like
// I have no idea what this line does but im not removing it cuz it might screw up some stuff
tho ill probably start with baby steps like the bar that fills in and out whenever you dash/jump, ill just do the more complicated stuff like stopping your player from attacking once he depletes all his stamina soon instead
tbh the second part sounds easier
well i dont know the commands or methods that hk has for its attack but well see soon enough i guess
k, well, 1.3.1.5 is posted. to the drive for mac/linux/windows (steam). I went ahead and kept the linux/mac separation. They are identical for dlls, but the folder structure is entirely different, so, just to make life easier
should just get @pearl sentinel added to the drive if he isn't already anyway. It's not like i'm doing anything special to post them
The Google drive?
I'm on that
@56 you added mantis gods to modlinks.xml before right?
Would you be up for helping me update the links?
sure
would any modders possibly be interered in being commisioned to make a mod?
Since I've been juggling puppy I haven't had the time to fix the links for 1.3.1.5
New modding api
oh yeah
and i think the rest is all the same, right?
because updating files keeps link
Yeah unless a mod released a separate download for 1.3.1.5
I'll add the heavy blow and boop mod later
ill take that as a no then
should I add darkroom?
Oh yeah, def
would I need to put that into the drive
or
can you just put discord direct downloads
Technically any link that goes directly to a .zip should work
The only nice thing about the drive links is they handle new version updates nicely
@summer marlin You're gonna have to be a lot more specific to get responses
I suppose thats fair
I'm looking for someone to make a mod that fixes issues with playing the game at a 21:9 aspect ratio
and am willing to pay for it (though i have no reference on what price would be suitable)
That's gonna be hard to get anyone to do since it's not really something you can make unless you have one of those monitors yourself
Id be willing to test versions if people arnt willing to mess with dsr which is respectable as dsr is a mess
Probably just UI positioning
Well using the hexedit to force it to 21:9 (which probably would be nicer as a seperate mod than a direct edit)
theres a few small menu issues
black bars on the sides of rooms
and thats really about it
Black bars are probably not too bad to fix
UI could be moved to the sides of the screen but thats more of a QOL than a fix
The camera should just be able to be given a wider "lens"
KDR? i think thats his name, helped me try to fix that yesterday
but it didnt work
KDT
thats it
Cameras have a viewport rect that can be set at runtime
Yeah, I figured
im more than happy to get some specific screenshots of the issues if that can help
It uses normalized coords, so it's fairly easy to mess with
Oh, actully
after readin what you guys have said
you may have missinterpetid the issue
the game shows as much as youd expect on the ratio, the issue is it shows abit to much
the camera shows to much when you go to the sides of the room, so it shows the black bars surrounding the level itself
ill take some shots now
Yeah, that makes sense
if (lockArea.cameraXMin < 0f)
{
this.xLockMin = 14.6f;
}
else
{
this.xLockMin = lockArea.cameraXMin;
}
if (lockArea.cameraXMax < 0f)
{
this.xLockMax = this.xLimit;
}
else
{
this.xLockMax = lockArea.cameraXMax;
}
if (lockArea.cameraYMin < 0f)
{
this.yLockMin = 8.3f;
}
else
{
this.yLockMin = lockArea.cameraYMin;
}
if (lockArea.cameraYMax < 0f)
{
this.yLockMax = this.yLimit;
}
else
{
this.yLockMax = lockArea.cameraYMax;
}```
The problem here is they've got hard coded values for locking the camera
Yeah, you increased the resolution but not the camera viewport
They're not checking aspect ratio
Should just be able to multiply the x values by 21/16 and get a proper camera
sean do you want me to add tenegg to modlinks
I don't mind, go for it
getting the UI issue screenshots now
Now that lifeblood is out I'll add a mod description field to crossroads next time I'm able to sit down and work on it
That will be much harder to fix
It seems like theres some jankyness with the hunters jouranl thats hidden on the 16:9 game
I wanted to have it show mod readmes like nexus mod manager does, but I can't think of a nice way to do that
@rain cedar can you just put some black bars on the sides?
just 2 rectangles of blacc
Yeah I suppose that's an option
Since the inventory is drawn using canvas, shouldn't fixing the viewport also fix this?
Oh, it is?
I thought it was
Pretty sure it is
Well if anyone wants to try and fix this ill happily test it, if not i could pay someone to fix it when i have the money but again, not sure how much the mod would be worth
Not many platformers let alone metroidvanias have the chance to work flawlessly on 21:9
and a game as good as this is the perfect canidate
Bloodstained native 21:9 or rito
@summer marlin Try this file
If I don't suck at math that might work
I think the camera changes I made make sense
this also changes the res correct? or do i need to apply the hexedit to this
No you'll still have to do whatever you did before to make it 21:9
Alright
if you care what it is
I dont think that helps anyone tho becuase its probably found in cheat engine or whatever
Wait what I did doesn't make sense
o
I changed the y locking of the camera too
trying it anyway
Just check anyway to see if the x locking makes sense now
Yeah
But know that the camera height is gonna be fucked
:Thinking:
Its doing something alright
It has mixed results
the y is def fucked tho
lol
Yeah I shouldn't have changed that
comparison screenshots incoming
abit confused by thast first one
(ignore the very small black bar thats caused by the hexedit and not the camera itself)
wait no i think the very very small black bar is a camera issue
2many black bars
Ok I changed the y locking back
The second screenshot looks like the camera locking on the left side of the screen is pretty close to good
Idk about the right side

Yeah idk about that, check the right side of that same screen again with the non-messed-up y axis
Y is alot better now
Right X is consistently jank though
i dont really know how to describe the jank though
Ok, I will just change the aspect ratio on my end to see
Searching for 398EE33F turns up this function
private void AutoScaleViewport()
{
float num = (float)Screen.width / (float)Screen.height;
float num2 = num / 1.77777779f;
float num3 = 1f + this.scaleAdjust;
Rect rect = this.tk2dcam.CameraSettings.rect;
if (num2 < 1f)
{
rect.width = 1f * num3;
rect.height = num2 * num3;
float x = (1f - rect.width) / 2f;
rect.x = x;
float y = (1f - rect.height) / 2f;
rect.y = y;
}
else
{
float num4 = 1f / num2;
rect.width = num4 * num3;
rect.height = 1f * num3;
float x2 = (1f - rect.width) / 2f;
rect.x = x2;
float y2 = (1f - rect.height) / 2f;
rect.y = y2;
}
this.tk2dcam.CameraSettings.rect = rect;
this.hudcam.rect = rect;
}```
So changing some numbers in there is all the hex edit does
It just looks like I'm locking the camera too early on the right side
that sounds right
oo
Massive black bars on top/bottom are because I'm running 1080p
not all heros wear capes
fancy
See if it looks good
wow thats alot better
there are 2 small black bars though
not related to edges of the room
and small verty bars
Weird, I don't have those
what res? 2560x1080?
1920x1080, I don't have a 21:9 monitor
oh i thought you changed it earlier
my b
just to confirm
can you upload your exe
i might have fucked with it earlier, probably not the cause but id rather check before no one wastes time
Ok I'll pm it to you
Actually it's too big to upload without nitro, probably easier if you just verify game files
Oh ok
You'll have to put the modded assembly-csharp back in after, of course
Alright
i can go into photoshop and count the pixels of the bars for you if the numbers can help
It would make sense for there to be either horizontal or vertical bars if your monitor is not exactly 21:9
But I'm not sure why there would ever be both
And nah I don't think that would help
I'm gonna see if there's a way to set my monitor to a 21:9 resolution
Maybe that will make the issue happen for me as well
this room has issues but i think its related to the room itself and maybe is a team cherry issue
Oh, yeah any room that's darkish will fade to near black on the edges
Didn't think of that
Alright I can't find anything that works for forcing windows into a 21:9 resolution
Thanks for trying, still willing to try as many tests as you want though
What's this one look like? @summer marlin
Alright
Holy fucking shit its so nice
This is incompatible with other mods and only works for 21:9, though
I'll try to make a better version
Having it as a mod would make it compatible with other mods though correct? as you wouldnt need to replace the asscharp
Yeah, but as is the case with most very specific mods I'll have to make changes to the API first to support that possibility
changes that need to happen at some point anyway or
Idk what that is
also ofc in some rooms that are too small its still janky
but thats alot harder to fix
this thing
Which small rooms? I looked in Sly's shop before and it was fine
Can I get a screenshot of what's janky?
its a specific type of room,
Oh ok I see
yeah
Yeah that is harder to fix
its not awful
I can try to prioritize locking to whichever side has transitions
That would look nicer
do you think moving the HUD would be difficult?
It's probably a bit harder, yeah, but I can look into it
It's probably drawn with canvas from an FSM somewhere
Also @copper nacelle I will try that
hmmmmmmmmmm
now if only the menus could be fixed
but that sounds like a pain probably
Nah that's the easier of the two fixes
Just have to add black bars when the menu is open
mhm
that wont work for the main menu though, but who uses the main menu amirite
just never quit the game like how its ment to bep layed
Main menu seems less important to me
it is
youd be shocked how janky the menus work
you dont see it becuase its cut off but
wew
Not surprising
The Team Cherry people aren't coders
Actually I don't think the thing you said will work for this case since I need to change hardcoded values in LateUpdate @copper nacelle
couldn't you copy paste all of lateupdate into a method that hooks lateupdate
and just not call the original
like it's shitty
sicc methodswapping my dude
Yeah I guess so
What Unity really needs is a LaterUpdate
So I can do shit and have it guaranteed to be after LateUpdate
lol
There's a problem in DebugMod because this same LateUpdate function is fighting with my own camera positioning code
oof
Why is this even a feature?
This has no use other than fucking over modders
Like there's actually no other reason a game dev would need this
to cause pain
Damnit there's no actual download here
Always annoying when they make you compile it yourself
yeah
Wait I can just get it from the API source
Alright it's not generating the hooks dll and the readme says literally nothing about the hookgen
That's about the effort I'm willing to put into that, just gonna add hooks to the API
Go for it
compiled monomod and replaced the monomod
but the line MMILRT.Modder.ShouldCleanupAttrib = IsUselessAtrib; breaks because MMILRT doesn't exist
this one
Maybe there's some dependency you need that's not on the github idk
Nice
tfw fixed the line and monomod still isn't responding
i think this is it
i had to run the hookgen exe on assembly-csharp by hand
y e s
it is

I think my favorite thing about Iconoclasts is the dev is a cool guy and doesn't fuck over speedruns with his patches
Thanks for today sean
ahh
i ran it on the wrong file
that has hooks for modding
i now have hooks for hooks
this is the right file
Hey losers people I love
Is there a way to enable steel soul early and if so where's the 0 I change into a 1
I just meant overall but if I have to make a new save to do it sure
you could just download any save and beat thk
or you can create a save and set permadeathMode to 1/true on it
Oooo that's actually the smartest thing
I forgot about downloading saves
Or just self impose permadeath
No
Dang, no self control

Is there anywhere in the discord with a save just before thk or am I onto googling
#hk-discussion pins
Aaa ty
got the hooks working
it had a reference to a dll which had a reference to a dll
and another ref to a dll
throwing those and the hooks file into mods lets you use them tho
tested it with
public class TestMod : Mod
{
public override void Initialize()
{
On.HeroController.CanOpenInventory += Yes;
}
private bool Yes(On.HeroController.orig_CanOpenInventory orig, HeroController self)
{
return true;
}
}
and it worked

I think if I had compiled the API with the new MonoMod successfully then you would only need the hooks dll
but rn trying to compile the API cause monomod to stop working so you need all those
yea
@rain cedar do you think it would be hard to do the black bar thing compared to how you fixed the camera or
Harder but not too bad still
I'd just have to find a good way to check if inventory is open
Since apparently the way I've been using broke with lifeblood
can you just check for the select button?
I think you could have a lightbringer api version with this by just hooking all the methods it replaces and not calling the original
I don't know what you mean
check for the button that opens it
oh right
I'd probably add additional FSM actions into the inventory control to call methods in a MonoBehaviour that draw black bars
whats a fsm
Evil
i knew that
threw all the hook dll stuff into 1 dll
What a helpful guy
Question, for Kerrs sample mods, I have to download the API right, cuz "using Modding" doesnt exist correct? sorry total C# and Assembly noob here
you need the api, yeah
Aight, and i just drop it in wherever the hell the frameworks are stored in correct?
if you have the api for hk installed at all you can just add a reference to it
I dont, i just uninstalled it like, 4 versions awhile ago during the beta, and i dont know how to reference it so yeah i just downloaded the 1.3.1.5 api
I see
you're using one of the examples, right?
yup
they probably have it set to the hk game location
alright deleted, and added the 1.3.1.5 api, thanks
yw
@rain cedar do you have a vanilla csharp ass?
you might have almost fixed the main menu but it might also be placebo
Nah sorry I don't
ily bb
actully i cant tell
๐ค
@rain cedar the main menu is almost fully covered
:Thinking:
Oh nice the pause menu doesn't just dim things, it's an actual finite sized overlay
Is that good or bad
Oh nice
Couldn't tell if it was sarcasm
im excited that full ultrawide support could actully be a thing
okay, should i priotize making a shitty temporary gui first? then do the stamina logic?
like a bad one in ms paint
disabling dash and attack sound way easier than gui stuff imo
i should probably figure out canvasutil but also pain
alright, so basically ill do the entire "see your bar" later, so for now id go with a "keep slashing, until you run out and no you cant see your stamin bar because were hardcore over here" for now
lol
wait is there no differences with all of kerr's 3 sample mods?
idk
are they in modcommon?
or
the api example mods
the API example ones are all the same
except they each have different saving thingies
ex1 doesn't save
yeah i can see that
just me being dumb
is there any instances or mods thats been made that needs saving tho?
ahh yeah that makes sense
so if i ""theoretically"" make the mod have upgrades ie more stamina if you do x or something, then id need to do so or else the players stamina will set back to default correct?
i mean
if the thing you want the player to do is already saved
then you can just use that
but otherwise, yeah
like if the thing you're checking for is obtaining dash, that's already a var
but like
counting dashes
isn't a var
ok ok
hello there, I'm new on this discord, is there any way to be introduce to modding?
The example mods here are a good starting point https://github.com/seanpr96/HollowKnight.Modding/tree/master/ExampleMods/Source
the 3rd mod adds critical hits in the game and count how many you did?
thanks for that but these examples just show how to do simple codes; what do I do with all that, what should I do to test the mod, how can I add assets, how do I access the game's files, etc...
I already know a fair bit about programming but I still have issues understanding how mods work, what they are and what a modder actually do, other than programming, to make it all work
I'm a bit confuse about all that so I'd like to have some explanations to get the basis
We use a program called dnspy to look at the game code
Testing is just done by playing the game
okay and where do you need to put the folder?
What folder?
correct me if I don't understand something, but what you need to do is a folder with a .css file with your code, one to save your datas, one for global settings,... and then once you finished this folder what do you do with it to make it work in the game?
how do you do that?
Visual studio
and then when compiled into a class library what do you do with it?
You stick it in your mods folder
sorry about all these noobs questions
okay but it's not enough to then run the mod is it?
It'll be loaded automatically by the mod API, if you've got that installed properly
oh ok
I'll check the pinned comments to get a better understanding on how to do all of this, thanks for the answers tho
is there any mod currently developped?
Lots, yeah
if (!this.gameConfig.disableSaveGame)
{
``` did this used to be in GameManager.SaveGame(int) ?
I don't think so, but I might be wrong
Also, TTacco, listen to 56. Working on bars rn might not be a good idea. Focus on getting what you want to work first. After that you can take a look at my enemyhpbar mod to get a good idea of how to draw bars
Also, might be worth checking KDT's original hpbar mod, on which mine is based
ahh yeah, i didnt bother with the ui first for now
listen to 56 kids
im focusing on the logic instead, but im kinda stuck with the entire "give me 5 stamina per second" because im so not used to unity's function
I see
so far i tried using update() on a class thats extended by MonoBehavior, but i cant call the other method in the other class that holds the int currentStamina variable
I have a mpregen function in bonfire, if you want to take a look
yeah but i didnt continue for now, was kinda getting late, but ill try to continue it tom
also most modders were offline awhile ago so i didnt continue it too far, i just ended up checking some of the source code of other mods instead
Gotcha
what mods work with lifeblood update right now?
lightbringer didn't work with my game but blackmoth or bonfire works for me
lightbringer hasn't been updated past 1.2.2.1
Just updated crossroads to download the 1.3.1.5 modding api
added updated enemy rando, added boop mod, added charm mod (heavy broken)
added mod common and update the dependencies for those mods
ps. if you download enemy randomizer (don't have to use it) your background will be the gods and glory background
๐
My mods work, debug partially works, darkness mod works...
BOOP MOD 
lol
boop mod is the only mod
Boop works
why is everything private ahh
@rain cedar @copper nacelle I haven't had the time to create a README section for the MonoMod HookGen yet, and MMILRT became MonoModRule (no s), which is why the new version broke
i found out the 2nd part
changed MMILRT to MonoModRule
now monomod stops working

lemme grab it
wtf
works now
ยฏ_(ใ)_/ยฏ
it was something like can't set x public
mono.cecil iirc
Oh, yeah, I've updated the Cecil dependency to the non-beta 0.10
If there's anything else I can help you with, please ping me :)
I noticed that you also managed to generate a MMHOOK_Assembly-CSharp.dll
that thing is amazing
@copper nacelle if you want a different output assembly name, HookGen.exe Assembly-CSharp.dll Something.dll
and thanks :)
@fringe schooner how can i give somebody my save fie
does anyone have a spare 106 or 107% savefile?
%appdata%/../locallow/team cherry/hollow knight
save file location is in pins, just take the file and send it to somebody
but he has mac
ya mac
~/Library/Application Support/unity.Team Cherry.Hollow Knight/
im kinda dumb with this stuff sorry
nothing shows up
@leaden hedge I put all that into finder no folder shows up
anybody here
@copper nacelle
search for user1.dat
@everyone
does anyone have a spare 107% savefile i can get
yo hey @copper nacelle im under the aplication support folder, but i dont see the unity.Team Cherry.Hollow Knight/
what
tfw the latin worked but not the english
yes
command-shift-g
@copper nacelle
go to folder isnt there
it doesn't matter ๐ค
if you just press the buttons
in finder
it'll pop up anyways
same
iirc you can go to terminal
type
cd ~/Library
open .
and that works
but might be wrong
ya
same
I was wondering if there is the possibility of putting Traitor Lord inside the Mantis Lords' arena so they can fight each other, it'd be fun to watch
Go do it
Does anyone else have a problem where the EnemyHPBar mod causes certain areas to freeze your whole pc?
no
Weird, maybe it's the mod api or something but the game freezes everything
Why isn't EnemyHPBar mod working?
I installed API
But then it said denied
when I tried to install the mod from the ModInstaller
For some reason when I install try to install the mod, it installed the zip file and not the .dll
Weird... I just had to go in the Hollow Knight data and extract it on my own
oh yeah
i was going to ask about that
cause kerr's doesn't support rars either
iirc
@river tiger
REEEEEEEEE
re-uploaded it to a zip and changed the reference in the installer
this should work
randomizer easy is on
its only randomized charms so far, does hard so charms and enemies
oh
I'll update the dl link for the installer
where do i enable enemy randomizer
is it enabled just at installation or
when i make a save or
you install it
you open hk
and there's a very large enable enemy randomizer button in the top left
it's another mod
@solemn rivet Are you working on any other mods at the moment?
enemy hp bars
try not getting an error
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:[ModManager] - Initializing
[INFO]:[ModManager] - Initialized
[ERROR]:[API] - Couldn't check for new version.System.IndexOutOfRangeException: Array index is out of range.
at Modding.ModHooks..ctor () [0x00000] in <filename unknown>:0
[INFO]:GameLoading
[INFO]:[API] - Trying to load mods
[ERROR]:[API] - Error: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
[INFO]:[RandomizerMod] - Instantiating Mod
[INFO]:[HPBar] - Initializing HPBars
[INFO]:[HPBar] - Initialized HPBars
[INFO]:[RandomizerMod] - Randomizer Mod initializing!
[INFO]:[RandomizerMod] - Randomizer Mod initialized!
[INFO]:[RandomizerMod] - Github = 0.0
[INFO]:Saving Global Settings
is your API uptodate?
yea installed the one from pins
idk about that enemyhpbar version
but my current compilation is using experimental stuffs from the latest api
@solemn rivet Is it possible for you to make a mod which is base solely on cosmetic?
should i just reinstall enemy randomizer
See, I have somewhat of a fantasy...
And I think playing as a shade would be pretty cool
If it's possible...
just replace a shit load of assets
yes but no one would want to do it
2meirl4meirl
oh

uhhh
lastest patch, newest api?
can you send me your hpbarmod plz
isn't his hpbar working and enemy rando not
i just reinstalled it but will do, dont see what it has to do with enemy rando but might as well
latest patch, api in pins
if you try running hpbars without the experimental API, that's what happens tbh
because it uses a new hook that's not in the previous api versions
its been working for me just fine, but what would it have to do with breaking enemy rando
oh
if it's working, then it should be fine
about enemy rando, idk
maybe kerr also added new hooks?
where would i get the experimental ai
doesn't the pinned one have all the new hooks
what were they called
I know wyza accepted the pull request, but did it get added to the drive?
that's a crit
I could very well be an idiot but do you need the mod installer to install the HPBar.dll or can you install it manually?
this is KDT's hpbar btw
both work
Out and about today, but drive has newest api
Hmmm?
thanks Kerr
You want me to replace my .dl with that?
yeah
Crossroads is now pointing at that
should fix crits happening too often
Thanks but where should the .dll go?
or at least, more often than they should
what's the crit% supposed to be on the stat screen?
I'm assuming plugins.
I'm asking where you put the .dll for the HPbar mod.
re distribute them
The mod is in pins.
Thank you!
no
installers can update
The mod and the api?
Ah
.
So uninstalling an reinstalling updates it.
Cool.
Btw, Gradow, I think spells should crit, it would be pretty neat.
but mods should be up-to-date, so there's no need for that rn
Okay.
spells should crit
yeah, I was actually thinking about adding that
wtf
because now it's possible
...
160 damage shade soul
56 is a bot
Lol
288 damage
what is balance
that's what I found with bonfire, 56
people don't like balance and order
they like chaos and disorder
true
fluke pre-nerf-pre-nerf crit imo
lol
What stat should I start upgrading first in bonfire?
It's luck, huh?
It's always luck in almost every RPG game.
ds3
ds3?
tbh need a hollow facepalm emote
^
With the Bonfire mod, is increasing Luck supposed to decrease the amount of damage the nail deals?
It seems to have undone my strength increases
"I will upgrade how much luck I have in combat by dealing less damage and giving the enemy more chances to hit me"

private
die
privet
Blah does not contain a definition for blah and no extension method blah accepting a first argument of type Blah could be found (are you missing a using directive or an assembly reference
x100

Can't you find those with the hitinstance hook?
It gives you the fsm of who is hitting and its hit parameters
(so you won't need to waste time doing reflections)
oof
I mean, dunno what you need those for, but might be worth a shot
@copper nacelle Private parts :^)
Btw, @solemn rivet Blackmoth needs a lot of work...
says who
@solemn rivet so whenever i dash through a metal/shield thing, the shadow dash breaks
hey modder the mod feels sorta weird i think you should rework the entire thing
That's a bug.
yes
@fiery sequoia
Kek
and what a necessary ping
that's a vanilla bug
also, what metal/shield thing?
the weaver hunter things facemask
@fiery sequoia Just go to main menu and go back into the game
That's your only solution tbh.
yea but thats gay
as soon as I'm more comfortable with the whole porting fsms to code thing, I might rewrite the whole sharpshadow behaviour and fix that
I mean
I'm not the only one
sean, Kerr and others are also looking into rewriting fsms into code
fsms?
actually, Kerr has done major progress in that front
Wtf is that?
he completely rewrote Hornet1 to code
flowcharts, 69
Kerr, made Hornet 1 do what exactly?
exist
the game's ai basically works by following flowcharts
So...
which sucks for a variety of reasons
so Kerr rewrote that into actual logic
Ah.
for Hornet1, at least
Then what did he improve?
but she's now easier to handle from a coding pov
rewrote imo
what mods work right now?
made the code easier to code
no flowcharts, yeah
@scenic slate Enemy hp bars, debug mod works to an extent.
@scenic slate blackmoth, hell mod, mantis gods, enemy hp bars, charm notch, debug, enemy rando
What does debug mod do?
Oh okay 56 replied.
get dusted
Debug mod does a lot of shit.
here's superdash fsm, 69:
Like uh.
Very specific Niko..
it debugs the game so it removes every bug
Noclip, invincibility, spawn geo, spawn items, change charm properties...
@solemn rivet So that's the flowchart you were talking about?
@hollow pier Stop trolling, he's asking a genuine question.
each one of these blocks has a check for conditions and what to do once those conditions are triggered
respawn bosses, noclip, invin, spawn items, geo, skills, etc
wow my apologies mr big serious
Wow
No offense taken, mr I desperately need validation so I keep trying to troll everyone I can.
I didn't laugh :}
thats great
chill out people
also, 69, yeah
so kerr rewrote one of those into actual C# code
and that's great for us modders
and also great for performance and stuffs
like, the BIG change from TGT to Lifeblood was that every enemy had one of those flowcharts called "health_manager" or "health_manager_enemy" (it varies seemingly randomly)
So code is easier than flowcharts for you guys?
and now, they don't
TGT?
TC rewrote the health_manager fsm into an actual component and then added that component to every enemy
so performance quite literally increase dramatically
that was needed, amongst other reasons, to make the Switch port viable
as it were, game ran like shit on the Switch
You saw?
nah
Lol
So is that why they did Lifeblood
To work on performance and etc
Before Switch release.
main reason was to make a functional Switch port, yeah
/s?
why build it from the ground up?
it's way easier and more cost-efficient to simply port the game
If they ported what they had already, it would have run at 2 fps
Weren't we also promised a PS Vita version of the game as well??
mick is one of the inside sources, or so I heard
WTF HAPPENED TO THAT???

And was it reached?
It was.
Pretty sure it wasnt
I have no idea about that
hey guys abyss dlc
They might have updated the goal and changed it to switch
Nope.
Based on changing eqyipment
Nope.
Team Cherry decided to switch the console they were going to port it to
Equipment
Yeah
I was meaning Mickely
Cuz originally, the switch port was gonna be wiiU
I'm sure if you go to their Kickstarter for the game you'd see it
Not to mention "Abyss dlc"
LOL
That wasn't met tho
tri too slow

roughly never
0 0 f
last phase is just too hard man
get horheristo to do it



