#archived-modding-development
1 messages Β· Page 124 of 1
gonna try changing gruz's t2kdsprite cause i have the actual changed atlas for that
i'm 100% sure i can do this now
cause the nail slash is just taking it from part of the texture
which is weird
but i can edit the image to make it work
@buoyant obsidian this is my favorite lightbringer weapon https://youtu.be/6YCRmbv6BKk
It's hideous
YES
I WAS RIGHT
i set the main texture on the material of the sprite def of the tk2dsprite to the modified gruz mother atlas
and it worked perfectly
literally just this
If you become a tester for Team Cherry you can play boss rush easy
Yeah that'd be swell
yeah xd
Literally 7 messages up
thanks
hey i putted the download in the steam console... so i just wait for it to say download compteted?
see?
yeah... but how much does it take to download approximately?
alos the steam console just said this:
\src\clientdll\depotdownloadmgr.cpp (1901) : Assertion Failed: CDepotDownloadMgr::BYldRequestDepotChunks: same chunk requested twice for depot 367521
what does the "all bosses/all charms/all skills" setting do in randomizer?
ok, i think i did it 
i mean... i found a new setup in
C:\Users\utente\Downloads\Giochi\Steam\Steam\steamapps\content\app_367520\depot_367521
and putted the txt file with 367520
and started the setup and everything works?
here! It says v1.2.2.1
@urban olive makes you need to do those things to beat the game
ok ty
ObjectPoolSpawnHook is god
56 did you replace assets yet so I can steal your code
yes
make sure to watch the part where i shoot muzznik at muzznik
important thing to note here is that when it says tk2dSprite
it's a lying piece of shit and actually means tk2dSprites
cause you see
I only changed the texture of the material on the MeshRenderer of the tk2dsprite of gruz mother
and it changed all the sprites
so basically what you want to do is https://cdn.discordapp.com/attachments/327461802311155714/459252764401336322/unknown.png
and the texture should be from an embedded sprite sheet
so like
you'd take gruz's sprite sheet
make it muzzniky
and then put it back on gruz's tk2dsprite
so like the texture i set there was just Muzznik.png which is this
@solemn rivet aka yes
oh yeah @daring snow there's a new mantis gods w/ a reworked shot mechanic i just released if you wanna try that out, I think it should make stuff like no upgrades easier but i think you might still need djump
cool, cool thanks!
haven't had time to mess with it futher
but i'll give it a shot soon
cool
Can someone help me out by explaining how to work the debug mode?
- have the menu open
- hit pause
- click on shit
and then the keybindings are literally on screen so just click what key it says to click
to go through the keybindings click page x / y iirc
like for example
- for decreasing nail damage by 4

@buoyant obsidian do you know what sprite sheet elegy normally uses
cause i can't find Radiant Attack in unity studio or uabe
and using the radiant attack asset does this https://youtu.be/MFKd35NRb4k
muzznik's asset works tho
hey i was wondering.... can i mix toghether the 2 mods:
you can use any 2 mods together as long as they aren't lightbringer
working on a lightbringer port that can use w/ other mods rn
should be done today but i also said that yesterday 
Oh cool! Can't wait to see that
and you also said that before yesterday too
true
is lightbringer compatible with current patch?
Anyway... is it ok if anyway i installed the modding api with lightbringer?
^
or should i put the assembly vanilla back?
okay, thank you
use api to play other mods
like blackmoth
also, finally on PC
checking your code 56
yeah i know, but can i use light bringer while modding api is on the game?
no, Nerest
oh okk
I'm not even sure lightbringer works with lifeblood
so you'd have to downpatch
OR
you could wait til 56 is done with it
(do that)
ETA: 24h
cool i made lightbringer's repo public
I'm mostly interested in replacing the charms tho
Papers did some great work on Quickdash yesterday
HeroController.instance.grubberFlyBeamPrefabL.PrintSceneHierarchyTree("biggay2");
delet
i just want it as a png ree
ignore how everything about this is bad
it won't ever log yeet
idk why
nvm it logs yeet
yeet is just a lie
and by a lie I mean a pita to see
i just couldn't see it over the muzznik sprite
reee
lightbringer when
early 2018
imo blame tc for not making this texture readable
wot texture
blame TC for everything
also like i have a story with lightbringer
i was going thorugh recently uploaded hollow knight vids on youtubes cause i was bored af
i refresh and then the lightbringer trailer shows up and im like nani? more content?
this was before i joined this discord
is this u
yes how did you know
@compact sedge is this u
YES
texture 341
yeah idk what's wrong with the lightbringer asset
everything is in the wrong spot
compared to
i have no clue which lances go with which
legit have 0 clue how these match up with the lances
just gonna put 6 lances next to each elegy thingy just to see if it works tbh
oh nvm p sure i'm dumb
Hi dumb
i f***ing give up on trying to make the mods work!
ok
drag and drop never works?
downpatching?
did you clear your registry if you down patched?
i tried it for 3 hours and it didn't f***ing work!
all the things you said
okay. well if you're going to just be frustrated, there's nothing I can do to help.
i give the f*** up
I can help you find the problem, fix it, and get things working, but you gotta work with me here
that's the spirit
^^^ just gotta calmly take a step back and look for a solution
it's possible that they moved around the sprite sheets again
it's one of the reasons I stopped development
I've installed some mods but now when i open the game it only shows me the title screen but non of my buttons work even if i use the keyboard
install modcommon
so, I need some suggestions
right now the installer fills the list with mods in the Mods folder and then with the xml
but
so far, mods have had the same filename.dll and modname in the XML
but rando2 doesn't
what do
(technically neither does infinite grimm)
xml should have an optional string for file name if it's different
rando2
that's a nice idea, Angle
it wouldn't be an issue as it is
aside from the fact that, for some reason, this makes it so that it doesn't ask to install modcommon when installing rando2
well it's an issue in that if you install rando2 manually it won't appear as installed in the mod manager
it does
but with a completely different name
so it "works" - you can disable/enable it and uninstall it
the other advantage of a separate dll string is it allows spaces in mod names without spaces in the file itself.
and virtually removes all string parsing from the modinstaller side
which judging by that screenshot, is like 70% of all mods
no more Regex.Replace(mod, @"\s|\\|\n|_", "")
no more f.Equals(dependency, StringComparison.InvariantCultureIgnoreCase)
is there an official maintainer for the xml?
looking at the edit history.... no
I'm gonna add that field then
if people complain I'll remove it
cue me downloading all the mods montage
while you're at it we should probably get fields for the versions of HK it works on
how much shit's gonna be outdated when GnG comes out
that goes with every version of HK
yup
also, HPBars
should we really keep that up?
EnemyHPBars already contains it
maybe modlinks.xml should just have mods that work on the newest version
and people can manually download older ones
maybe
if they know how to downpatch they probably can figure out how to download something from a drive
since both installers also have manual installers
I could potentially add a downpatch feature to the installer
but with GnG coming, that's absolutely useless
because
Boss Rush becomes vanilla
lol I can't see anyone wanting to downpatch to lifeblood from GnG
ok well nobody's downpatching to lifeblood for mods
wait
1.2.2.1 isn't lifeblood
Mys - can just add a feature to downpatch to that specific version then
no, it's TGT
you'd only downpatch to lifeblood for patch 1.3.3.7 for dank memes tbh
got'em
oh
just realized
rando2 is not the first mod to have different modname and filename
I just never bothered with the other ones

you had to add case insensitivity just for infinite grimm I remember
yeah
but if we're just gonna match strings, that's a non-issue
also
wtf is "Newtonsoft.Json.dll"
virus 
which mod is it from
dunno
I didn't bother checking them as I went
figured I could just tell from the filename
and I was mostly right
so websocket-sharp and PlayerDataDump are from PlayerDataTracker, as expected
i mean it's nice and all that lightbringer is getting ported
What mod i can acces on this Version?
are nail damages rounded up or down
I heard rounded up here but the wiki says: All multipliers that result in a decimal value are always rounded down by the game (Example: Fury of the Fallen with a Pure Nail will do 21 x 1.75 = 36.75 β 36 damage per hit).
alright wiki is wrong
Wiki 60-40 chance to be right
I did a meme by joining the wiki discord to post one message and then leave
probably gonna get banned
Actually if they don't ban me for that I'm gonna do that every time I see an error because they claim to want a small but active community and prune members without wikia accounts.
the only reason to post in that discord errors is if you don't have a wikia account to fix them yourself
I fixed the cloth wiki. So at least one is right
what did you fix?
How to get her to show up in the TL fight
Yeah. Thought it was truncated rounding
this is a PITA because I'm trying to make all slashes do normal game damage just by calculating the expected damage by hand
to override blackmoth's 1 dmg slash
ok this is really effing annoying
while fragile strength modifies the damage done directly
fotf modifies the damage multiplier
which is an fsmvar thing
[INFO]:[Redwing] damage dealt is 56
[INFO]:[Redwing] game wants to do 32 dmg with multiplier 1.75
first one is expected damage using my formula
second is the damage the way the game interprets it
oh and it gets better
if you fotf with great slash or whatever
it doesn't affect the multiplier but does affect the damage done directly
[INFO]:[Redwing] damage dealt is 53
[INFO]:[Redwing] game wants to do 92 dmg with multiplier 1
[INFO]:[Redwing] running override for hitter of name Great Slash
but
dash slash has it's damage unaffected by fotf
just great slash
this hacky mess is impossible to explain in words and annoying af to code
welcome to TC coding
This is the code I have now to explain all the weird edge cases:
int nailDamage = 5 + PlayerData.instance.GetInt("nailSmithUpgrades") * 4;
double multiplier = 1;
float fsmMultiplier = 1;
if (PlayerData.instance.GetBool("equippedCharm_25"))
{
multiplier *= 1.5;
}
if (PlayerData.instance.GetBool("equippedCharm_6") && PlayerData.instance.GetInt("health") == 1)
{
fsmMultiplier = 1.75f;
}
if (hitter.GameObject.name.Contains("Great"))
{
multiplier = 2.5 * fsmMultiplier;
fsmMultiplier = 1;
}
if (hitter.GameObject.name.Contains("Dash"))
{
multiplier = 2.5;
fsmMultiplier = 1;
}
nailDamage = (int) Math.Round( (double)nailDamage * multiplier);
hit.DamageDealt = nailDamage;
hit.Multiplier = fsmMultiplier;
it should work
cool it works
good god getting to 1 hp with redwing is hard
I should probably make it a little less op
is the source code for infinite nkg public?
yeah, should be on Githun
ok, new version of modmanager is semi-working
should I keep the right text with "Uncheck to uninstall" or should I just leave it as it was before?
to-do list:
- make it stop asking to install every mod that is already installed;
- check the right boxes if the mod is already installed.
thanks
why is the Mod Manager Zote?
cause it started as kind of a mem
oh god
code looks SO MUCH nicer
and it's way easier to do stuff now too
hnnng
I'll keep it as it was, then
updating the link in gitlab
I havn't downloaded infinate grimm for like 2 weeks now, anything imortant been updated?
nightmare god grimm?
how do you show the menu for debug? i accidentally hid it
thanks
This is going to be a really stupid question, like really stupid
I deleted my old dnSpy to download it again so I went to pin and got it from 753's link but I cant find dnspy.exe in the the zip I got from github
Probably just corrupted during the download
Download it once more
alright thanks
e
an integer*
so...
e is close to 2.7, yeah
I can round it up to 3
the Seer it is then
coulda gone with that
Seer best so optimal outcome was achieved
you get a drawing of the Seer
it's in the style of the Brummm I posted
and the Thistlewind
so, not chibi
come to meme to see
also
Gradow
what does the Black Moth look like?
is it just a black Radiance or?
I'd love to draw it some time as well
Like the Redwing you did except every color is a different shade of black
DIFFERENTSHADWOFBLACK
Fifty Shades of Black
like
Tar
Blindness
A Very Empty room
Void
Very VERY Dark Gray
Discord's secret Truly Dark mode
so umm
mmu os
I decided to make a thematic mod, inspired by Lightbringer
and couldn't understand spells
so I went with dash
the dash items are Mothwing Cloak and Shade Cloak
so I figured "hell, it's gonna be a moth-themed mod"
and since you start with shadow dash and dash is associated with moths... BAM Blackmoth
since I needed an icon for it in the old mod installer
Dashmoth tho
I grabbed a Radiance sprite and recolored it to black
No wait
as I went on with the mod, I got this idea to envision the Blackmoth as some sort of counterpart to the Radiance

and now, the "lore" in Blackmoth is that you're the Knight searching for the Blackmoth to defeat the Radiance but - spoilers - you actually ARE the Blackmoth
so
if you want to draw the blackmoth, by all means
playing blackmoth rn
do you need controller for the omni directional dash to work
or am i bugged
just press arrows
do you have the mothwing cloak?
would it happen to have anything to do with me playing on the beta api
it seems to work fine
can you up/down dash tho?
only side
also, Papers, feel free to idealize the Blackmoth
I honestly have no idea what it would look like
im gonna plug in a controller and see if that helps
tbh its probably because im on the beta api
Papers, since we're on that topic: at some point I wanted to make that "void" knight you use to beat the Radiance playable
tbh I still want to
I also think so, necr
void knight?
the Shade at the end?
it's probably possible
replace the animations with the shade ones
make you gravityless
yeah
tentacle boi
I wanted to add that to blackmoth
actually, I wanted to replace Grubber's with that
or activate beta support in the options, but that causes the game to crash on quit
wait
why not 1.3.1.5?
my game crashed when i used that
idk how to downgrade to a specific lifeblood patch
unless the api does it
just opt out of beta on steam
it should revert you to latest stable version, that is 1.3.1.5
np!
also, when i was fighting false knight, i ended up floating into the top right corner and getting gay baby jailed
aka softlocked
the game just didnt know what to do with my momentum when i dashed and got hit and jumped all around the same time i guess

wow if you hold it right you can get really high
you can change direction if you input right too
this is the best mod
lightbringer sucks donger
blackmoth STRONG
indeed
πͺ
are you also using a turbo controller?
Angle was the first person to describe that behaviour and he uses turbo
cause he is a filthy cheater
i dashed, dashed again while dahsing (with a different input)
its only a minor change
doesnt completely do it
but it looks cool
zip zoom
.gif
in your case it's just momentum
you dash upwards and then, after the dash, move left
Angle was able to dash horizontally and, mid-dash, go up
oh that works too
let me get a gif of that
dont fix it lol
3?!?!
Seerboi
G'radow night
im still suprised i havent completely smashed my arrow keys after all the shit i play
i mean, my up arrow no longer has a cover
and the side arrows stick sometimes
but they still work mostly
ive only had this keyboard for a couple of months why did it break so fast
maybe all the celeste
zoomzip.gif
also
nice!
cant wait to screw around with this more
neither do i, but its fun
is that a feature from blackmoth?
its a featureβ’
yeah blackmoth gives you omnidirectional dash
and you can cancel it midair to go other directions if you're quick
the cancel doesnt really help but its fun

Wait till you get grubberfly
mantis lords are super fun with blackmoth wow
its like they were designed precognitively around the to-be creation of this mod
The blackmoth sees all
Even the future and the past are one and the same before the mighty Blackmoth

nice
i got sharpened nail but i odnt think the damage boost applied itself
to the dash that is
It should
weird, husk sentry took 5 hits
the small one
iirc he takes 4 from sharpened nail
i activated soul master's second phase while i was up on the first layer
now hes glitching out
floating glitch has killed me 3 times in the big mistake room now
and i lost 2000 geo

wtf necro playing hk
idk either veru
necro play mantis gods
@solemn rivet the reason you can change dash directions mid dash is because DashPressedHook doesn't wait for your current dash to end before running again. You probably want to set a bool somewhere while dashing to stop this from happening. I fixed both this and the turbo button bug by waiting exactly 1 frame after the dash ends before doing anything with that hook. I'd send the fix but it could possibly totally break some of the charm interactions like grubberfly and I haven't tested with these yet.
56 stop promoting yourself
no
still sad that i cant get more damage
gonna have to start relying on spellcasting
Wow having to rely on the most damaging attacks to do damage
why tf is everything named atlas0
To make it hard for you specifically to find the right sprite sheet
true
Really though it's just a Unity thing
pain
254.png 
just skipped to the end of crystal peak without even entering it
cool
but i cant go back through
shit
if I set a spawn point with debug, will the spawn point get reset when I sit on a bench?
spawn points are just hazard respawns
so like
you'd set one
jump into a spike
and respawn where you set it
how do I get the spawn point i set to reset though, if I didnt want to spawn there anymore?
walk out of the room
apparently rebooting my game fixed the damage issue?
idk
i seem to be doing sharpened nail level damage with the dash now
@rain cedar is there a tracker for Randomizer?
sick thx
hollow (sorry..), is github.com/seanpr96/HollowKnight.RandomizerMod the one corresponding to the binary in the google drive folder?
what do you mean
That's the source for the mod yes
I ask because I find different repos, so I want to know that I'm looking at the latest one, the one that correspond to the binary I can find through speedrun.com/hollowknight/resources ..
yeah, thank you π
I see from the list of issues that, while working, isn't completly stable?
The only bug that I would say makes it unstable is this https://github.com/seanpr96/HollowKnight.RandomizerMod/issues/20
I can't reproduce the bug
If you have C# experience and get this soft lock I'd really appreciate you looking into it
It's caused by this, I just don't know why https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/RandomizerMod.cs#L376
I know c# in general.. I don't know hollow knight much though.. I'm watching a streamed playthrough of vanilla, so for my first playthrough I thought I try randomized for extra luls and salt..
I already play link to the past randomizer so π
Cool
but, once I know what I'm doing....
one question though.. are charms randomized among charm locations, abilities among abilities, and so on.. or is the whole item pool randomized?
I have a limited understanding of tthose terms, but to put it the other way, it is the charms, abilities, and spells that are randomized, and are so as one pool, correct?
Yes
alright, cool
yes everything relevant to gameplay is randomized in one pool
its only stuff you dont really care about that isn't at all
which I as of right now have no clue or feeling for, but that's according to plan π
gonna be fun
in lttp it's kinda like bow/hookshot/fire rod etc is randomized, but small keys and heart containers aren't
you mean, as if the hk rando principle applied to lttp rando?
yes "major" items only
right, because fyi, the heart pieces and containers are also randomized these days..
yeah everything is randomized in alttp
even more crazy, there is a keysanity mode that makes small keys, big keys, maps, compasses be anywhere..
and maps and compasses are given additional function
but anyhow... thank for your time π
that's what you get for working with FSMs and playmaker
and only proper coding can anchor that stuff
thanks
oh my goodness
just curious, is it possible to softlock with the randomizer?
turn off all the skips and if by some awful luck you still end up soft locked you can then abuse the skips to get around it
LexiP it's meant to never softlock you
There's currently no known softlocks, so long as Sean fixed the one I ran into
the one with the large dude in CoT not going left enough anymore
I fixed that but I don't think I've put that on the drive
how does rider get stacktraces from my game
what magic is this
oh nvm it gets it from my clipboard
woah

anyway IDK what I'm doing wrong but I really hope nothing too bad because blackmoth broke:
[ERROR]:[API] - System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at BlackmothMod.Blackmoth.GetPrivateField (System.String fieldName) [0x00000] in <filename unknown>:0
at BlackmothMod.Blackmoth.CheckForDash () [0x00000] in <filename unknown>:0
at BlackmothMod.Blackmoth.Update () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at System.Delegate.DynamicInvokeImpl (System.Object[] args) [0x00000] in <filename unknown>:0
at System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) [0x00000] in <filename unknown>:0
at System.Delegate.DynamicInvoke (System.Object[] args) [0x00000] in <filename unknown>:0
at Modding.ModHooks.OnHeroUpdate () [0x00000] in <filename unknown>:0
This being without Redwing. Blackmoth version 1.7.0 with the correct patch to work on the new modding api.
for reference it's using the modcommon library that I built blackmoth with and it built without errors
thanks a bunch guys :3
I know but idk why I have the same code in mine albeit refactored and it doesn't break there
moving sprites is pain
I'm trying to rebuild modcommon but 56 is dungo and wrote Playmaker.dll instead of PlayMaker.dll in the script and it broke on linux
wow a whole one character to change
well ya know I also had to change the rest of it too
oh what the hell while I'm here I might as well add linux support to the build so it's like modding api
and made new objects with their own sprites loaded in
instead of just replacing existing sprites
at least the sprites are embedded now
https://github.com/Kerr1291/ModCommon/pull/3 @pearl sentinel
Angle: how's it done in your code? I could just steal it and hope that fixes it
@buoyant obsidian https://youtu.be/zXf7Tb97LsI
uhh it's done exactly the same way which is why I'm confused
I mean I did refactor it to take up fewer lines
but functionally it's identical
nice 56!
the annoying thing about this is, for cloak I'll probably have to reimplement the knights sprite rendering so it uses my spritesheet
so like copying the refactored one doesn't fix it
which means I have to reanimate him
irk
on the plus side I won't have to remask him for every update π€
and it won't be tk2d so I could actually do stuff with his animations at runtime
I'm rebuilding modcommon to see if it's a problem with that. my theory is they changed the name of some reflection var in the public beta
oh
and that's why it's breaking
could be
someone complained about blackmoth being broken on beta
and it fixed itself on stable
something about omnidirectional dash not working
I'm looking into my dnspy now to see what did it
anyway that's my refactor
I didn't make it, rider did
but it looked sexy so I kept it
Cache FieldInfo
^
fuck
was about to say
u right
mine saves it in a list
aaaaaaaa ok
so it's easier to access common methods
anyways
I silently updated the installer because it wasn't uninstalling mods
and now I gotta go
how much does caching this stuff matter anyway?
night everyone!
night
ok
I use like, what? 4 or 5 reflected fields and methods during dash in blackmoth
makes sense
that's a bit much
well not like reading a value directly takes that long
yeah
yeah
Fuck yeah 56
but if you're doing it a lot during update...
yeah
maybe it could cause some minor lag
better to do it less than more
and it's not like it's hard to circumvent anyways
any chance we can just remove the audio from the lances and just play a single fwoosh when necessary?
Updated modcommon to try to test blackmoth and
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
I think this is a sign I just need to just go to sleep because clearly nothing's working out for me today or I wouldn't be seeing this.
oh wait nvm modcommon has unsafe code
I forgot
watch everything work when I build it with debug instead of release
oh I bet it's breaking because it's globbing all the assemblies and I built it against regular and not beta
ok I have no idea why this is happening
nice
but yeah for whatever reason I can't built modcommon and I've tried several things and they just don't seem to work
ok I can build modcommon but only without hooks
ugh monomod hookgen silently generates bad code
Well I isolated the problem but it makes me mildly upset
probably just with whatever version of mono I'm using. probably works 100% on windows
ree 5.12.0.226
I'll just download your binary cuz I'm lazy and so done with this shit and figure out how to get it to build on Linux later

wow that's so clever I literally never heard that one before
I just took an online IQ test and it reported my IQ as 4294967295 points
doyouevenunsignedint
no
unsigned ints are for people with low iq
my iq came out as a 69 mantissa and a 420 exponent
hey 56 did you ever test that your modcommon binary actually works on other OSes since you dual boot? The one I made in the past based on your fork, aka the first possible version of ModCommon that had hooks did (so early it was still version 0.0.2), but regardless of if I download the one from the drive or compile it I am unable to get it working now.
nope
I haven't changed the ModCommon code at all since then tho
except for the version number bump
it crashes for me with SIGABRT (6) on:
at (wrapper managed-to-native) UnityEngine.Object.Internal_CloneSingle (UnityEngine.Object) <0x00062>
at (wrapper managed-to-native) UnityEngine.Object.Internal_CloneSingle (UnityEngine.Object) <0x00062>
at UnityEngine.Object.Instantiate<object> (object) <0x00035>
at ObjectPool.CreatePool (UnityEngine.GameObject,int) <0x001d1>
at ObjectPool.CreateStartupPools () <0x000a6>
at ObjectPool.Start () <0x00031>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
then I guess I'll blame kerr
im confused
yeah
ok I'm going to the commit right after PR1
and building it
and seeing if it works
if it works i kms

ok well on the plus side it doesn't work which is great because I was mildly worried for a minute that removing harmony broke stuff. Now I have no idea. So I'm thinking deleting the HK folder and just reinstalling from steam
and going to sleep
and hoping in the morning everything just works


Ok I can't go without giving y'all some closure
I wish I was kidding
uninstalling and reinstalling the game did what verifying the integrity and deleting the mods folder could not
delet this
I wish I was kidding
wtf
someone explain this to me
because I'm effing clueless
also today i found out the error i thought was only happening when i used modhooks was actually happening with monomod hooks too it just logged it to output_log so i didn't see it
I left the saves folder untouched which includes the "registry"
and the error has 0 effect
All I did was delete and reinstall the game
did you have the json fsm dumper or something?
no I've never used that one
well except for once
but keep in mind
I verified my game files in steam
and deleted the mods folder
so no third party files at all
and that made HK launch
but the second I reinstalled modcommon with the hooks it broke
but
uninstalling and reinstalling the game
and suddenly I can
wtf
tf
I need a new hobby
false
https://xkcd.com/1316/ me irl
yes
Verify game files: Make sure all game files are there and not broken
Complete reinstall: Also gets rid of lingering irrelevant/harmful files
I deleted the mods folder, what other harmful files are there
just so I know in the future
I guess the config.ini with language and max framerate and nothing else
You went from beta to regular branch so idk maybe some beta files
Just all I can think of
no when I did the reinstall I did it by deleting the HK folder, installing regular, switching to beta
and only after switching to beta did I test it
and it worked
Weird
Unless there's some harmful files I missed I only have one possible explanation and it's so out there that I don't believe it myself
changing HeroController.instance.playerData to PlayerData.instance got rid of 2/3rds of my null refs
wtf
hmmm
oh well makes sense
assume that each of the following is null: HeroController, HeroController.instance, PlayerData
actually does that make sense?
idk
oh right
But HeroController.Start already assigns it to PlayerData.instance
Respawn as well it looks like
error is apparently just from that last line
and the null refs going away was good luck cause one came back
Hi all sorry to ask but is the randomizer mod working for the newest version of the game?
rando 2
I installed the API & Mod Common and the randomizing options doesn't show up when I start new games
defeat thk
found my error
Oh, so if I haven't unlocked steel soul option the randomizer doesn't work?
yeah
you need to have beaten the game
HeroController.gm.soulOrb_fsm was null
Gotcha, thanks guys
for some reason though, the latest version was locking steel soul
even if you had beaten it
just go beat THK
Thanks for everything you guys do though
it'll work then
kill thk and don't wait for an update ez trick
killed my null refs
what
Idk
On the randomizer selection screen
The start game button that says randomizer on it is the randomizer button
The true/false on this is not very clear
So false on all bosses means they won't randomize bosses?
Thanks all done with questions!
Ok so you're confused by "restrictions", not the true/false
Those are things you need to do to beat the game
In addition to dreamers
That's a relatively common thing to not get but idk what else to put there to make it clearer
Is there even room for that?
dumb question. are skips like, glitched/sequence breaking stuff?
ah fair enough. i've only able to do one, which was getting the pale ore at the top of crystal peak early.
An example would be getting up crystal peak with no claw
Or getting deep focus without super dash
Probably. Hard is not recommended unless you know speedrun tech
makes sense.
@dusky lion is this u
@compact sedge what bad code does HookGen generate? I'd like to fix it, if it's still an issue in the newest version of HookGen.
There actually was a regression with RuntimeDetour on Linux and macOS in some specific environments, which went unnoticed for quite a while, but that has been fixed recently. Maybe an update is worth looking into.
Although... your SIGABRT stack trace doesn't actually indicate anything being wrong with it, and the regression manifested as SIGSEGVs, not SIGABRTs.
Also, once you've got a FieldInfo, accessing the field isn't that bad. MethodInfos on the other hand are still slow, though, but you can get around that via DynamicMethod + CreateDelegate
MonoMod.Utils ships with a "fast reflection helper" which does that, and it's required for RuntimeDetour and HookGen to work.
good thing I looked back here... so in my case my plan is to play the game with randomizer as my first playthrough.. so.. in other words, not having completed it before.. hopefully without any spoiler, is there a specific reason for that design choice, or was it simply a technical issue?


