#archived-modding-development
1 messages ยท Page 129 of 1
1,4,5 is quad 1's top right, and quad 2's top right and bottom right
1,2,4 is quad 1's top right and bottom right and quad 2's top right
the previous tris you did used the top left / right
when you were offsetting to the right
so it didn't work
some combination of tris should work anyway 
it's effectively random which order they should be in
it looks pretty close atm though
ohhhhhhh
ok
ima try redrawing it on paper knowing that
uhh
hk uok
anyone ever have this happen? Background is animated with sound but buttons useless and no mods in top left
meme... relaunching it fixed it
the tris did work on mine so I blame unity either way
aaaa oh I know why it happened
if your global settings files get corrupted so they're 0 bytes long it breaks the modding api
also idk if it's bad code or what but my .bak s got corrupted too
oh im a dungo I know why it was happening
my code not modding api corrupting .bak files
I didn't have any verticies for the bottom right two points
I had 4, 2 overlapping, and all of them in the top right
What I still don't get is this. Say I have a quad I want to split in half like so. What's the difference between making my first triangle
0, 1, 2
1, 2, 0
2, 0, 1
2, 1, 0
1, 0, 2
or
0, 2, 1
otherwise it doesn't matter?
yeah
how do I know which way is inwards and which way is outwards
you don't
but if you swap the first and last it'll always flip the normals
its not that random 
is it the kind of thing that changes between game versions
no
ok
the only thing that might affect it is platform
its the kind of thing that changes based on who/what coded the engine
but it shouldnt afaik
so unless TC changes the engine the game runs on (which will be a bigger problem than normals kek), it won't change randomly
is my triangles being backwards why it's drawing the texture that way
with the gap in the middle
what if it works perfectly but it's just pacman warping from the top side of the texture to the bottom side and I just need to add pipes on top and bottom to show it off
also the order the triangles are listed doesn't matter, right?
changes what your uvs point to
yeah my uvs were wrong
I saw the problem
well on the plus side I learned a lot from murphy's law
murphy's law of stupidity
any bad code you could write you will write
alpha still doesn't work but oh well
well
thats not right afaik
meshRenderer.material.SetColor ("_TintColor", color);
try this
material.color is a shortcut for meshRenderer.material.SetColor ("_Color", color); but particles don't have Color only TintColor
ok
also I think "Particles/Alpha Blended" is coloured better
and the default colour for that should be 127,127,127,127
works perfectly thanks so much, and you're right about the default
I'll go back to posting videos only in my mod server I guess
that was probably easier than aligning 3 sprites rotated arbitrarily, perfectly, and even if it wasn't you learnt a new skill and thats all that really matters 
and it'll run better
rotating the sprites was way easier but my theory is it's actually impossible to get them to align perfectly
thankfully this is the only effect I'll probably ever have where I don't know the width of the middle part
unless I wanna ever do realistic fluid dynamics magma
which I don't
well you can go wild now 
oh and one good thing about it being a texture is the void particles now appear on top of it
which makes a cool effect
oh but there is one problem
they disappear when even 1 corner of the texture exits the camera
and then reappear if I go back
ok
AA
ye
I watched the trailer for Redwing again
and
my favourite past must be the fast Grimm heartbeats
I messed up the audio pitch there tho
I was trying to fix it to compensate for the speed up but I used the wrong audio clip in my video editor
I'd fix it but
e
also encoding takes like 2 hours
they're 2.5x
speed?
turns out 2.5x heartbeats almost sync up with the music
yeah
that'd be cool if they actually bpm matched
but thats too many iqs for TC FeelsBadMan
my computer is way too slow for me to do video editing to get that to happen too
Rendering the previews took like 15 times as long as the previews were long
so 1 second of previews = 15 seconds of me waiting
and that's 15 seconds for every edit I wanted to do
I'm on a fairly "lowend" laptop
obviously split it up and merge them with ffmpeg 
1.6GhZ cpu freq maximum, but the GPU is really good
I mean it was using ffmpeg as a backend
can I just point that out. my MAXIMUM cpu frequency is 1.6GhZ... reliably. But yet I get an average of almost 100 fps in HK without mods
I say reliably because technically it can go to up to 3.6GhZ boost but the cooling is so bad that it can only stay at 1.6GhZ without needing to be downclocked from hitting 100C
IMO start ur mod now so it will be done within the first week of GnG coming out
that way when the hype train is in full and people are finishing up playing GnG they'll have more content
ok
but I may get some things done as well
mine technically started last week but I'm in summer school
Oh...
Well, for the mod I only need a few things things:
Delete all enemies and set all bosses to defeated
Remove the crawling ambiance in Deepnest, make the moving spike-like masses of bugs not move and get rid of the bugs that crawl on a layer closer to the screen
Remove all of Elderbug's dialogue and find out how to replace it
ok all very doable and not hard things
EXACTLY
for deepnest find the animations you want to change and set their framerate to like 0.0001
or something
you already kinda explained the destroying of objects in the Grimm Syndicate Server
yeah I can reexplain it here or in one of the other two modding channels I'm in
Maybe I can just do an OnSceneUpdate (or whatever it was) for Dirtmouth to set all bosses to defeated
for setting all bosses to defeated just add a hook to the get player bool
theres secret moddin channels ๐
yes
what about cg2 
they're not secret
no bool for that
cg2?
Crystal Guardian
you could say those servers are, he he, private
giant zombie miner 2
Another thing I may have to do
you're a) destroying the bosses
b) telling the game you did all the bosses that block stuff off
to make sure
is to set all doors to open
always
because
other than bosses there's those challenge areas that lock you in
well part of telling the game you did the bosses is telling the game that the doors should be open
although imagine if you just got locked in a cage in the city of tears
and nothing spawned
exactly
it'd be 100% less videogamey and 20% more realistic
(so, setting InfectedKnightDefeated to True will have destroyed the Infection wall in his room?)
I think it was InfectedKnight defeated
I dunno
InfectedKnight something
I'll make a save on the bench right before him
feel free to post WIP screenshots to any of the secret modding channels
also imo use the debugmod
to test
so you can get around faster
I always have Debug mod on
papers have you ever turned off your music volume, turned up your sound volume, and sat in queen's station or the old stag station in the cliffs?
do it at least once
by queen's station I mean the giant room to the right of where the stag actually is
ok salubra singing might be worse than what you actually hear there
also, I just found out that other day that you can re-enable any gramophones you have destroyed by editing the save file
its probably in sceneData
imo Papers for extra challenge when coding your mod make the ONLY game music played, played by gramophones you place around the map which can be destroyed and never respawn when you do.
Ideally distort it first for extra fun (I have some kinda crappy sound editing code you can steal in redwing)
@flat forum
is this realism.mp4
folding's making a horror game/ walking simulator mod for HK
you know what, walking simulators are really creepy even if you know there's no jumpscares
I read that as "walking simulators are crappy" and I'm like "damn, Angle, that's true but no need to be so blunt"
maybe I'm a wimp but there were a few points where Valley and Stanley Parable kinda unnerved me even though I knew they weren't a horror games.
HK has its fair share of creepy background sound effects tho, that's why I said the thing about the queen's station
literally just change the lighting on that scene a little
and remove the music
and boom
will the mod be called hornet.exe
no because I was only using it as a room to test blackmoth in
I can go launch the game and record some

slenderbug
What
big meme
What
I mean according to Discord I have been playing Wizard of Legend for one hour so I guess I should sleep in the bed I've made
no I've been messing around with Rich Presence
I didn't know that was even possible
now its 107 of 107 because I loaded a completed save
Huh
it'd be nice if area names werent retarded
Send this to Team Cherry 
because then I could do "exploring deepnest for 20m"
Are they just acronyms
no
Wouldn't that be kind of spoilerish
but half of them are greenpath
like fog canyon, green path, queens garden are all the same prefix iirc
Wow that must be agony
It's been like that as long as I'm aware
@rain cedar playing rando again, got stuck on loading screen entering the Soul Master arena (I have dive)
so.... this thing: https://rainingchain.com/hollowknight/randomizer ... is not up to date with the latest randomizer logic, is it?
probably not
can you play the randomizer in steel soul mode?
yes
so for the purpose of playing the seed the locations Salubra, Shade soul, Desolate Dive, Spell twister, Sharp shadow, Spore shroom, and Crystal Heart are affected by that?
just removes any shade skips from the logic
ah, it's specifically shade skips.. cool.. I can easily see that in the rando code
so.. where the logic differs between the tracker and the rando code, is that because more glitches have been added to the logic, or that the logic have been changed.. or both?
probably both
so, two specifics.. 1. tracker have Grimmchild location, code does not, and 2. code have "Everything" as logic for Grubberfly's Elegy. is that because the location is not used, but the charm is?
aka, mod author decided to fuck that?
no it'd just be bad design if anything required spawned at elegy
so nothing can spawn there
I should again add that I'm exited about working on tools, but I have yet to play the game, only watching it streamed this far ๐
but it will all make sense soon
ah.. it's that one.. I see
so.. you can get it roughly the same time you finish the game anyway, in vanilla?
nah
ok, but code-wise it is listed because that charm is in the randomized pool, but the location is not used? therefor charm name is in there, but logic is "Everything"?
no the location is used
just not for anything that could affect progression
so wings/fireball/dreamnail/claw/dash etc can't spawn there
but shaman stone could
the only reason that matters is because otherwise elegy could only spawn at elegy
but elegy can be used for several skips
That helper doesn't deal with the logic of the randomizer. It only tells you when certain items are reachable given what items you have, which is independent of the logic
yeah, not logic of progression and item usability, just the reachability, of course..
I take it "Everything" is used so that only "junk" is placed there by the "random fill" part, right?
Requiring everything to reach something will naturally make that item location garbage, yes
gotcha
so what's the story about Grimmchild and Grubsong? The tracker have the former while stating the later is a "useless item", while the code have the reverse.. lists Grubsong but not Grimmchild..
Because the code was rewritten. Grubsong was added to the item pool but Grimm child hasn't been added back yet for reasons
I see
Fury of the Fallen.. tracker say "obtain it before going to dirtmouth".. is it in the very start of the game, the tutorial path where you learn to move and stuff? and you need Claw to get back there later?
Would really help if you played the game first. Lol
obviously, but should I take that to mean the answer to those two questions are "no"?
thanks for the help and info btw
so there's what's called "additive items".. I take it in vanilla you get them in an "intended order".. with the randomizer, do they work on their own, or is the later useless until you get the first, or are the pickups progressive like in the link to the past randomizer (at the first time you pick up e.g. a glove, you get the first level, second glove give the mitts, and the order you pick them up doesn't matter)?
hello my dudes, just tried installing the API Bonfire Mod, but when the game launches it says BnfireMod Failed to load! check modlog.txt
any help is much appreciated
I have the 1.2.2.1 version and API
why do you have 1.2.2.1
โ
1.3.1.5 runs faster than 1.2.2.1
it was optimized for compatibility with the switch
think i better upgrade ?
sure
otherwise, you'd have to install bot the 1.2.2.1 API and the 1.2.2.1 bonfire mod
1.2.2.1 api is there, all done
the mod isnt though, i downloaded and tried the [api]bonfire-mod
yeah... API bonfire is only compatible with the most recent API
i'll update and try that again. Thanks for your suggestion my dude.
great service youre doing everyone here guys
np
if it still doesn't work, just ask here
but, yeah, lifeblood is better than TGT performance-wise
there were a few minor QoL changes that were bad
(you can't menu drop or skip the credits, which suck)
couldn't skip the credits either way 
bestmod
@solemn rivet Don't know why you'd soft lock entering there unless you'd recently restarted your game
If you had there's a good chance it failed at trying to load kings pass to get a shiny reference
hm
well, I went the other way and got a few other shinies, and it worked fine when I came back
also ddark and shriek were empty
forgot to mention that
I thought 1.2.2.1 let you skip one of the dreamers cutscenes
but def not the credits
Credits have never been skippable
But now you can't skip dreamer cutscenes anymore
Believe that's what gradow meant
No, it was an honest mistake. I tried to recall what was changed and my mind went straight to the QoL mod
it's so good you can't stop thinking about it
How do i get the Bonfire mod?
download the mod installer from the pins
ok thanks
Hey, have any of you tried the bonfire mod?
I got about halfway through the game a while ago and stopped playing, was thinking about trying another run with that mod
Is there a way to run the mod on the current version?
I just get a black screen when I try and run the game
did you use the installer
what
did you use this thing which does everything for you https://gitlab.com/gradow/ModInstaller/uploads/b1acbce056420f05fdbf7d2fa3a0726f/ModInstaller.exe
Does hitinstancehook not work for my own custom hitinstances
or am I just doing it wrong
the hook is in the HealthManager class iirc
I have code that looks like this:
foreach (Collider2D collider in allLaserEnemies)
{
GameObject target = collider.gameObject;
log("Doing laser damage to target with name " + target.name);
FSMUtility.SendEventToGameObject(target, "TAKE DAMAGE", false);
HitTaker.Hit(target, new HitInstance
{
Source = base.gameObject,
AttackType = AttackTypes.Generic,
CircleDirection = false,
DamageDealt = laserDamageBase + laserDamagePerNail *PlayerData.instance.GetInt("nailSmithUpgrades"),
Direction = 0f,
IgnoreInvulnerable = true,
MagnitudeMultiplier = 1f,
MoveAngle = 0f,
MoveDirection = false,
Multiplier = 1f,
SpecialType = SpecialTypes.None,
IsExtraDamage = false
}, 3);
}
But I can't get my lasers with the hitinstancehook
ok
so I should switch from FSMUtility to just grabbing the other game object's health manager
so maybe switch to something like this:
HealthManager targetHP = target.GetEnemyHealthManager();
if (targetHP != null)
{
targetHP.Hit(new HitInstance
{
Source = base.gameObject,
AttackType = AttackTypes.Generic,
CircleDirection = false,
DamageDealt = laserDamageBase + laserDamagePerNail *PlayerData.instance.GetInt("nailSmithUpgrades"),
Direction = 0f,
IgnoreInvulnerable = true,
MagnitudeMultiplier = 1f,
MoveAngle = 0f,
MoveDirection = false,
Multiplier = 1f,
SpecialType = SpecialTypes.None,
IsExtraDamage = false
});
}```
btw idk why GetEnemyHealthManager is a real function considering it does the same thing as GetComponent<HealthManager>
modcommon bigmeme
public static HealthManager GetEnemyHealthManager( this GameObject gameObject )
{
HealthManager hm = null;
if( gameObject == null )
return hm;
hm = gameObject.GetComponent<HealthManager>();
return hm;
}
I'm sorry but this has got to be in the top 10 most useless functions in ModCommon
Not really
target.GetComponent<HealthManager>()
vs
target.GetEnemyHealthManager()
saves 0 lines
What?
no it won't
oh
it's just running GetComponent
and moreover its slower since I know the gameObject isn't null.
so like... target.GetOrAddComponent<HealthManager>()
which already exists in modcommon
public static T GetOrAddComponent<T>( this GameObject source ) where T : UnityEngine.Component
{
T result = source.GetComponent<T>();
if( result != null )
return result;
result = source.AddComponent<T>();
return result;
}
meme
this is why I wanna improve modcommon by adding new useful components
because that seems like where it would be best
The monomod guy mentioned that fast reflection helper thing a bit ago
That's in modcommon since monomod is in
Maybe worth using, haven't really looked into it
let's see...
wait, someone mentioned this a while ago but I wasn't here
is 0x0ade the creator of dnspy?
i.e. 0xd4d
Nah that's the monomod creator
yeah
but sometime ago I believe I saw people speaking as if they were the same person
I don't think so since both the github accounts are active
Would be odd to maintain two accounts
:feelsgoodman:
I wish every git commit I did could remove 353 lines without changing any functionality
ok even using the new hitinstances it still doesn't actually hook on the hitinstancehook
I guess custom stuff bypasses these hooks or something?
is that fair to say
Looks like the hook is in the TakeDamage action https://github.com/seanpr96/HollowKnight.Modding/blob/master/Assembly-CSharp/Patches/TakeDamage.cs
Probably safe to move it into HitTaker.Hit, which makes way more sense
what runs TakeDamage
Enemy FSMs
ok
for some reason I was sending to the enemies a FSM action "TAKE DAMAGE" and they were taking damage but the hooks wasn't working
also as you may already know the hook runs even when there's no enemies taking any damage
so long as there's any object, with a healthmanager or otherwise, that any damage related thing is colliding with
so like if you cdash across the floor the floor constantly procs the hook
Maybe the TakeDamage action is on the FSMs dealing the damage, then
idk how it's done internally truth be told but the way I did it was by stealing code from the grimmchild grimmball control code
It's in the objects dealing the damage, yeah
well the objects dealing damage in my code were the ones sending the TAKE DAMAGE action
weird question but why in the original damage enemys class is there this code?
if (targetLayer == 20 || targetLayer == 9 || targetLayer == 26 || targetLayer == 31)
{
return;
}```
or something to that effect
why not just
if (targetLayer != 11) return;
actually you know what
I'm done trying to understand this stupid game's stupid hacks
it works so whatever
i go to drive right
i just explained this
or just like edit your save file
yes it's in the pins
top right
click on the pin icon
there's a pushpin icon
be sure to get the correct version
you need version 1.3.1.5
matching your version
yep
sorry im looking where should it be?
under pins
who was it sent by?
i keep finding actual mods
imo just download the mod installer
it's pinned near the top
and use that
to install it
otherwise you can find debug mod in the google drive
linked right below the mod installer
i see it i think
you either use an installer which is pinned or you use the google drive
either is fine
yep
Hollow Knight Discord: https://discord.me/hollowknight
oh wait did you actually get it working
then f1
ok launch the game
ok you used an installer
then i press f1 and i should be able to add the ore right?
ok i launched the game and it shows the api mod in the top left corner
now what?
it says that i have the debug mod too
ok ive loaded the save
im at dirtmouth
a whole bunch of stuff is on my screen
a bunch of statistics
i got the ore thanks so much both of you
thx for helping me out
you're welcome!
ok question: what's the best way to hook after the player uses Great Slash, Dash Slash, or Whirlwind?
should I just add an action to the fsm?
w h i r l w i n d
cyclone slash
spinny thing
are there any released mods for the game?
nope
anime twirl
wtf get out of moderator chat @worthy mica
Released mods?
hey guys, moderator here
hollow knight has no mods
Thanks
I mean it probably doesn't help that I've been talking up my mod a storm and it's still not goddamn out yet
thats a virus
and if you jerks hadn't asked for a "hard" mode or "balance" then it would be
i CHECKED THE PINS
worlds first
please don't fuck caps
i BLESS THE RAINS
fuck bees instead
aye aye capn
^
i want a spear mod the knights nail is too small
Spears are generally longer than swords tho
Play lightbringer
exactly
is it fun i havent looked into it enough
i also havent finished the game cuz im awful
nah lightbringer adds a lance not a spear smh my head mick ur kinda shit at hk tbh
play blackmoth... BECOME THE SPEAR
Lance, spear.... Close enough
close enough yeah
i mean the nail is point but its like a teeny tiny lance idk
uhh i would recommend finishing the game before doing any modding though
^
yeah--- is the main purpose to get to those three heads on the map?
i only got to one.
yup
cant seem to reach the others
but feel free to explore
boi
I couldn't either for a while
im having so much fun but like. i wanna be awful at the no dying mode.
Wat
because I didn't find a certain item, or an entire area for that matter, until I had beaten the game twice
i think i needed a moment to process that sentence
If you want to be awful at it, run into spikes
i get hit by fucking everything wtf
don't worry i wanna be awful at the no dying mode too
it sure is
Just run into things
Tatsu is your name perhaps a reference to Xenoblade X?
facetanking is a legit strat 
its more a reference to one punch man actually
Heccin
also-- i read up builds on the charm guide on steam and it says you can facetank with the bluehealth build but---- no?
question
facetank is for cool kidz only
have you finished the game
Answer
i have not
no wait let me rephrase that
have you booted up the game and left the first area
Why are you in modding.jpg
i like mods and was curious idk
3000dmg nail > first playthrough
wha
3000 degree nail vs infinite grimm
that fucking guy 
debug mod lets you experience the game in a whole new way
item combinations you couldn't ever experience in vanilla
To be fair you could never get City Crest and Shadow Dash at the same time so not entirely wrong on that part
all I'm saying is that superforge guy is better than 99% of you jerks
he actually read the readme
and there's a lot of wrong readmes
^ This
don't promise features your mod doesn't have that's all I can say
clickbait readmes ree
reading the readme is more work than installing and playing the mod
but you need to download the mod to read the readme for most of these mods
and 4 angry people commenting on your youtube video, of which one writes an essay, who by the way is not even a modder
it is own
*some assembly required
if I don't make a top 5 mods video put mine in and get a bunch of flak for it
why
you could borrow a lot from NKGs moveset which would make it looks real nice
or borrow assets, rather
procgen graphics look out of place
they do tho
and I don't want to use existing assets because loading them seems like a PITA
naan
and if I make my own they'd probably also look fairly out of place
pain in the arse
but is it really though
you could see how lightbringer does it
i mean it just got a revamp for api
this is how lightbringer does it
loading just custom assets is dumb
as they can change between game versions
probably better to just reimplement the animator
Animating sprites is really hard https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/Components/BigItemPopup.cs#L215
look, by the time redwing is out you'll be able to completely customize the fireball colorsets used (and intensities at which to apply said colors) and if anyone can find me better looking colors I'd be happy to switch to them
well be able to completely customize these without recompiling I mean
well the animator also needs spritedefs which is the annoying part
because sprites move between versions
will it be out before hornet dlc
unless I run into other big problems it should be out by friday
and if I do then who knows how long until it is out
What does "fireball caps" even mean?
๐ค
before the caps would sometimes be one pixel off
which is super distracting
and bad
Make them overlap slightly
but the problem is they fade out
So even if it's off by one it still shows fine
they are transparent
I see
the mesh worked fine anyway
the only issue was aa made a mistake when drawing up his diagram afaik
besides having to guess tri orders
It's me if you remember
I'm here because when i tried to install some mods, The enemy randomizer seems to not have installed properly
Hi me if you remember
Hi
Have you tried installing it correctly?
I just used the zote thing
ok
What zote thing?
and tell me if it worked
Cool
My computer won't let me use the zote thing
You're very specific with your bug reports
lemme guess
windows 10
right
and windows defender's like, this is a third party exe that isn't from the windows store
right
Your computer will let you if you tell it to
But i did it
Maybe the newer zote thing will work
mickely you have more faith in windows than I do
Kay
i use windows 10 
tell your computer to not reboot for more than a week to install updates
You can completely disable windows update
I turn my computers off every night
On 7 at least
So updates just install then
Your computer will let you if you tell it to if you never tell it to do anything it won't let you do
if you turn off your computer you kill it, how can you live with killing your computer every day
Same
windows is like a david cage game. it feels very open ended and full of meaningful decisions but really it's just forcing you down a linear path.
actually scratch that david cage games have more polygons and thus more emotions
I went out of the beta in steam, and then tried using the new zote thing, which seemed to do nothing as when I loaded up the game it was just normal
When I tried to open the new zote thing again, this happened
so uh
What
bob the modder
can he fix it
bob the modder
no, it's fucked
The installer
Yes
How recent?
Like half an hour ago (the new zote one)
Ok
got to go
Manual Installation > All
You guys figured out why that happened yet?
Get it to happen again and show details on the error
^
This is Gradow's installer, right?
I'm confused here because his installer has no function PopulateList in it and all the one in Kerr's does is start a coroutine
Just copy paste the error in here, man
It's not that hard to give the full stack trace
Shhh
It just says a whole bunch of parameters or whatever where "value cannot be null"
what
Gotta be fully specific with you it seems
Click the error
Press ctrl+a
Press ctrl+c
Click discord
Press ctrl+v
Press enter
Yeah but what do those clicks do exactly
select the right text box
This is a trick!
You just want me to copy paste

************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: item
at System.Windows.Forms.ListBox.ObjectCollection.AddInternal(Object item)
at System.Windows.Forms.ListBox.ObjectCollection.Add(Object item)
at System.Windows.Forms.CheckedListBox.ObjectCollection.Add(Object item, CheckState check)
at ModInstaller.ModManager.PopulateList()
at ModInstaller.ModManager.Form2_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
modding-support so the few altruistic modders can help people out eeeeeeee
So now what
What are you trying to install?
I'm pretty confident you're running an old version of the installer
So step 1 would be using the newest one to see if the error even happens still
It's the one that's 3rd in the pins
redownload it u dungo
Oh right Gradow switched to gitlab
And that just happens whenever I open it
Ok I'm looking at old code
So will redownloading it be sufficient?
No you're up to date I think
If you would answer my question, what are you trying to install Raisin?
Mods
Just do it manually
How the fricc I doit big manual
copy and paste
copy and paste
@solemn rivet Your installer is breaking here https://gitlab.com/gradow/ModInstaller/blob/master/ModInstaller/ModManager.cs#L142 or here https://gitlab.com/gradow/ModInstaller/blob/master/ModInstaller/ModManager.cs#L162
Into what
Gradow you messed up and now we all have to pay for your sins
I found the bug
If you have a mod installed that isn't in the xml you get an empty string passed into stuff
Here I fixed it
@fair rampart
I'm gonna lose my One Line Man title aren't I?
Thanks
Yes you are
make it faster
any good formulas for video game gravity
ideally the ones in super unfloaty platformers
no
yes
that's the opposite of what I want
Earth is a great super unfloaty platformer
what I need is it to decelerate faster the higher its upward velocity is
oops thanks sean
now keep the binary at 420kb
I had to completely rewrite the modinstaller and seem to have forgotten to add that
yes
just edit the exe with a hex editor
unfortunately it's the final output size of any assemblies
yeah
that's the way to do it
and just manually pad it
Damn cats get into everything
dd if=/dev/zero bs=1 count=707 | cat ModInstaller.exe - > ModMeme.exe
fuck
slightly too small
forgot 1024
420.67kb
Nice
nice .69 meme
421kb
56 get off mobile
re
no but really I don't have windows to test this
AA get off pc
I actually wanna know tho
wine
KDT get off the planet
don't have it installed don't have any reason to install it for one mono program that could work in linux in 3 hours of porting if I wasn't so lazy
well it opens and seems fine
dank af
glad I can literally just add 708 0s to the end of a binary file and it doesn't care

The newer zote thing works but I still can't get the enemy rando thing to work
crash on load?
m o d c o m m o n

apparently enemyrando also needs 3GB of vram
on linux at least probably because openGL is somewhat worse with vram than directX11
which means I can't use it anyway
actually do you need to run that enemyrando thing more than once
or once its loaded in is it good to go
because I have a crazy idea that just might work
if it's the latter
Kerr was trying to get an object serializer
oh so right now you need to load enemy rando every time you start the game
is that right
yeah
rip my crazy idea
It's just caching every enemy
why does it use so much vram
Idk enemy sprites I guess
much enemy
can I tell it in config to only cache some enemies
because it gets about 80-90% done before I run out of vram
which is like almost there
Good golly I haven't been on in a while. 8K+ messages to wade through.
Everything is different now and my mod is all borked.
And what the heck is modcommon?
idk what this is
modcommon is a helper mod that has some nice functions
also has monomod hooks merged w/ it now
which lets you override and/or hook any function
look idk what ancient era you're from but you're so old I don't even remember what mod you made
savage
Oof
iirc it was some randomize everything about everything mod
like
geo was one thing
That's okay. my mod was never popular lol

More for me than anything
hey that's like all my mods
I don't think your mod's even on the gdrive
it's not
*2
Most of the functionality is actually intact thankfully, the geo is the only thing that broke
... so not to be completely out of the loop but what does your mod do?
ok I'm blind
Just randomization of various stats like damage, dash distance/cooldown, enemy health, etc.
neat
Was actually working on having it change player/enemy size scaling before other more important things took precedent
Guess I'll check out that modcommon thing though
Oh...
So what did it even do?
you mostly use it for hooks
it does have some nice helper functions
I mostly don't use it
yeah
I wanna make it less shit tho
did anyone actually add the privatemethod thingie?
the only thing i use from it that's not hooks is the print object thingy
no
well
if it's not by seanpr it should have a permissive license that lets me fork it
we can add him as a contributor, right?
yeah
because all of us are contributors
what are you making?
life
I'm sad and confused
modcommon
@compact sedge HMMM
as I said if it's not by sean it has a permissive license
if it is by sean it's licensed under "all rights reserved"
u sure you don't want me to add you?
it's mostly a tool for modders
and all of us have access to it
I guess you could but I'm still only sending PRs because I don't like the idea of submitting code without approval
when it's someone else's code base
i should add fsmutil to it at some point
yeah, tbf, I feel you
56 pls do
I was thinking of how I could add my helper functions but request approval
does removeat just leave null in it's place
cause it says one of the errors is that the arraylist has a fixed size but it never changed the size
it has its own removeat
you did let me relicense one of your files under gplv3 which I greatly appreciate
and ofc nobody owes anyone any source code
as much as I'd love to claim otherwise being the foss zealot I am
I don't even remember what you're talking about
if you've ever looked at any code that shares keywords with any of my code
im suing you
yo this file doesn't exist
legit
why was this +1 tho
oh I asked you for permission for PlayMakerFSMExtensions from Rando2 back when it had no license and thus was all rights reserved and you let me use it @rain cedar

