#archived-modding-development
1 messages · Page 151 of 1
Nah I think he's right
no I was saying that's not a target fsm it's a source fsm
We need to be passing Target, not base.Fsm
anyway until that happens in I guess 45, I'm gonna use On.HealthManager.TakeDamage
and then orig.gameObject
anyway if you do decide to change this in api let me know when it happens because it affects 2 of my mods. And if not that's alright too, I've found workarounds for it.
@copper nacelle falling into the spikes in the mantis gods fight respawns you outside of the arena if you enter the room through a dgate
it could be a vanilla bug i guess
my hollow knight crashes when im installing modding api anyone know how to fix it
alt + down
is there a list of shaders I can use?
I want a normal shader. IE normal layer type on photoshop
but the only one I know of is Particles/Additive which is as the name implies
wow ok
it's easy to get the target
how would you do it?
best way: redo the hook to also pass the target as a parameter
lazy way: get it remotely using the base.Fsm
On.HealthManager.TakeDamage works 100% best I can tell though. and IDK how you get it from base.Fsm when base isn't the target
I guess
base.Fsm.gameObject.Target ?
idk if that would work tho
no HealthManager.TakeDamage != the playmaker takedamage
I know, but doesn't HM invoke the fsm?
the HealthManager one is much cleaner and easier to deal with and has 0 modhooks in it
no
not at all
other way around
but anyway I bet
they are gonna remove the fsm takedamage in GnG
and leave us with nothing but the HealthManager one.
since all the vanilla attacks already have switched to using the HM directly
I mean maybe not but if there's one spot I'm expecting the api to break it would possibly be there
and it would make sense
so we could just change the hook from playmaker to HealthManager
well actually the HM uses fsms to send events for stuns and for enemy reactions to hits.
from what I could tell tho, the creation of the hitInstance that HM uses is not in the assembly
unless it's the DamageEnemy one
yes rn it's FSMUtility.SendEventToGameObject("TAKE DAMAGE") -> TakeDamage FSM thingy -> Health Manager which is why the hook works
but they could totally just cut out that fsm
yeah
well, in that case it would only become easier anyway
sure, it'd break for a while
but it'd be easier to fix
since we'd have the hitInstance in code
yeah I'd be happy with the change
why is playmaker's documentation so bad
you found their documentation?
i've looked at it a few times
I just found a bunch of mostly blank useless pages last time I looked
it's never helpful
why is playmaker~~'s documentation~~ so bad
Maybe TC made those
woke
https://github.com/natis1/infinitegrimm/blob/master/infinitegrimm/infinite_grimm_modern.cs#L369 idk if you need code this shitty but it worked for resizing the SREv3
no i just wanted to make sure i read their code right
wat

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Do you guys know if tc used the regular unity editor or a plug-in to edit? None of this scene stuff makes any sense anymore
It looks fine where the player enters but slowly gets more broken
the only thing other than playmaker that they use is tk2d, which does have a tilemap but I don't think they used that
Oh ok
I discovered they were using a tilemap render data thing but it just covers up most of the objects to look nicer
Haven't found anything to set paralax yet either, and it still works when disabling the code that sets position from fsms
Pretty sure in control is for controllers and text mesh is for better text
I disabled fsms from setting gameobject positions so it's controlled by c#
Just don't know where
¯_(ツ)_/¯
Could mod the unity dll to log a stack trace when position is set
Would probably make it run like 5 fps
If you get the name of one of the specific objects you care about you could make it only log for that one
yeah I was doing that earlier, kinda made the console viewer crash
but I'll see if I can stacktrace it since I can't find anything else that would be doing it
watch it end up being a tk2d camera feature
Nothing is setting it's position .-.
Probably means whatever is setting it is bypassing the C# wrapper
Maybe
is it not just done using z position?
I love autouncorrect
I also love when google docs puts squigglies over real words and suggests fake words to replace them
Can anyone make mods for switch version now that its hacked
You're gonna have to specify more
Coming from a layman "hack" generally means anything beyond just looking at pictures
HI, doe anyone know the controls for debug mod or what all the mods in the mod managers do?
controls are listed in debugmod's gui and second pin of #archived-modding-help
Can
Can someone explain why #archived-modding-help questions are always asked here
And why so many people asked about modding the game there
because modding is ambiguous
#archived-modding-help "hey can I have help modding the game"
modding - trying to apply existing modifications to your game.
modding - creating a modification for a game.
all I can say is at least it's not the oneshot server
there if you don't have the modder role you can't see any modding channels
if this server was that way I'd never have been able to make any HK mods.
is modder self-assignable there tho
no
wtf
you have to convince the equivalent of benji and simo that you deserve it

after making your own mods
in theory you get it after one mod made but in practice I think it's like here
what is self assignable is mod tester which gives you access to #archived-modding-help
but it is still a role you have to add to yourself
idk that server is bizzare
like you can ping at everyone and they enable it as a way of catching people who do it and banning them
(yeah do it once and you're banned)
what
wtf
get haramboi there
20 @everyone pings
i mean i could see having a role which is pingable called everyone to catch people
but having @everyone enabled is just bad
wait one shot has mods
imo
I mean it's all well and good until you're in a 2k person server
oneshot is open source
it's like super easy to mod
probably
haven't tried
all the assets are unextracted too and just in png in folders
@flat forum stop being sad thanks
i mean its never too late to turn every portrait in oneshot into tim allen i guess
It's more that I'm scared
works for me
Hurmpf
I mean the nightmargin thing isn't that important to me but I'm just imagining if like, wilbo was super active all the time but had no roles
and was just called will
i mean, wouldnt it be cool without realizing youre talking to the dev all the time
I was talking to the guy who ported the game to linux and like I didn't even realize it for about 15 messages
then you start talkign about "whoever designed this part of the game should get shot" or something
ohgod

"wow this linux port is so trash smh"
It's just like me
papers pls
I mean I'd expect it to be trash because it's not even like out yet and it seems like a very very hard game to port
it's just about the only game that can use too many distros as an actually valid excuse.
because it does funky shit with the WM and would absolutely not work on say, i3
sorry 56
reeeeeeeeee
like no spoilers but there's a part where you have to drag a transparent window over the game window and then use clues from that first window
so if you don't have a compositor it will straight up break
and be black
i have a compositor
it does work with wayland though, in theory
compton imo
wayland imo
never
wayland
more like
focus on security so each wm has to implement basic features instead of it being built in
gotta say tho, KDE's wayland's nightlight setting is god tier.
puts flux and redshift to shame
ui is simple, day and night times are actually fully configurable unlike flux which requires you just inputting a semi close location, transition lengths can be set, and unlike redshit it actually has transitions which aren't possible on xorg.
u ever just
@compact sedge is this your favorite fsm action
hey reminds me that i kept getting null exceptions cuz i used
HeroController.instance.AddComponent<>
instead of
GameManager.instance.AddComponent<> and didnt realize until 2 hours later 
also "cheese jump" waiiii
define "cheese" in this context
@floral furnace https://www.youtube.com/watch?v=ZzER-0kcf7I&feature=youtu.be
Oh that
now he jumps into you at 1 million miles per hour
nice
not using EnemyHPBars SMH My Head
@floral furnace
Dictionary<string, string> dict = new Dictionary<string, string>
{
["Focus"] = "OnFocus",
["Focus Cancel"] = "OnFocusCancel",
};
foreach (KeyValuePair<string, string> x in dict)
// insert action goes here
{
}
// or
string[] arr =
{
"Focus",
"Focus Cancel",
"Focus 3",
// etc
};
foreach (string i in arr)
{
string fix = "On" + i.Where(x => x != ' ');
// insert action
}
dank mr numberman, no go back to sleep smh
cause they're just On + the thingy without spaces i like the second one better
also gn


(seroiusly you didnt have to do this i wouldve just read about dictionaries lmao but thanks)
yw
is there a mod to re enter path of pain
Guys I played a boss repeatedly and died...... later when I revisited he seems to be dead.. Is it due to the debug mod

anyone have some code I can copy to load an EmbeddedResource?
awesome, just what I needed
so what's the difference between using WWW and GetExecutingAssembly().GetManifestResourceStream
oh I guess the former lets you load from an arbitrary path
WWW is a Unity class that barely works and GetExecutingAssembly is pure C# that works fine
heh
@cunning lagoon this fixes the spamming of the dive combo
@void tree also fixes the ceiling cheese
dive combo thing was cause i made it so he would jump lower which causes him to trigger dstab and airdash more often
ok I'm fairly certain it's not even possible to serialize video clips in code.
at least not the unity ones
wdym
I mean just look at this class
:ech:
How do you even create a VideoClip?
I could change it to dark theme but I don't see any setter for anything
I guess the only way is through editor magic
so uh what now? I really don't wanna just override the vanilla assets but I could do that
oh I found something
videoPlayer.source can take paths
but if I do it that way I cannot pack my video files into my assembly then?
load it into %temp% from the assembly?
idk
you could host it online
cause http works
I give it like 20/80 odds that Unity actually supports that
wow sounds like crap for my bandwidth
also imagine waiting 30 seconds for your cutscene to load
Also there's the mild problem of the game uses CinematicPlayer and I'm not sure I can just remove those without figuring out how to trigger the credits after the fact.
I can't use Cinematic thingymabob because it uses VideoClip and not VideoPlayer
Just reload the credits scene
big think
hmm
dnspy inserts those
yield break is at the end of all of these
they're implicit in your code
but the compiler adds them when building the bytecode if you didn't put them there
Even if you put it there
You can compile a function with no changes and it will add another yield break

also component getting should be in Awake, not Start, right?
ctor?
I don't like awake because it runs before I have a chance to do anything after adding it
Like sure it's fine if they're all added simultaneously by editor code
Pain in the ass otherwise
I use the fsm dumper to check what components an enemy has right? ie HealthManager?
the modcommon one?
ye
ye
at least its organize tho no?
different items by id
@copper nacelle proper health for grimm?
@copper nacelle h
wut
wiki health isnt correct apperently
low nail presses stream is very unreliable
Also true
800/800/800/930/1000
k yeah it just wasnt updated on the damage values page
health shouldn't even be there 
All TGT members, all DW and Hive Knight have HP scaling from nail level
another thing anyone know the health of the Colosseum Soul Warrior?
Hm... Idk
or actually the health there should lookup from the monsters main page
or vice versa
180 normal and 300 SS apparently
Yep
but nothing for colosseum and if anyone can figure that out gimme a pingthnx
pretty sure its 180
like how sure?
50/50, i don't do a lot of tof
the wiki's bad enough as it is, if im to fix it i cant make it worse
ask a 106% runner
they can probably tell if its 180 or 300
its probably not a completely different value
Modding HK for me right now...

modhelp is alt + down
you download the game from steam
i have
if you bought the game, go to modding-help
otherwise you have the big gay
also, check pins
Enemy randomiser doesn't work for me, is there a way to make it use up less RAM and VRAM?
what amount of ram/vram do you have anyway?
hmmm
just like, whatever mods you think would be fun imo.
what does Bonfire and boss rush do together?
i haz no idea
boss rush doesn't work :(
pretty much nothing?
xD
why does boss rush not work?
it's not built for lifeblood
charm notch mod gives you salubra's upgrades instantly for free the second you pick up enough charms and I never got the point but that's what it does.
and the other?
and charming buffs wayward compass, gathering swarm, and heavy blow by stupidly broken op amounts
sounds fun
anyway the only mods with any real integrations (IE actually built to detect and work with other mods) are mine, but the integrations are mostly minor things.
wayward compass gives you a minimap
gathering swarm gives you all the geo on the map
... O_o
heavy blow is... insane
10000000% more knockback?
like if you kill an enemy and don't pick up the geo the flies will go attack all the geo rocks lying around
is there a mod that gives more charm notches
debugmod
so... like normal?
no I mean they attack the geo rocks
like they fly to the unattacked geo rocks
and attack them
Boop mod?
makes a boop sound when you hit stuff, is kinda dumb
no it's just its effects are probably overridden by bonfire @wary drift
change all sounds to bapanada
kk
whats the difference between having redwing or having both redwing and black moth
Grimmchild upgrades?
if you have blackmoth it uses blackmoth's dash and if you don't have blackmoth it uses redwing's pseudoblackmoth dash. with blackmoth it becomes crazy stupidly broken
not by default but it's config file
i'ma check redwing
uh it upgrades grimmchild past level 4 making it incredibly strong. the max default strength is given by a video I posted somewhere let me find it purple
it was originally designed as rewards for playing and doing well in infinite grimm
but you can just use it on its own
obsolete, use enemyHPBars
install it then change the settings to make grimmchild even more broken
only redwing then
and with better textures as soon as I can figure out how to get them in game. I'm going as fast as possible to get the new flame shield ones in
you also have the lasers on hit and heal beam
oh cool
did you change it to only work on full HP or not
whats QoL
is it worth getting?
...
i don't usually read credits xD
because redwing
blackmoth and redwing and lightbringer are easier than the vanilla game
blackmoth is a bit challenging at times b/c of dash attacks
shadow dash all the time is done because it's done in blackmoth and if it wasn't done in redwing it wouldn't make as much sense.
blackmoth is only harder on FC imo.
turbo button omegaLUL
and then I had to go and patch my own exploit
and upward dash xD
interesting mod
and can someone fix boss rush -_-
it's a fun mod
TC are working on it
wahts
oh yea
fix should be out in a few weeks
mainly for people streaming randomizer
and mod common
oh yea
good idea to keep modcommon installed
lightbringer
it has some stuff other mods rely on to work
ok
not all of them
but it doesn't do anything noticeable on the front end
except if you don't have it and try to install a mod that needs it
the mod doesn't work
if u download a mod from reddit does it still work with api mods?
people put mods on reddit :O
/r/HollowKnightModding
11 votes and 15 comments so far on Reddit
damn you got me
submitted 1 year ago
oh xD
i still have drm-free 1.0.3.7 on my computer
so its 2 out dated?
You can just edit your save file
I have lifeblood non-beta version on my computer because it's the only drm free version of HK on mac/linux steam.
For notches
how
Every version is drm free if you make a stub steam_api.dll
Debug doesn't give you more notches
I'm a horrible person but I should probably crack my steam drm on HK so I can run it without running steam.
oh i thought u could edit stuff
well you've already bought the game so no big deal
oh
i originally bought HK on humblebundle so i have drm-free and steam versions
really makes u think
I like buying games on humble/gog but I also like automatic updates 
wut
📌
doesn't gog also do auto updates tho?
point
I like my lutris game launcher so I don't mind not using galaxy except for the lack of updates. and like I can't keep on top of all my games to know when to update them manually.
uhhhhhhh
content packs or copy protection?
current patch
oh me dungo
because it was released with CP1 iirc
isn't it just an install CD
burn a CD with the latest GoG version
maybe there's a certain link that you can click that let's you update after installing from the cd or some shit
best idea, AA
that'd be cool but I doubt it.
then I can sell my box on ebay for infinite geo money since it's unopened
if you really wanna be fancy, print this out and trace it in colored sharpies on the cd https://cdn.discordapp.com/emojis/476445689040338956.png
also, legit question
why don't pirates who come here always have the most up-to-date version?
I mean
it makes no sense to me
but I know shit about pirating software so
because the people making the cracks are too lazy to keep them up to date
and they've moved on to new games
Because they suck
but do you really need a crack when there's a drmfree version?
too lazy to sneak in a few viruses
Apparently
Ppl are dumb enough to download viruses
pirating software is so insane to me. You're literally just asking for trouble.
excuse me sir can i have some trouble
N
steam games should stay some what up to date if they are pirated
considering the crack for every single one is the same if they used steam drm
also charm notch mod is for randomizer AA, so if you pickup 20 charms you can actually equip more than one
Why would they? Steam isn't gonna update a game you don't own
well theres no work to be done on the crackers end
its not like they have to recrack the game
wait so why doesn't randomizer just not randomize salubria's notches?
Because you were too lucky
because you can't buy them unless you have x charms 🤔
and notches aren't randomized
Nicc
aw damn i wanted notch5 but all i got was notch2
But why would you want less randomness when you are playing randomizer
such bad luck smh
or is it because you have to buy them in order
you don't
@compact sedge because we are tighter than bark on a tree
you can buy the most expensive one if you want
it just gives notch anyways if you enable
why not just build charm notch mod into randomizer then?
send it as a PR or whatever?
Yeah good idea someone should do that
don't know why you didn't think of that
Is there a guide for making your own mods?
time to try to make a hollow knight based pokemon game in unity
Look in #art-discussion for more context
Thanks again Gradow!
make charms into badges
xD
If you really feel like you need a game engine I'd use something like monogame
Gradow is making joke suggestions
I'd just do it in C# though
playmaker, imo
mick delivers, as usual
random bit flipping adds the extra layer of RNG you're looking for
about that hk pokemon game
not that rare when nintendo is involved imo
what if the protagonist was the collector, and pokeballs are the glass jar things
and by double dmca I mean
2 dmcas one from nintendo of america and one from nintendo in japan
...
i did not think of that
but i think playing as the vessel would make more sense
2 negatives equal a positive right?
plus then the final boss can be the radiance
the DMCA's cancel out
that's pretty much what Jim Sterling did tbh
get as many copyright claims as possible
use Rider
...?
Use dnspy tbh
if you have a .edu email you can get access for free https://www.jetbrains.com/rider/
Develop .NET, ASP.NET, .NET Core, Xamarin or Unity applications on Windows, Mac, Linux
dnspy for writing a new game from scratch 
so... Monogame or C#?
Definitely don't use c or c++ as a beginner
Something like python would be fine but it's not well suited for games
i know python...
and that's why i'm looking for another language to learn
i won't be able to use python to make games -_-
...
i'm in visual studio...
and there are something like 5 million things under C#
do i use .NET core?
look if you're making a new game my best advice is create a new project in that game engine
.NET Framework
it's not there...
Start with a console app and work from there
It's listed as "Windows Classic Desktop" under C#
Assuming you're on VS 2017
If you really don't have the proper options you'll need to reopen the installer and check some more things
on visual studio
MonoGame is also .NET Framework
well i need to install it for visual studio 😛
What are you doing for all the art in this btw?
Presumably drawing it.
Smart ass
probs gonna use paint.net as it's best to make spritework
guys
if i use monogame
which one do i use?
windows 10 universal project?
idk shit about monogame but uwp homo
Probably the first one
kk
MonoGame is crossplatform though so Idk why it's only listing windows
Wait I'm blind do cross platform desktop project
Monogame cross platform desktop project
i'll look into it tomorrow
going to bed
good night

do cross plaform desktop project
still need to recompile code with fna to get it working on non-windows
ok weird textures are read from the bottom left
u
idk what the proper way to read textures is but my photo editing program does top left. but in my head bottom left makes more sense in theory but there's clearly no standard
invert it whenever it's top left so it's bottom left using extension methods ez
Already got the mod I wanted working thanks @solemn rivet for the quick response + info & @rain cedar for the samples and the explanation on git + mentioning dnspy
Wut that was quick
Probably wanted infinite notches
turns out GetOrAddComponent does not check if the gameobject is null. This isn't bad behavior it's just interesting to me.
texture reading is random
even unity has 2 seperate ways of doing it depending on platform
I used pivots to work around it but uh I have another problem now
I have no idea which shaders I can use
but I need a shader that's basically a simple normal layer
the one I had before was additive so it could only make things brighter
but the problem is I can't find any way to list the shaders that I can use
other than just testing crap with Shader.Find
do you have any idea what I'm talking about or am I speaking nonsense
unity has a bunch of defaults
the ones I have tried are "Particle Blend.shader" (missing from HK for some reason)
"Sprites-Default.shader" (works the same as Additive which is to say not the way I want it working)
basically I want a shader that works with black particles
sprites-default isn't additive 🤔
well basically my problem is I hit enemies with spells I want them to have black particles. the particle color is black as it should be but the particles are invisible for some reason even though they have an alpha of 1.
oh wait
is it because
Color.black is transparent
I swear to fuck if it is
blackTexture is transparent
it is iirc
it does
its blackTexture that is 0,0,0,0
Particles/Alpha Blended should work fine
which is this file Particle Alpha Blend.shader
probably if I had to take a wild guess
did you set the tint on your material?
not explicitly
no
I used ParticleSystem.ColorOverLifetimeModule
like so
fadeOut.color = new ParticleSystem.MinMaxGradient(flameColor, blankFlameColor);
where flameColor is Color.black in my code when hit by a spell
and blackFlameColor is flameColor but with alpha = 0f
no
and it works for non-black stuff
.color shouldn't work 🤔
oh is this not a material?
this is a ParticleSystem
https://github.com/natis1/redwing/blob/master/redwing/napalm.cs this is my code
napalm
well particle system may not like the default sprite shader
as it uses _Color for colours whereas particles use _TintColor
Hey @solemn rivet does your modinstaller support zips that don't contain ANY assemblies? I've decided I'd like to pack my redwing cutscenes separate from the main redwing binary because they are a total of 60MB together and having a modinstaller seemingly freeze for a long time while that much stuff is downloaded may put people off, so I'm thinking to make them an optional dep instead.
the best I could do compression wise is around 24MB and at that size they start looking kinda shitty. I blame webm. if unity supported x.265 I'd be much happier.
Hmm I can make it support
Also, I once tried to make a download progress bar, but didn't have much success
Also I'm undecided on if I'd rather the assets go into a subfolder like: Mods/redwing or just in the mods folder. I might do the latter because it would probably be easier for you but the former might be cleaner.
Maybe I should try it again...?
Imo make it its own subfolder
ok
ok
. You take care and have some radiant dreams!

any idea what the Mantis Lords could be called, I can't seem to get rid of them
Also, same for Mask Maker
On.CameraController.FadeOut += CameraController_FadeOut;
On.CameraController.FadeSceneIn += CameraController_FadeIn;
seems to fail the game from loading once you
- load a save file
- quit and save
- load a save file again (the ui elements will now fade but the background doesnt and youre stuck on it)
i tried unhooking them at OnDisable and OnDestroy but still does it
yeah its On.CameraController.FadeSceneIn += CameraController_FadeIn; hook thats causing this
Would doing while (true) have the same effect as while (!false) or would that do something weird
Uhh yes
And how mad would everyone be if I just always used ! false and never once had a true
hi! how do you open the debug mod menu?
ok thanks
np
@hollow ivy Check this out
https://github.com/seanpr96/HollowKnight.Modding/blob/master/ExampleMods/Source/ExampleMod1/ExampleMod1.cs
Is there anything specific you want to mod?
Not yet, I wanted to know how it is done
well, if you have anything in mind, ask away
I will thx
when you know python, but it's useless to you in what you want to make
and what do you want to make?
the hollow knight pokemon game
well
i won't use pokemon's style
as i don't want to be copyrighted for a fan game
but yea
i'm making a pokemon-esc game
it's gonna be a catching and sending one
put without the word pokemon in the title
btw anyone got a C# tutorials that are easy to learn from?
ehhhh why not?
wow... this video is really helpful
it already taught me how to write and take inputs from the Console
C# is not that hard, it is easier than other languages at least
I heard i can make games with it
so i'm learning it
and then i'm gonna try to use that knowledge to make a hollow knight pokemon game with it
if youre familiar with any oop languages then yeah it shouldnt be too hard to get started
wh...why does everything have to be 3d? Why can't it just like, draw the pixels
does anyone know an easy way to get the camera gameobject, or like what the camera gameobject is called so I can find it with find
What will you need it for?
Debug plays around with the camera I think, but I'm not quite sure
uh I cannot get a video to play
GameObject newVideoPlayer = new GameObject("redwingEnding", typeof(VideoPlayer), typeof(AudioSource));
VideoPlayer v = newVideoPlayer.GetComponent<VideoPlayer>();
v.url = videoPath;
v.renderMode = VideoRenderMode.CameraNearPlane;
v.isLooping = false;
v.playOnAwake = true;
v.audioOutputMode = VideoAudioOutputMode.AudioSource;
v.SetTargetAudioSource(0, newVideoPlayer.GetComponent<AudioSource>());
newVideoPlayer.SetActive(true);
this be my code
and I wonder what I'm missing
Camera.main is the main camera
I got it playing eventually but uh it has a few issues like it doesn't fade all the way out and just stops on the last frame (probably fixed by destroying the gameobject). and more importantly IDK how to activate the credits.
ok I fixed all those problems but now it doesn't play any audio
I mean it didn't before
but
open video in wmp in the background and hide it 
uh oh wait maybe I should see if the audio track is actually audio track 0
I really hope they don't start indexing at 1
Ok I cannot for the life of me get sound to work
v.audioOutputMode = VideoAudioOutputMode.Direct;
v.EnableAudioTrack(0, true);
v.SetDirectAudioMute(0, false);
v.SetDirectAudioVolume(0, (GameManager.instance.gameSettings.masterVolume *
GameManager.instance.gameSettings.soundVolume * 0.01f));
did you already steal boopmod code
believe it or not I have to actually write original code for once. or at least original to HK modding
just replace the nail noise and then make the player attack during the cutscene ez
My favorite class right here
why
Yes I did it finally custom goddamn cutscenes in HK this did not need to be this annoying unity but oh no you had to make everything that could go wrong go wrong. well the joke's on you because it works now.
Good job
It's not even a large accomplishment but gosh darnit I'm proud of myself
Congrats
Congrats!
can anyone here help me with controller input remapping? running my head into a wall here
i play on a gamecube controller, and i want to remap pause to inventory, so i can quick drop. for some reason, no matter how i try to rebind externally, hollow knight will always take the native input from my controller, in addition to whatever i rebound it to externally
so if I use joytokey to rebind pause to i, it will input pause first, then i second
the same thing happens if i use x360ce. the game just doesn't want to drop the direct input of the controller, in favor of the emulated input
Can't you just rebind it ingame?
there's no option for the inventory input under the controller remap menu
it also doesn't let me bind certain things. like if i wanted to bind attack to dpad-down or something, it would just go back to unmapped
That sounds like a solution right there
Use that to set everything to unmapped
Then use the external mapping
oh fuck that's genius
alright i'll give it a shot
damn, it's still giving the pause button the pause input
however it's working nicely for everything else
if i could just get the game to drop all of my controller's native inputs, and use x360ce's instead, it would be fine
Which version of the game you running?
1.2.2.1
do you have the controller input beta turned on?
with the input beta turned on, i get absolutely no controller input
regardless of if i use x360ce or default
can use the input beta + joytokey to disable my controller's input and remap everything to keyboard, but the stick and dpad get super fuckity with that setup
I know that some of the input controls in HK are hard coded, like the start/pause one. So you'd have to change/remap what signal is being sent to the game through joy2key
you'd have to remap something else to send the start button input
so if that means you do what you describe there and turn on the beta and use joy2key, then that might be the best solution unless you're only moving 2 inputs
when i remapped start/pause to i, via joytokey, the game still takes both the default pause input and the inventory input at once
Is there any mod for HP?
i can open the inventory via the same button during unpause lag, but if possible, the game will pause instead
and the only thing i really need to rebind externally somehow is pause to inventory
For boss Health bar?
pins in #archived-modding-help
yeah, so using joy2key, it's accepting controller AND keyboard inputs. which is why it's pausing and trying to open inventory
i don't understand why the chain of command is backwards. if my controller signal goes through x360ce first, then to hollow knight, my pause button should be turning into the select button
That's not how it works
Your controller input is globally being sent to everything that will accept it
Then x360ce sends the fake keyboard input
i see
You might be able to change your controller driver settings so that the start button isn't recognized as start by hk
yeah that might be my only option
this would be easier if hollow knight didn't recognize my controller out of the box lmao
or to have the beta turned on and reconfigure your deadzone reading for controller
through joy2key
if that's a thing. i'm not too familiar with joy2key
can you configure analog sticks with joy2key? i'm not sure either
because otherwise the joy2key setup would be perfect
alright, i'm going to try messing with the controller driver settings first, in an attempt to get the x360ce set up to work
and if that fails i'll commit to joytokey
thanks for the help guys
A sweet new mod to demo custom cutscenes in Hollow Knight!
like all my other mods it requires modcommon and API but nothing else
It requires the only two dependencies we currently have but nothing else
nobody besides me will ofc and if I wanted other people to touch it I'd use regular naming conventions
It's a mod I've been threatening to make for a while and now I have. well not yet, it's still very much wip
if anyone else actually seriously wanted to use it then they can fix the naming and I'd accept it as a PR tho
shh
eee
I got my setup to work with native input mode + x360ce, but for some reason the slightest touch of my R button causes the game to drop all inputs until I input stick movement
I know I'm late by a few days, but to whomever donated to me 😳
thank you 😳
I didn't expect to see this when opening my paypal overview, and really, thank you
I wish I knew the nickname of the person in question so that I can thank you personally
(and if you could somehow prevent Harmony from infecting more modding communities and help spread MonoMod, that'd be great
)
((on a serious note, Harmony is great, no hard feelings against it, I even contributed to it))
me irl
you could tell it was 56 because he donated 56 bucks
I donate $7.53

Happy to report that to everyone's relief, especially my own, in a lucid moment I found a functional way to get rid of my angle integration mod. Performance be damned because c# isn't a fast language anyway.
now get rid of your naming scheme
no
darn
tbh I don't know that I wanna do anything in c# after redwing cp1.
f#
HTML best coding language
i mean what
...Ok...
Going back to oak souls after 5 months of HK dev is gonna be a welcome change for me. And it seems like TC have the sense to make HK arcadey enough on their own so why am I even here?
it's a common trope in basically every roguelike I've ever played
wtf
even a weird one about ascending with one of three gods.
which purportedly was about non-violence
I've played a lot of roguelikes
about 40 at this point although none recently
and Ican say it's very common that you have to eat your enemies corpses
w t f
I mean it's not as common with some of the newer ones which generally don't have hunger systems because hunger systems are usually a bad idea.
but like, adom, nethack, all the band games and there are a lot of band games for some reason, hell last I remember even dcss had something like that.
the ones that don't encourage you to eat your enemys corpses either don't have hunger at all, or have your enemies randomly drop food (like pokemon mystery dungeon). The second of these is functionally identical but more kid friendly.
nothing
then you starve
KDT gets it. And while I could get rid of hunger entirely I want to try to do something unique and thematic with it. Hopefully in a way that doesn't fall flat on its face but if so idc since it's a free game I'm making for me and have 0 intentions of ever publishing.
also the other one
well ok it had like 4 lines of code but it was the default code from creating a new class

@dark wigeon does this look better or worse
also is the search code not pushed or am i high
@floral furnace
LL Spawning?
?
i serialized the lost lord fsm after i was done with it
to see if i had caused any stupid loops
turns out changing the jump height makes him repeatedly airdash like 8 times
how the fuck
cause it checks his height to see whether to dstab, jump, or airdash
so by making it a tiny bit bigger he becomes airdash the boss
oh cuz airdash is always called whenever hes even slightly above the ground
yeah
Send Airdash LL
you can even hit him with heavy blow + mop
while he's doing his normal dash
and he'll do an air dash instead
wait is there even a difference between airdash and normal LK dash
and then it also transitions into land afterwards
instead of dash recover
i think
Lost Kin, lk Control
infected knight is the old one i think
not used anymore
still in there tho
you could actually make the broken vessel attack work by getting the .json files for this stuff
and then loading it in at runtime
and setting the fsm var which triggers the attack
these would make him do the headbang attack i presume WITHOUT doing the animation?
infected