#archived-modding-development
1 messages · Page 152 of 1
ahh so it can be manually set i see
which made me realize, the memespin mod probably didnt need me to transition into state then into another when i couldve just activated the spin game object manually in Cyclone Start state 

also those boss fsms arent in resource.assets or am i missing something?
neat
yo
meat
color index actually matters
it's just that tc didn't bother using it on half the fsms
grimm actually has color indices
which i'm totally not gonna steal based on the picture wilbo sent
so are the colors in their fsm viewer suppose to signify or is it just for readability
im guessing the latter
readability i think
i wonder what scene troupe master grimm is in
can't be 392 that's too obvious
this is interesting
wilbo's has ZERO HP => Death Start
this one just has Death Start from the middle of nowhere
INVINCIBLE
GG boss?
also prob that end transition could be sending the player to the next boss
just says send death event
nvm then
i love how theres like 6 states just for the bow
mine doesn't have gg bow tho
i'm assuming that's gods and glory stuff
cause it says GG Boss under Bow as a transition
hitting Grimm during his bow in GnG should turn him into NKG this time 
other than the modified bow the boss looks the same
i really hope they left the colors as default
cause there are some colors in the fsm class and it'd less effort
are those the default ones in the class?
ye
i just copied them over to rider cause color preview
looks the same as the pic
ayyy
oh yeah thats fuckin nice
so those states already have an assigned color, and you just used it to display it?
yeah
they have an index and the index is just from the array i just showed a pic of
ohhh that makes sense
so i just copy pasted the array and did this
grey is just an alias for 1, 0.5, 0.5, 0.5
i see
and instead of using the default colors (like that pic above) they have their owned defined new color
no they just used the defaults
that's why i could copy paste it and have it look the same
but why the need for "new Color(wahtever)" instead of Color.magenta is what i mean
oh yeah
i thought you meant tc
playmaker has their own colors set up yeah
from rgb values
the color properties you showed are from Unity itself right (also i remember you saying that the PlayMaker documentation sucked)
yeah
wow i found the same array again
trying to find the transition colors
ayy
it says it just uses the defaults
wtf
they're definitely different than the state colors

defaults look more like the transition colors i think
maybe they do have the same value from the defaults
idk
i can't tell if these defaults are for the transitions or the state titles

in the first pic youre using the defaults right?
yet you used the Playmaker defined ones in the array?
yeah
those are the defaults
(for playmaker)
which i'm using
i think it's the title
idk why their titles pop more tho
hey so long as it looks good no need for fancy depth aesthethics
yeah
how do i make the colors into transition colors tho
i could just color picker sample them
i guess
you need the values right?
yeah
or same way to modify the colors
like
-20 r -20 g + 20 b
which would result in those colors
what the transitions have a fixed -20 r -20 g + 20 b formula depending on the color of the title?
well if you need the value just paste em in an editing software or something then sample it
183, 58, 60
225, 159, 160
226, 125, 43
255, 198, 152
top ones are state titles, bottom are transitions
red then orange
+(50r, 75g, 100b) roughly maybe
idk
tried subtracting them but yeah seems theres no "fixed" amount
maybe TC defined those transition colors themselves
or added and subtracted random numbers until something happened
transitions seems kinda bright but its alot more readable and it looks cooler now
yeah
maybe i'll adjust it a bit
also grey shouldn't use any transform
cause it looks better w/out it
less you want to get the radiance experience where the glow in the background is so fucking strong you cant see the orbs form

whoa
FeelsBadMan lost kin has no color indices
oh so the level fsms have no color associated with them?
or just lost kin's in general
yeah
ye thats what i mean
just manually search each hive scene 
literally searching khan's no jump stream for the section where i asked him for the scene name

level398 (Hive_05) apparently
i broke colors a bit while modifying them but hive knight has color
does White Def and GPZ have colors?
also yeah its all grayscale again now
well with a slight tint
yup probably post tgt then
i feel like that's an inefficient way to search for the scene name
tbh it was faster than going there in game
oh you directly sampled it?
oh now it looks great
blessed fsm
all fsms are from hell tho
now it's wilbo's fsm
nut
A e s t e t h i c
nice

old
and also not an API mod like the rest
get Lightbringer API version and Muzznik is there
yeah, I mean the boss
also that's a #archived-modding-help question
what's up with the boss?
meme
Semi lurking in here, but if I may chime in with an idea, @copper nacelle , perhaps there is a pattern to the color transition if you convert to HSL?
Nice job
Now we have to figure out why death explode has one less event and why some nodes are missing
good job

is this love
That I am feeling, that must be love 🎵
Do you think love can bloom even in the #archived-modding-development channel?
not with gradow here
savage
so uh not to rant but I'm really mad that the version of unity TC uses doesn't support vp9/h265 video (only vp8 and mp4). VP8's compression ratio is actual butts and exporting my videos in it leaves them giant while still looking crap.
not to rant but let me rant
what was it that you wanted me to add again?
I think so, yeah
yeah
well that and the ability to make a subfolder in Mods
since you said that would look better
do you want that folde to be named something specific? Or can I just name it something like [modname] - extra?
I mean it'd be cool if I could just name it redwing
ok
I can work around that nbd
so
you add the folder in the zip and I'll keep that folder name
does that work for you?
so uh, is this actually what circle colliders look like or is debugcolliders just unable to draw real circles?
oic
hello there
i'm having an issue with Nightmare King Grimm, i am not able to defeat him cuz the background starts to glow insanely and it drastically diminishes my FPS which eventually makes me fail at some point, i would like to know if there is a mod for this, for either remove or diminishes the excitement of the background so i could finish that lovely bastard at last
So for someone who already knows how to use Unity, how do I go about beginning to mod HK?
complain about FSMs
Installing or making
instaking
makiling
this looks pretty neat
wtf
add FSM to your list of known abbreviations
i did
Case sensitive? FSMs =/= FsMs?
I mean it's a function name so it doesn't matter what it is
As long as it's consistent
angle_integration.angle_int.modernMod
You fucking bitch
angle ur mum
He switched the message completely
Seanpr X Avenging Angle
i saw the original one
it was like
... avenging angle is typing
but with circles
@leaden hedge
these are the hooks
dash and wall sliding and stuff were checking Is/Was* but normal movement was checking the moveVector on TwoAxisInputControl so I added a hook for that
this flips all your inputs
@floral furnace meme
nice nice
note: if you hook the ispressed/waspressed/was* it's really really laggy in the title screen
(not hooking them keeps the title-screen lag-free)
but it's totally fine in-game
¯_(ツ)_/¯
yeah upon loading and the screen fades it loses the lag
also bet your ass if i beat rad with this
👀
nvm i died to THK
yeah it's pain
ok i think the ispressed/was/pressed/was* lag was cause i was checking if it was the right axis w/ reflection
cause i tried just returning true and there was no lag
also disaster occured
it was checking it per frame during the main menu?
¯_(ツ)_/¯
returning just true has no lag tho
and makes everything click at once
everything works tho
e.g this makes you just move right
even when you're not holding anything
still havent changed the dll name
true actually
k
are there any practice mods that employ something like save states?
HK has no savestates and probably will not ever. Debugmod can give you some of that functionality
i figured it would be a stretch, but maybe there's some other mod that can still help me
i'm trying to grind out the hornet fight for any% and the time spent back tracking is making the practice pretty inefficient
Debug mod can respawn bosses and then just dreamcatcher back to before the boss
Dreamgate*
can i give myself dreamgate before i have gotten the dream nail?
you can give yourself dream nail
alright awesome, i'll look into it thanks guys
thanks
twitchy - there's a save right before hornet1. Rest there, and backup your save. Then after beating her just replace your save with the backup
if you don't want to install mods, that is
oh true. been awhile since i was in green path, couldn't remember where the benches were
at this point though i'm interested in the debug mod. i installed the modding api, but can't get the debug mod to show up in the mods section of the ingame options
i don't think i'm extracting it to the right place
is it showing up top-left?
the modding api is, yeah
but not the debug?
but i've extracted debugmod-master to a few different places to no avail
that makes sense
game is crashing on launch now
possibly because i already had the modding api installed before using the modinstaller.exe?
what version are you using
1.2.2.1
go install the modding api manually
of both the game and modding api
if you used modinstaller it installed the 1.3 api
gotcha
isn't debug up-to-date with the api tho?
I think 56 added some lifeblood thingies
so it might break
oh damn
no debugmod never gets updated
I thought 56 added healthmanagers tho
even with 56's pr it's still not accepted
oh ok
so i want 1.2.2.1 modding api for 1.2.2.1 game version?
yes
ok, you can find the debug there as well
after verifying game files to uninstall what i had done, i'm on patch 1.3.5 so i just tried it with the mod installer and everything is working now
thanks for the help guys
so I have a question. is there a way to do settings in a second settings file outside the default GlobalSettings one?
like this, right?
@cunning lagoon 2.5 breaking my brain
there's no way either of us get it
i can get to puffer stage 1 and it is insane
yeah its like retarded lol
2.25 maybe possible
im out for tonight as its like 1:30am, but go for it
i would love to see it
when i wake up have a fresh 2.25 kill for me to watch 😉
i doubt it's gonna happen but i can try 
What are the gods talking about
This sounds like pain
Only bearable by the gods
I prefer challenges that are far
And not end my gaming career
/s
So im interested in making a mod that just makes some minor changes to the character sprites
got no idea where to start though, any tips?
the proper way to do it is mildly difficult
but the short version is to make a copy of the knight texture png. Make your changes. And make a simple mod to load that texture file instead of the normal one.
long version is most of the code you can straight up copy from 56's invert knight mod, but instead of inverting the knight have it load your png file
Wow is that the real Ben Saint? PKMN master and supreme mangaka?
ITS A MEE
Wew
never heard of you before but hi
Did Nate tell you to play Hollow Knight?
im actually pretty far in
oof
i streamed the game for 17 hours straight the other day
wew
The average completion time is about 40-50 hours, might be more with all the added content
maybe without a wiki
ok well im probably like 20-25 hours in so i guess theres more left than i thought
The game is bigger than you think
If you're going for full completion that is, you can get to the ending of the game casually in about 20 or so hours.
It's "quick and dirty" only if you sorta know how to code, unfortunately.
For getting the knight texture: https://github.com/5FiftySix6/HollowKnight.InvertKnight/blob/master/InvertKnight/Inverter.cs#L26 and line 69 (nice).
For loading the image file this funtion will do the trick: https://github.com/natis1/redwing/blob/master/redwing/load_textures.cs#L112
Then embed your custom knight image in your assembly.
Finally you'll need to place all this code in a monobehavior class but your mod needs to be a "Mod" class so have a class that looks like this : https://github.com/5FiftySix6/HollowKnight.InvertKnight/blob/master/InvertKnight/InvertKnight.cs
probably not worth the effort
if you're popular, as it seems you are, ask a fan for help maybe
yeah this is a little over my head im a coding greenhorn
i had a glimmer of hope for a second there that i could just use someone elses mod and swap my own sprite sheets in and badda bing badda boom
I can do all the coding in a few days if you just wanna edit the image, rn though I need to finish my redwing mod.
yeah? i mean i can do the edits in a day or two probably, would you be willing to put this together for me
@compact sedge @solemn rivet pr hasn't been accepted but I put the updated version in the drive anyway
so the enemies panel works and stuff
uwu

What server even has #off-topic?
death's gambit
aa why
Memes
I hope that's not photoshopped 56
it's not
What server it in?
He literally just said
56 what server did you see him in
I wonder if he's gonna make any Death's Gambit mods
since you're here 56, check the pr on the fsm viewer
what happened to kein anyway
did you know he actually tested HK?
yeah i saw that
apparently accoring to graig he just disappeared half way through
and yet they put his name above both benji and simo
so I wonder if benji and simo did even worse
@dark wigeon i ate the last commit
You aren't on good terms with them?
i can't think of a good joke so no, they seem like good people
haven't talked to them much
Haven't talked to them that often either and there's definitely things we disagree on but I hope we can get past our differences https://cdn.discordapp.com/attachments/190297485254590465/471853841365860353/unknown.png
image unrelated
@copper nacelle
wtf
why
delet
i'm gonna blame my ide cause i definitely didn't make that on purpose
add the fsm getter mod to the mod installer imo
u
it's distributed as patch files
which is why whenever i want to install it i search from:kdt patched dll
why use fsm getter when we have viewer tho
I don't have any 1.2.2.1 levels but I'm sure that could be fixed
i dont know doesn't the viewer just let you look at fsms that you have as json files?
or is there a new thing
new viewer from nes
cause i don't have the fsm yet
and yeah i'd need to see what it looked like on multiple patches
You can view any fsm from game resources directly
wanna look at lurien fsm on 1221, 1118, and 1028
I don't think the format changed for fsms, it supports version 1 + 2
so I don't know what it could be without some error/line
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at at System.IO.__Error.EndOfFile()
at at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at at System.IO.BinaryReader.ReadUInt32()
at at AssetsTools.NET.AssetsFileReader.ReadUInt32()
at at AssetsTools.NET.PreloadList.Read(UInt64 absFilePos, AssetsFileReader reader, UInt32 format, Boolean bigEndian)
at at AssetsTools.NET.AssetsFile..ctor(AssetsFileReader reader)
at UABE.NET.Assets.AssetsManager.LoadAssets(Stream stream, String directory) in D:\home\Documents\GitHub\HollowKnight.FSMViewer\PlayMakerFSMViewer\UABE\AssetsManager.cs:31
at PlayMakerFSMViewer.MainWindow.LoadFSMs(String path) in D:\home\Documents\GitHub\HollowKnight.FSMViewer\PlayMakerFSMViewer\MainWindow.xaml.cs:126
at PlayMakerFSMViewer.MainWindow.Open_Click(Object sender, RoutedEventArgs e) in D:\home\Documents\GitHub\HollowKnight.FSMViewer\PlayMakerFSMViewer\MainWindow.xaml.cs:591
at at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at at System.Windows.RouteItem.InvokeHandler(RoutedEventArgs routedEventArgs)
at at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at at System.Windows.EventRoute.InvokeHandlers(Object source, RoutedEventArgs args)
at at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
at at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
yeah lifeblood updated unity
in that case you would just replace the cldb.dat file
no code changes, unless its 5.4
5.4->5.5 made a huge transition, but its not that hard to implement
do you know what version?
thank you unity
5.4.3f1
also do you know why paramByteDataSize could be 0
because it means it doesnt read from the byte array but from a regular array
try using this file with older version ^
just rename the old one and replace it with that
crashed again
also for the paramByteDataSize 0 it was on v1
yes that happens
its only things like ints and strings that are in the hex
so if you have a gameobject reference for example it will be 0
the position with be the index into the array of its type
eg fsmGameObjectParams
it was also a string tho
fsmstring or regular string
oh and yes
string len 0 means empty string
fsm depends, but regular string will always be in hex regardless of version
so clipname here would just be empty then
o
I look at uabe output, so I don't know how different that is from your json
yeah its empty
Dash Antic 1?
from old or new game I mean
new
Hello. Does the debug mod have a feature where it hides the background or hide enemies and just show the hitbox?
other was in set height
what file and what fsm and I'll go check it out
lost kin lkcontrol
level397
this is the one from the playmaker dumper thing
it hooks on deserialize
is it ik_control ? because searches arent showing ikcontrol
oof
this one right
yeah
Maybe there are two ik fsms 👀
🤦
Infected Knight - ik Control
and Lost Kin - ik Control
infected knight is the old one i think
lost kin is what's used now
whoops 
Yeah my uabe can't search very well, not like it has the ability to search by a certain field
so uh I'm still not sure on this but is unity rotation, when you're not using a quaternion, in degrees or radians? For example, ParticleSystem.MainModule.startRotation takes a float or a float MinMaxCurve.
but idk what rotation units that float is in.
radians
thanks
is there a mod that lets me fight normal nkg
or should I just change some values in infinite grimm mod
debug
Yes it's called base game
don't want to play from the beginning already did that so many times
edit savefile?
debug mod
debug mod?
ok
the hecks a debug
hey AA, when are we gonna get infinite finite regular nightmare king grimm who can be killed.
Not like that would be hard you lazy bones
did you edven watch it i show them at the end
fstrength mop grimmchild and longnail i think
but u don't
wait
nvm
the real question is if you use baldur shell does it count as getting hit
i thought about that
yes
it would be damageless but not hitless imo
darn
just get hit and heal lmao hitless
woke
pufferfish is bad
or at the very least
a less shit kill than the one i have rn
baldur tank
time to try 2.25
holy fuck wtf
2.25 is big dumb
can its pufferfish just like
not exist
the other attacks are ok
except spikes
which are ree but doable
yea pufferfish and spikes are stupid
spikes hate
2.25 is mega pain
you are not wrong
I tried no jump nkg
how do you divekick tho
How about at the first pufferfish just tank and spam shriek?
I died between first and second putter
Actually wait just smack him in the bow
For the early pufferfish
Then kill him with shriek
No that's the first grimm
Yes I dumb
ok so where is the new fsm viewer, how do i use it and can i use it to look at old FSMs
ok
infinite grimm 1.75x when
ywea you pretty much got it
reminder that you can shade cloak towards the wall on the pufferfish
hitless 
soon tm
charms?
is there a mod that makes HK multiplayer?
dreamshield co-op
is that the name of the mod?
1.2.2.1 and up or 1.2.2.1?
1.2.2.1
local
ok thanks
really loving hitless 1.75x speed nkg
recording in .flv
have u considered gett9nig good
have you tried a not shit format
150 tries isn't that much
u
1.75x speed fight shouldn't last long I think
Also keep in mind Dreamshield Co-Op is hardly multiplayer
it's more like Mario Odyssey style co-op
anti-advertising your own mod smh my head
smashing my smh
i should really set this save at 1hp
but dont use fury u cheater
really
tc is good at coding
if i was using spells this would be so easy
ddark the spikes
it should be hard
i just realized i could be overcharmed
🤔
so the grimmchild has five stages... whats last do?
oh.... well then thats not exciting
normal grimmchild upgrades
unupgraded grimmchild upgrades
AA did you test the installer?
here's how it's supposed to work: move all dll to Mods, move all txt to Hollow Knight (and append modname), move all other files to Mods/<folderName>/file.extension
I tested it with a zip containing a single folder, inside which were a txt and a pdf, and it worked
if you have random files sitting around inside the zip but outside any folders, they should be put in Mods/modTemp/file.extension
yes it works the way I want it to
which is to say take a properly formatted zip and put the files in the right spot
what?
like if you have A/B/C/D/e.whatever and A/f.whateverelse they will be put in Mods/D/e.whatever and Mods/A/f.whateverelse
uh sure I don't see why not.
I mean assume the person is installing manually
every other zip they can extract at the top level of their HK install and click merge folders.
I don't see why mine should be any different
also unrelated but your offline mode button didn't work
just gotta do file.path - tempfolder
it just spawned a new popup asking if I wanted to do offline, abort, or retry
oh
no errors
same on clicking Abort. Clicking retry causes program to close.
idk
yeah I have no idea
uh that binary had the same issue
again nothing in the log
idk
what's why it's doing the thing
I can drag around the other windows but cannot interract with them
only the newest one it spawns
yeah I have no idea what's going on with abort
well, I'll push it as it is
ok cool
idc that much tbh because I can't use the modinstaller anyway what with 1.3.3.7 assembly
if I find out what's causing that issue, I'll just fix it silently
okay, next on the list for when I have time is to add the check if the mod has extra resources and ask to install them
that's the easy part
after that comes implementing a progress meter
Actually I'm doing the resources in a separate zip so I can treat the resources as an external separate mod.
they are technically optional for running redwing and they are giant files that might not dl well on a bad internet connection
whether or not I make the assets zip a dependency or an optional mod will depend on the user experience of downloading a 42MB file. I still wanna keep it separate even if it does become optional because I don't personally want to upload 42MB to google drive and, by proxy, make everyone else download 42MB every time I update redwing when these large assets are gonna be generally unchanging.
when I first learned about nkg parries I would get hit by him anyway because I wasn't far enough back
same
uhh am i doing something wrong with this?
class UI : Monobehaviour
{
public Sprite spriteFG;
public Sprite spriteBG;
public Sprite spriteOL;
public GameObject sCanvas;
public GameObject s_go_fg;
public GameObject s_go_bg;
public GameObject s_go_ol;
public CanvasGroup sCanvasGroup;
public Image sBar;
public void Awake()
{
spriteBG = CanvasUtil.CreateSprite(Properties.Resource.bg, 0, 0, 1, 1);
spriteFG = CanvasUtil.CreateSprite(Properties.Resource.fg, 0, 0, 960, 1);
spriteOL = CanvasUtil.CreateSprite(Properties.Resource.outline, 0, 0, 966, 27);
sCanvas = CanvasUtil.CreateCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1280f, 720f));
sCanvasGroup = sCanvas.GetComponent<CanvasGroup>();
sCanvas.GetComponent<Canvas>().sortingOrder = 1;
s_go_bg = CanvasUtil.CreateImagePanel(sCanvas, spriteBG, new CanvasUtil.RectData(new Vector2(960f, 25f), new Vector2(0f, 32f), new Vector2(0.5f, 0f),
new Vector2(0.5f, 0f)));
s_go_fg = CanvasUtil.CreateImagePanel(sCanvas, spriteFG, new CanvasUtil.RectData(new Vector2(960f, 25f), new Vector2(0f, 32f), new Vector2(0.5f, 0f),
new Vector2(0.5f, 0f)));
s_go_ol = CanvasUtil.CreateImagePanel(sCanvas, spriteOL, new CanvasUtil.RectData(new Vector2(966f, 27f), new Vector2(0f, 32f), new Vector2(0.5f, 0f),
new Vector2(0.5f, 0f)));
sBar = s_go_fg.GetComponent<Image>();
sBar.type = Image.Type.Filled;
sBar.fillMethod = Image.FillMethod.Horizontal;
sBar.preserveAspect = false;
sCanvasGroup.alpha = 1;
DontDestroyOnLoad(sCanvas);
}
public void FixedUpdate()
{
sBar.fillAmount = (float)(curStam/100);
s_go_fg.transform.position = new Vector2(0,0);
}
}
big boi vector
i already copied boss HP bar's Resource.resx file and it seems to highlighting it as normal
wdym? Properties.Resource.bg?
the resx file
i mean its in my directory in my solution
no
also did it throw any exceptions
monobehaviour exceptions will go to output_log in hollow_knight_Data
doesnt seem so no
just several lines of
Couldn't find a Hero, make sure one exists in the scene.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
yeah that's fine
you could try a black sprite instead of fg/bg
and see if that works
also this is what you mean by "include" right?
yes
imo try it with like
Sprite.Create(Texture2D.whiteTexture, new Rect(0.0f, 0.0f, Texture2D.whiteTexture.width, Texture2D.whiteTexture.height), new Vector2(0.5f, 0.5f));
public void Awake()
{
testSprite = Sprite.Create(Texture2D.whiteTexture, new Rect(0.0f, 0.0f, Texture2D.whiteTexture.width, Texture2D.whiteTexture.height), new Vector2(0.5f, 0.5f));
sCanvas = CanvasUtil.CreateCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1280f, 720f));
sCanvasGroup = sCanvas.GetComponent<CanvasGroup>();
sCanvas.GetComponent<Canvas>().sortingOrder = 1;
s_go_fg = CanvasUtil.CreateImagePanel(sCanvas, testSprite, new CanvasUtil.RectData(newVector2(960f, 25f), new Vector2(0f, 32f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f)));
sBar = s_go_fg.GetComponent<Image>();
sBar.type = Image.Type.Filled;
sBar.fillMethod = Image.FillMethod.Horizontal;
sBar.preserveAspect = false;
sCanvasGroup.alpha = 1;
DontDestroyOnLoad(sCanvas);
}
public void FixedUpdate()
{
sCanvasGroup.alpha = 1;
sBar.fillAmount = (float)(curStam/100);
s_go_fg.transform.position = new Vector2(0,0);
//should place it in the origin/center for testing reason
}
did nothing appear
nope
let me test one last time
yeah nothing
btw the class im using right now is added normally, if i use the old Text canvas it works
CanvasUtil.CreateImagePanel(sCanvas, testSprite, new CanvasUtil.RectData(Vector2.zero, Vector2.zero, Vector2.zero, Vector2.one));
maybe
yup, still nothing, gonna start reading canvas.utils code i guess
wait
CanvasUtil.CreateImagePanel(sCanvas,
CanvasUtil.NullSprite(new byte[] { 0x80, 0x00, 0x00, 0x00}),
new CanvasUtil.RectData(new Vector2(500, 800), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0,0)));
yeah still nothing, ill just try to start at scratch with the ui again, its probably just some weird error or wrong initialization
logging in that behaviour shows up and stuff, right?
You mean the UI class?
yes
yes i could place a Modding.Logger.Log("ouput display"); on the fixedupdate and it will show up
and again earlier it has my Text canvas stuff and it worked fine, i just commented that canvas for now when i tried experimenting with the image canvas
@dark wigeon adding this fixed it for the blank fsm strings
i was looking at the other fsm viewer's code to figure out how it was getting and it always checked fsm vars on fsm strings if the paramByteDataSize was 0
put a pr in for it
weird tho
¯_(ツ)_/¯
also just curious is there any reason you use obj.Get over obj[]
same w/ .GetValue() over .value
what does the grimmchild upgrades mod do?
In fact, if someone could give me a rundown of the mods in the modinstaller program, that would be really helpful.
yeah so the descriptions are all listed in a pin on #archived-modding-help
second pin I believe
mods also have readmes if you want specific features but you can only see those on the drive... wait. maybe you should be able to see those from the modding installer
might be a cool feature for it once gradow is done with progress bars.
uh maybe something like:
"Meme mod that makes every dash procedural. (read: breaks the game)"
it's not an addon for Redwing and it picks from a random dash each time
config file in save folder
oh okay
YES!
vc lixo huh
ye
dunno why I'm in the Alchemist Code server tho
I haven't played that shit in weeks
ewww
I'm gonna make the installer ignore .ini files
can we just make it a rule that modders aren't allowed to put random crap in their mod zips
like boopmod's broken assembly that's randomly in there
ok, so here it is
with download progress bar and ignoring .ini files
also made a slight correction to the folder structure thingy, should work properly now
(assuming all mods have the following structure: hollow_knight_Data/Managed/Mods)
System.InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00070] in <1d696c5a27334c63935b79f12ea15dcf>:0
at ModInstaller.ModManager.Download (System.Uri uri, System.String path) [0x0000d] in <53de56f8a0aa401fb73ac9b8a1c092c8>:0
at ModInstaller.ModManager.DownloadAndInstallMod (System.Windows.Forms.ItemCheckEventArgs e) [0x00106] in <53de56f8a0aa401fb73ac9b8a1c092c8>:0
at ModInstaller.ModManager.InstallList_ItemCheck (System.Object sender, System.Windows.Forms.ItemCheckEventArgs e) [0x00041] in <53de56f8a0aa401fb73ac9b8a1c092c8>:0
at System.Windows.Forms.CheckedListBox.OnItemCheck (System.Windows.Forms.ItemCheckEventArgs ice) [0x00019] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.CheckedListBox.SetItemCheckState (System.Int32 index, System.Windows.Forms.CheckState value) [0x00060] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.CheckedListBox.OnItemClick (System.Int32 index) [0x00028] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.ListBox.OnMouseUpLB (System.Object sender, System.Windows.Forms.MouseEventArgs e) [0x00063] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.Control.OnMouseUp (System.Windows.Forms.MouseEventArgs e) [0x00019] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.Control.WmLButtonUp (System.Windows.Forms.Message& m) [0x00078] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x001b4] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.ListBox.WndProc (System.Windows.Forms.Message& m) [0x0003e] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.CheckedListBox.WndProc (System.Windows.Forms.Message& m) [0x00000] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x0000b] in <10cb7758d62d4c4590390d61f160730b>:0
at System.Windows.Forms.NativeWindow.WndProc (System.IntPtr hWnd, System.Windows.Forms.Msg msg, System.IntPtr wParam, System.IntPtr lParam) [0x00085] in <10cb7758d62d4c4590390d61f160730b>:0
on trying to install redwing
wtf working fine here https://puu.sh/BcwL8/ca82c695ae.mp4
is any mod after I click yes
possibly my mono's out of date so let me try updating that first
no it's up to date
maybe I'm using windows exclusive stuff?
maybe
lemme try something
try this
if this works, I'm positive what's causing this, even tho it shouldn't be
so it works?
I literally only removed cs string modname = modsList.Single(m => m.Link == uri.ToString()).Name;
to get the modname to show on the progress bar
I can do it the non-lazy way
why tf doesn't linq work
I mean it works for me in rider
oh wait
are you not building for 3.5?
oh
maybe that's it
well, I removed the linq dependency now
passing the name directly when I call the Download method
lemme see if I can build it for 3.5
Unlimited Exceptions Works
I mean 4.0 and up should work too but 3.5 might be more compatible
I literally get red squiggles on every single line wtf
oh im a dungo I was pulling from gitlab
uh other than the check bars being a bit weird it works and builds for me.
this only happens after installing a mod
and is fixed by selecting any of the check boxes
uh IDK I deleted the other item group so it just has this but idk if this is compiling it in 3.5 or not
I'm not sure mono has versions like that
anyway here's a video because I think it's funny
I mean, it does refill the list every time you install/uninstall something
but it's supposed to be instant
reddit much 56
yes
the only ref I'm missing is MessageBoxHandler
uhhh
just literally everything except basic types like string became red
uh it's listed in the csproj
Zips don't work
<Reference Include="MessageBoxHandler, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\source\repos\MessageBoxHandler\MessageBoxHandler\bin\Release\MessageBoxHandler.dll</HintPath>
</Reference>
ummm
oh wait I'm a dungo
mono isn't targetting any version of .net in particular. it's just its own thing
go back to 4.6

the one in the git repo
unless there wasn't one and I generated one long ago I forgot

is csproj in your gitignore
cause right click => add to zip
Delet syatem 32
u
removed obsolete ref
does it work now, AA?
or is it still broken
if it works, I'm gonna update the link in pins
uhh when I compile it on mono it works exactly like it should minus the check bar weirdness
nothing in that respect has changed
huh
and the binary I sent... Just doesn't work, right?
with offline mode and other stuffs
huh let me test that
56 can you test something for me
ye
the latest binary you sent without the linq worked I'm pretty sure
send credit card number and try running this offline
wtf it grew 100kb out of thin air
I think I know what caused this, but it's unimportant rn
I want you to see if the offline mod works for you
but it only triggers it if you're offline




