#archived-modding-development
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yeah see if I click either offline mode or abort it spawns a new window that also says Connection Failed
no errors in terminal
ok so it doesn't seem to be system specific
no idea why it's doing it because the code looks correct
looks like it might be a mono issue
probs

fake news
what's the point of the tk2d anim w/ events if the events are just non-existent anyways
tc why
seriously tempted to pick this up ngl
not really but like
I need to figure out how to make this look not bad
fuck methinks
I'm gonna need to download blender
and just try to make a video that doesn't look shit
753 no
why not?
does it just do 99999 damage to everything in the scene
no because I realized kinda early on that that would be gimmicky and dumb so instead it's only used once, as a plot point.
my plan going forward is now that I know how to play cutscenes in unity I'm just gonna render a video of a good looking explosion
and have it play that
smh not even procedurally generated
and it's going to look hella out of place because 3d
that's why I need to render my own video and not use any stock videos because if I used stock videos they'd all be at weird angles or dumb
oh huh this is kinda like unity
1.75x speed in white palace was a mistake
yes it was
now to do pop
but have you tried 1.75x speed in PoP yet?
that's the plan
i died
Isn't that what you wished for?
was it no movement abilities
or no upgrades
ahh i can't cdash over to the start of the fight
@trim totem is this u https://youtu.be/tIWEJVdv_uM
neat
do you just jump over both sets of bats
or do you jump over the first and go under the second
agony
do you just have to parry his uppercut/prejump it
got to first pufferfish
looks like steam
also 1.5x no movement hitless is really fun
10/10 would recommend
spikes aren't terrible at all
it's wonderful
yes
yes
live
sure but I'm not gonna try that
why
I'm doing something way more masochistic
This is what the knight is doing between cutscenes apparently (debug mod)
succ
new background for wallpaper engine
Anyone here used blender before?
ok well I'm having a weird problem and I have no idea what's causing it since I'm kinda new to the program.
Basically if I try to do a blender render of my scene using my camera everything is just transparent/black. But if I press 0 to use my camera's perspective and do a render from that everything looks fine.
Do you have any lights in the scene?
no, just particles
Probably that
Idk worth a try
are the particles emissive if not they won't generate light
adding the sun didn't fix it and the particles are of type Emitter
and in physics I have a Fire flow with the particles as their source
here's a screenshot
https://www.youtube.com/watch?v=szbtdXlDXVQ
@copper nacelle @trim totem i'd argue that you can jump the uppercut pretty consistently 
nice
on a completely unrelated note spikes are gay
looks like jumping works pretty well
yea at 1.5x speed you have more than enough time to react to it
and even then you can prejump it
you can prejump upto like 3.5x speed
nice
wot
spikes 
very nsfw
also @cunning lagoon 20.25x nkg when https://youtu.be/Old-jzVNyO8
that seems easy give me an hour to practice and ill do it hitless
why is the nkg theme playing in the background though ๐ค
i was watching khan's stream
the hardest part is getting into the fight
wow you almost got him on that second attempt
what kind of fucking reaction speed do you guys have
i almost got 2x hitless but i choked at the last pufferfish
oof
dl got beaten by graig? dang
i have given up on the higher speeds already they are not fun to play
well he beat him using spells and i was going for a nail only hitless ๐ค
who/whats the highest speed record yet?
graig with the 2x kill
so what you're saying is i should try and get a 2.25 kill with baldur shell
there's no pufferfish to tank though
oh right
Love the upgraded grimmchild mod 
@cunning lagoon you already did mantis gods no damage but the old video of it got revived if you're interested https://youtu.be/5EUMemVqZe8
those sound effects
are terrible
objectively false
so you mean I'm not Papers?
no those sound effects are really really terrible

I need another Papers to insult
papers no
papers yes
papers pls
I'm here to help
Meet insultable papers
he's like normal papers except terrible at everything. He even copies papers art style.
Tell insultable papers how terrible he is
Insultable papers is designed with a hard rubber plastic exterior skin so it can take the insults
ur naming conventions are garbage
My Cloning was successful
@compact sedge your procedurally generated lasers are awesome
Insultable papers is confused. Insultable papers was never programmed to handle compliments.
Turns successful parries (Moss Knights, Mawlek etc) into a Dash Slash slash (without the dashing part) for 3 times the player's current nail damage
cuz parrying is underrated
woahow
Sorry for the noob question, but where i'm supposed to put the dll file in? I would really like to try the Parry mechanic.
Are you on 1315?
If you are, you can just use the installer in pins to get the api and manually install the mod
Otherwise, you'll need to get the api from the Google drive and install it manually
Ops i was still in the beta version
that's weird. I've installed the Api and the parry mod but it doesn't work with NKG
fuck i was playing, do you have monomod
ModCommon?
modcommon yes
m o n o m o d
not monomod
do you have visual studio
monomod runtime detours are in modcommon tbf
.dll
dnSpy.exe.dll
yes?
guys wtf
i've installed HP bars and now the parry works but the life doesn't appear when fighting NKG
also now parrying NKG with mod is even worse

have u tried enemy hpbars
oh wait
now i try
now it works, thanks
also @floral furnace my only suggestion is that you should give slighty more inv frames when parrying because against NKG it almost guarantees you to take damage
yeah its still kinda early but i am gonna try to give more iframes somehow
what i usually do is put on range charms since it makes it alot more easier to parry stuff
otherwise i cant parry for shit with base nail range
even with the range charms the main problem is that when "dash" slashing it moves the knight a little bit forward , making you touch nkg's hitbox
iframes are plenty
true, but again thanks for the suggestion, ill try to add to the iframe
imo make it so you actually hit the enemy
otherwise very cool mod
if you upwards parry and are not facing the enemy
you just kinda
hit nothing
or if you parry and quickly turn around
oh you mean parrying then turning your back makes it dash slash behind you right?
yeah
thats because... i added a waitforseconds in the coroutine

u mean ur ripostes
yes
make it come out before the parry
basically give enough inv frames that you can dash away
@floral furnace does the riposte get affected by Fragile Strength for Nail Arts 


actually no i apply the damage directly /shrug
blame hitinstance for that it gets called per frame
166 damage riposte or bust
so when i actually do something like hit.damagedealth += 5 it keeps adding 5 per frame
smh at nail 4 youre already dealing 64 something dam
the normal parry would use fstr tho
still tried with ngk: shadow dash far from him and max nail distance and i still get hit no matter what
no u
sounds balanced
nkg in JUST 6 nail presses (not clickbait)
@faint blade have u tried timing ur parries https://youtu.be/WJy0_HjGW1M
wait how are you doing 166 damage
YEAH I DID IT
that's if fr. strength/fury applied
i just need to be VERY close to him
dude i CAN parry him
okey i'm getting a bit better if i parry him by slashing upward and standing still
near the corners i prefer upwards but in the middle i like walking slightly towards him with a forward slash
ยฏ_(ใ)_/ยฏ
now that works
did it a few times but nah, still feels too unreliable over the normal parry for me
and against bosses like HK it's impossible to not take damage
you can parry thk without taking damage
triple parry yes
this doesn't even affect iframes tho
now that GnG will introduce at least 3 based nail bosses
yeah i still have alot to fix, so forgive me for that
my only wish is that TC will introduce some king of official parry and repost mechanic
4* sorry
yeah, and make benches into bonfire, and add a summoning mecha- uhh i mean yeah that would be cool 
I CAN STILL DREAM, okay?!?!
also i've read the bonfire mod it's broken as hell, or i'm wrong?
HP enemy bars looks really cool
it's really nice
Modcommon hooks boi ๐
meirl
wow reading my sauce code /s
also i need to staple Play Lightbringer in the center with this mod
i found some FSMs which trigger nail parry if you want them
oh shit man that would be swell
Dash Slash Hit
Overehead Slash
Slash Forward
Slash Hit
Slash Hitbox
Slash Up
Slash
Slash1, FSM
Slash1
Slash2 1
Slash 2 Hitbox
Slash3
SlashU
they're all nail_clash_tink except Slash1, FSM
probably
well im gonna check over there anyway
i just did this
how did you know these does the tink effect?
well nvm then
okay nice finally increased iframes, turns out i had to wait for herocontroller to not be null first 

is this a parry fsm
yes
Slash-nail_clash_tink [12708b]
resources.assets
you should make it so it hooks the No Box states and rotate the dash slash based on that imo
then you could make upwards parries be like
cyclone
idk
aight found it
Make an actual Hornet Charm
wait so like lets say, i hook No Box Left and when i traverse that state i change nailArtFSM's state to Dash Slash, but for No Box Up or whatever it becomes a spin? is that what you mean?
That would actually be cool
yes
that sound something hard to code
And make it have hornet's face cause ofc
cause if you're parrying up it could be on either side
then id make up parry perform abyss shriek then /s
yes

add some flukenest projectiles and you have a deal
flukenest on lb is bad
smh
@floral furnace instead of setting the nail arts fsm state just spawn the fury dash slash yourself
ez damage
wdym, spawning shit isnt something im familiar with (but am interested at mind you)
unless you mean i just do the Util method of changing the values directly on the script
UnityEngine.Object.Instansiate
except i spelled it wrong cause i can never spell it right
also yeah i was planning on making the riposte red but nailSlash and alternativeSlash doesnt do shit when you turn fury on them to the dash slash
wait so do i create the object and destroy it everytime i do the riposte?
destroys itself iirc
garbage collection amirite

ddddddddasd dw ad aj waldj awkljd awlkwdjad
r u ok
nice
didn't mean to type here lol
this is some deep lore
i have hk on my second monitor and discord on this and i accidentally did this
hk doesn't lock the mouse
i use the mouse to attack
real question is why you have j as a bind
i remapped lmb to h, rmb to j, middle to k
p and something else are the side buttons
and then i just toggle the remap whenever i play hk
#IfWinActive, Hollow Knight
{
LButton::H
RButton::J
MButton::K
XButton1::L
XButton2::P
Return
PgUp::Suspend
Suspend
}
QWEASD for actions and 8456 keypad for movement nibbugs, who actually uses mouse /s
risky imo
๐ the mantis gods fight is still broken
so its free
sick
did you dgate in
ye
where was the dgate
wtf
it doesn't set the hazard respawn if you dgate in at all

but if you noclip back into the arena after being respawed then it'll set it
๐ค
i wouldn't be surprised
if your dream gate is really close to the edge of the arena when you dgate in
it'll set the hazard respawn right as you get in
then overwrite it w/ the dgate one once you finish the teleport anim
so do i just set the dgate further away from the arena then?
nice thanks
why
never B/Esc out of the mods menu m8
always Back
so
since no one complained about that beta version of the installer I posted yesterday, I'm gonna release it
only AA, but AA doesn't count cus he a hack
i put mantis gods stuff into another component
and it seems to work
but nothing can ever work on the first try
^ words to live by
i was wondering why i beat the first phase in like 6 nail hits
i thought i fucked up my health manager
but it was just that i did this
Debug has been fucking with my bindings for a while now
if I have the overlay enabled while I play, it randomly rebinds stuff
@solemn rivet Keyboard can be used to interact with Unity controls
So if you have weird binds that set the buttons active then yeah
i tested defeatedBlackKnight true and battle scene false and wk were revived
which is weird
Did you test it yourself?
ye
mantis lords still work
lost kin and nkg work
don't think i've tried any others
All those ones are just bools though
Ok but that one doesn't work on 1.2.2.1 either
isn't there a lost kin respawn exclusive button
sean would never be that expressive
gameobject.find won't find Battle Control
and it looks like itself inactive so i tried GameObject.FindObjectsOfType<GameObject().FirstOrDefault(x.name == bossData[DebugMod.GetBossName()].Value)
but it still won't find it

didn't work
oh
it doesn't load Ruins2_03_boss
which has the Battle Control
i think that's done by the Boss Loader gameobject
Idk looking at SceneManager there's no good way to do this
You could do some horrifying thing like this
public static List<Scene> GetLoadedScenes()
{
List<Scene> scenes = new List<Scene>();
for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
{
try
{
scenes.Add(SceneManager.GetSceneByBuildIndex(i); //This might return null instead of throwing an error
}
catch (Exception e) { }
}
return scenes;
}```
did it
Nice
if you hit respawn boss w/ this and you're in wk's room
once you unpause you just see 6 nails fall from the sky
Sounds like my kinda mod

sleep
Why is it so tiny?
cause i snipping tool'd it
nice
hey! anybody know how to delete mods? they're breaking my game!
so is there literally no way to fix my game now? aw man...
Look on modding-help my dude
ok, thanks!
hit that mf
^
Gradow, don't think that I'm away from work) Give me screenshot of aquiring Shadow Cloak in RU Blackmoth
ignores him in Russian

56 dont you have some sleeping to do
no
Go to bed boi
ะะณะฝะพัะธัะฐ ะณะพ
No u

56 is ded
56 went to sleep at 9am his time
9am - 2:30 pm is a good sleep schedule
oof
56 have you conaidered being a healthy and self-loving human being
no
Consider it then
u
I'm already doing it MUAHAHAHAHHAA
How do i spawn the object again via Instantiate?
UnityEngine.Object.Instantiate(prefab/go);
Aight thanks
uh so apparently the clouds in the final boss room are just sprites, but I cannot find them in the assets folder. Does anyone know what they are called?
they're the same ones as the ones in whitepalace
they don't have any animation or procedural generation components
alternatively if anyone knows how to serialize a texture please do tell because I don't.
now I'm conflicted on if I should even bother with that or just build my own in blender.
public static Texture2D TextureReadHack(Texture2D in_tex)
{
RenderTexture temporary = RenderTexture.GetTemporary(in_tex.width, in_tex.height, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);
Graphics.Blit(in_tex, temporary);
RenderTexture active = RenderTexture.active;
RenderTexture.active = temporary;
Texture2D texture2D = new Texture2D(in_tex.width, in_tex.height);
texture2D.ReadPixels(new Rect(0f, 0f, (float)temporary.width, (float)temporary.height), 0, 0);
texture2D.Apply();
RenderTexture.active = active;
RenderTexture.ReleaseTemporary(temporary);
return texture2D;
}
public static Texture2D SubTexture(Texture2D in_tex, int x, int y, int w, int h)
{
RenderTexture temporary = RenderTexture.GetTemporary(in_tex.width, in_tex.height, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);
Graphics.Blit(in_tex, temporary);
RenderTexture active = RenderTexture.active;
RenderTexture.active = temporary;
Texture2D texture2D = new Texture2D(w, h);
texture2D.ReadPixels(new Rect((float)x, (float)y, (float)w, (float)h), 0, 0);
texture2D.Apply();
RenderTexture.active = active;
RenderTexture.ReleaseTemporary(temporary);
return texture2D;
}
public void SaveTextureToFile(Texture2D tex, string fileName)
{
byte[] buffer = tex.EncodeToPNG();
Directory.CreateDirectory(Path.GetDirectoryName(fileName));
FileStream output = new FileStream(fileName, FileMode.Create, FileAccess.ReadWrite);
BinaryWriter binaryWriter = new BinaryWriter(output);
binaryWriter.Write(buffer);
binaryWriter.Close();
}
this dumps tk2d sprites so not static bgs
you can probably edit it to save all sprites
so TextureReadHack gets the actual texture using the width and the height of the sprite but if I just pass the input texture to SaveTextureToFile I get the whole atlas then?
yep
subtexture would be if you could figure out tk2ds spritesheet format
and then you could spit out the indivual sprites
oh wait no
you need to do TextureReadHack to get a readable texture
then pass that to SaveTextureToFile
is that why this failed?
UnityException: Texture 'SpriteAtlasTexture-White_Palace (Group 0)-4096x4096-fmt12' is not readable, the texture memory can not
be accessed from scripts. You can make the texture readable in the Texture Import Settings.
at (wrapper managed-to-native) UnityEngine.Texture2D:EncodeToPNG ()
at redwing.redwing_static_hacks.saveTextureToFile (UnityEngine.Texture2D tex, System.String fileName) [0x00000] in <filename
unknown>:0
at redwing.false_light.Start () [0x00000] in <filename unknown>:0
yes
yeah
Application.persistentDataPath + "/sprites/" will put it in the save folder
under sprites
bottom right?
hmmm
scaled up a lot maybe
no the x:y ratio of the scale on these objects is no more than 1.5
and I think they appear in other weird scenes
possibly unused actually
maybe you're right but idk that doesn't look at all like what the clouds look like
seriously?
Yeet
ok so explain this
Yes?
why does Sprite.rect.x and Sprite.rect.y return 0 instead of the original rect used to make the sprite with Sprite.Create @leaden hedge ?
i dunno
darn, I was hoping for an answer like: "ah yes the famous unity sprite rectangle bug of 5.6, here's a super awesome workaround that fixes it"
5.6 more like 56
@copper nacelle lost kin doesnt give any essence with lost lord installed
feature
how do you load audio clips without using www?
- Try
- Try for 5 hours straight
- Give up
- Try not to cry
- Cry a lot
float[] rightChannel = channelCount == 2 ? new float[sampleCount] : null;
int i=0;
while (pos < wav.Length) {
pos += 2;
if (channelCount == 2) {
rightChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);
pos += 2;
}
i++;
}
Why is rider telling me that:
rightChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]); is a possible NRE?
if channelCount isn't exactly 2, it will be null but that code inside that if statement will never run.
Ok, I think the installer expects a Files field
And it's breaking because it's null
You can add one and leave it empty, AA
Or wait for me to change the code for the installer
ok that fixed it
one thing is it doesn't show the assets as being installed probably because it has no files to check
but imo not a big issue
Yup
I can't think of an easy way to check for installed mods that accounts for assets
why are files limited to strictly .dll?
no I mean in the Files field, the .dll extension is assumed.
well your mod installer assumes any files in the files section of the xml are .dll files which makes sense because that's how it's done in the xml
Yeah
What I mean is, instead of reworking how the installer works, wouldn't it be simpler to just add a dummy dll so that the installer recognizes your mod and can properly install/Uninstall it
like how boopmod has a dll that fails to load because it's a misnamed json file?
anyway I can do that real quick but not that
Tbh I'll have to rewrite stuff anyway so uninstalling removes everything, not only the dll
ok well for now I made a very simple basically empty assembly and it seems to not break anyhting
Tbh just rename an empty txt to dll
no because that will actually break reflection on older versions of infinite grimm and yeah no reason you should be using an older version of infinite grimm but I don't wanna do that.
I just made an empty assembly
it's a valid legit assembly
and for some reason with nothing in it it's still 4kb
So, here's how I plan to approach this: have the Files field in the xml contain the full path under Mods (so just the file name for most dlls, Folder/filename for assets etc.)
And I'm gonna attach that list to each mod, and make the installer remove the files from the list on Uninstall
anyway for now assets shows as installed so I'm just about ready to release it I guess
is ngg infinite in the current version?
It won't Uninstall tho
yes, the one where NGG dies was a special assembly I sent you so you could make a cool youtube video
sweet
(I literally added one line to the code you can uncomment but I eventually may make it a config setting)
wait
well uh it shouldn't be in the newest version
yeah ok I can say for sure it's not in the official latest version because that one is 3 days older than the one I made for you
and I don't have a time machine yet
so it's not infinite?
hey Bois
or am i dumb
no it was infinite before and the finite one was a special one I made
sorry wrong channel
yes the google drive one is infinite
still posting on discussion
Phew
sick thanks
but you know, if you don't care about unfinished game stuff
"Farewell, little fire god. We've always loved your performances in the troupe, but you never seemed content, no matter what abilities we taught you. You showed a wanderlust beyond what our constantly moving tent could satisfy. Somehow or another, you've stumbled into the place you were born: I wonder what you will find, in the one spot where the sun holds no influence. If it is, as rumors seem to indicate, a dying kingdom, we would be indebted to you should you bring us to it so we could see for ourselves. In any case, the land holds several flames, which are much too radiant and dangerous for us to take, but you possess a skill we could never match. We are fully confident that, should you choose to seek them, you will succeed."
In other words: Redwing CP1 is here!!!!!!! Among many other things, this version adds napalm, custom lore, much better fire generation (fully configurable), art assets by the incredibly talented FoldingPapers, numerous bugfixes (inc a weird pfloat thingy), and some cool new cutscenes.
Redwing is now by far and by every metric, the largest Hollow Knight mod ever. It does things no other mods have attempted before, things the vanilla modding API doesn't even allow (perhaps for good reason). If you've been putting off Redwing because you saw the trailer and thought it looked ugly, or didn't even know it came out, now's the time to give it another chance. You will not regret it I hope. (I cannot record a new trailer because I am on a laptop incapable of recording video at a reasonable framerate).
Download it now from the drive, or Gradow's modinstaller!
nice
is it safe to play a steel soul playthrough with it or does it add really hard stuff
well for someone as good as you
nah in all seriousness. I'd say it's safe to do a SS run with.
Dude i almost close to finish Lightbringer, can't you just give me a break?
alrighty
I needed to get this out before GnG
Thanks TC, also maybe that should say something about the ability you get by focusing
is it a vanilla bug?
probably, I don't touch that room in any way that could cause that.
although I say probably because I never am quite sure myself
welp
i can't even pick up fotf
might need to do a hotpatch then I have no idea why this is happening but I'll look into it
locked out of 107% 
uh idk I just launched it and it works for me
uhhh
I have no idea how this could happen but I guess the game thought your knight is much farther left than it actually is
imo quit to main menu and reload game and tell me if it still happens and in either case send your modlog if you can find it
maybe that has to do with it
uhh weird
i started a new save and it still happens
woah weird ok let me look into that
that's kinda huge if true
can you send me a modlog
sure where is it
it's where your save files are
also if you can find it there's also a unity log file where the game is installed (like in steamapps/Hollow Knight)
well I know where it broke but I don't know why
yeah you'll probably just have to restart your game and it shouldn't happen again
[ERROR]:[API] - System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at HutongGames.PlayMaker.Actions.Trigger2dEvent.OnEnter () [0x00000] in <filename unknown>:0
at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
at HutongGames.PlayMaker.Fsm.SetState (System.String stateName) [0x00000] in <filename unknown>:0
at PlayMakerFSM.SetState (System.String stateName) [0x00000] in <filename unknown>:0
at redwing.greymoth.dashTapped () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
I guess for some reason the dash fsm didn't exist?! It shouldn't happen regularly and I think I know a fix but might be a few minutes to figure it out.
it's still broken after a restart
ok hold on, I'm gonna recall all the existing copies of redwing
send them to me to be incinerated

It's days like today I wish I didn't only test on lifeblood beta
probably would solve 100% of my problems
oh yeah im on 1315 if that makes a difference
as it should be
I wonder if @copper nacelle is online?
wait no that shouldn't have changed between beta and regular
well
sorry for the ping
dnd lul
this should fix the Exception but idk if it fixes the other thing will have to test give me like 10 minutes
the sounds are also significantly louder than the rest of the game
can you tell me what your volume setting numbers are
just so I have some reference
4 5 0
wow so then I guess the formula the game uses for determining the volume is different from mine
I just multiplied the two number together and then use that as a percentage
but I can uh try to figure out a better formula
or I could just add these two very hacky lines in
guess which one I'll do
not yet but I eventually wanna make one I guess
also found the bug you were talking about
custom tutorial level pogchamp
I have no idea why it happens but it doesn't happen on the beta and does on regular
damn
also it's a very small thing but
when you pick up the VS the fire around you stays floating while the knight falls
the VS?
vengeful spirit
oh yeah I can't really do too much about that
That fall is only visual
right
iirc they hide the knight and play an animation
yeah the knight's actual position is where the fire itself is
^
everything else is lies
also are signs really big in areas outside the first one in the game?
you don't get lifeblood masks if you kill the little guys with the dash
well don't do that then. /s I'll add it to list of things to fix
i don't think so, there are some lore totems but i dont know if those have the same problem
yeah the lore things are just a textbox
yeah ok it seems like it's just the first area best I can tell
I have no idea why that area is doing that
ngl having a dash from the beginning is kinda great
the early game is not boring now
aka why blackmoth is the only mod I've not made that I've played through the game with.
well I guess also modcommon
uh I think Sharp Shadow destroys them (the lifeblood guys), don't think it's a redwing bug but let me check by uninstalling it real quick @cunning lagoon
I don't think it's a redwing bug but let's be real it's a redwing bug
let's be real we are talking about tc here
i wouldn't be surprised if it's a vanilla bug
I have no clue about the signs
I can say for a fact the lifeblood being destroyed by sharp shadow is a vanilla thing
(thank god)
but what is up with those signs
you know what, if it's only that one room that it happens in then... I'm willing to leave it unfixed since it will fix itself when GnG comes out since it's not a bug in lifeblood beta
wow lazy
literally what 7 days now?
huh wow only 7 days
Redwing CP1 is NOW here!!!!!!!
ignore what I said before
but cp1 was hd
so you can get into deepnest without the mantis claws by using the updash
but then if you don't have the claws you are kind of stuck there
unless you go all the way around and get the tram pass
so you're not stuck there
I don't think you can climb out of the basin to the CoT without the claws but what you can do I think is go to the hidden station by the castle and call the stag to go back to dirtmouth
you can also get out by doing a very finicky pogo but i don't think anyone wants to rely on that
what i'm saying is
the moment you fall down there you will be there for a while
ยฏ_(ใ)_/ยฏ
Like how you get stuck in the CoT when you use the pass for a little while
but unintentional
yeah... i guess
it would be kind of painful for someone who doesn't know what to do
but i guess no one is playing a modded playthrough on their first playthrough
Also using the upward dash to sequence break doesn't seem like something you'd do on your first time
but maybe I'm wrong
well, you wouldn't know that you would be sequence breaking the game
you would just be exploring the fungal wastes and you'd notice a high ledge that you can get to by dashing
then suddenly you are stuck in deepnest
not stuck* sorry 
If you were stuck that would be a serious problem though
yeah definitely
wou would also be stuck here
sorry also not stuck because you can do the spike thing
oh from KE?
oh
actually can you get there?
i absolutely forgot that was a thing
ok you would actually be 100% stuck here
that's your hazard respawn and you can't climb the pillar
thank tc for the great hazard respawn point
lol
wait u'd be stuck here even with mantis claw
what if you pogo all the way across is there anywhere to climb up?
if the pillar was slightly lower you would be able to reach it with an updash right after the pogo
anyway uh yeah I'm not quite sure what to do about this. This is definitely a place you could get "stuck" playing with blackmoth as well. I should ask gradow.
i would just lock the updash behind the mantis claws
so if you have them yoiu can do it
sure I could but I would like to point out that this is also a problem in blackmoth
anyway for now I think your only hope is quit to main menu and go to your last bench. also I think the castle entrance is too high to make without claw or double jump so uh try going to kingdom's edge and tell me if there's any way out from there
ok
can you actually make the jump to the area where you fall to deepnest without mantis claw?
it seems pretty high
which one?
the one in fungal waste
yeah yuo can
ok I'll look into a way to work around it and probably just end up doing what you suggested
but I'm not too concerned about it. the only place it seems you'd actually get stuck seems hard to get to and it's not an actual softlock since you can quit to menu.
yeah you can always save+quit
if there's no way out from KE
you can make it to the hidden station
then I will make the door to the mantis lords arena open from the left side
i checked that
yeah once you get to the station and get the pass can you take the tram to KE and get out from there?
you can't even make it there without walljump
ok but you can get to the station without walljump then?
yeah you can make it with an updash
ohthankgod
do you want me to check if you can go through kingdom's edge to king's station?
no as long as there's one way out
ok
you are also 100% stuck if you get the mask shard besides the mantis lords arena before defeating the mantis lords
the door is closed and you need walljump to get out
oh true
I'll look into it, probably just giving the upward dash some extra range. I think 1.5x would be enough to fix that
that's what blackmoth does
if you pick up the mask shard in the mantis lords area it makes a save where the shard is
so it's a possible softlock area I'll need to look into
Which mask
idk whichever one DL was talking about
the one next to their arena
it's in deepnest but you get to it through the fungal wastes
you know which one

wait but you can just go out through deepnest no?
Haven't collected shards in ages
there's a very high wall
there's absolutely no way you get out of there with an updash
(I've just named it)
what even is a slingdash
oh you dash after loading a save before jumping
????
Dash preserves momentum
I still don't think you'd get enough height even with a 1.5x boost
oh no
I've seen people clear the top of the screen using momentum
Never did it myself, so I'm not keen on the details
Yeah
Dunno how it works on redwing
Should be mostly the same
alright i'll check
Copy pasta the vanilla dash
wait a second this means you could softlock yourself in randomizer mod if you got the double jump
and went to that area
and if I'm right this is also a blackmoth softlock
i think you need walljump to get to that area in the first place
Who gets shards in rando
i might just be really stupid
can't you make shards required to open the boss door?
well I have a save so I can try to get over there if I can remember how
I acctually don't know how to get to that deepnest area
welcome home
just disregard everything i said
you can't make it there without wj in the first place
i used it and i didnt even notice
unless you have a longer dash in blackmoth
in which case you can make it there
@compact sedge why
but it's not a softlock (in redwing, at least)
?
blackmoth dash is slightly longer than redwing one so it might be possible
checking
Oh I was gonna ask for a non beta version of the knight dump but then I realized I didn't need it because the thing causing the tutorial level insanely big signs is uh something else but not sure what
I still have no idea but I'm not gonna bother fixing it since it will be fixed in 7 days for all users and it only affects the literal first area of the game

so if the blackmoth dash is slightly longer than that then it is a softlock
AA: Lemme just take a look at this softlock and I'll rework the installer
DLK: can you point me to the entrance rq?
rq?
real quick
oh
go up from the mantis village
and then left in the room with a whispering root
k
inb4 irfan
called it
r u god
i might be
I see the deepnest entrance but I think I need to pogo just to get there and I'm not sure if that's even good enough
you mean the one where the moss prophets are?
huh idk
which entrance are you referring to
no wait uh idk if it's a deepnest entrance or not
you know how you can get into the village from the top
have you played this game as of recently
no lol too busy testing
yeah you can do that with a pogo
uhh how much damage does the beam of light do
it literally just killed the soul master
too much tm
from almost full health
is this how you get to the softlock mask shard?
correct
because it seems possible in theory for me to get there without claw but I lack the skill and every time you mess up you have to go so far out of your way
that in practice it seems not worth fixing
you pogo off of one floaty guy that is there
i got it first try
you just pogo the guy and updash
anyway look into the soul master instakill thing

well ur super skill at the game
thankl
I know where charms and skills are
oh I got it
But dunno about shards and vessel
but yeah its not a softlock thankfully
Sure
3rd try
ok go to the left
Yup
it's too high even for blackmoth
ok
Is it? Maybe I'm on a save I already have it, cause I can't find it
yeah that one
Yup
yeah cuz that area is one jump and about 2.5 regular dash lengths to get up
Been there
which is more than you can do without sprintmaster or at least mop
are you sure you can't make it with blackmoth?
because with redwing you are like
reaaallyy close
that's way higher than I could get
git gud
??????
doesn't jump into updash keep momentum
^
gradow can you check tghar okease
oh I see if you updash on the last frame of your jump it does
ye
it might be possible in blackmoth actually
but also
that's a bug with the dash
but also also, if you can get that high coming up you might be able to get high enough to clear the wall you're supposed to climb up in blackmoth.
also wow I figured out you get the extra momentum just by holding the jump button
don't even need to press it
the soul master thing though
this seems like a cool trick for HK parkour maps
minecraft ultra parkour gone wrong gone sexual




