#archived-modding-development
1 messages · Page 319 of 1
Multiplayer is pretty feasible if you recreate the player movement yourself
Not an easy task but it could be done with some effort
A modded version of watcher knights with all of them at once would be nice
spam descending dark anyway
For some reason the modinstaller link doesn't work for me?
Thank you for your patience
good job as usual kuro
😎
thank you guys for waiting, the new scaleway radiance.host should be up in t-15 minutes
pls work
pls say it works
it does 😄
Embrace the light. If you’re seeking empowerment through the light and love of the Radiance, you have come to the right place. If you are simply interested in our faith then we hope this will serve as a useful resource.
thank god
I mean praise the light
now to sleep
finally
nope b/c that requires some other program to build
I forgot what tho
if anyone knows lmk
yeah you better run /s
yeah show em whos boss
did you uninstall via the installer?
yop
do you eman like
you are still invincible or something
i kill absolute radiance in 2 hits
yes if you increase your nail damage it will stay like that
yeah stuff that changes the player data (like damage) will stay
i just clicked kill all
wait, you uninstalled it right, and you cant access the menu, but you still do tons of damage basically?
well, if you manually increased damage during the menu, you have to go install it again, lower the damage, then uninstall it again
still same thing
Kurosh, can you link me to that reddit page where you found that person that got the hotsprings room dupe glitch?
so you lowered it in the menu, but youre still killing stuff really fast?
how much damage do the max lvl sword?
ok thx
5 - 9 - 13 - 17 - 21 each nail level
nice reference
that, i have no idea why
and Nail Arts are as follows:
Great Slash is 2.5 x Nail
Dash Slash is 2.5 x Nail
Cyclone is 1.25 x Nail x Hits
Nail Arts are unaffected by Strength, but are affected by Fury is NMGlory is equipped with it.
nathan69
wtf is that dream gate
yes
What entry is not there?
🥖
oh
and in the inventory
Can you save & quit?
verify game cache?
how?
What are you on? Steam, GoG, or Discord Game
steam
then it's easy
right click hk on your library click properties local files and verify game files
^
k
let me guess that's taco typing?
then wait, if its done and you see HK updated, then the lost files are being downloaded
no whos this taco
taco typing
i dont know him
just saying i am in no way affiliated with this "taco" fella, he sounds like a hardcore gamer tho
bet hes a fuckin beast at hk
did it finish downloading?
yes
and, everything's still fucked i suppose?
no
just i lost 1% and i can't moove into the hunter's journal
and the eternal ordeal too
i actually laughed at the cow react rofl
does debug have something to take away the journal from the player
idk
the % you lost might've been you accidentally removing an item from your inventory
oh yeah abilities count in the % 
Could you have decremented the Grimmchild or Kingsoul/Voidheart levels?
grimmchild should count regardless
decremented?
so you didnt do banishment?
no
good
banishment bad
indeed
Wait, CYCLONE_INVUL_TIME exists and has a value, but isn't used

I could have sworn it worked on older versions of the game
So does it actially vive you iframes or nah
On older versions I think it did, because I remember using Cyclone in ToF and a Primal Aspid shot hit me right as I started and it did nothing
Cycloning aspids 😔
Ok you are forgiven
Oh I see
Cyclone Invul is a parry
I must have parried the fool
and the aspid shot thru me
wait
why does cyclone have a parry but G/D Slash don't
I dont think you can actusllyvparry woth cyclone
it does the tink part tho
i think the cyclone invuln is lower than regular parrying
Nathan lastvtime you showed me your code asvproof of sonething you were wrong
v
nvm then, all i know is the regular parry time
Shit
I was actually going to make the combo NMGlory + SShell, which I was going to call "Glorious Shell"
huh draco pfp change
Nuts
dam draco better get to work if you wanna continue making hollow knight into the soulsborne franchise
hollow knight: tremor mod
Woje
j
very woje
tremor mod sounds like it's getting big @analog ermine
Dupe
not even overhaul /s
wow
How many items are you düpįng
probably all 7 times
@warped sinew hey, are you need there some dlc ideas? Like 50?
if the hitbox even lingers for that long
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
I think Cyclone lasts up to 1.2 seconds if I understood the FSM correctly
omega think
you don't say?
i could never understand how it fucking restarts or checks if you do the spin 7 times, then again i roughly remembering an int check somewhere in there
I can lend you some @warped sinew
i think it loops through that int check until the 8th one
obligatory fsms are lame
about the cyclone parry it seems that it isnt parrying swings that come from above but rather only horizontal parries
So no iframes on the actual cyclone? Just the ability to parry?
seems so
Cool
heyt
There is nothing to hook into
add action 🤔
yes
wait are you trying to check whenever the player tries to spin, otherwise the best solution is to not use nail arts
increase cyclone size 
a fortnite
na i dont mind it not biend tall enough since it could still parry things as rn to parry it has to line up exactly which is kinda gay
Like, I was gonna try and make a NMGlory + QSlash combo, that allows you to Cyclone longer, but that requires changing FSM Actions
which suuuuuck
at least for me
Nathan how can you call yourself a modder
because I made a mod??
Edit fsm or leave
Were all frauds 😩
ngl its super cool to parry with an areal cyclone but the circustances are too specific
Turns out neither AA is an actual modder 😔
make eldergod hu
make baldurgod hu
Make Elder Hu actually work in enemy rando
No one has claimed the bounty yet
alright give me 40 hours
Therefore Eldergod Hu doesn't exist
kuro not a modder 😔
oh fuck now i remember the old shitty parry and riposte mod, but the freeze time whenever you parry is ass so it was useless
I'm a modder
empty hops
I made BetterDebug
😎 he's legit guys
kuro if you make elder god hu will you finally get your meme categories in speedrun.com
lost kin but all empty hops and balloon spawns with 0 wait
Ttacco if you beat my radiant timed ig you get 20€ and eldergod hu
good thing LK has a limit of 6 summons at once
wait
but Soul Warrior doesn't have a limit
nathan19
thats neve gonna happen
what happened to nathan16
u mean n8*2
urite
nathan(2^3)2 😩
nathan16+0
delete nathan32
same
@copper nacelle purge salubra reacts please
dont worry veru I wont do it to you because I dont want to get blocked again
??????????
restart s🅱otify
Sp
tify
Y
utube playlists
incredible it doesn't work again
tbf at least the songs are there instead of getting nuked by some copyright crap on youtube
just download the songs from youtube, upload them on your own channel as private and put them on a playlist

dae know how vm banana works
just steal someone's credit card info and buy the songs
just pay for the song and get it for free
hahayes
so you can only parry with the spin if you are in the air?
no no, you can parry at any time, i had to jump to reach his horizontal swing exact
ok
when's customknightmere
It's moreso that the hitbox is kind of narrow
^
also this is redwing's custom sprite- im waiting for my graphics tablet before i make mine
yes this is correct
Why does Oro's slash turn red too?
is redwing fixed yet
its because of the sprite
he changed the nailswing sprite to orange
which also changed the boss' nail arts
mato also has an orange spin
epic gamer moment
it really do
Dorito Nail
Cheeto Nail
@compact sedge dorito nail confirmed
redwing lore oro and mato are also redwing
new game theory
this ^
I mean I also changed the nail art colors
write their names in comic sans on the sprites
this tbh
which I guess the nail masters use
Give Mato a blue headband
instead of red
🔵 💦
wet
@fair rampart
all nail arts parry
yea
um
i accidentally parried with great slash
Does it actually give I frames tho
if (PlayerData.instance.equippedCharm_4 && PlayerData.instance.equippedCharm_26) //GloriousShell Enable//
{
HeroController.instance.INVUL_TIME_CYCLONE = 0.35f;
}
if (!(PlayerData.instance.equippedCharm_4 && PlayerData.instance.equippedCharm_26)) //GloriousShell Disable//
{
HeroController.instance.INVUL_TIME_CYCLONE = 0.25f;
}
if (PlayerData.instance.equippedCharm_4 && PlayerData.instance.equippedCharm_15) //BalancedBlow Enable//
{
HeroController.instance.INVUL_TIME_PARRY = 0.35f;
}
if (!(PlayerData.instance.equippedCharm_4 && PlayerData.instance.equippedCharm_15)) //BalancedBlow Disable//
{
HeroController.instance.INVUL_TIME_PARRY = 0.25f;
}
also new combos
is 0.35 too much?
should I go with 0.33 instead?
Figured out why G Slash gets canceled if you get hit at the start of it
There is a 7 frame wait at the start of G Slash before the collider activates
im currently getting dash slash
Your whole life has been a lie because of that. 😦
But which time do G/D Slash use? INVUL_TIME_PARRY or INVUL_TIME_CYCLONE?
probably normal parry
Why does Cyclone have a special time tho
sic
if (PlayerData.instance.equippedCharm_14 && PlayerData.instance.equippedCharm_15) //BalancedBlow Enable//
{
HeroController.instance.INVUL_TIME_PARRY = 0.33f;
HeroController.instance.INVUL_TIME_CYCLONE = 0.33f;
}
if (!(PlayerData.instance.equippedCharm_14 && PlayerData.instance.equippedCharm_15)) //BalancedBlow Disable//
{
HeroController.instance.INVUL_TIME_PARRY = 0.25f;
HeroController.instance.INVUL_TIME_CYCLONE = 0.25f;
}
alright, since G/D Slash would be affected by normal parry time, it wouldn't make sense to have the NMGlory combo only affect Cyclone. I'll just combine the two combos
Should it be Steady Body or Stalwart Shell?
HBlow + SShell or HBlow + SBody
yesssssss like a boss
yea i think the iframes should stack so you could have the ultimate parry build
hahayes
yea so all nail based attacks parry it seems
cant believe the epic modder mans trolling like this
i guess it do be like this sometimes
I wonder if G/D Slash can still parry with the Shield Breacher combo
if (hit.AttackType == AttackTypes.Nail && PlayerData.instance.equippedCharm_15) //HeavyBlow Buffed//
{
damageDealt = hit.DamageDealt;
hit.DamageDealt = (int)((double)damageDealt * 1.15);
bool flag = hit.Source.name.Contains("Great Slash") || hit.Source.name.Contains("Dash Slash")
|| hit.Source.name.Contains("Cyclone");
if (hit.AttackType.ToString().Contains("Nail") && flag && PlayerData.instance.equippedCharm_26) //ShieldBreacher//
{
hit.AttackType = AttackTypes.Spell;
}
}
doesn't actually work for Cyclone, so I don't know why I haven't removed that yet
the alternative name I have for that combo is "Crushing Blow"
Originally, I was going to have it negate shields with the "invincible from direction" method... but It turns out what that does is remove whatever shield the enemy has upon hitting them. I hit Uumuu with a G Slash, then suddenly, no shield at all
so opted for the spell attack type function instead
Ye, changing the attack type to spell is more balanced way of negating shields
also trying to parry pure vessel with nail arts is ass
so is trying to kill PV with Flukenest only
wait so, if it counts as a spell attack no parry? wtf
IDK
Would BShell + SCatcher = refunds lost soul from an interrupted Focus on taking Shield dmg be too OP?
prob not
lemme see if I can do it
I already have Hiveblood regen Shell
It's prob one of the more complex combos I've done
Question: does Grubsong still give Soul on getting hit if you blocked the hit with Baldur or Melody?
I actually don't know
I know Thorns still activates on a blocked hit
but IDK about Grubsong
If it does, then I don't think I'll bother with that combo
it doesnt
oh right
Grubsong is after the take dmg hook
so it wouldn't apply to a blocked hit
reee
What does the fsm_thornCounter field do?
OH
counter as in "countering an attack"
nvm
I thought it was counting the number of hits or something
why... just... why
why tf are these seperate
god tier fsm
Couldn't just set that in the main Thorns fsm
no no
has to be 4 seperate fsms
all with ONE state
Why didn't they just set the dmg in Thorn Counter tho?
why have 4 fsms just for 1 state each
Or, better yet, not do this in FSM
Cause 
because hk is very optimised
wtf does that have to do with optimization 
Wow, GWomb does not give a fuck what you do, that dmg isn't changing.
tfw GWomb's fsm is easier to change than its c#
excuse me sir
btw, I was able to parry with G/D Slash as spell type attacks
my timing sucks
I was only able to do it with Oro & Mato
...
that's what she said
I can't tell for sure if the parry time change is working, I guess I'll just increase it to a higher number so I know for sure
❌
Anyone knows if the hard preset on Randomizer adds pale ores / sell items (idols, seals & journals) to the pool? Feels like it doesn't, but would be nice if it can.
Aha. 'tis a shame, wanted to add the random items to the pool because it still feels a bit easy to get ahold of some of the upgrades. @weak lodge It's just Randomizer 2, so I guess the same? Not sure what the other one would be. :V
u meant to ping 56
i'm guessing he meant this
Ah, not the same no. Not posted on the modding section for a long time :v
also you could add the pale ores/sell items to the pool
you'd just have to write the logic and such
I dunno, I enjoy the "maybe this one will be it" aspect more than necessary the ability to finish it, usually play dark souls & zelda randomizers the same.
Easy can't hardly randomize anything cuz it's easy
And assumes zero sequence breaks
Playing on hard vastly opens up the randomization
Easy should randomize the quill 
?
There is no point in randomizing the map items
If you are playing randomizer, you should already know the layout well enough without the map and compass
umm...
my planet needs me I guess
I just parried
and floated into the sky
no... it was a normal parry
and then I just go up
the fuck
and only come back down when I open inventory
delet
It's not happening now
It happened twice
that was weird
Wish I could have recorded it
What's it Art Mods" ?
meme
shitpost
OH
I AM RETARDED
I used the NailParry hook for something, but forgot to call orig(self)
That might be it
also that explains why parry I frames didn't seem to be working
WHOOPS
I mean... it works
but float bug still there
wtf

wtf
I wonder if a map randomizer will be plausible once Nes makes his level editing tool
turn hk into my most hated genre in 2d platforming, rogue like
I thought a room rando prototype had been made already?
dead cells apparently a metroidvania so
For whatever reason, increasing parry I frames didn't seem to work, so I tried adding invul like DDark has
private void OnNailParry(On.HeroController.orig_NailParry orig, HeroController self)
{
orig(self);
IEnumerator Parry() //ParryInvul fix//
{
while (HeroController.instance.parryInvulnTimer > 0f)
yield return null;
HeroController.instance.cState.invulnerable = true;
yield return new WaitForSeconds(HeroController.instance.INVUL_TIME_PARRY);
HeroController.instance.cState.invulnerable = false;
}
HeroController.instance.StartCoroutine(Parry());
return;
}
and then float bug happened
IDK
on the plus side, this does make the parry i frame increase work
so that's something I guess
but why
@analog ermine I want all of your dlc ideas
wait what
delete this
@fair rampart try running it on a different monobehaviour
when bindings waits in a coroutine you start going through walls
wdym
try it on gamemanager
or your own monobehaviour on your own go
Also why don't you just change the way it does invuln rn
Instead of implementing your own
It's a public field
just set it to 2k or something
easy test
alright, so it does work
0.35 is just too short to notice a difference
0.4 is noticable tho
Hey 56, for QoL could you make PV play the intro the first time you fight it in a session? Like with normal rad? And also make the roar normal length?
i could
but why
that just sounds more annoying
i wanted it even shorter than it is now
If modcommon options actually worked maybe I wouldn't mind it
like the mod menu
don't they reset every time you exit the game
oh
incredible
But what about QoL taking up the whole option list?
like, just give QoL its own options menu
k
Any idea why GWomb code sucks ass so much that it won't allow me to mod the dmg no matter what I ty?
Idek what you're doing
have you considered
giving code
or describing what you're doing
or both
private void OnHatchlingEnable(On.KnightHatchling.orig_OnEnable orig, KnightHatchling self) //GlowingWomb buffed//Not Working//
{
if (PlayerData.instance.equippedCharm_10)
{
details.SetAttr<int>("damage", 5);
}
if (!PlayerData.instance.equippedCharm_10)
{
details.SetAttr<int>("damage", 10);
}
orig(self);
}
this is what I have now

you ever set a value and then call the thing which overwrites them right after you set it
shit code
so, you are saying that it should just work if I put orig first?
Yeah
wow nice
are you sure details isn't a struct or anything
Wait what the fuck
where are you even getting details
in your code it's just magic
Just so you know, I've literally edited the dmg directly in the c# assembly before, and it still retained its old dmg
private static FieldInfo details =
typeof(KnightHatchling.TypeDetails).GetField("details", BindingFlags.Instance | BindingFlags.NonPublic);
this is details
this is how details is used in the KnightHatchling class
doesn't matter what I do it seems
GWomb just refuses
actually making a mod unlike myself
private void OnHatchlingEnable(On.KnightHatchling.orig_OnEnable orig, KnightHatchling self) //GlowingWomb buffed//Not Working//
{
orig(self);
int attr = details.GetAttr<int>("damage");
details.SetAttr("damage", attr + 1);
Modding.Logger.Log(":weary:");
}
why does nothing work
the log at least shows up
I've even tried setting dmg on hitinstance, and it still did nothing
wtf is this bs
I don't understand what the deal is
none of the things that should work are working
u sure you're hooking the right method?
also, that
or check the glowing womb cs file
just in general
or maybe you need to set the hatchling damage after a frame or x frames and you need to instead set the damage value in a coroutine
maybe it's being reset every frame, or recalculated on hit or smth
instead of changing GW damage just spawn more hatchlings 4Head
log that value before you override it
logger.modding.log();
thankyou Kurosh, very cool
Hey quick question does anyone know if the charge dream gate glitch for invulnerability still work on the latest patch
once per quitout
Interesting
I was curious on trying it out to see if I can survive damage from things that normally aren't avoidable
I did
Modding.Logger.Log(":weary:" + attr);``` after setting, and it came back with `0`
@sweet parcel Everything is avoidable
lol
cow poop and slot_machine
I'm not entirely referring to enemies
hmmmmmmmmmmmmmm
@fair rampart why are you trying to set attrs on field infos
that's not how they work
I'm not using a field info right now, I changed it
private void OnHatchlingEnable(On.KnightHatchling.orig_OnEnable orig, KnightHatchling self) //GlowingWomb buffed//Not Working//
{
orig(self);
int attr = details.GetAttr<int>("damage");
Modding.Logger.Log("pre" + attr);
details.SetAttr("damage", attr + 1);
Modding.Logger.Log("post" + attr);
}
public KnightHatchling.TypeDetails details;
your code still makes no sense
that shouldn't even log
it should explode at runtime
Does it?
No, it just says attr is 0
Is TypeDetails a struct
yikes!!!
empty hop mod
oof oof
dumb it down
Try changing struct to class
And see the difference
Also try setting a to null
You'll get this
exit status 1
main.cs(8,9): error CS0037: Cannot convert null to `UrMumGay' because it is a value type
Compilation failed: 1 error(s), 0 warnings
You're effectively making a struct with default values
And then trying to set values on it
Which won't work because
- structs are boxed so SetAttr is useless
- you're setting stuff on some random struct you made yourself
er
gonna take that as a no
primitives are value types
They aren't nullable by default
And when you pass them into a function you can't change attributes on them
because they're passed
by value
A very good example of this is string
string e = "eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee";
e.substring(1, 3);
If i now do
Log(e);
What do you think it'll print
"eeeeeeeeeeeeeeeeeeeeeeeeeeeee"
Yes
Structs are the same way
If I have some details thing
Details d = whatever;
d.value = 10;
it doesn't work
not with that attitude
the way you'd think
now let's say whatever was originally 11
if i now print whatever.value
It won't give me 10
It'll still give me 11
Even though d was set to whatever
Because it's a struct
Structs are copied by value
Meaning that d was changed but not whatever
So in your case you'd have to do something like
Details d = self.GetAttr<Details>("details");
d.damage = 10000000;
self.SetAttr("details", d);
Also your details variable makes no sense rn
It's just set to nothing
In most cases this would be null
that's a lotta damage
but for structs it's just a struct with all fields set to default values
so all ints 0
etc
private void OnHatchlingEnable(On.KnightHatchling.orig_OnEnable orig, KnightHatchling self) //GlowingWomb buffed//Not Working//
{
orig(self);
KnightHatchling.TypeDetails details = self.GetAttr<KnightHatchling.TypeDetails>("details");
if (details.dung == false)
{
details.damage = 10;
}
if (details.dung == true)
{
details.damage = 5;
}
self.SetAttr("details", details);
}
like this?
Yeah
did it work, AAAAAAAA?
yes
I needed to set Fury again
but yes
hmmm
something doesn't seem right about that
doesn't this just make it not work with Joni?
ok lemme see 👀
basically, it makes it only work with white masks
it's also checking healthblue instead of jonihealthblue
doesn't really matter, it checked for Joni with equippedCharm_27
but I have been using fury womb with lb core (via GlassFury interaction I made)
¯_(ツ)_/¯
if (PlayerData.instance.equippedCharm_6 && (PlayerData.instance.health == 1 || PlayerData.instance.joniHealthBlue == 1))
wouldn't this be what it should do?
my a bit late? 😮
godammit
'm I a bit late?
private void OnHatchlingEnable(On.KnightHatchling.orig_OnEnable orig, KnightHatchling self) //GlowingWomb buffed//
{
orig(self);
KnightHatchling.TypeDetails details = self.GetAttr<KnightHatchling.TypeDetails>("details");
if (details.dung == false)
{
details.damage = 10;
}
if (details.dung == true)
{
details.damage = 5;
}
if (PlayerData.instance.equippedCharm_6
&& ((PlayerData.instance.health == 1 && !PlayerData.instance.equippedCharm_27)
|| (PlayerData.instance.joniHealthBlue == 1 && PlayerData.instance.equippedCharm_27)))
{
details.damage += 5;
}
self.SetAttr("details", details);
}
``` I think that's everything
accounted for
is there some way I could remove the black screen during loads?
how do I do that
UnityEngine.Object.FindObjectsOfType<GameObject>().Where(x => x.name.Contains("Blanker")).ToList().ForEach(x => UnityEngine.Object.Destroy(x));```
using System.Linq;
yw
I don't like Here
?
?
?
?
?
dabbing on this combo 
can we demote hal
can we demote hal
can we demote hal
voimme alentaa hal
we can lower the fish
smh google translate can't into finnish
rofl
it would be "voisimmeko alentaa halin?"
no i think we can lower the fish is better
@ Ax2u#1284 can you confirm
@ Ax2u#1284 can you confirm
@ Ax2u#1284 can you confirm
@ Ax2u#1284 can you confirm
@ Ax2u#1284 can you confirm
What's this? A combo? Not on my watch.
quick stagger him
we can lower the fish

u
us
them
all
not there exists not
it do not be like this
am i suppose to put addforce in the update method
every goddamn unity site a&q forums are down for some reason
you know what? youre right kuro, thanks for being so inspiring 

their example has it in update
The thing I love most about the Hollow Knight modding community is how warm and friendly its members are
kk ill try putting it in update 67
also except those who did banishment, theyre not welcome here
so how is that checkpoints in pantheons mod going
also any tips for absolute radience
will you name it reddit.dll
There is no strategy for AR. You just have to hope RNG favors you and you don't get lasered without being able to react!
Nerf please.
hm that¡'s what i thought... damn tc why dont they cater to casual players
bet they just aim to please speedrunners
It takes on average 200 hours of practice to beat AR.
damn
Compared to the other bosses, she is an astronomical jump in difficulty
she is the most unfair boss i have EVER fought
she is the most bullshit boss i have EVER fought
not even that Dryya fight during the Hornet DLC? now that boss was the worst one so far in the DLC
The Dryya fight in Queen's Gardens is very epic and challenging.
unironically I had well over 200 hours in Hollow Knight before I managed to beat AR
(mostly cuz she wasn't out yet)
wow........... i wasn't expecting this lame excuse from Avenging_Angle the non modder in the Hollow Knight discord...............................
this is why i modded absrad to be easier
The attacks here are much more terrifying, but they don't seem to overlap in the BS way that they can with Absolute Radiance. I still wouldn't want to try this one though, regular AR is still hard enough!
Honestly looks fairer than absolute radiance lol
is this general milky
yeah but the orbs arent also white so you cant see shit tho?!?!!?
make AbsRad rainbow
make game rainbow
make everything else greyscale, but make infection and rad light rainbow
is this limbo
the shade lord is the blob from inside
if anyone wants it
really tiny mod
just moves your save directory from whatever it is to 1432
so for windows Team Cherry/1432
moving saves while ingame when
.
.
think about the glory
Should I make QoL compatible with this
it's a 1 line change
The real move is I'll make it compatible but not bother updating till I update it for something else
do
did
good
The annoying thing about this if any other mod tries to use the save path via unity's property they won't get the changed version
I would've changed that but I tried and you can't detour extern methods
😡
Someone submitted a pop time which is better than mine
but it doesn't matter because they only had rta
which doesn't get them 3rd place
incredible
incredible
outstanding move
superb

you better get sub3 soon or you are going to get bopped by the guy running on cp
lmfao
I wanted to swap to 1221 but I had no saves I wanted to clear
So I moved my godmaster ones out
Easy
Now I just make Mini Debug do something similar
use mini debug's noclip to get rekky ez 😮


shouldn't his loadless time just be the same as rta in that case?
Yeah
why is it just blank
yeah but that gets 56 bopped
easy win
the reddit guy who played pop flawlessly also beat you 😯
oh god im retriggered by that thread again
ax awake post cursed pictures
delete this
how does that interact with MoreSaves

I don't think I changed how KDT did it
and he probably remembers
ask him
Yeah the answer is poorly
thought so
nvm
It'll work okayish
The page number will be kinda fucked
But the actual save loading should be fine
bc that part is handled by this
public static string GetFilename(int x)
{
x = x % 4 == 0 ? 4 : x % 4;
return "user" + (_currentPage * 4 + x) + ".dat";
}
Nothing using Application.persistentDataPath

is there any purpose to them
They just seem like backups


okay
roger roger
it's time
what the fuck fiftysix
i beg of thee

that's the best part about them 







