#archived-modding-development
1 messages ยท Page 441 of 1
if its relative to where its loaded, it might need to be in the .exe folder
just put it everywhere
and then remove them one by one
alright
nope
i don't get why plugins wouldn't work tho
https://markoth.is-pretty.sexy/5ScZFae.png the game uses this stuff which is in the Plugins folder
ยฏ_(ใ)_/ยฏ
ye
you tried Mods already, right?
i did
did you try managed?
Hi! Someone told me that there is a mod to replay the path of pain. It is true? If yes, where can I find it?
yhtsi
why bote

check Pins, Santi
there
it's qol
sid, can you edit the vanilla assembly in dnspy to see if it can load your dll from the plugins folder?
Ah, ok. Thank you
wut
i am waiting
i don't know why but placing it in Mono/EmbedRuntime worked

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finally can work on a RPC mod 
also i got this dll from somewhere else
maybe the dll was at fault?
I mean
you can just put it in the usual place
I already made a discord-rpc mod for hollow knight
like over a year ago lol
you just put the dll in managed
1 sec, once my harddrive responds
for some reason, that didn't work for me, but it works now so idc
alright yea
the dll file was at fault
omfg why is my hdd so slow
the one i got from discord github didn't work
do I dare ask what RPC is?
rich presence something
ye
its the thing in discord that says what you're doing in game
right
like with that it'll say where you currently are
it'll also say your game is hollow knight 2

i have pinpointed it, it uses the one along the executable
the previous dll i put in doesn't work
the new one does
big thonk
E:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Plugins\x86
is the path it uses
iirc
when i run it and try to delete the dll that is in the same folder as the executable, it tells me that the game is using it
so dunno
why isn't that mod public, smh
didn't think it was interesting, I thought it'd just spam the server with spoilers
like hey this guy is in NIGHTMARE KING GRIMM TENT and is fighting NIGHTMARE KING GRIMM
lol
i get what you mean
i might just do stuff like health/place then
well i guess the images are also a spoiler
it also did %
so it'd say you were in GREENPATH with 98% completion
bool flag = data.playerData.permadeathMode == 0;
if (flag)
{
this.presence.details = "Playing Classic";
}
else
{
this.presence.details = "Playing Balls of Steel";
}
very cool
but ye I made this around a year ago
only if had known, i wouldn't have to go through this
welp i am gonna do it anyways since i already put some effort into it
this is so old 107% was the max
public void SetCompletion()
{
PlayerData.instance.CountGameCompletion();
presence.state = string.Format("Completion");
presence.partySize = (int)PlayerData.instance.completionPercentage;
presence.partyMax = 107;
DiscordRpc.UpdatePresence(presence);
}
I found the source 

but yeah you can't really update things fast enough for health or soul
and you don't get a lot of space
you could put a gameplay timer in
and maybe a current boss
lol
i believe the presence update sends like 10s after initiating, right? i have made custom presence for my self bot and it was around 10s
very nice
o i see
https://markoth.is-pretty.sexy/2WPSD5N.png this is what i meant, poor wording
so yea, health wouldn't be useful
timers only need to be initialized and they keep track
so thats fine
I mean the only cool thing I can think of is mod integration
ye, just gotta specify the start timestamp
like playing randomizer: seed whatever
o
and a button you can click to steal the seed
I can't remember if you can just add the buttons with ingame interactions
nah you can't
it only provides stuff like party and spectate that is handled in the native dll
and decided to remake HK from the ground up
i could make a rpc for silksong :^)
I assume the OnSceneChanged hook has changed
as its not being called
also im not making hk lazy, thats what my discord-rpc mod calls hollow knight
sid was making one, but I beat them to it by a year Kappa
so old godmaster was still called Gods n Glory
{
Debug.Log("Discord: init");
callbackCalls = 0;
DiscordRpc.Initialize(applicationId, ref handlers, true, optionalSteamId);
presence.details = string.Format("Installing GnG...");
DiscordRpc.UpdatePresence(presence);
ModHooks.Instance.HeroUpdateHook += OnUpdate;
ModHooks.Instance.ApplicationQuitHook += OnQuit;
ModHooks.Instance.SceneChanged += OnSceneChanged;
ModHooks.Instance.AfterSavegameLoadHook += Instance_AfterSavegameLoadHook;
ModHooks.Instance.NewGameHook += Instance_NewGameHook;
ModHooks.Instance.SetPlayerBoolHook += PlayerBoolSet;
ModHooks.Instance.SetPlayerIntHook += PlayerIntSet;
}
not making HK mhm
mhm
ok
we all know you're secretly making your own metroidvania KDT
its obvious
yes
its called hk2
its super cool
its like hollow knight
but its coded well enough to run on a TI-86
spicy
https://markoth.is-pretty.sexy/6djwxQY.png it was a jpg, i am a dummy
what needs to be fullfilled for discord to recognize something as a "game"

because sometimes it tells me people are just working on regular old IDEs
someone give a good silksong logo
no like sometimes it will be like
Igotlazy is playing "Visual Studio"
wow look at me
playing "Steam Login"
ebic game
although the default listing is probably curated
Woah that suer do be
nice
fucking Sherma
operation "brute-force a spanning tree without using logic": complete
how
pain
how
https://markoth.is-pretty.sexy/AT4Z4dT.png it's proper now
it picks an area that hasn't been reached yet and a transition in that area which isn't a deadend
and if there's a transition in an already reached area which is directionally compatible, it links it
It's pretty fast. No stutter for me
oh nice
It's non-deterministic, but with no logic it can run pretty quickly, I think
I have not made a condition for it to abort yet though 
i think we should abort people who pass abortion laws
kdt question wasnt there a way of a sprite following the player without parenting that sprite?
cuz if i lets say, flip the sprite parented to the player's transform, the player flips too
something LateUpdate(){
newSprite.transform = HeroController.instance.transform right?
//doesnt work cuz transform is read only
}
do that to the position of the transform?
gradow, are you streaming tonight?

what should I stream tho
whatever you want
what i have now is
Update(){
gunSpriteGO.transform.parent = HeroController.instance.transform;
gunSpriteGO.transform.position = HeroController.instance.transform.position;
}
but ill try yours gradow
i tried removing parent before and the sprite just disappeared
oh
you need to enable the go
if it's parented to the knight, it inherits its enable/disable state
o
well i have a coroutine at Start already that enables it after the instances arent null anymore but ill try doing that now
hmm
if that doesn't work, then maybe you'll need someone who actually knows what they're doing
instead of me who just googles all the answers

thats what im been doing all night yesterday lmao
i think half of the search results are purple already, that or im just bad at specifying/wording the problem
I mean, all my mods and the installer are basically just a bunch of google searches
understandable tho
child.transform.position = parent.transform.position
also you can set parent, set local pos to 0,0,0, then unset parent
but will it follow?
im doing the unparenting stuff on Start, but ill keep the follow stuff in LateUpdate
it's live, sid
i mean, its working now i guess, but only appears when i walk
thanks bruhdow/k๐ ฑt
very cool
gun mod pog
*pew pew mod
I wonder when the next Silksong Update will be
nevah
I'm telling you, shadow drop at e3
I want internet points if it actually happens
and cookies
and i want my code to be written for me while i sleep but i don't think that's happening anytime soon
I mean
TC is basically top tier in the indie world at the moment
they dont need to show up at e3 but they could release something during the e3 time period
TC could just splice together a whole new trailer
show the same shit
maybe 1 new area
and people would still start foaming at the mouth
any specifications
yes, it shouldn't be left
deepnest_14[right1]
I have too many of those
ooh, I like Deepnest
oh, I was being dumb and pairing doors with right transitions
everyone knows you can only go through a door and come out from the left
unless you're bretta
lol
forgotten emote 
30-40 business days

it finished 
working on RPC mod was a mistake, i have no sense of good design at all
i am prolly gonna ditch it
homothety, you should implement RPC with randomizer
working on RPC a mod was a mistake, i am prolly gonna ditch it
King's Pass to right side city to Crystal Peak to Resting Grounds
But I didn't fix the item placements yet
ignore the numbers and the item placements
why is 56 an acute angle
I want RPC going in the other direction
a HK API for AI
AI controlled knight
alpha knight
libtas?
It does Angle
why is drawing the knight with a gun and making it not look like shit surprisingly hard
best sprite
marmu spikes are also done
Mino drawing my character when 
oh shit yeah i could do that rn
send a pic in art discussion or smt
and ill get back to you after i finish gun mod stuff
K
Potassium
Possum
ok
bloodstained arriving in two weeks got me like


lmao
it's an official emote of this server
im so glad that they added 

hornet is hongry
graadoww
what's a god to a nonbeliever
therefore I am omniscient (when it comes to my fanbois at least)
2 people
hello #archived-modding-development people
goodbye #archived-modding-development people

Benji and simo just have all of the roles as a joke i think
yeah , i dont think benji is a speedrunner , modder and artist at the same time
they have all the roles for testing purposes probably
do not doubt Benji's many talents
banjo can play the benji
he's the legend27
pretty sure it's just cause he can
roles don't matter when you have a role with administrator
roles dont matter when you own everyone and everything under an iron fist
Dictators brand themselves titles all the time
Um, it's also for the fact if someone pings a role we're aware of it too; to pick up on meme pings or just help if possible
just disable all pings 

@ everyone
Okay 
no
I dont think you can disable individual emotes
Immediate ban for all those that use it? Say I
make a bot delete it everytime its posted
ban kdt
pete did you complete the prophecy yet
don't ban me
ban KDT
bro what prophecy
ill come back under an alias
of leaving to go do celeste runs and come back later to take hk wr
TDK
hk

hey dont billie me ๐ก
pete, speedrun eroico


what is that emote even supposed to convey
thanks guys
this is what I feel when I see hotdogs
๐ก it's clearly supposed to convey Sword Saint
but sword saint was pretty free
what
I find Demon of Hatred easier
Hardest boss in the game easily
ech demon was ass for me
I'm really fucking bad at deflecting spear attacks
You strafe and he misses then you hit him twice
which probably doesn't help at all
eh sword saint wasnt that big of a deal for me, yea he took me a bunch of times on my first run but i doubt i crossed 35 deaths
imagine using prosthetics on sword saint
I only use shuriken to make him stop staying away like a bitch when I fall off or have to heal
He has a gun thats cheating
i mean he does pull a sword and gun out of his ass
well
shoulder
and also the spear
and genichiro pulls an old man out of his shoulder
everybody gangsta till grandpa crawls out of your shoulder 
question, is it in logic to get to hiveblood/hive mask shard with only tram pass and dive with shade skips misc skips and fireball skips on
also, in rando 3 does having it so that logic is only in easy locations or whatever does it start you with lantern?
because I started with lantern for some reason even though it was from flukemarm
its probably an anti-darkroom thing
ech I guess
darkmoon blade
if only there were a channel to ask these questions
where I've already posted the answers many times


hmmm
TIL the difference between value types and reference types
also, my mod is hella fucked

yes, it's quite unfortunate
I had a lot of methods which looped by adding stuff to int[] obtained
to determine what was reachable
why would you want to pass by value ๐คข
its faster for primitives
wait are primitives not pass by value?
KDT-sama can I see your collision code again I want to try a thing
like int and float and the like
they are in csharp probably
primitives are by value yeah
but in c++ you can pass them by reference
alright thought so
just use ref
wait you pass primitive types by reference in C++?
you can
in c++ you can do anything you want
is it normally passed by reference tho?
but by default it'll pass everything by value
ok that makes more sense
This is the culprit for me. I had assumed the method wouldn't actually alter the array
Now that I think about it, I guess it always has newObtained == obtained
not really relevant but i think you can use IEnumerable<string> as the return type and yield return the transition, saves you the hassle of creating a new list
Type goType = HeroController.instance.transform.GetType();
FieldInfo[] myField = goType.GetFields(BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public);
foreach(FieldInfo fi in myField)
{
Log(fi.Name + " " + fi.GetValue(HeroController.instance.transform));
}
uhh this should print out all the variable/field names AND values of that transform instance right
alrighty ill try that too
Object.FindObjectsOfType<Transform>()
if you iterate over that list and check if they're parented to HeroController I think it would be better
jesus christ nvm, apparently my only problem was is my object wasnt set to DontDestroyOnLoad, which like you said gradow yesterday, was probably being inherited whenever i parent something
cuz i did the dumbest way of debugging it, i Logged a double var that increments everytime update occurs and for some reason it just stops when the game fully loads


Morning
wrong
Unfortunate
morning mino
wrong
supmino
I think it might finally be working 
It still crashes on building the spanning tree sometimes 
Nobody gonna comment on
HeroController.instance.transform.GetType()
?
Massive brain
any typeof(Transform)
look i thought you needed the type of the actual instance itself to get its value, plus im bad at using reflection
hi bad at using reflection
With the new settings, can I use a SerializableStringDictionary as a public dictionary I can refer to elsewhere? Or do I have to convert it to an array or something first?
SerializableStringDictionary is just Dictionary<string, string> with some fluff added using ISerializationCallbackReceiver
So yeah you can use it
ok, cool
Probably cast it to Dictionary<string, string> to make it easier
I guess you converted it into an array for rando because you don't need the structure of a dict if you're assigning actions to everything?
It's just better compartmentalization
There's a word for it in programming but it's slipping my mind right now
Basically if something doesn't need to be publicly modifiable it shouldn't be
Because you might do it on accident
And converting it to a new data type before returning has that effect
I see, that does make sense
56, did you have a way to get the gate info from the previous room with your hook?
Oh, I guess I could just check against vanilla destinations
That would be tedious to add, but doable
I wish I could be this lucky 
I'm trying to find where to modify entry gate coordinates, for stuff like the Mantis Lords gate, etc
You mean where the gate takes you to or where the gate is at in the scene?
I guess the second one makes more sense
It's just an object
Modify its transform
I think this will do for coordinates:
GameObject.Find(info.EntryGateName).GetComponent<TransitionPoint>().entryOffset
where the gate takes you, preferably
just to prevent it from putting you behind walls and such
hmmm, this would appear to have destroyed the transition 
I worked on the TAS yes
monster
TAS for hk when
never
make one
nou
u
learn to mod mino
soonโข
imagine modding hk when there is minecraft
Finally someone gets it
Imagine modding when there's literally so many other games to play
This is why I never finish anything
he's not going to see this yknow
is he still camping on twitter
interesting 
it really do be like that
also ah fuck ill dm you the directions thing today
i have way too much art piled up lmao
free real estate
just gotta get a couple more things done and then ๐ no more art for yall
he is busy
im just like whatever as well. had some stuff kinda planned but ee rip those mods
ohk
ye
damn modding channel loses members 
If you need help mini
uwu
yea ill look at C# stuff when im done with this pile of modding art and commissions
a lot of it's gone considering saleh's not here
reported for sinning
where's my $69420
hoo hoo ha ha
ok
i feel stronk
is there a mod to get all pale ores mask shards and vessel fragments?
yeah it's called playing the game
i don't like this mod
yes there is debug
how do i open debug
f1
shit i'm stuck since i already got dash
ok how do i?
download debug
Petition for someone to make a mod that changes uumuu's name to uuwuu
u
its like half a second to do yourself
now that i installed modapi there are more good mods
what's custom knight
lets you replace knights texture
arts mod?
shitpost
dreamshield co-op
chaos mod
hey uhh my small baby brain can't locate the randomizer mod can someone help me
thanks
shit white lady glitched idk why
progress

best mod ever
why not replace the nail with the gun
and only move it to holding position when you fire it
that's easier to draw, right?
This is fucked. This works unless you enter the room through the gate 
ttacco wanted this ยฏ_(ใ)_/ยฏ
its understandable if its a 0 effort shitpost
nah i had a more aesthetic gun but we swapped it out
it's fine tho
as long as it both plays and looks consistent
yeah but like that's pasting and making sure the guns are consistent on each sprite
that's effort
could you not use smart layers
ill have to edit the sprite multiple times because things like perspective exist
at least you're getting paid amirite
nice
Was the Poorly Translated mod finished or still being worked on?
oh yeah
I remember seeing that initial stuff had been done but that there were things like "page break" in the text.
it would've cost you 0 dollars to not type that
you're welcome 5fiftysix6 ๐
sad
56 stream rain world again
wasn't this like a group modding channel project, and it's been abandoned 
56 streams rain world?
Best rw streamer
I mean the only thing that needs changing is the tags
You could remove the tags within the messages via regex pretty easily
Tbh I should do that before translation tho
Because some broke, some work and some were assembled into the text
Like, one <page> became <website>
very nice
Thanks for the answer! Best of luck finishing it.
Hey 56, is there an easy way to get gate info from the previous scene from On.GameManager.BeginSceneTransition?
Or to lookup where a given gate leads to?
I can check in a minute
yeah, thanks
omw home ๐
๐
omwo what's this
@unborn flicker why are you using BeginSceneTransition btw
You can just hook the gate itself
that's what you were using
ah
how do you hook the gate?
You can hook TransitionPoint
You might just be able to loop over all the transition points and use tc's built in event
And you can get the gate direction from BeginSceneTransition if you want
but not the specific gate
so if there are 2 right gates you can't say which one
yeah, that's the issue
it doesn't come up too often though
can you get the previous scene too?
I mean before calling orig just check the current scene
I guess you could actually figure out the gates via WorldNavigation
Because you have EntryGateName and SceneName
Nevermind WorldNavigation is missing the actual to scene
unfortunate
pensive
You could do something that's kinda cancer
Make a stackframe and read up the call stack for the TransitionPoint's call to the method
actually
You could GetObjectOfType<TransitionPoint>.First(x => x.targetScene == SceneName && x.entryPoint == EntryGateName)
modify each transition point immediately after randomization, rather than on transition?
no
right now I have a dict which is (entrance, new exit)
and I have don't have anything to give old exit => entrance
Ok, the hook you mentioned earlier would be On.GameManager.FindTransitionPoint, right?
private static void RandomizeTransition(On.GameManager.orig_BeginSceneTransition orig, GameManager self, GameManager.SceneLoadInfo info)
{
if (string.IsNullOrEmpty(info.EntryGateName) || string.IsNullOrEmpty(info.SceneName))
{
orig(self, info);
return;
}
// Note that we haven't changed the scene yet so we can just get stuff before actually calling orig
var tp = UnityEngine.Object.FindObjectsOfType<TransitionPoint>.First(x => x.entryPoint == info.EntryGateName && x.targetScene == info.SceneName);
Logger.Log("Gate is " + tp.name);
orig(self, info);
}
ah
note that if you do something like
never calling orig at all
the original function just never happens
understandable
ununderstandable
Someone should make a HK mod that puts grave markers at crystal lake for every NPC that has left or died
at what
hmmm, this breaks transitions
commenting out the two tp lines makes them work normally again
according to debug it doesn't leave the scene
check output_log
^
yeah, that fixed transitions
ok, yeah, I'm getting logs now. Thanks
yeah, this is exactly what I needed 

I have a bit more to work on, but I'll stream more tonight
fotf is now randomized normally. I'm thinking I'm going to have the player start the game with ~200 geo, since it's possible to be forced into KP => Queen's Station => Dirtmouth
Is there any way to hook some sort of a map into it? I feel like I'm going to be so lost
Randomized transitions aren't going to make sense in a standard map
you can make a map in your mind
Incredible. I randomize 4 doors. The doors to Emilitia and Crystallized Mound have transition points. The doors to Ancestral Mound and Overgrown Mound don't. 
nah, that's not exactly right. Rather, those last two doors don't properly refer to their target scenes, I think
I just had a powerful category theory moment while modding 
but Gradow is not here, so I will wait to share it
Arenโt there more doors in hollow knight than just those
Not that I'm aware of

I only randomized doors leading to different areas
O
though, obviously, "area" is something defined on an ad hoc basis
And weavers den?
No. Only the 3 mounds, and the passage from CoT to Waterways
I see
But there are two passages from CoT waterways that have โdoorsโ
Junk pit tbh

are you gonna count left waterways as different than right waterways
no
they are connected by the central shaft
Even though that room is named Abyss, and the CoT map shows it as Basin, Jiji has spoken, so it is in Waterways
it wasn't as good as I first thought
but I have two special kinds of transitions: those tagged as deadends, and those tagged as isolated
and I realized those are categorical duals
a deadend is a transition which doesn't lead to any other transitions, so it also doesn't contribute to any logic
an isolated transition is a transition which can't be reached from any other transition, so it doesn't have logic for reaching it
and so if you have an area with one deadend and one isolated transition, there's a sense in which those are terminal and initial objects, respectively, I think
one with a breakable wall, like the one coming up into Howling Cliffs from King's Pass, or into City of Tears from Emilitia
An area with only one transition, like the mounds or the Abyss, necessarily has both properties on its transition
a deadend would be like entering QG from Fungal Wastes
Right
The more I work on this project the more I come to terms with the ultimate truth of the universe.
KDT is always right.
depends, how many pocket lints do you have on you
i dunno I can probably get more if I get a free kidney out of it
I can't wait to have 4 kidneys im gonna be able to do double the amount of toxic things a normal human can
fucking deal
I think I'm going to need to fake a FixedUpdate
uneedtofake
holy shit Unity added the ability to turn off autoSimulation
and gave you the ability to call physics when you want
....I guess it's time to create my own GameLoop
@leaden hedge I summon thee.
Just donate in a kidney
ye
can I just donate a kidney?
me 3 hours ago: I'm getting Mantis Claw at fury too often, let me put a slight weight to make it appear later
randomizer: ok I will put claw at soul catcher
me: oh that sounds very nice
randomizer: blocked by lantern at void heart
me:
imagine being pinged and then not even asked a question @charred parrot
Big rip
KDT explain why japanese particles are just a big ๐ฉ thats a question for you
I'll play some more celeste in a while
ye just ping me since ill be awake
unbelievably big-brained seed
Mines_33 is the Crossroads dark room, linked to Ancestral Mound
10/10
I'm going to be controlling the character through regular position sets as opposed to Rigidbody garbage
I am however going to keep a Kinematic RB on it just so it can react to triggers
the thing is that the Physics Simulation happens freaking whenever
so I'm going to be making my own Game Loop
I'd only ever trust a rigidbody to work on something non-game mechanic related
that calls 2D Physics from within Update
and I'll use this to make it frame independent
that looks suspicously like my code
So player movement, Unity physics and drawing will happen together
in order
I'm also going to have 1 single Update loop with delegates
and things will just hook in
because apparently the Update loop is actually quite intensive
when there's a bunch at least
if you want to be cooler, move your while(statetime > completedframes) into a single gamemanager
and just call them all one by one in that
Bitch I might be
void Update()
{
Time.timeScale = timeScale;
while (StateTime > CompletedFrames)
{
inactive.Clear();
for (int i = Entity.entities.Count - 1; i >= 0; i-- )
{
if (Entity.entities[i].StateTime > Entity.entities[i].CompletedFrames)
{
Entity.entities[i].uf(Entity.entities[i], 1);
Entity.entities[i].CompletedFrames++;
if (!Entity.entities[i].active)
inactive.Add(Entity.entities[i]);
}
}
foreach (Entity e in inactive)
{
e.Remove();
Entity.entities.Remove(e);
}
CompletedFrames++;
}
}
doing it this way makes sure everything always goes in the same order
i.e. if you had to do 2 frames the other way it'd do
aabb
but with this it does abab
the timescale is just so I can have a slider
to slow the game down
I do this is true
oh 1 question actually
back to this at the bottom
you had your control function AFTER everything else
why?
wouldn't that mean the inputs would be applied a frame after
instead of the frame of the input
won't really add lag as cf is probably getting called a fuck tonne of times compared to uf
sure
ty
if you moved it so cf only ran on the frames uf did, then yeah move it before
which is really what you should do
and make the player input just read from a buffer, that you write to every frame, regardless of if its a 1/60 frame
ya I'm going to add an input buffer later
is it just 1 button press per frame?
meanwhile axes can be whatever
@rain cedar I just replicated a bug on the build of the randomizer from your github. After obtaining the first item in an additive item set, the others despawn from their locations
wait, I just realized something about room rando
what if the exit of Sly's store links to Iselda's store, and vice-versa
that's why I made such a big deal about the special labels for certain transitions earlier
right
My method runs
- build spanning tree (without using deadends, King's Pass is excluded)
- place oneway transitions and isolated transitions (the 2-way King's Pass transitions cannot be used here)
- place remaining transitions using logic to constructively ensure completability
@leaden hedge I'm assuming you're using 60 because you want to lock to a 60 fps simulation?
because there are so many unnecessary transitions, I can afford to waste a dozen at random on the spanning tree, just to guarantee connectedness
right right
60fps is just standard
time to run the game at 10
Lazy.
It's interesting to think about though. You would need a very different algorithm given different complexities of transition requirements, distribution of item locations, number of extra transitions, and so on
Mino.
Cease
wait whats the logic again behind not just slapping everything in FixedUpdate and telling FixedUpdate to run at 60fps
go for it
huh
Unfortunate
no ghost plz
reverting GetAdditiveBoolName to what it was before the May commits seemed to fix the problem I mentioned
I didn't put too much thought into it though, so who knows
{
public static MasterLoop instance { get; private set; }
public static event Action GameUpdate;
public static event Action GameControlUpdate;
public static event Action GameFixedUpdate;
private static long totalFramesSinceStart;
public static long TotalFramesSinceStart
{
get { return totalFramesSinceStart; }
set
{
totalFramesSinceStart = value;
TotalFrameProgress?.Invoke(totalFramesSinceStart);
}
}
public static event Action<long> TotalFrameProgress;
private static long totalPhysicsFramesSinceStart;
public static long TotalPhysicsFramesSinceStart
{
get { return totalPhysicsFramesSinceStart; }
set
{
totalPhysicsFramesSinceStart = value;
TotalPhysicsFrameProgress?.Invoke(totalFramesSinceStart);
}
}
public static event Action<long> TotalPhysicsFrameProgress;
public static double TotalTimeSinceStart { get; private set; }
private float fixedTimer;
private void Awake()
{
if(instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
Physics2D.autoSimulation = false;
}
else
{
Destroy(gameObject);
return;
}
}
void Update()
{
GameLoop();
}
private void GameLoop()
{
if(TotalTimeSinceStart == 0)
{
GameFixedUpdate?.Invoke();
Physics2D.Simulate(1 / 60f);
}
while (fixedTimer > (1 / 60f))
{
GameFixedUpdate?.Invoke();
Physics2D.Simulate(1 / 60f);
TotalPhysicsFramesSinceStart++;
fixedTimer -= (1 / 60f);
}
GameControlUpdate?.Invoke();
GameUpdate?.Invoke();
fixedTimer += Time.deltaTime;
TotalTimeSinceStart += Time.deltaTime;
TotalFramesSinceStart++;
}
}```
@leaden hedge
probably doing something dumb
Looks functionally the same to me
as?
Not you, sorry
aw
I tested the same items, not same seed
I had it happen with VS, cloak, and kingsoul on my mod, and cloak when I tested on yours
I assume it affected all additive groups equally though, I wasn't thoroughly testing
consistency 
very entertained
woah woah woah are you making a mod to make the game consistent for TASing
thinking lazy actually mods this game 
theres already a mod to make the game consistent
wait there is
its called replacing all the c++ functions for time/random with calls to c#
yeah I only bothered to replace the time call
but it'd be like 20minutes or something to find the rng function
imagine thinking I would waste my time modding this shit game when I could be making my own shit game
What does the "RandoMapMod" do
such as
how much does it cost to make them not ? and say what they are
thanks
it's pretty much free if you are willing to put effort
I think I know what's wrong with the additive items in the current rando
The locations are serialized in a dictionary, which is unordered
So sometimes when you load your save it'll put the items in different orders
And they'll get different bools assigned to them
Shouldn't ever break if you don't quit, if that's the case
Hmmm, that doesn't seem right
I did a test where I benchwarped to get cloak at MoP, and then benchwarped to Great Slash where shade cloak should've been
no quitouts
Even if it's not the only problem it's still a problem, at least
yeah, that's fair
Silksong at E3?
it will be
you think?
radio silence says it all
yes I can confirm
saleh youve literally disappeared from the face of the earth for 3-4 days did you finally finish your book
no, I did not finish Hero of Ages
wtf
look, I already called silksong at e3
can you let him finish the but ๐
I am getting a free ride for the freshmen year of university because of all the scholarship work I've been doing
sorry too immature?
so that's good
congrats
another one taken by uni, say good bye to your free time ๐

nitro boosted
yeah we got nitro boosted
incredible
hence the banner too

sigh
this fuckin emoji is apparently too good for this server so they didnt add it
56 i just realized why are you a universal quantifier
forall is a nice symbol
agree
any โ
imagine using there exist
null ref on GameInspector.PrintObject 
then we literally do nothing
but i doubt, theres gonna be a 80% chance it shows up at least some extra gameplay on treehouse, they didnt mention anything about "hey guys please shut the fuck up about e3 were not going thanks ๐"
56 is it okay if I read secret history before alloys of law
I think I'd actually recommend you do so

wow I can use
now
whats the point if even, lets say, the most faintest chance of it happening, hk gets into smash, itll end up getting torn apart because the slot was "stolen by a dumb indie character noone cares about" when their favorite character shouldve been added instead
honestly that would make it even better
just, inhale the salt
i cant believe smash would spoil all of silksongs moveset this cant be real this cant be happennig
also notice, leth has been way more online these days hmmm coincidence??!?
yes
they should put crawlid in smash
They should put
in smash
reported


