#archived-modding-development
1 messages · Page 462 of 1
because they are bosses from other games
o h lol
🅱agney 🅱arnation
i havent played whatever game that from incase u didnt g u e ss
what is this spacing
tis ok, neither have I
what spacing

g u e ss ?
yes
long guess
it's a bit short imo
^
okie
dream world scene where everything is pixel art like that one episode of community when
still looks like you'd get it super often without trying
like when you forward slash pv you won't get parries as often as you did in that video
but idk
Is it not supposed to be whenever the colliders connect?
am I supposed to make it random too?
or should I make a very specific frame do the parry?

- that's not my code
- ew to you
i vote to ban raphy
^
3rd
this is a mistake
inline braces are pretty neat tho
like the only reason they work is because VS forces it to be like that
literally the only time inline braces are good is when you are writing on paper/white board and want to save space
also saleh i think all you need left is a time freeze
and even then, you might as well just remove the brace
i still think theyre neat and better
imagine dedicating a whole line to a brace
should I increase the ramp up/down or just the time when it's at 0
rn it's
ramp up = 0.04
ramp down = 0.04
wait = 0.03
yes, the freeze
ramp up and down are how quickly it gets to the freeze and the wait is how long it stays at it
so I should set it to 10 
maybe the wait?
Imagine dedicating multiple lines to a program
I mean we already have semicolons, why do you need new lines too?
Regular game uses:
rampDown = 0.01
wait = 0.25f
rampUp = 0.1
as i see it, it seems to me that i have observed (as far as I can tell), the evidence has lead me to conclude that it seems likely that... consider this... you should bump wait by a few miliseconds. one might argue that i'm wrong but in my experience this is the best option
is this good?
GetMonoBaseField dosent seem to do anything when i use it on monobehaviours found in globalgamemanagers
What monobehaviours are in ggm?
They are scriptable objects
But getmonobasefield seems to just return the same basefield I already had
They aren't in ggm of course but rather referenced in the ResourcesManager
idk what went wrong but this looks good to me https://gist.github.com/raphydaphy/c49e4c81c1299ddfbd36cc7cfa848f53#file-failure-cs-L31
yes that seems pretty good
Maybe because scriptable object isn't a real monob? Idk
I mean i can view the fields in uabe
Oh I should try assetsview (should have tried that earlier whoops)
Just not in mine
If it doesn't work in assetstools.net it probably won't work in assetsview.net
yea but then i know if im dumb or ur library b0rekn
If uabe can do it, prob the library br0ke
But idk
Also just know I joined 1 eye monster server just to quote with 
well this is a good start it seems to have crashed when i opened ggm in assetsview
oh i am very proud :blobhappylife:
also one eye monster server lmao
I mean I don't want to advertise
fair
Ugh this lever has been incredibly frustrating
thats a pretty wild hud
The problem was that there is actually a second, nonexistent lever of the same name in the room
Same thought
And depending on which direction you load the room from, a different lever would get edited
namespace AssetsView.AssetHelpers
{
public class AssetInfo
{
public static string GetAssetNameFast(AssetFileInfoEx afi, ClassDatabaseFile cldb, ClassDatabaseType type, AssetsFileInstance inst)
{
AssetsFileReader reader = inst.file.reader;
if (type.fields.Count == 0)
{
return type.name.GetString(cldb);
}
else if (type.fields[1].fieldName.GetString(cldb) == "m_Name") // index 1 is out of range
{
when i open global game managers with deps in assetsview oh no
shouldnt the first check be if count is less than 2
well it works if i do that
That's wack
That means a class with a base field but no children
While possible that makes no sense
Never run into that, what was in the type variable
Not really, I've seen types with no base field but not one with a base field but no children
But what was the type
um its a bit odd, the name string is null, class id is 98, base class is 6 and it has this one extreme field
I don't have the cldb editor on my phone
i mean i would be very surprized if you did
Can you look through the types in uabe for 0x62 and see what it's called
I have a basic version if uabe.net in my phone
wow thats dedication
I have steamcmd as well so I can download hollow knight too
Userland
Also it wasn't hard, it's xamarin so pretty easy to port
uh is it possible to search the cldb types in uabe cuz manually looking for 0x62 may take a week
Just go fast
wow i found it
But yeah the cldb editor is the worst
DelayedCallManager
Open it
If you click edit what does it look like
i think thats it
Lol ok
it was like this before i pressed edit
i havent looked at cldb records before so idk if this is normal but it seems odd
That's not normal
oh no
oh yea you should do that idk ur timezone but its probably super late
Not really but I have a flight tomorrow morning
oh ok well hf
Lol guess I will add the cldb editor on my phone for my phone on the plane
before long you'll be playing silksong on ur phone before it's released 
What is this ? Chaos mode 2.0
?
It's just col.spriteDefinitions = col.spriteDefinitions.OrderBy(spr => rand.Next()).ToArray();
ohno lol
unfortunately, there are a lot of hitbox issues
nvm, hitboxes were easy to fix
Unfortunately, I don't think the world is ready for this mod, but I'll leave it in here just in case 
Best Modpack is randomknight + chaos mode + enemy randomizer + randomizer 3
you forgot Omnes Deorum
man of culture
I think I finally found a git with code that seems sane for me
too bad the mod is outdated 
bonfire is small enough to make heads of tails
Bonfire is imgui don't copy it
I don't intend to copy anything, I just try to understand how things work
Taking time to understand imgui 
what's imgui?
I thought you meant it as a license
my C# knowledge is abysmal, so I kinda have to start somewhere
Luckily my mod is too simple to require those things

I hope
I found one of the only hooks I'll need I think
I assume the mod settings of the example mod is using obsolete code?
On.GameManager.BeginSceneTransition
That's the one that seemed the best from the documentation
I'll try with that then
should I consider that the documentation is unreliable currently?
oh
PepoThumb
what are you making
Random challenges required to beat the game
^
mh?
i still need to finish my mod 
o yea sean, are you actually making another debug mod in f# or just messing around?
but yeah, goal is to implement something similar to the external bingo for rando runs.
no
ok buddy
the advantage of it being supported in game, means I can be more liberal in the kind of objectives needed
I can add ones with failure states, which isn't possible in a bingo board
I have made very elaborate, well-designed mods on my own Seanpr 😡
Like, uh, infinite notches
tfw arararara has made a more complex mod then I will ever be capable of
Oh yeah, I also played around with clustering sprites
https://streamable.com/sm2bh
this one is rerandomizing every 5 seconds
I see no difference. Are you sure it worked?
I was also thinking I would make a version that very slowly becomes corrupted, maybe one sprite swap at a time
Only a quarter the size of room rando commit: I sleep 
3k lines just to randomize sprites? w h a t

o oops i just saw the video before then that commit, but i suppose this its random 3? that makes more sense
general
nice
the overhaul on items, is it simply internal optimization, or does it have gameplay consequences? (like progression items being more spread out in the progression line)
this version should have minimal frontend effects
gotcha
does anyone know what happend to the voidwalker mod?
aeraloth started it
and then he didn't release it
and made a video on it
and then didn't release it some more
iirc
pretty common development pattern for hk mods, tbh
lmao
he wants you to do it i guess
doubt
@dark wigeon it looks like your monoclass reader has no support for anything that isnt in the default namespace ?
nvm you just totally ignore it so you still find the class unless there are two of the same name in different namespaces (there arent
).. i fixed that anyway but this means its not the cause of my issues
oh my g0D i don't have a brain - i spent two days debugging this without realizing that i was using the wrong DLL dir and the dir i was using just happened to have playmaker which made all the playmaker scripts work.. sry for the unnecessary ping
no mind brain to think
time to work on the sheet
Does anyone want to put all these sprites into squares of the same size in a spritesheet?
https://www.spriters-resource.com/pc_computer/cupheaddontdealwiththedevil/sheet/98980/
are you making a cuphead mod?
I am replacing all hk bosses with bosses from different games
ah
this is epic
i wish i knew how to sprite sheet
@ornate rivet tehre is a sprite sheet maker?
hmm idk if spritesheet packer puts them in order
aseprite can do it
@ornate rivet
isn't aseprite for pixel art?
a spritesheet maker sounds like the exact type of thing a pixel art editor would have
listen katie saleh
whoa
and the boxes of the sprites
@ornate rivet
ok ok
this is a shit tonne of sprites btw
yeah
cool
its like 900 sprites
for one boss?
its got a lot of ads
ok so actually looking over the sprites, I don't feel like doing this now. Especially because alignment is going to be the biggest pain ever

tab tab tab tab tab tab tab
but yeah you get stuff like this
and it'll have like sprite 1 {x=0, y=0,w=505,h=600} etc etc
then it'll have like
anim {
create{
from: 1
to: 20
direction: forward
}
cx{
from: 21
to: 21
direction: forward
}
}
this file
will be extremely big
this is like 10% of the sprites
bruh
oh boy
this is like 125 out of 900 
oh its like half of that
when I actually export it
just has a bunch of white space at the bottom
on the subject of large files dont u love it when network manager decides to be 72mb
sad
here you go, enjoy aligning that saleh
question: is it possible to do the last two pantheons without beating the hollow knight or radiance?
in terms of unlocking
thanks katie
awesome
guess what'll become a hard objective

I might make it a special one only if you fail a hard objective once
question, is the seed system for randomizer something that exists but is hidden in vanilla?
Or is it better if I use something on my own
seed system for rando is from rando
aligning cagney is impossible
if you fail to align cagney, you don't have the salsa in you
antialiasing
I don't want to do that for hundreds of sprites though 
it seems like they align it with the left foot
would have been so much nicer if it was the tip of his nose
also I couldn't find the miscellaneous sprite options you were speaking of Katie
that's illegal
?assets
Assets
Assets can be found pinned here - https://discordapp.com/channels/283467363729408000/301227786658381825/425062958058569738
You can get Asset Studio to get assets from the game files here - https://github.com/Perfare/UnityStudio/releases
You can get UABE to directly edit assets here (but using a API mod is better) - https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor
nes: do you ever plan on adding .resS file support to assetstools or even just know how I might go about doing it myself? Reading assets from stream paths is not ideal and I'd love just extract the resources but assetstools dosent seem to have any tools for .resS
Sounds like an extra addition
Just input asset data and output texture into byte array?
Like do you want it decoded or no?
Original assets tools has a texture2d decoder but it depends on like 8 unmanaged dlls
convo title
it's going to look in the sheet stuff
and if it can't find it it shows #!#!yeet#!#!
What would be the proper way of setting dn dialogue?
You can use a language hook to catch your custom sheet title and return the message you want
I mean convo title with LangGet would work
Yeah
It's what you do for like the statues too
alright
ModHooks.Instance.LanguageGetHook that is
@unborn flicker I noticed on your rando 3 guide you linked, there is some missing locations like the abyss or inside locations similar to the ancestral mound like white palace.
@unborn flicker I noticed on #races-announcements channel, there is some missing racer pings like there wasn't one in the last 5 minutes
ok
Original assets tools has a texture2d decoder but it depends on like 8 unmanaged dlls
hm yea this is the main issue with decoding the assets, i guess even just the abity to get the raw data would be an improvement although I think that's as simple as reading the file found in mStreamData, going forward by the offset provided then reading the specified amount of bytes 🤔
On the other hand, when I looked into deserialization yesterday it really complex
Look at the uabe repo and the issue at the top about textures, I posted some info a few days ago
We can also use what studio uses as well but requires like 2x the dlls for wrappers
what studio uses
studio ?
your hkworldedit method that loads actual unity classes (texture2d) from the asset data is pretty neat tho, i might look into using that
also unityripper is a thing but its not simple https://github.com/mafaca/UtinyRipper/blob/master/uTinyRipperGUI/Exporters/Texture/TextureConverter.cs
Asset studio has .net wrappers for what uabe uses
All you have to do is read the bytedata from resS or the byte array and convert the texture data into something usable like png using a library or build your own like I did in the TEX folder of hkwe 1. Also if this is in editor or game unity has functions for it
oh wOw i'd never heard of asset studio before but i just downloaded it and its amazing
its a bit of a failure when it comes to monobehaviours but if i could figure out how to use its asset exporting code then i can have good day
monobehaviours aren't actually in asset bundles though right
they are
the monoscripts are too but not the actual dll
they are a bit of a pain to extract though, as every monobehaviour needs its own typetree and every monoscript has to be added to the preload table
Yeah if you don't mind having dlls, use the wrappers from studio, it's pretty self explanatory I think (I'm not at home so I can't send the code I have). The c# stuff I was using is from a project called detex which I ran through some program to help convert to c#
Oh yeah detex has command line too if you are lazy and just want to send commands through that
ah, studio is already c# tho so it sounds like the easier way is to just use that ?
Studio doesn't use c# texture loading
wait wut
Its pinvoke
o h spooky
Like pvrtexlib and texture converter are native non c# libraries
They just have wrappers to call it from c#
ah yea ok ill just use their wrappers then like you suggested
I'll try and see how hard it is to write a wrapper for detex
i tried to find detex but all i found was some latex processor
nvm found it after additional goo g l e https://github.com/hglm/detex
You ever wonder
why grub audio is "random"
would it be possible to replace near to all textures in the game in a reasonable amount of time? I got them all extracted and Imma edit em automatically so that part won't take long but how the frick do I get em back in all the different .assets files
define reasonable
like not doing them manually pretty much
I saw the pinned post about replacing an audio file but that seems like too much work for like 8k files


the issue is I don't care
You misgendered a hollow shell, now you must pay.
a fictional* hollow shell
Is that like a shader or did you just resize the game and then set it fullscreen
why would you want to hurt your eyes like that
just to see how it lookie
nope I found a method with UAB that allows you to just import everything at once
FeelsOkayMan
Impressive
Did your pixelator program remove all the transparency lol
dang that looks kinda good actually
that pixel hk looks sick
ngl that looks pretty dope
hmmmmmm

These videos are always deafening and you can't change the volume before playing them
I don't like it
i mean u can pause as soon as it starts to minimise deafen
What happens if you scale2x the pixilated textures
How come setting this thing's height doesn't change its height
its position value does change, but the particle's actual position does not change
Does anyone know where I can get both sprite sheets and sprite atlases for characters? I've found a png sheet for the Knite and some jpg sheets for some other characters but it seems like I'd have to do the atlas by trial and error. Does anybody have png sprite sheets WITH the atlases?
Don't think anybody has bothered to dump the bounding boxes for all the sprites
Not much benefit to it
Is there way to do it using one of the pinned tools then?
Because I would really like to get some atlases for at least a few of the characters.
Not that I know of, but you could dump all the sprite textureRect/textureRectOffset properties at runtime
Alright ty. I'll look into that tonight. I would do that through UABE, right?
Thought's on these colors for UI?
I was thinking about cutting the true/false text to make more menu room
@proven palm you want something to split sprites into pngs in different folders? I don't think uabe has a sprite atlas extractor and definitely not one for tk2d but I think I posted one somewhere here called super sprite extractor
Question that's probably been asked before: how and where would I begin to make a HK mod myself? Is there somewhere you can direct me to or would you have to explain it all yourself?
Looking at other people's mods on github is more helpful than that imo but whichever you prefer
alright thanks
@dark wigeon It doesn't have to split the pngs. I have the sprite sheets I want. I just want to know how to cut them up into rectangles using an atlas. The sprite sheet for the Knite is massive and disorganized because it was probably generated. Trying to manually create the atlas for it would be an awful process. If I could extract it or get it somewhere else that would be great.
I just need a way to recreate the different animations of the characters. Either with (spritesheet+atlas) or individual frames that have been categorized in some way (like you mentioned with splitting them into folders: walking, jumping, etc.)
So a sprite sheet that categorizes actions like all the running animations and all the jump animations separated
They don't have to be physically separated on the sheet. The atlas would help you determine the x, y, w, h for each sprite. Although whatever works is fine with me. This is the sheet I found: https://i.imgur.com/rKFvYCZ.png
Right I know the sprite sheet but what do you want to come out of it, like coordinates in a text file or something?
I also found some great sheets from here: https://imgur.com/a/5ex2Y
Ya that would work
I still don't understand what final result you want... If I give you coordinates, you can manually crop out the sprites I guess but I feel it would be easier to edit if they were cropped out for you. Maybe you want to get the sprites not individually sorted by animation in a folder but each animation with multiple sprites in a file for each animation?
The final result I want is to be able to recreate the Knite's animations (and other characters) within a game engine. I have the sheets so I also need an atlas for the sheets that describe the x, y, w, and h for each sprite. Knowing which sprites make up the animations for walking, jumping, standing, etc. would be a bonus (and is included in some atlases depending on their format). Otherwise I can try to figure it out.
Something like the following would be ideal (psuedocode):
walk_animation
x,y,w,h
x,y,w,h
...
jump_animation
x,y,w,h
x,y,w,h
...
Sorry for being confusing 😦 Hopefully this makes sense.
So you want a text file formatted like your "psuedocode"?
You don't want the program to edit the image at all, just get the coordinates, correct?
Correct
oh fuck, i called for pull requests and people actually made them
looks like ultrad update is happening soon
Gotta get that shirt
I'll try to write something to do that when I have free time. I'll probably just steal all the code from hkwe1
Also with unity sprites (npcs and some other things use tk2d, the rest are just vanilla unity), they use polygons rather than rectangles which could be an issue
Oh, that's interesting. Good for a little more compression I guess. I found some links on how Unity handles sprites, atlases, and packing. It depends on what settings Team Cherry used but I could probably figure out how to convert from one format to another.
https://docs.unity3d.com/Manual/SpriteAtlasWorkflow.html
https://docs.unity3d.com/Manual/SpritePacker.html
https://docs.unity3d.com/Manual/SpritePackerModes.html
That first link talks about an option for Include in Build though. So if the atlas isn't included in the final build for the game then it might not be possible to extract directly: https://docs.unity3d.com/Manual/SpriteAtlasDistribution.html
can we have this for custom knight
It doesn't make for a very good skin but here you go https://drive.google.com/file/d/1aR01XAWYVildiIewD_TGMsj9OmtvxRYD/view?usp=sharing
See randomizer, ChangeShopContents or something like that
Someone else will have to link the GitHub, I'm on mobile
They should all have it. Mine is the most up-to-date
What are you adding to shops?
I am trying to replace a monobehavior on ActiveSceneChanged. What (Awake, Start, Update, etc) do I need to call to make the new monobehavior load correctly?
Ah, it was Awake
Does anyone know where the game checks/gives random essence after killing enemies?
nvm, don't need it anymore, probably
@unborn flicker EnemyDeathEffects.EmitEssence
Thanks!
My crowning acheivement
PlayClipAtPoint was completely inaudible even at the hero position at max volume
But 50 clips stacked on top of each other can be heard, albeit faintly

any PlayOneShot or
Doesn't that require an AudioSource?
I was not planning on attaching this to a game object
Here is the audio comparison:
1 grub: https://streamable.com/0r71b
100 grubs: https://streamable.com/oy781
You are literally creating 100 objects then destroying them
I don't think I have to tell you why this is bad
Try putting it at the camera position
Instead of the hero
what is the z for that?
I tried +/- 5 earlier and it didn't make a difference
this just resets it if it hits a wall so it'll die like normal if it does die
and just do nothing if it doesn't die
but then when things try shooting the projectiles just don't exist sometimes now

I have a big brain way to avoid ObjectPool problems
When something is parried, don't actually modify it
Instantiate a new one and recycle the ObjectPool one
🧠
There's not really a good alternative
Some kind of marker for if it's been parried that you reset on recycle could work
that's supposed to be _hit
and i tried just making that false
but it still kills itself
even after isTrigger is reset so it shouldn't die unless it hits a wall
Guess you'll have to go with my first idea, then
wait
i have figured it out
it still gets yote with the enemy damager thing
FeelsOkayMan
this should make everybody happy

Any idea how to activate fury of the fallen on glowing womb?
h
E
@nimble lake u still need help with fury of wombs?
just put those charms on, get to one HP
and it works.
I know, but I need to do that via modding
I’m using the FuryAlwaysOn mod that activates Fury of the fallen even at full health.
thx
I'm wondering if I can change the image of dropped Geo by using or modifying custom knight mod👀
well then no it cant
I'll add modified geo so I can pr sean's mod
I can make the mod actually good whenever I have power again
I'll pr no matter what
Oh, yeah, Sean, you should pr Benchwarp again
but a little better this time
I'm just waiting for 50 people to show up in #archived-modding-help complaining that the flower break animation happens every time you warp
even if it's already broken
But I have denied responsibility so I'm not fixing it 

This seems like a very minor issue
is there a way to get a reference to geo?
On.GeoControl.Start
Thank you sir
Wtf you still don't have 4 prs
yea, truly disgraceful
I've been lazy
👀
stop da laze

The game sets the playerdataboolname when you buy the item
If that bool is true, the shop will no longer sell the item
If you aren't using PlayerData, you can achieve the same effect by using custom bool names and hooks
See also: https://radiance.host/apidocs/Hooks.html
@ornate rivet cause it ain't worth it to put on the installer 😤
shidstmod 
shidstmod
shitmodst
shidstmod
@buoyant obsidian sorry for the tag, but could you have a look at the glorifying charms mod? I saw your name along with @copper nacelle in the read me and because in #archived-modding-help someone said it might be broken, could you have a look and make it possible for the void heart edition? I think it was a really good idea but I don't know the username for Xuhis on discord.
pretty sure it's outdated and broken
the reddit post for it is a year old
which is incredibly outdated yes
shitmod
shidstmod
shidstmod 2 - every texture is replaces with dung defender's room textures
The Knight visiting dracula's front yard
https://streamable.com/ti5mt
damn this looks great ngl
eeeeeeee it didn't work
I made a transitionpoint in gg_workshop named "left test" with this stuff in it
tp.alwaysEnterLeft = true;
tp.targetScene = "zombie-scene.unity";
tp.entryPoint = "right test";
tp.entryDelay = 0f;
tp.sceneLoadVisualization = GameManager.SceneLoadVisualizations.Default;
I have another go with a transitionpoint in the new scene I am making named "right test" with this stuff
tp2.alwaysEnterRight = true;
tp2.targetScene = "GG_Workshop";
tp2.entryPoint = "left test";
tp2.entryDelay = 0f;
tp2.sceneLoadVisualization = GameManager.SceneLoadVisualizations.Default;
When I enter the first transitionpoint, the screen turns black and I get the infinite knight walking loading screen
There are no errors so it does find the new scene, my guess is that the problem lies with the transitionpoint in the new scene?
Hooking scenechange shows that the scene is never changed
but putting in a random name for targetScene gives an error so clearly it must be finding "zombie-scene.unity" or else that would give an error too
ughh pls help
wait nvm it's not finding the scene at all
This is the scene path: "Assets/Zombie/zombie-scene.unity"
what am I supposed to put for the scene name?
the scene exists btw because I can use Unity's sceneload function to load it
This works too: GameManager.instance.LoadScene(scenePath);
very confused
I forgot to check the output log as usual
Scene 'Assets\Zombie\zombie-scene.unity' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
(Filename: Line: 143)
NullReferenceException: Object reference not set to an instance of an object
at SceneLoad+<BeginRoutine>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
I do load the asset bundle
I tried adding a yield return null after the load as well
feels good to be back in my saleh spam channel
I honestly don't understand the problem
I wish it would tell me where the error is happening
LoadScene works and I can't think of anywhere else where the scene path would be used
I shall wait for 56 to come back from school
I missed this
Transition Gate right test in GG_Workshop does not have its respawn marker set in inspector.
fixed that but it didn't change anything

Now it does enter the scene but gets stuck on a black screen
change it to ENTERED_SCENE 
as expected
lol did you really think id help you
ok good then help me please
yea gave it zombie-scene and now that error is gone
I thought it was breaking when I didn't give it the full path before
Now getting this
https://pastebin.com/4Jnmj1Gn
It's saying it can't find the transition point in the new scene I think
did you add the transition point in the editor or
no I added the go in the editor but then added the transition point when I load the assetbundle
now that I think about it, I'm probably changing the prefab and not the go in the scene

Not sure how I can add the transition point without the editor though
yes I do that
do it better
did it work
Is there a way for me to make it so that the gates stay in their respective scenes rather than despawn when scene is changed
I was thinking of using DontDestroyOnLoad but doesn't that mean it carries over to the next scene as well?
Sean and Katie please help
I have nothing to stream
modding
I'll have to see if my laptop explodes or not

How do you read settings of a different mod? I was thinking of adding the option in Benchwarp to warp to the randomized starting location chosen by Rando 3
reflection
Figures. Know any examples off the top of your head?
I can probably figure it out when I have time tonight, but I thought I'd ask here first
Oh perfect. Thanks!
It should be pretty easy to add an api feature that does mod name string -> ModSettings
null if mod isn't installed
Fellow modders
I have beaten Wwise
Not really an issue with Hollow Knight but it's a plague to modding other games
I can't get the knight to play the entering door animation
Pretty sure the game uses
tk2dSpriteAnimator anim = HeroController.instance.gameObject.GetComponent<tk2dSpriteAnimator>();
anim.Play("Enter");
but when I do it, it does nothing
Does anyone know what the name of the entering animation godmaster uses is?
nvm figured it out
I didn't say the solution because it was kind of obvious and a mistake only a dungo like me would make
but since you want to know, the problem was that I was doing stopanimationcontrol() after I set the animation so the herocontroller would reset the animation back to what it "should" have been immediately after I set it
https://streamable.com/f1pbq
now you can remove the elderc
Also door transitions are really easy to do, just find the fsm the game uses and recreate it in code
?rank racer
@mystic horizon, you joined Racer.
interesting channel choice
I thought I clicked on speedrunning. 😐 was too late by the time I hit enter.
to be fair you did say I could post it in any channel 🙂
Bro that was in july
I forgot about it
How did it take this long for you to do the command?
I just came back to this discord like yesterday.
A worthy trade for ax2u
F
Why might my raycasts not be detecting the ground?
layer
do I need to set the layerMask parameter for Physics2d.Raycast?
cause I tried to with the Terrain layer
you probably need to yeah
Also I'm calling this in Update but only the first Log prints out
check if it throws any exceptions
well it looks like it's because hit is null
which circles back to why my raycasts aren't working
hope there's nothing fucky with brooding mawlek's arena
8
alright
I am judging this other game's randomizer so hard right now
what the fuck
monkaHmmm
It's La Mulana rando. The java app is actually pretty nice with a ton of settings
shame it takes 24 hours to create a seed
attempts/s
Although, with how many progression items that game has, I'm not sure a more constructive algorithm like mine would make good "random" seeds either
ok
Ah, you did not activate windows
is it possible to preload a bundled scene 
can you just call scene load or whatever on them after loading them?
I'll try that
this was a question but ok
yo sean how's the new debug mod going
Finally someone else using assetbundles to make epic modz
Don't forget that if it's a 2d sprite you need to set the material @fair rampart
something like go.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));
got it
I mean if they just load as normal you could load them from the constructor and then the preloader would work fine I think
I really want to know what the unity dev team's thought process was when they made it so that you can't access snapshots from mixers in code
reflection time I suppose
is there a max size to assetbundles?
anything new I add to my assetbundle isn't coming into the game
strange
hello back yay
i am working on one
do you wanna help
i am doing a twitch interaction thing for hk
i have done the twitch part, we just need to add commands and actions now
Put it on GitHub
I've wanted to do a twitch interactive mod for a while but they always have bloated libraries
I'm probably not smart enough 
Very cool
he wants me to do like twitch plays pokemon thingy
but i think it wouldn't work as well with hk
Ah
I started something like that a while ago but dropped it
It could work but yeah the game is a lot harder than pokemon
yea
i was just thinking allowing the chat make the game more difficult
by spawning enemies or debuffing
I see
SalehAce1
as in?
add the FSM related glowy thingy on the ground?
oh, you mean in the UI?
I think it's been done
ask Saleh or 56 or smth
sid has done it before with the death counter mod
dnspy 
what can't be selected
i am pretty sure that works
huh, you can't anymore
let me see which dll this is
maybe it's not the latest one
i think it was written when the game was latest
it ain't much but it's honest work
fuck yea
jngo did more than ive done in years with 1 mod
bruh insert jngo discrediting himself here v
eeeee, is Spencer not on the discord anymore? 
I would have loved for him to see his character turn into a boss
sigh
oh good, then we can ping him once you finish
sure, in like a year

yeah he was just in ss disc in a while ago like 2-3 weeks?
basically talked about tiso and the usual stuff
is there anything I need to do to make the Recoil component work?
just need a rb2d and collider2d i think
might want to set the serializefield stuff
uh, what're the TObject and TField parameters in SetAttr<TObject, TField>()?
TObject is the object you're setting the field on
TField is the type of the field
okay
@copper nacelle When I pause the ModInstaller in dnspy, it's stuck on this:
bad reflection?
also, apparently rivatuner was crashing my 64 bit dnspy all this time, forcing me to use the 32 bit version instead 
yeah, it just hangs there
Yeah, same thing even with no mods in the folder (but with api)
I do check in now and then
hes done it
hm
lmao
underfloorable
pausing at w was probably the worst choice anyone could have made when they made debugcolliders component
there he go
Does anyone know why the collider offset might be shifting across the arena?
I think it doesn't actually shift, it's just the parallax stuff at work
have you tested it by seeing if he damages you where it says he will?
ok
yea figured
someone should make it so that the Z of the debug collider is automatically made the same as the go
Did you ever figure out a smooth transition into the HoG from a boss scene?
unfortunately no
You use the scene controller fsm right?
I don't understand why that doesn't make it transition smoothly since that's what the game uses too
me 
damn
it'll be good practice at least
I suppose so
so is the Health Bar mod's memory leak gonna get fixed?
doubtful
this is the answer to any question of the form "is ___ gonna get fixed?"
@unborn flicker is what I'm seeing what I think it is?
are we gonna be able to randomize grubs, maps, roots and (?) stags into the whole item pool???
i mean there would have to be a check to make sure dream nail isn't dropped by a root
Now this is getting even more interesting
maybe even randomized boss locations one day
Is anyone gonna make noise from pizza tower fightable?
No I meant one of you guys doing it in hollow knight
you
the pizza tower will create itself
😐
mods are quite a bit of work
you can't just go into the channel for developing mods and request somebody do it for you
guys pure vessel teleport to the room ? i have a problem black temple crash this game i alternative road teleport pure vessel room maybe not crashes game help me pls
sorry
is it slightly faster to preload two gos from the same scene?
It's way faster
Loading scenes is the only thing that takes time, grabbing the objects is essentially free, relative
alright, nice
if only there was a way to make it faster 
@unborn flicker
hey, i'm here as a airfone.
because of some personal preference, some players of the randomizer mod (including me) want the 3 restrictions (all bosses, all charms, all skills) to be usable and choosable in the next version of randomizer mod.
If it's too difficult for the mod maker, you can ignore these sentences.
what
If you want that setting, play Randomizer 2
Literally nobody used it, so it was removed to make more menu space, and it isn't coming back
ok, i see...
thx for answering
A lot of people play randomizer with bingo or to get true ending
It would be all but impossible to integrate every single racing goal
What does it mean to be an airfone?
So instead players have to keep track of their restrictions for themselves
my dictionary told me that it means something like a mobilephone
that transport one's sound to another person
Can randomizer 3 be used in MacOs now?
not on mine
what
randomizer mod, version (i forgot, about) 2.7 and higher, cannot be used on MacOs
when you use the rando mod to create a new save, the game will crash ("accidentally stop working")
I can't believe homothety would ruin mac support
lookin pretty good

hmm
needs to be 2 mask dam too
just put Winged Nosk's hitbox for it at that point
wow, let's not go that far
I think making mods is much more harder than making games in engine
You agree with me?
what's the harder is to learn how to use it
once you know, making anything is easy compared to it
@hollow saddle yes that is correct
you need a bit more extreme knowledge when making mods
then why dont we make our own games? joke
does FindGameObjectInChildren work for a preloaded GO?
e.g. I'm trying to get the Pt Jump child of hive knight but nothing appears when I try to instantiate it
did you set it active
Well it does instantiate bc it appears in the enemies list when I open debug but it isnt visible
does it have an fsm?
yeah, I tried to create hornet 2
then it's the fsm
if you destroy or disable, she will appear fine
or you can delete the part of the fsm that makes her do that
cloning hornet 2 is definitely possible because I've done it before
I'm trying to get a child of hornet, namely g dash effect
Wow that's not really appropriate
There's way better spots to talk about wanting to make hornet's child
elderc
😳
Why do you need hornet 2 then?
Can you not just preload "Hornet Boss 2\G Dash Effect" instead?
I tried that too and I wasn't able to instantiate it
is it null when you instantiate or invisible?
99% sure if you destroy the fsm, it will work (you will need to redo the fsm code though)
okay, so destroying the fsm did make the effect appear, it's not animated tho
wdym by redoing the fsm?
I expected the fsm to control the effects but I guess not
yea yea, the fsm plays it
grr
so you do need to redo some of the fsm but the code should be super simple
not for peanut brain jngo
Have you ever tried getting a particle emitter?
wouldn't that be a component of a game object?
smh hk using outdated particle systems
you're getting it with Battle Scene\Hive Knight\Pt Jump right?
yep



you have a brain


