#archived-modding-development
1 messages · Page 470 of 1
I have it, but i forgot where i got it
Wait, wait i remembered
CustomKnight 9 downloads with Christmas knight reskin
Had that same problem and got it solved thanks to InkScarlett with their Little Hornet skin. Overwrite custom knight.dll in the mod folder with the custom knight-9.dll file and the hatchlings will work.
It is for Little Hornet google drive but not sure about Xmas knight.
A'ight
what do you guys use to make mods
rider / visual studio, dnSpy
are there any tutorials pinned here or that you can recommend
Is the code for the enemy randomizer available somewhere
Hello,I'm new to modding. Is it possible to add the nail top sweep skill to absrad ascending phase? I'm asking because I've tried to modify the fsm but failed. To be more precise,I could hear the sound but nothing appeared.
The sweep might be appearing in the first arena below you
You'd likely need to get the actual radial nail gameobject and instantiate several of them manually, play the sweep sound, and set their velocities
Oh I see.Thanks. But how to get the gameobject?
Or are there any tutorial about these things?
not really, your best bet is to look at the code for existing mods
I'm actually learning the code of ultimatum radiance. But I didn't find how to get the objects.
Are there any examples for this?
pale prince is a good example
Okay thanks. I'll go and check it.
hmm
exe files hmmmm
<@&283547423706447872>
I deleted the message but yeah you can check logs I think
Probably a good idea to ban the dude
Shocking, I know
modinstaller especially
modinstaller downloads files from the internet

hello,how can I know the name of the gameobjects? for example the spike of the radiance is "Radiant Spike".
Basically I'm trying to get the objects by GameObjects. Find
you can hook nail hits so it prints what you hit
or dump the scene using modcommon
ok thanks
Does modifying an fsm on one go modify the fsm for another go with the same fsm?
I managed to change who a copied grimmchild follows but it also made my own grimmchild follow that target too
if the objects are from a pool then they get recycled too
can somebody help me download hollow point
Is there a way to "copy" an fsm so that I don't reference the original and then modify the copy?
might be worth waiting a frame or two in the preloader
I think Saleh had something similar
Anyone have a good resource for the pros and cons of different graphing algorithms? I'm working on a map tracker for area randomizer and want to minimize crossings and edge length
See also: some pictures in #randomizer of what I've been able to make so far, using GraphX
For displaying graphs?
crossing edges is np hard apparently
computing crossing numbers is very intensive, yeah
These are the best algorithms out of the list
Does it have a planar mode?
true
well, actually it's the same graph
What kind of export?
I mean, this is my code, but it's pulling the edges directly from the tracker log
I don't see a way to log the adjacency list
if you have a file w/ just nodes and/or transitions that'd be fine
pog
unfortunate
rando 3 has failed us
i have a few plots if you want to see them
shell is kinda cool
i think this is probably the best one
but i'm trying pygraphviz rn
graphx visualization is apparently according to themselves pretty bad
huh
Here's a room rando
you can zoom and scroll in my winform, so it's not as bad as it seems
There are a lot of different options here, at least
even if most of them give indecipherable graphs
I know this is bordering a little on spam, but the geometry of these is really cool to me
homothety is now Dora
MAP! SAY MAP!!!
This Is Dora The Explorer's Main Map Song!!! Enjoy Folks

force atlas
yifan hu
this isn't half bad (reingold)
and this is force atlas 2
yea these aren't really optimal
I don't think it'll be optimal no matter what you do
yea
it's random at the end of the day
i tried them for my random road network generation project but none of them got a decent layout, so i quickly gave up on displaying the thing
i think i could have written a workaround, but that would have taken a long time to do
this is kinda nice
which one is this
this seems readable
There's definitely a large tradeoff between organization and edge length
Those are cool though
Are those computed maps of sorts for room randos?
@unborn flicker I don't have one that uses computation of any sort, but I do have a document for manually building your map using individual room pieces from the in-game map.
Perhaps there's a way to put the two together?
that's so cool jngo
What are all of these maps
so I made the whip a child of a child of a child of a child of isma but damaging the whip still affects Isma
and getting HitTaker to stop if the target GO is the whip also doesn't change it
so I'm think Sean was wrong and HitTaker isn't why damaging the whip damages isma
wouldn't that be because the beam isn't pogoable?
I want the player to be able to pogo on the whip
do you know what layer the beam is in?
yea if I set it to 22, it stops being pogoable
maybe I should just manually implement a pogo and set the layer to 22
hmm lemme try that
it worked!
you're a genius
how do you landscape areas like tc
no I mean, how do you do that in unity? Is it with a mesh collider or something?
okie thanks
I use coroutines
coroutine
both
I think I uh
tried to delete a .cs file in Riderbut deleted something important instead
cause now I'm getting a "load failed" error
which editor?
@ornate rivet worked with getting editor stuff to work
it seemed to work perfecctly fine
he used the editor partially
if you haven't already, ask him about it
I'm having similar problems as well tbh, Isma in-game looks a lot whiter than isma from unity
@west otter
I think the reason it's ok from far away is because the knight gives off light
Saleh
any memory on when there was discussion on how new music was handled?
I remember it being talked about at some point
about both area music and boss music?
what about the music? How it's coded in?
Are you trying to figure out how to handle Isma's death?
ah, Fire asked about it
though they aren't here for soem reason
they wanna recreate uuh
Void Vessel defeated without taking any damage and using magic. It's one of the bosses (Pure Vessel) i have modified for my mod in progress "Voidwalker". It's quite simple boss fight in terms of mechanics since i'm not a fan of flashy overlapping attacks and i'm also new at mo...
this
which involves a lot of reusing of stuff that's already been done
CustomKnight, some changes to the boss (no stunning/more HP/3rd phase activated from the start), some game speed changes (like in Sanic, game's constantly at x1.25)
and some new music
oh, and - "Soul Is Limited", which has been done too, pretty sure
cool thanks
you probably want EnemyDeathEffectsUninfected
okie
I'm once again asking about a different Unity-based game, but if I want to use the AssetBundle browser to build a scene, how do I use stuff from the base game in building it?
huh so they were planning on having benches in regular dreams at one point
most likely with the old dream nail sequences
How are you adding the benches?
I just did:
GameObject go = Instantiate(FiveKnights.preloadedGO["Bench"]);
go.transform.position = HeroController.instance.transform.position;
go.SetActive(true);
var fsm = go.LocateMyFSM("Bench Control");
fsm.FsmVariables.FindFsmString("Scene Name").Value = "GG_Workshop";
fsm.FsmVariables.FindFsmString("Spawn Name").Value = go.name;
do you do that everytime we go to the scene?
hmm, it makes the player spawn at like (-2000, 9999) and locks the camera to where the bench should be when I load the game
yea I'll do that but when do you do that code?
did you put it in activeSceneChanged?
@ornate rivet you have to create the bench before it checks for it
if it can't find the bench you get yeeted to -20k
yea it works now, I had a slight delay before which is why that happened
at least, it works in the workshop
the camera works for me now
it probably only happens in certain situations
yes
Is there a tutorial on using the Unity Editor to make a scene using vanilla stuff (in order to pack it into an AssetBundle and load it with a mod)? I can't figure out how I'm supposed to add vanilla enemies and stuff without recreating stuff from scratch.
I dont think there is a way
at least not an easy way
Nes was doing it but he stopped
Is making tuples named an abi breakage

named tuple elements from c# 7
I'd assume no because the backing type is the same but idk
I'd prefer to not break every mod with preloads you know
Most of the unimplemented mapzones just give the waterways save art
for example, fog canyon, the other mounds, etc
Are you using a Godmaster save?
That overrides it
no I meant the mode
Hmmm, it may depend on something else then
Benchwarp/Randomizer sets the mapzone for custom benches and custom start locations, and iirc the Fog Canyon ones give the Waterways background
Could be mistaken though. I can't check right now
because it's holy
wow I didn't know 56 was a hk lore master
@fair rampart
the people here know how HK was coded
and can explain in detail all the spaghetti
oh heck
What's the process for submitting an update to a mod for the ModInstaller?
update the gdrive and update the modlinks shasum via a pr
I take it I'll need to be added to the gdrive permissions for the mod's folder?
you can also get someone to do it for you
yeah
NonPublic == Protected | Private | Internal | ...
component.StartCoroutine(
typeof(TypeName).GetMethod("MethodName", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(component);
);
If I get added, I can take care of it. I found the discussion about the versions and modlinks in the channel history, so I should be able to manage beyond that, I think
I dont think they would want to give access to a random person
Of course, but I'm not random. I'm a new contributor to a mod project and the request I've submitted for access should only be for the folder of that mod (unless I did something wrong when making it).
did you pr the actual repo though
What mod are you working on?
The mod repo or the ModInstaller repo? For the latter, it was my understanding from reading up on the modlinks thing that the GDrive folder needed to be updated before making an update to the xml file
the mod repo
Enemy Randomizer. And yeah, I've made updates to fix Item Rando v3 compatibility and my pull request was recently merged into Fireball's version

Which I'm presuming is the current version in the ModInstaller?
yes
that's awesome Grenade
I'm just new to this whole thing so I figured I'd ask about it and try to familiarize myself with the process so that I know how to do all the things in the future
Never worked on modding and such outside of poking around with some Doom stuff years ago, and certainly not in something that requires coordination
Sure, I'll DM. The permissions request was specifically for the folder, so I have not idea how Drive handles that stuff
Clyde bot blocked the message
do it again
Awesome, looks like it's good to go through the installer. It should work with Item Rando v3 now, as well as have some fixes to circumvent other possible issues. It still has the expected Enemy Randomizer quirkiness, but hopefully it will be good for the most part. If anyone tries it out and runs into serious issues, please let me know so I can add it to the list of things I still need to look into.
thanks!
@jolly oriole https://github.com/mafaca/UtinyRipper Found this thing which might be good for getting vanilla stuff into the Unity editor
I've discovered it can't do shaders, but it seems to work otherwise
@ornate rivet fool
waaaaa
can someone help me please ??
- wrong channel
- people can't provide help if you don't clearly state your issue in #archived-modding-help
but noone its respoding right now ?
Because you haven't outlined an issue to respond to?
How can someone know if they can help if they don't know what they're helping with?
hmm I'm pretty sure I tried using this on hk once and it didn't work
What happened?
it just stopped
so am I right to say that we don't have a way to add new areas set up properly yet?
No you can, it's just not super easy
You'd probably want to create scenes within the unity editor and import them as an asset bundle
I'm not completely certain on the workflow, but @fair rampart might know
@ornate rivet 
Hey man don't
me I barely read this channel anymore
The main thing I'm not sure on is how you'd add hk components into your scene
I see https://github.com/nesrak1/HKWorldEdit2 in the pins
I don't think that has a way to make new scenes yet, just modify existing ones
But I might be wrong
@ jngo maggotprime emoji
i.e. yes but it's way more of a pain than changing a charm because the charms ui is cancer
ah. I see.
Kinda tempting to try making a mod that's just a framework for other mods to add charms
Like you just have an ICharm in your mod and it works
that'd be really nice
yes, that would be great
it'd be a sensible thing to put in the modding API tbh anyway
Yeah maybe
because like... if you have to manually change the charm UI when you make a charm, wouldn't two mods that add a charm cause conflicts typically?
Well if my current job can help you in any way should you do that here's the repo
https://github.com/jngo102/PureAmulets
Can't wait for SS's inv to be completely different 
Yeah they would conflict
But so far that hasn't been too big of an issue
The mods that have charm conflicts don't make sense together anyway
Like lightbringer + hollow point
can someone help on how to use the script for unity HKWorldEdit2, i have no clue on where to put it to use it,
except it's taking 5 years to open unity
but it works
well technically I dont know yet
but it seems to be
hmm some of the shaders are failing
and some of the code is failing
I think I can fix the code based on the errors, it's just easy stuff like Object being ambiguous
and the shaders seem to be stuff that aren't for pc hk (they're called "switch shader" and "ps4 shader") so deleting them might fix it?
ok
I fixed it but unity still says `Object is an ambiguous reference between object and UnityEngine.Object' even though it is fixed
how is this ambiguous
reimporting the code fixed it
I tried making a modified version of a scene and exporting it as an AssetBundle, but I can't get it to load back into the game. What I'm wondering is if I can get the scene to use all of the vanilla assets and stuff, instead of whatever ones it has in it (which have broken shaders and probably other messed up stuff).
can't believe I spent 3 hours on this, sigh
https://streamable.com/an52a
the hec is this
oh shit infected square
assetbundling primal aspids as a test
99% sure it's because Unity doesn't connect materials to their place when you assetbundle so you need to do it manually, except idk what materials an aspid needs and figuring out all of that would take too long
Yeah, I think that part was mentioned at the end of the pinned thing on the Asset Bundle browser
yes
🥴
it was never alive to begin with
You're supposed to dodge the big purple sword Yusuf :)
you
acrid speaks truth
Crisanta is huge wtf
idk i was thinking like nkg for scale
id rather use thk for scale
I'd rather use your mom for a scale
whose that
what if we use this for scale
Related to modding a different Unity game. I took a scene from the base game with uTinyRipper, moved a couple things around, and exported it to an AssetBundle. However, when I try to load it, the game says "The referenced script on this Behaviour (Game Object 'X') is missing!" for most objects. I don't see why any scripts would be missing, since they should all be present in the base game. Can anyone help with this
whose github has the most up to date enemy rando source code
I'm trying to figure out how to load every single scene in a unity game to dump a bunch of text files
Should be Fireball248's. That's the current version in the Mod Installer
thanks
now, somebody please tell me
how do I create a radiant primal aspid boss-arena type thing
Like, creating the boss itself or setting up a Hall of Gods thing to have a Radiant fight?
probably hall of gods
just being able to fight a radiant primal aspid wave of enemies that shoot out 6 pellets with a 3 second cooldown, 2 sent out at a time that are both 1.5s apart in shooting
I know some of the boss fight mods, like Traitor God, modify the statues in HoG. Perhaps looking into how one of those works might help get you started?
Every statue in the HoG already has an alt version, you just need to set the property to make it visible, and then you need to manually create the switch to change between the statues
I used pale prince code as a reference for traitor god
what's that?
do you get to play as a different character?
ah, does another character help you in it?

You could make a new enum with matching values + extra
but you can cast an int to the enum type and just override any methods which use the enum
no
You could do like
public void thing (OldEnum val, NewEnum val2)
{
return (int)val == (int)val2;
}
No idea if you can cast between enums, I'll check
this is what i meant
But magic numbers
You can cast between enums btw
The underline is a warning that it's always true
hmmmm, is that hornet?
that's cool grenade
I always struggled to remember to commit until I started using intellij idea and its git integration that coloured changed files a big ol' green colour.
made it heavily stand out and made my inner OCD say "its wrong, need to commit to make it look all tidy"
definitely helped me make lots of commits. granted, more than I really should have, but more commits > less commits IMO
this was when I was developing minecraft mods
don't know what the toolkits for C# are like
wait, are you a new modder?
for the TransitionPoint class, is the entryPoint field the one that has the source scene?
so on the TransitionScene hook, would GameManager still have the current scene (IE the one you enter from)
its from GameManager
right
all I really need to do is log scene transitions
(and I need to do it after the randomizer mod has taken effect)
yeah its going to be a pain
I mean, it might not
AHHH 
will you make it give soul?
otherwise, it kind of leaves you at 1 hp forever
I kind of want to keep it balanced by having it not give soul
since it does a fuckton of damage
how much?
100
could you make it give less soul instead?
other downsides include only being able to attack horizontally and the hitbox being on the end of the whip, castlevania style
like, 5 mp for every hit or something
is there a way to "pack" data so you can edit a level without unity via loading a wad or something?
so if two mods inject into the same hook, would the calls get nested?
IE one of the hook functions is passed into the other hook function
so what happens when there are injection conflicts
like if I hook into SetPlayerBool, and another mod hooks into SetPlayerBool, what actually happens
what about one of the hooks that takes an orig parameter
I don't know for HK modding specifically, but if it's handled like Celeste modding, they get called one after another. Calling orig(self) causes the next hook to get called
yeah, so orig would be another hook
I mean, thats kind of the only way for it to work, because if they were just called sequentially then the true orig would be called twice
There are ways to order your hook at the beginning or end if you want it
I'm going to look for the right thing
load ordering (Mod.LoadPriority)
and if the earlier loaded mod calls orig that calls the next mod's hook if it exists - otherwise orig
if you don't call orig the other mod just gets screwed over
Ah, looks like it's a different priority system here
I don't actually need to change any data, just observe it, so I suppose I could modify self or something to log what I need to observe if it happens after my hook
lmao
I need to track transitions in between rooms and log them, but I need to make sure I respect the randomizer mod's transitions
and all of the transition hooks don't seem to be working
GameManager.ChangeToScene just isn't ever getting called
but GameManager.BeginSceneTransition is
really I just need to log where the player is
does it say which "door" you came out of?
yeah I do need that
yeah thats what randomizer uses
yeah I do need to make sure randomizer calls this hook with its updated data
yeah I am looking at the code
right so if I set LoadPriority to int max then most likely my mod will be loaded last
and if it doesn't then idgaf

GameManager.entryGateName gives the door you come out of
does the effect double if you wear duplicate charms?
like if you wear 2 unbreakable strengths, you get double the effect
also, what are those charms?
no
what does playerdata.equippedCharms have inside when that happens?
lemme check
I'm gonna guess it's gonna be empty
ok so it does maintain the custom charms
must've implemented that a while ago and forgot about it
I think it has something to do with saving bc I went through 2 game saves and now there're two sets of charms
is that the five great knights mod
part of it
and the video up there with the knight using void tendrils, is that too as well?
yes
damn
that alone could be a mod on its own
can't wait for release
depends
still fiscal year, so like 9 days
seriously though, can't wait for it to be out. you guys make some really amazing stuff
as long as we get it
that's what I'm doing with the charms part of the mod
though idk if we're sticking with it
it's still going to be under the same mod name in the installer though, no?
eg picking Pale Court will put both DLls into the mod folder
yeah, since we can have multiple dlls in the folder
How do I stop the camera from being an idiot here?
when I come from the right, the camera goes up too soon near the isma stat but it works fine when I come from the left
it's regular White_Palace_09 with some stuff (eg blur and abyss particles) removed during runtime and some other stuff added
I tried manually setting GameCameras.instance.cameraController.yLockMax and yLockMin in Update but that did nothing 
GG_Statue_TraitorLord(Clone) and GG_Statue_ElderHu(Clone)

no, how did you do it?
alright thanks, I'll have to look at this tomorrow
so I'm getting an error when my mod is loading
[ERROR]:[API] - Error: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Modding.ModLoader+<LoadMods>d__9.MoveNext () [0x00000] in <filename unknown>:0
Is one of Mutex, AutoResetEvent, or NamedPipeClientStream not in the .NET framework that HK uses?
from what I can tell, all of those types exist in v3.5
Is your project set to 3.5 though
I have the <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
no
uhh
let me check that
wow adding the modconsole made even more reflection problems happen 
I mean if I'm reading the error right, it is just that some class/type can't be loaded, right?
any top left of the title
ah
unfortunate
modconsole has the error which is why I was asking
from mono.csharp
yeah it happened twice with modconsole
but nothing important dies so you ignore it
could check if it's in any of the system dlls in managed
they're missing some stuff
gg
I set the System.Core path hint to the one provided by the HK dll
idk this is so weird
comment out everything until it loads and then uncomment it all
its the named pipe client ffs
I mean its a client so I can use OpenFile but I don't get as nice a flow I guess

what are you even using the sync stuff for
well I need to connect to a named pipe, but I don't want to have to have it be created before the hk instance, and also I don't wan the connecting to stuff up the process
but I do have a work around I can do
I think all the hk ones are
@jolly oriole You were right, the Zemer statue is affecting the camera because it touches both area lock box colliders
but why would a non-player boxcollider affect the camera?
Any reason why the statue is not appearing?
it appears the first time you see it but then stops after that
GameObject appearance = statue.transform.Find("Base").Find("Statue").gameObject;
appearance.SetActive(true);
SpriteRenderer sr = appearance.transform.Find("GG_statues_0006_5").GetComponent<SpriteRenderer>();
sr.enabled = true;
sr.sprite = spr;
var scaleX = sr.transform.GetScaleX();
var scaleY = sr.transform.GetScaleY();
sr.transform.SetScaleX(scaleX * 1.4f);
sr.transform.SetScaleY(scaleY * 1.4f);
sr.transform.SetPosition3D(sr.transform.GetPositionX() + offset.x, sr.transform.GetPositionY() + offset.y, -2f);
I set the sprite like this
nope, there are no errors
?saves
Saves
Windows File Paths: (Assumes Default Steam Install Path, Adjust accordingly for DRM Free or Non-Standard Steam Path)
Game Files: C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\``` ** ** Mac File Paths: ```Save Files: ~/Library/Application Support/unity.Team Cherry.Hollow Knight/ Game Files: ~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/``` ** ** Linux File Paths: ```Save Files: ~/.config/unity3d/Team Cherry/Hollow Knight/ Game Files: ~/.local/share/Steam/steamapps/common/Hollow Knight/```
Are the Window, Mac, and Linux versions of the Modding API always on the same version number, and if not, is there an easy way to check what version number each is at so that I can keep it in mind when modding?
Nah, it gets an exception of "Could not load type 'Modding.OnReceiveDeathEventHandler'" on version 1.4.3.2-52
agony
is this windows or Linux
i think windows is the one I didn't bother updating yet
The user is on Linux and their version is -52. Mine on Windows is -53 and works fine (though if I manually roll it back, I get the same error)
Perhaps the installer failed to update their version or something?
idk I'll just check gimme a sec
ah
i have figured it out
radiance.host addict
installer installs an old one
really explains a lot
@unborn flicker this should fix the fast reflection helper stuff while i'm at it
it was just not on the old version
Awesome, thanks for the assist
jngo wtf
I wanted to implement that for blackmoth for such a long time
but I'm just sooooo lazy to do it
but grats! It looks amazing!
is this celeste
yea make it like the original white palace where there were no check points added in
you said you were going to make this part longer because it felt too short right?
cool
ah ok
how annoying is making new levels like this?
hmm alright thanks
hey, Grenade
can I playtest please
I need to fill the hole in my heart left behind from PoP making all platforming seem easy
Grenade I'm getting desparate
spare me my suffering
here
anything in particular or just in general
make as in new or 'make' as in modify
ok
this pin is pretty good https://discordapp.com/channels/283467363729408000/327461802311155714/613672445496262668
you basically make everything except the ai of the boss in unity
and then you throw it in a bundle and load it
you can get the free version or w/e
you just make an account
Hi is MonoMod necessary for creating mods ? and if so what role does it play
MonoMod has two aspects - runtime and patch-time
patch-time is what patches the API into the Assembly-CSharp so it can load mods
runtime lets you hook any method
yeah, you can?
wait, unless you mean making a boss
wich you mentioned yesterday
in which case pretty sure no but ask some of the people who've worked on stuff like this
Saleh, jngo
depends on how custom the boss is going to be
they said new boss
If it uses assets outside of HK
i.e. unity moment
unless you want to make a boss out of tiktiks
use default unity boxes and resize/recolor them to make individual pixels
does this hurt you 56

good cropping printscreen
deeply
stop
What class/fsm sets the workshop plaques with SetPlaqueState once you win a fight?
I could do it myself manually but I still want to see if I could make the game do it by itself
I hate playmaker
ok but why are you using playmaker
idk, to learn something new I guess
@unborn flicker i re-built rando3 with the api update, it was a change in signature from MethodBase => MethodInfo which caused the fast delegate stuff so i pushed that update to windows as well and rebuilt rando so the error hopefully stops existing
Sounds good. I'll update the api requirement when I'm able to get back to work
Ahem
Hey, I'm looking to edit the defenders crest effect to look like shadow, and this games files look very scary. Does someone here know where to start?
Um, I've done a good bit of modding before but I've never done HL before. Is there some tutorial somewhere that can help me decipher your message? 
question is there a google docs for background music and sound effects ?
@bronze locust I don't think there is one, or haven't come across as such before
the folks that worked on the wiki might have some files though
ok thx
@bronze locust here, Sumwan's doc
https://drive.google.com/drive/folders/1w8FlFOtTgJR3JR_-CUjsteWwU8yzHl68?usp=sharing
@lavish seal u legend ty
yes?
I think bosses like PV/THK still has a nail's hitbox even if its befind them
cool thanks
@lavish seal oh, thanks!
Can confirm THK/PV/Oro and Mato have hitboxes behind them after swinging their nails.
because mebi drew them
Can't confirm intricate laser fields around Oro and Mato, but possibly yes for THK.
THK does have some interesting AI and very majestic particles that do almost seem to be built to destroy your device. I wouldn't doubt it if they had a laser field around them
you just have a bad computer Mosscreep
no
pfff
got em
can't even stream on discord without lagging smh
Does anyone have knowledge of tk2d and know how to add animations to a tk2dSpriteAnimator?
I want to add an animation to failed champ for Hegemol and I really don't want to recreate the entire sprite sheet
Does anyone have a scene dump for the new Godmaster scenes? Specifically GG_Lurker
I don't have Unity
I'm also lazy 
Mainly just trying to figure out where the simple key is spawned
What is HKWE2?
GO path
Ok
It's the object "Shiny Item Key" in the fsm viewer, but I can't find it when the scene loads
Thanks
whelp, I guess this is what I'm going with
I finally figured out how to add animations to a tk2dSpriteAnimator
You need a tk2dSpriteAnimation and a tk2dSpriteCollection which can be assembled in editor if you have 2D Toolkit and then assetbundled
Then you need to get the tk2dSprite that's on the go, gets its tk2dSpriteCollectionData with .spriteCollection, get the collection data from the sprite collection of the sprites you're trying to import
Then you need to add your collection's sprite definitions to the go collection array's sprite definitions and set their shader to "tk2d/BlendVertexShader"
Finally you need to add the tk2dSpriteAnimationClips from your tk2dSpriteAnimation to the go's tk2dSpriteAnimator's Library clips
it took a while to figure out but it isn't too bad
actually, if you're making a boss, you want to set the shader to the go's spritedefinition's shader so it'll flash when hit
Is there a hook for when the player moves?
I mean I assume there is, I just can't find one
I just need to track the position in the current room
where is the player position actually stored?
I can't find any useful documentation online
I meant position
yeah its in the HeroController transform
HeroController.transform.position should be enough
oh yeah the instance too
yeah
thank god
x,y,z
yeah it doesn't matter what z is
HK is actually a 3D game
Yeah, z can cause lots of issues when you add sprites/sounds
it would be interesting if we could add depth interactions
like, going behind a pillar to avoid an attack
etc.
how would you navigate depth levels
hey look I can do that too
wow I thought that TC at at least wrote most of the playmaker actions but tk2d literally has a package that handles all of its animations in playmaker
how many fucking assets did TC buy
too many
they had to spend that kickstarter money some how
they actually paid for each of the actions?
most of them aren't even that hard to implement by yourself
they didn't have a programmer before tho, right?
FSMs are like really trivial to hand code as well 🥴
Would anybody know how to extract the contents of Hollow Knight files?
There are several hundred files in the hollow_knight_data folder simply with the prefix level, and I'm curious to know what they are.
or if you want individual sprites/audio clips
https://ci.appveyor.com/project/Perfare/assetstudio/branch/master/artifacts
Thanks so much guys. You saved me hours of research.
if you want unity exports utinyripper is really good
i was just curious how are the custom knight sprites made are they made from scratch or do they start with the og knight and change certain things?
start with og knight
all the sprites you can edit come with the mod
what does Self Y do/store in the PV fight?
@copper nacelle
yes but what does it hold
ok
it doesn't match PV's actual y for some reason
yea probably
hello
hi
i was wondering if i could get help with a... certain kind of mod?
i am having trouble with this mod because its the Hollow point gun mod.
because there are no tutorials on how to install this mod
?i
Reminder: The mod installer (https://radiance.host/mods/ModInstaller.exe) and other modding resources can be found from the pinned messages.
Also wrong channel
this is the installer, the installer has all the mods
what are the best charms when fighting failed champion and other dream bosses?
how will you get to the bosses after getting there for the first time and leaving?
making a breakable wall would be just fine as well
one way breakable wall could work, too
just, something to require you to have beaten it once to take any shortcuts
eh, no need to make it more complicated than it needs to be
you get to the room for the first time, you get fast access to it the next time you're there.
^ why level and breakable wall seem so good
lever seems like the nicer option to me, as you can plop it in near the boss room but I don't know how implementation will go
lever is probably a better option, i'm just saying that there's no need to overthink how to implement a fast access to the room
tracking if the player has died to the boss would actually be easier and less complicated than implementing a lever and making it open a shortcut 
but it's less intuitive to the player 
forget the dungo player
How difficult would it be to make the hollow knight (in his pure form, not infected) playable?
yes.
uuuuh
possibly have a scaling mechanic to make the hitbox change size to go through smaller areas
uuuuuh
That's not a very promising "uuuuuh" you did there
okay I can't really say
might be like ridiculously difficult
but it might also be semi-based on what you're using
adding new bosses to the game was a stupidly hard thing at first
same with room editing
but then people started using unity and it seems to be a bearable thing
has a custom playable character been made before? i know custom skins and abilities are a thing so it wouldn't be much more than changing hitbox and spending way too much time on the animations right? (who cares about balance)
jngo has done a rework where he replaces the knight during his whole attack animation with the shade one you have when killing the normal radiance
nope
custom char is a completely knew thing afaik
some semi-new abilities have been done with stuff like Lightbringer and jngo's work on charms
and there used to be a rescaling mod a whiiile back
so I'm pretty sure it's doable
but I don't think it will be easy at all
hmm
allright
well thats the idea me and a friend have, but we probably should make some smaller mods to learn making them at first huh
grenade you better finish
oh, er, Grenade
what previous experience do you have with the tools you're currently using to make the mod
wat, you seem so knowledgeable about unity
which lever did you get? I got the ones in godhome working
ah
How does LoadNormalizer work? Does it start a coroutine on ActiveSceneChanged, or somewhere else?
hey im trying to change the knights cape color to pink in gimp, but it doesnt seem to allow me to select all of the knights cloak parts to change hue and saturation
Oh nice. Thanks
I was thinking of making a mod to collect load data, and then try to tighten some of the loads on loadnormalizer to make it more playable
IsReadyToActivate is a hardcoded true and Idk if it only gets called when the load is done
So it's worth trying but you might not get anything meaningful from that
Basically I'd have people with slower computers send logs, and then use a dictionary for the scene being loaded rather than hard coded to 3 seconds
A lot of small rooms would probably be fine with a 1 second load, if I had to guess
Loads are gonna be very different based on if they've visited the room before
Yeah, I don't think there's any way to account for preloading
Mainly, I just want to get an idea of what maximum loads look like without preloading. For Room_Final_Boss_Core, it's going to be a lot longer than for Room_shop
called 140 times for one load, wow
Ok, got it working. Thanks again for the code snippet
Why are the gos with the polygoncolliders moving away after the first series of slashes?
for context, here is the hierarchy in unity, the Slash # Collider # are the gos with the colliders, and they are set active in code during the slashes
do all the children also need to have rigidbodies?
cause that's how the parent go is moved
ok so it might've been an extreme case of a z index issue because the colliders are actually in the right places
how do I make the mod log include LogError entries?
which level is it?
there wasn't anything that said
why tf am I getting a crash when closing the game

well its freezing, and nothing is being written to the error output
i think it defaults to debug anyways
i mean
if you set your logging level to not debug then they won't be
also, you should enable onscreen debug if you still haven't
alright cool
This looks much better than the tc ones though
we're planning on adding a new attack to phase 3
Looks like p3 dive goes to counter
Instead of dive
Wait no
There's so many lines on top of each other
It's better but still fucking sucks
does anyone have/know of a file with like all of the different player bools, ints, floats, etc that are passed in through the respective hooks?
it has all of those?
cool
ahh I see
is there any actual documentation on this stuff? the readthedocs has very limited information
and I don't like bothering people with obvious questions :P
😬
alright
is hive knight the only boss where tc decided to use colors for once
can you try copying the prefab into the data folder using the terminal?
now its shovel knight huh
thankeeee
Does anyone know how to Mod
I don’t know how to
I want this really bad tho
I will legit pay you
Or at least try to
I’m broke
payment comes first
I'll set my initial price at 25 USD
I do
I’m going to get that mod done and everyone will despise me
For having the idea
Uh you know what this might take a while I don’t have a paypal lol
That's ok just mail him a check
I don’t have money 
looks like the mod won't get made then
tragic but unavoidable
How do you mod?
?apidocs
by paying us, that's the only way
read the pinned messages
You know what I will sadly not have this done
Shocking
tragic but unavoidable
It’s fine
My disappointment is immeasurable and my day is ruined
I think it’s for the better tho
I don’t think people wanted Absolute Primal Aspid
maybe not but I do want $25
i sincerely thank Hyperkatmanders for letting jngo focus on 5 knights mod, he is truly saving modding
I'll do it for only $24.99
I’m a broke human
I have no money
No one wants a boss who spits out 9 primal aspids with triple health
That is correct
With the main boss having double health of absolute radiance and dealing double damage
one person does want $25
that is a very weak lower bound jngo
No
I think that if that boss existed people would hate the person who decided it would be a great idea
No I think people would just not use the mod
I think you severely underestimate the apathy of most people
There's potential for a primal aspid boss to be good but your idea is super uninteresting tbh
my boss will have primal aspids ill take payment thx
And yah I’m not good at creating interesting bosses
N O one wants primal aspid boss
That was actually
Really fun talking to modders
haha collider machine go brrrrt
A grey mourner boss fight that’s cool I actually forgot what she was called before
Zemer im dumb
Or just debug
where is the data like if you have steel soul unlocked stored?
I don't see any file in the saves location that would say that
registry
ah cool
also why TC
why is it in base64 
oh because TC decided to not make them words
so why does HK sometimes randomly delete save files?
you mean backups?
like where did user1.dat go
are the save files like hashed and stuck into registry?
like what is HK doing that causes files in that folder to just go missing
I have the file backed up, but even if I copy it in there, HK just deletes it on startup
and are saves the only files that will exhibit this behavior?
right so if I modify/restore the file while HK is running, it sticks
I'm guessing this is their way of making it hard to modify save files?
Do you have steam cloud saves enabled?
Steam's settings
nah looks like its global
I'd make sure to turn it off for HK too. In case the game setting overrides the global one. It's in the properties/update tab
Cloud synchronization
so if I do save files while hk is running, it should save them even if the user does have cloud saves on, right?
As long as you bench or properly save and quit out of the game, it will save and override your files. If you paste in a new save and don't do that (e.g. you force quit the game), the new files will be lost
cloud saves are fucked
Well, I have no idea how cloud saves work, that's just a conservative approach to guaranteeing they work
Glowing Womb Lost Kin in progress.
I finished and I make it in 3 colors.
Classic
Lifeblood
Grimm Troupe
Do you have a idea for another color? (Sorry for my English)
shade
Crystal Peak?
infected?
color
Color?
ENG
10 colors available
Classic
Infected
Grimm troop
Life Blood
Mont Cristal
Hive
Rainbow
Link of the skin: https://drive.google.com/open?id=1zOCl_maw88cDfdh2TSP_UgYr-DZ0tbQW
Social networks
Tumblr: h...
i love them
so lovely
☺️
ENG
I had to make this skin for the 1000 notes of a post on Tumblr but I changed my mind, I am too motivated to do it.
2 colors available
Classic
Grimm Troupe
Link of the skin: https://drive.google.com...
Those look great! Congrats on making them.
Thank you!
InkScarlet is there a way to put the skin mods on a switch?
no
No unfortunately.😔
when you mod this game it is as if you built the game yourself in unity and you edit it as such?
Nah
You can do some stuff in editor but you can't really modify existing things that way
Lol remember when I was working on that thing
sigh
how do i get the hornet item?
also looks like there's some kind of shovel item as well?
uh did i miss something?
ah right
but yea, it's pretty cool
buggy, but cool
There's a lot of stuff to list, but I'm pretty convinced that what I found is stuff you guys might be aware of
Since I only played around for a few minutes
black square at the entrance
Also some of the stuff I found might not be classified as "bugs", but rather design choices
Or just intentional
Ohh nice Organ
also I assume that hornet sprite will be redrawn?
Ah
I'm not meaning anything bad by this, but it needs a little bit of an extra work
btw it still kinda does that when you superdash into the silk
just a minor issue this time. physics are normal once you get hit
interesting
I have been mentioned
I made some sprites for this
What feedback do you have for the Hornet one?
It lacks some shade and depth around the skirt, and iirc it seems to be asymmetrical
I would imagine it'll need to look like it's in the artstyle of the other stuff
Basically just need a little more work and polish
In the 5 Knight mod you should get a bundle of Unbreakable Flower once Grey Mourner is defeated so everyone can get a flower in these dire times.
have you fixed enemy hp bar so it doesnt crash when you die?
epicco
make tot a runnable category when its done tbh
but seriously though really good job so far
Wow, that looks amazing! 😮

