#archived-modding-development
1 messages · Page 478 of 1
what is the referance for UnityEngine.SceneManagement.SceneManager
using UnityEngine;
using UnityEngine.SceneManagement;
wdym homothety
your xml is malformed
there's an extra > on L1037 before the closing tag
wtf
on knight?
I knew one day I would pay the price for editing on the webpage
oh ok thank you
i feel stupier then normal probably a sign i need to hit the hay sorry for bothing you
ahhhh so my debug.log does show up in the output_log, this is great
using debug.log 
what is the name of the pillar traitor lord makes
I thought it was mega_mantis_tall_slash but I'm not sure now
Edit: I was correct but was tricked by tc fsm trickery
mega_mantis_slash_thing 0000-0005
what's the other solution when working on something that extends monobehaviour and not Mod?
Modding.Logger.Log
or have an instance field for your mod and do YourMod.Instance.Log
I just create a method which does Modding.Logger.Log("[Name]: " + obj) usually
ahh that makes sense
now my UI properly fades in and out properly when pausing, I'd also need to find the hooks to use for the quick map and inventory, I found "On.GameMap.CloseQuickMap"
Which seems to be related to what I want, but it gets called when going from the zoomed-in map to the full map which isn't exactly what I am looking for.
Damn good job!
jngo where'd you get the assets from
is it public like the hk stuff in art discussion
I just looked up cuphead sprites
huh
very nicely done
Cool
awesome, dude
when is cuphead dlc coming out?
Tell me anyone, tell me
june 16th
Really? That's epic! 8 more days!
Will we mod that game as well?
Or more lightly will you mod it while i go how does this work? Again
that was a joke

i wish there was a mod to change the color of the cape
Custom knight
I can make a custom skin for you though I would be using custom knight
@fair rampart dammit I was really hoping you weren't XD
It should work are you having issues?
it doesn't change anithing in mine
press focus
If that doesn't work read the install instructions and make sure you are using the right version of hollow knight
Thank you 56 I know I would of messed up helping somehow XD
try to make a simple porting for MultiPlayerServer Mod
cool
next i'll set up in my server
how do you create and intagrate p2p port-mapping (not forwarding) like this i can't find it on google no matter how hard i try i found a scetchy looking port mapping program that asks for £50 pounds but i know there must be a way to do it yourself
you mean you want to do punchthrough?
you require a mitm server
because port mapping is port forwarding afaik
you're just mapping a port to a local address
i thought port mapping was portforwarding without needing to loggin to your router or like an alternative to port forwarding
what is punch through?
there is no way to open ports without a middleman or portforwarding
and thats using punchthrough
punchthroughing is a middleman?
how do you find a scene's name using the knight file (i understand it is a txt (thank you 56))
nvm my mistake
i'm thinking of making a tutorial series for hollow knight modding to help newer modders (referancing radiance host ect) is there anything i should know/you think i should mention
hooks, modding api, fsm, assetbundling
thank you
how do i veiw an fsm and edit it i can't find it pinned
i DO see a meme about it though
Fsm viewer
Pretty sure fsm viewer doesn’t let you edit
i've tried it on level0, 1, 2, 3, 4 ect and i cant see it show anything even tried shared assets
how does it work then afaik it's a visual way of coding
oh i see only some of them have fsm's
You edit it with code
Take a look at a boss mod
do i need to call them the same stuff i.e
i've moved where my steam stores my games how do i use the open scene list and resoure.assets function?
it says to contact nes does it mean nesquack?
Idk
oof
how does one create an fsm?
yea
???
np
Where have you been? I’ve seen many situations where people were waiting for you to say np
I was answering the nes question
I dont think you can make fsms without a copy of playmaker
there is no reason for you to make an fsm with code
wow you guys don't even remember me
i do smh
don't worry I'm coming back for real just not yet
who are you
who are you

cant wait for hkworldedit3
funny joke
it's funny because it's true
this is true
can't wait for non-crashing fsmview
tab closing?
yeah idk give me an exception or way to reprod and I'll fix it
fair
@fair rampart all the time for you?
@west ridge might need your help
https://discordapp.com/channels/283467363729408000/327461802311155714/719625147908096031
already fixed in pms
yeah my tab implementation was trash
I can redo that right now
i hope i didn't get you stuck in work you don't wanna do
because it's effort
i mean
not really with an outdated, overused meme
can't really call it code
yeah
i'm not going to recode a boss for the purpose of proving that i have the ability to not be braindead
ok
ok
Ara you're taking this as if it's a personal insult on the game/devs
Like obviously everyone here thinks the game is designed well or we wouldn't be modding it
It's just poorly made, regardless of the game design
Like even TC knows this, they hired outside help for programming

^
me
i don't think the game is designed well at all
fluke does 80 damage and costs 3 notches
lmao
You're right they have no idea on little details
Dreamshield 3 notches is also extremely confusing
And dream wielder 1 notch
random number generator
I guess it's more like the boss and world design is really good
Other than a few exceptions like uumuu
"few"
i mean they aren't great fights
obviously most of them were designed well
but trust me, after starting doing pantheons all bindings attempts, you see some things
grey prince zote sented me
gpz is kinda bad yeah
that's right, SENTED
mantis traitor just randomly walking forward after the shockwave attack because he doesn't check to see if you're close to him
why do you ask
That doesn't really reflect on the design, though
true
i mean their lack of playtesting and balance really ruins most of the bosses
yea, i blame simo
They clearly playtested the game properly, as evidenced by buffing fluke to nearly double the current damage
And not even noticing that it literally broke the game to use
oof
Up to hidden dreams using fluke in any wave/arena fight would cause it to desync
If people are unaware
But anyway if you play any game for hundreds of hours you're eventually gonna notice more bad than good
how are dreams even stored my suspicion is they are just really far outta bounds but they use secences to load other new areas instead of that
hk is still one of the best games I've played
they are scenes
ok i cant speak
Nothing is really far oob
you just load another scene
It ain't
i found a glitch in the old version that yeeted me high up and i just warped to a dream
vsync is still broken
what
was dashing against an elevator as it went up and just went flying
Ok but you're not just gonna randomly go into a dream
My best guess is the camera bugged in the lurien room then you mashed and accidentally hit him with dream nail
maybe i kinda freaked when i went flying the game did crash though
i mean when the dreamer died
i think it was 1.2.2.1
Do you mean this glitch? https://gfycat.com/ShimmeringDenseAfricanwilddog
oh wow this is a lot faster than the version I had
Yeah it has at v2 so it should be a lot more optimized

dnspy highlighted this
I was just stress testing it by opening a bunch of fsms from various scenes and quickly switching between tabs
oh I see
I was able to get it by holding ctrl tab eventually
tested this one a few times this better not crash again
also I enabled speed mode so it should be slightly faster at the cost of a little bit more memory
amazing
it's working well, nice job
just watch, 3 days later someone is going to silently complain about another exception somewhere else
have fun
nes alive???
assetbundling during gameplay when
Soon tm
hype
i will be waiting for the pr saleh
does anybody know how to make a custom skin for the Knight? I know I need to edit the sprite sheet(s), which is/are enormous, but I don't know the step-by-step process, so could someone tell me the steps through it all? (It's also possible this could go in modding-discussion, I don't know which one it would be for sure though.)
@steel matrix check the pins, spritepacker and godump
you might want to ask someone from TWP for more help
the white palace
same thing
And you dare to call yourself a mod
ok thanks
@fair rampart I suggest to Add a code udp.Disconnect(); While someone disconnect from server, The Udp still connect and will send udp data to server
and for some reason, the falling seeds don't appear in game
what about it
ah
Not a modder nor do I play HK on PC but I’m here to say you modders are hard workers and make some really neat stuff 
Have a nice day
just like this
so, i started carrying a knife after an attempted mugging a few years ago. Since then, my mugging attempts have been a lot more successful.
very cool but that isn't modding
wait sh*t i missclicked to modding instead of meme
When was the last reset?
wait sh*t i missclicked to modding instead of meme
that happens way too often
"moderated" 
well yes people who had power looked there
so you couldn't just post literal garbage
just because the moderation was "we're basically a subserver like speedrunning is so people can talk about non-modding topics" doesn't mean it wasn't moderated 

Guess I will just stop deleting animal abuse/potential death videos and NSFW memes since it's not moderation 
wow is meme that much of a shithole
Yes
@remote zealot have you considered
https://discordapp.com/channels/283467363729408000/573068857682558986/718264549731467366
not happening sry
Simo said he was making a PSA
:c
yeah, doing some changes to #297468195026239489 over today and tomorrow
channel desc + psa + pinned guidelines etc.
also wow Simo actually came to respond to me memeing about removing meme
wow it's seriously that awful
I haven't set foot there in ages
i mean it was moderated, people would get mad at you for not even putting videos in <> tags, and posting completely unrelated stuff to the topic
first step in it guarantees all 3 types of hepatitis tbh
it was just if you wanna talk about nerd stuff go for it my dude
Almost finished
this is cute
No spells?
a bit stiff on the walking but otherwise very good
Looks great! What's left to do?
Looks amazing
Cool
Spells, swim, death, dream nail, etc
Most important thing is that we want to add story to it, like what little Hornet should meet in Hallownest
She shouldn't meet the Hornet I suppose)
But I don't know what can I do with the bosses
That would be cool, but it would probably take a lot of time
Now we can only change the text and Sprites, so maybe just 'add some stories' at this moment
Wish I could program
Yeah, then it will be two thousand years later ahaha
adding story sounds like a Project. idk how the heck you write around hornet fighting hornet, twice
hello a programmer btw.
you'd have to cause I'm fucking sick of customknight
hello
but skin looks super stylish. love the hud
There are too many skins we just want to make things different
Its Hollow Knight:Battle Royale with all these skins
@still locust A small Hornet adventure in the early days of the fall of Hallownest would be neat?
Yeah! there should be little pure vessel and little unbroken vessel with her
And NPCs will talk about her because of her secret royal status
(like writing a novel
What if multiplayer had a battle royal mode?
tfw everybody drops in deepnest for the sick loot
I was mad that the game I was playing crashed, but seeing Poppy's smol Hornet made me happy again 👍
yea
poppy, are you going to make hornet public, or will she be a challenge or something?
I think they said public last time someone asked
poppy, are you going to make hornet public, or will she be a challenge or something?
@nimble lake
Yeah it will be public, cause there are already so many challenges
Nice, thank you :D
I am very excited for the skin, it looks so good! 😍
I think I see the flipping variables in playmaker that TC described
oh god
Now make it happen arbitrarily at runtime
How would I go about creating a custom skin?
I would like to try my hand at making one :]
ty
Does obs double up as a video editor?
no
ah ok any software you'd suggest?
what are you trying to do
ffmpeg can do simple things really fast like trim/slice/combine/convert
ok just thininking of trim/slice/combine/convert and add text going to give a modding tutorial a shot
so uhh how hard would it be to make a translation mod? (Arabic) since its a bit complex, and i would probably need to find a font that fits. im guessing not easy?
depends on if textmeshpro / rich text supports it
type something you think might not work
oh
apparently it works i don't need to test
as you can see it appears to work for arabic
thank you
Hf translating all 57 precepts
Is there a way to get the MapZone from a scene name or Scene? I tried going down the rabbithole of GameManager.instance.GetCurrentMapZone() in dnspy, but I couldn't find where it actually retrieves the MapZone.
this.sm.mapZone ?
yeah, but I don't know how the scenemanager gets the mapzone either
maybe theres just a SceneManagerSettings somewhere in each scene
as a gameobject?
yeah
it appears SceneDefaultSettings is an object
that can just be in scenes
which appears to have a serialized List of settings in it
just looking through the code, could be way off
yeah, I was mainly looking for an easy way to tell on entering a room whether it was in Fog Canyon
But ActiveSceneChanged is too soon for the mapzone in GameManager to be updated
yeah, that seems like the way to go
thanks
lol does this code actually work Platform.Current.SetSocialPresence("EXPLORING_" + this.sm.mapZone.ToString(), true);
I don't see anything that overrides SetSocialPresence
or would that even be visible
i think that stuff is hidden
its like a seperate dll thing i think
nah rich presence works a different way
pretty sure i have a rich presence mod already
i do but its fucking hiveknight patch lmao
but it must be xbox / ps4 code ig
yea that can't be discord, vanilla doesn't have the discordrpc sdk
I new here
Can you tell me how to make your own hollow knight mod
or did I miss something
@marble warren dive through the pins
top right
@marble warren
@copper nacelle Why does calling LoadGlobalSettings() inside GetPreloadNames break the api?
wdym
that's the last line of the log. None of my mods loaded
initialize comes after that though, because it already has the preload dictionary, right?
gg
Ok, fast preloads were actually easy
I just had a billion uses of instance in there

I dabbled with conditional preloading with my custom trial mod so that you wouldn't need to preload every enemy in the game and I have no idea how it works
I did also run into the issue of none of my mods loading
Yeah, if the preloader has an exception nothing gets loaded
But in the end I didn't need to call LoadGlobalSettings or anything
Just had to make sure I was pulling them from the right place
Is there an easy way to determine which spell hits an object? When I tested it earlier, it seemed like they all have the same collider tag of "Hero Spell"
I was able to make dive platforms breakable with wraiths though, by doing some fsm shenanigans with Spell Control 
cool
is there a hook I can access with "On" for whenever a player checks any quick map, and also a specific one for when the player returns to gameplay from the quick map, I found "GameMap.CloseQuickMap" but that triggers both when the quick map is closed and when the full map is closed
checking with dnspy but it's a bit confusing to go through
Nah that's probably gonna be fsm only
ah I see okay
On.GameMap.WorldMap does trigger when a map is zoomed in
I'm unsure of how to access fsm for it
FSM viewer is pinned
I know fsm viewer, I used it a bit I just don't know how I'll use that information in my mod
to just figure out how the states work and how they transition I just don't know what I'm trying to access
you get the fsm with correctGO.LocateMyFSM("fsm name")
Then, using FSMViewer, you find the state that does what you seek. You can add to the state so that it runs your code everytime the state is reached
Oh nice :D
thanks
correctGO.LocateMyFSM("fsm name") does this mean you can edit the fsm using c#?
yes
Is there a BeginSceneTransition like hook that runs after the screen is already black?
ty
show code
That should work I think
The hook might be broken
Ok I see the problem
It's gonna die if you return null, even if that's the proper value
This is the only pd get/set hook that's nullable and it's just copy/paste of the code from the primitive ones
You can probably convince 56 to fix it
If not, give it a month and I might get around to it
Hey, I'm considering building a mod for hollow knight but I haven't the least idea where to start. Are there resources or guides I can reference? Thanks!
Thank you!
np
Ok so I read through the Hollow knight api guide but I'm still really confused about where to start. I found some example mods but those also confuse me? I guess I don't know as much about programming as I thought. Are there any other resources I can use? How did you guys start learning this stuff?
check hellmod
good for reference of how it does the way it really does do its thing
Hellmod?
I'll check it out, thanks
i start with DebugMod🤔
cool story
I'm just waiting until we figure out how to add rooms at this point tbh. Eventually though...
But imagine, custom rooms 
have people been working on them, I never see them mentioned
oml I feel like a brainyot concidrering I watched the imported cuphead boss just a few minutes ago heh
and saleh has done some stuff i think
alright, thanks!
how do I get the right fsm to get its states. I found the two following fsms in the fsm viewer "Inventory-Inventory Control" and "Inv-UI Inventory" but I'm not exactly sure how to get that in code, I know I have to use LocateFSM with its "string" name but I can't seem to get the "correct gameobject" to check from or the name of the fsm properly
Oh just figured it out, the dash (-) indicates the distinction between the gameObject and the fsm
so now I found the bool I can check to see when the map is opened by checking the bool for "Map Shortcut", but I'm not sure how to hook an event to its state
or rather the event named "Map Shortcut", but I'm really not sure how to hook it
it must be different than Modhook or On
You can insert an action which calls a method
hmm is there an example of how to set-up actions I could access somewhere?
yourFSM.InsertAction("State Name Here", new CallMethod
{
behaviour = GameManager.instance.GetComponent<YourMonobehaviour>(),
methodName = "MethodIWannaCall",
parameters = new FsmVar[0],
everyFrame = false
}
, 0);
0 index where you wanna insert the action, can be anything, just dont go off bounds ofc
something like that
yeah it means it will call your MethodIWannaCall and you can do your stuff once the FSM enters that state
so in this case, this FSM is the players SpellControl, and lets say, im spawning an aspid whenever the player heals or wtv
from there
the first parameter would be "Focus Start"
methodName = "SpawnAspidMethod"
then the number on the end (which is the 3rd parameter actually)
will allow you where to specifically insert your CallMethod, in this case setting it to "1" would put it inbetween action SetFloatValue and SetBoolValue
that is very nice!
thank you so much this is super useful, I'll give it a shot tomorrow when I'm not sleep deprived, see ya :D
hmm k
what would be my monobehaviour?
hmm let me check
thank you
basically the existing monobehaviour/component instance of wtv is holding your method
from what i understand at least
ah so in that case it would be the mod class it's on
essentially "this"?
but if it would happen to be calling a method in another class somewhere I could link it this way (unless I'm misunderstanding)
probably im not sure?
what i do is i already have a MonobehaviourA added as a component to the GameManager.instance at the very start
then since its a singleton anyway i just GetComponent<MonobeheaviourA>
probably a shit way of doing but someone who knows it more indepth can probably confirm your question
alright I'll try to get to understanding this in more depth tomorrow, thank you again
Saleh did you ever get an issue with assetbundles where clicking Build didn't do anything?
even if the bundle has a different name?
I'm trying to build for different platforms with the same assets
that works for me
does it give any errors?
try removing something and putting it back in then assetbundling
it just shows the loading cursor for 0.1 seconds and then nothing
recreated my scene in a new project and it still doesn't work 
builds to Standalone Windows just fine though
shaders
code shouldn't be
code isn't even included in assetbundles either
as its a security risk or something
alright, the reason was I was missing mac and linux build support for 2017.4.10f so I reinstalled that version of unity

@ornate rivet do fennel and propellerknight still use bundles in StreamingAssets?
are the github repos updated?
ok, I'm getting an outofmemory exception when loading fennel, so I want to make loading assetbundles from stream conditional
for that project
ok
oh wait you already did that
yea
I just dont know the terminology
Anyone feel like making a new room for the indie crossover boss statues?
If no one wants to, I think I'll remove the wall on the left side of the bench instead of making a new scene
If you always preload the same objects, would it be worth making an assetbundle for them? Would that reduce load times?
well you'd only load them instead of the scene so it'd make the game load faster
if only we could assetbundle hk gameobjects
oh is it not possible to do that then?
maybe I misunderstand, since I've never used that
not yet at least
you could, but you'd have to remake them in unity
but imagine being able to assetbundle at runtime
I have some ideas to make a full-scale game mod this summer
but it's already at 30s preloads with just a handful of objects
it's going to be 5 minutes by the time I'm done 
well i'd probably remake stuff if you're actually doing effort
the only reason i'd preload is to get fsms
and fsms suck anyway
hmmm, yeah I'll look into remaking stuff once I'm farther along maybe
you can also load assetbundles async
Yeah, I really should rebuild for moving enemies around, I think
a good chunk of my load time is probably just to get the ceiling Mawlurk
enemies are definitely worth remaking
fortunately, you can get a lot of important objects just out of King's Pass
yeah I have no idea why cagney existing makes fennel and propk spawn to the left of the arena
I'll try to fix it today
I appreciate it
@fair rampart have you managed to look into the skin mod for 1221?
I'm learning how to downpatch rn so I can get 1221
oh i see i am so srry for bothering you, if i could do it myself i would have done it
@fair rampart i know how to downpatch if you need help
Speedrunning leaderboards, resources, forums, and more!
I'm following that
ah
there is an easier way as well
but like you gotta make sure you backup your data
i can't rember how though sorry
i think i used that too its not that bad as it looked at first, but sorry to make you go through this
Once i had down patched to 1.2.2.1 and a week later the folder I put it in vanished
sounds like me in real life
then I found the folder, and everything inside it was deleted except for hollowknight.exe
this has given me an idea for an boss mod
try this
this one requires you have Knight, Sprint, VoidSpells, Wraiths, and VS.png
having a go at it now
mods seems to work but the skin has not loaded this might be my fault
i have setup a folder named CustomKnight in the mods folder and in it i have tried two things
i had the original folder "Default" with all the images in there and i added another folder with the skin i want, that didnt change it
then i also tried adding all of the ones in pink to the default folder but that dindnt change the skin either, am i doing somethign wrong?
this is the old customknight that has you put the pngs directly within the customknight folder
I have a 1221 version already if you want it
oh really i would really appreciate that
now i feel v bad for making @fair rampart go through all that
srry 🙏
where can i download it 56?
lemme get out of bed I didn't put it anywhere
idk why it became .com
just rename it
hahah i can tell
they changed the atlas positions
so which ones can i use
My favourite one is the bow but i think that is new?
Like i dont mind using the one that jgno made but rn it isnt working for me
I quite like the idea to use any new current skins but that is up to what jgno wants to, or I could learn how to code these things
oh .com
download your skins right from the game
store them on some website
the next step
You thinking of doing some more work on it?
hmm, I do like multiworld 
I always have trouble understanding code from other people but starting from scratch sounds also like a pain
Feel free to ask questions
gonna study the code a bit 
its based on rando 2 right?
yes
so, I guess step one would be updating it to the rando 3 logic. Do I understand it right that the item.xml is basically the logic which determines what spots can be reached with that abilities?
Yes
yourFSM.InsertAction("State Name Here", new CallMethod { behaviour = GameManager.instance.GetComponent<YourMonobehaviour>(), methodName = "MethodIWannaCall", parameters = new FsmVar[0], everyFrame = false } , 0); 0 index where you wanna insert the action, can be anything, just dont go off bounds ofc
I was trying to make that work, but I'm getting some errors and confusions,
- PlayMakerFSM does not contain a definition of InsertAction, so I'm guessing I need to use something else than a PlayMakerFSM.
- new "callmethod" is ambiguous
- I'm thinking about using behavior = this but I'm not sure if that would work
- if I don't need parameters should I do parameters = null;?
implicitely changed callMethod to "new HutongGames.PlayMaker.Actions.CallMethod" I guess that's the right one
and that's how I made a reference to the FSM I'm trying to add a method to
PlayMakerFSM InvControlFSM = GameObject.Find("Inventory").LocateMyFSM("Inventory Control");
InsertAction is an extension method
Ambiguous just means you have to be explicit about the namespace
I think the only option for playmaker extensions other than copy/pasting from another mod is still modcommon
Sadly
There's some non-extension helper methods in the api though
what would be the other options that would be non-extension helper methods
I need to make my UI fade and vanish based on the states in which the inventory menu is
Alright I was mistaken there doesn't seem to be any fsm helper methods in the api
There probably should be
For now just ref ModCommon and use this I guess https://github.com/Kerr1291/ModCommon/blob/master/ModCommon/Util/FsmUtil.cs
so that's a class to add, right
You could do that yeah, it's MIT licensed
It's not what most people do but it's what I do when I want stuff from ModCommon
Is ModCommon something I could add to gain access to those helpful methods?
oh it's just a using ModCommon;
So you already have it, then
Get the dll from the mod installer and reference that
Oh that's where it is!
okay I was sorta lost
okay now I have it :D
Ah insert method instead of insert action seems to do the trick
wow it just works :D
does anybody know what application I should be using to open HollowKnight.SpritePacker with? I've been trying to use Microsoft Visual Studio to open it, but there's an error message that says the following: "The project file could not be loaded. Could not find a part of the path" and then some various code
isn't it just an application?
I just downloaded it and I didn't get any visual studio files
was downloading the ZIP file not the way to do it
I have no clue how to get to the part where I edit the sprites
did you click on releases?
yeah
I don't see any button like that
can you take a screenshot of your screen?
ok
ok so I am just super blind
Ohhhh
I see it
so then I download SpritePacker1.3.3.zip?
alright cool, thanks
well now I figured out to specify both tcp and udp for port forwarding since both isn't set by default
if anyone would like to test, the ip is jngo.crabdance.com
Cant test but curious , what updates have you made?
awesome, Ill get on in a seccond
nothing significant, just checking that it still works as well as it did since last I tested
Ah cool
I was going to join quickly, but I opened the installer and accidentally clicked update indie mod crossover, and now it is taking forever to download
now it is asking me again if I want to update indie crossover
this is strange, but I don't care
and I forgot to join with custom knight
try joining again
are you in dirtmouth?
there's an exception in my log that's probably causing that
sure
ok
if it doesn't work this next time I'll call it off for today and try to fix it
nice, the dns works sometimes
do we have the infected knight and christmas knight skins on?
great
may I take a recording of multiplayer?
go ahead
ok
you want to do something for the recording?
mabe, I need to do something else really soon so something quick
PoP?
oh, I got a question for you guys: whenever I tried to download the hollow knight modinstaller I will always get a warning sign from my antivirus is there another way to download the app?
do you need any sort of knowledge about modding to help test?
nope
gtg
bye
i might be able to join a few minutes if you're not done testing already
alright, cool
can i have other mods installed at the same time or not?
I've only tested it with customknight, debug, and QoL
you still testing? i can join now
ok, is the mod installed?
yeah i just put it in the mods folder
hmm for some reason it's not loading the mods
send your modlog
no like the bar won't even show up
oh wait i think modding api wasn't installed
for some reason
works now
so how do i join the server?
pause the game and you should see some inputs in the top right
change 127.0.0.1 to jngo.crabdance.com
and your username to whatever
then click Connect
server just crashed
oh rip
restart your game and try again
we fight our own enemies
what is it?
we could race a pantheon, if you have a save in godhome
yeah i do
alright, let's test switching saves then
p1?
sure
ite swtiched to godseeker mode
are you in front of the p1 door?
yeah
hmm
wait maybe it doesn't work if we're on different modes
i'll try switching back to main
wanna start now?
i don't see you
still don't see me?
nice
yes
cool
you want it on for the pantheon?
nah
alright let's start now
no potential sabotage
got it
count of 3?
oh welp you joined
could you see me during the pantheon?
or were you that far ahead
I saw you from vengefly king to soul warrior
hmm i didn't see you
and you can't see me now in front of you?
can you shade soul?
don't have soul, hold on
np, thanks for helping out
I need to get more people to join and stress test so I'll probably hold a session earlier tomorrow
about when?
maybe 3 pm est
with GODump, how do you choose which assets are extracted from the game? Do you do edit the GODump.GlobalSettings file?
Dammit I missed testing it
Sorry o.7.0.7 I'm not sure
You can make a back up and test it though
May I join multiplayer later today?
yes, we were testing the mod
If you use it, you should probably get custom knight
finally I changed my picture to something good
Here is the recording of multiplayer https://youtu.be/AJ8cuUlHhiw
Just testing the multiplayer mod. I fail to be good at the game because of sharp shadow, lag, and the fact that I am 5x better when I play on my switch. The knight and other characters must be very confused. The recording was cut short a bit because I needed to go do something...
do the skins work still after leaveing and reentering the rooms
yes
damn nice, great job on doing that jngo
turn on comments smh
Now you can comment
Please may I join hollow knight multiplayer testing
I have client not host though when is host running and how do I join?
Pause hollow knight
the ip is jngo.crabdance.com
hey so say you have some skin no one else has
will other people be able to see that skin
yes
Yes
woah
So use custom knight
okay time to actually start working on my personal customknight
will i be able to see it even if i don't have it
RedFrog, was the lag in the video because of the mod or computer?
Put it on before you click connect
I think both
Who is going to get on for the multiplayer thing later?
I can do whenever
Is the server on right now?
I don't know I doubt it
Customknight and client only?
You can use debug or wok if you want
Also 1.4.3.2?
where is this mod (i want)
Wok?
Yes
What's that
There is the multiplayer
I don’t think the server is on right now because when I try to connect, I instantly connect
That sucks
If I make my mods toggleable in game can I just disable them before joining?
Understandable I might make a batch script for toggling "multiplayer mode"
warning multiplayer client couldn't find guicontroller
In modlog?
I think it’s fine unless when you pause nothing shows up in the top right corner
Leave the default numbers except for the top box
In the top box type jngo.crabdance.com and in the bottom type your username. The middle can stay
is a server open
I appear to be in
I did
Are you in dirtmouth
I have no abilities somehow
I have mine
I am in kingdoms edge
i clicked connect and nothing happened
I'm in second hornet fight area
dirtmouth
Did you type in the correct stuff in the pause menu?
I'm making a new save
yep
Server is down no data is being sent and my old save is corrupt
K
I have a backup but it's something to note
Let’s all get debug and a save in dirtmouth for later
Ok
Getting to Dirtmouth
k
What is est
I think its eastern time
in like 3 hours
Thank ee
so for me it will be 2
I'm bst so if I'm correct it'll be 19:00 gmt
Idk I looked it up and I think its 20:00
20:00 bst is 19:00 gmt I think
Ì have no idea imstupid with time
I looked it up and you are right
Neat and thank you
np, see you
Shall I send you the save?
I have one
im at dirtmouth i have no idea if it works
It doesn't work yet
bummer
what time zone are you in
Find out in approximately 3 hours 10 minites
well for me its 9 o clock in the morning
it's 11 for me
yeah, I set an alarm 5 mins early
?
Is abilities knight dependent but what is happening in the world, world dependent and what about masks and orbs?
every player is seperate
they have thier own abilities
and their own world
the other people are like ghosts
While I wait I will work on finishing a boss
Fair
do you need other peoples exact mod loadouts for it to work
cool and custom knight?
I suggest custom knight and debug if you use mods
But you should probably use custom knight and debug and Mabe qol
It used to be required
What is compatible?
Fair
It would be cool for lightbringer support though
And mothcloak
Yeah

