#archived-modding-development

1 messages ยท Page 526 of 1

fickle sparrow
#

where is the hkmp source code

floral blade
jolly oriole
#

but it do be after that, seeing as above it are dynamic method definition

floral blade
#

imma yeet hkmp and try

#

still breaks, maybe it's just the update hook that's broken

fickle sparrow
#

which update hook

floral blade
#

NullReferenceException: Object reference not set to an instance of an object
  at DesktopPlatform.GetVibrationMixer () [0x00000] in <ec95cbe21af7448ea086a0245ca33b78>:0 
  at VibrationManager.GetMixer () [0x00019] in <ec95cbe21af7448ea086a0245ca33b78>:0 
  at VibrationManager.PlayVibrationClipOneShot (VibrationData vibrationData, System.Nullable`1[T] vibrationTarget, System.Boolean isLooping, System.String tag) [0x00009] in <ec95cbe21af7448ea086a0245ca33b78>:0 
  at HeroController.DoDoubleJump () [0x00023] in <ec95cbe21af7448ea086a0245ca33b78>:0 
  at HeroController.LookForQueueInput () [0x0007e] in <ec95cbe21af7448ea086a0245ca33b78>:0 
  at HeroController.orig_Update () [0x0060a] in <ec95cbe21af7448ea086a0245ca33b78>:0 
  at HeroController.Update () [0x00007] in <ec95cbe21af7448ea086a0245ca33b78>:0 


fickle sparrow
#

cause im gonna be honest this does not make sense for a loader change to break it

floral blade
#

i am also on mac which historically has had issues with windows mapi, let alone only part of the windows mapi

fickle sparrow
#

you know

floral blade
#

especially with the controllerey parts

fickle sparrow
#

that might be it

jolly oriole
#

imma try no mod mapi testing a save

fickle sparrow
#

I have the branch up

#

can try building it yourself lol

floral blade
#

i'mma try that

jolly oriole
#

idk if it was the new patch by tc or the mapi, so imma ask: which part finally unclogged the player.log from the millions of lines like "error finding library xyz_mono_xyz.dll"?

#

but my finding with testing: no errors

#

so very likely mac

fickle sparrow
#

uhhhh

#

I think 56 fixed it

#

could be wrong though

copper nacelle
#

new patch

jolly oriole
#

thanks for the answer!

fickle sparrow
#

insane

copper nacelle
jolly oriole
#

the vanilla one ig

floral blade
#

i'll send the vanilla i use for building mapi

copper nacelle
#

make sure you swap it out w/ the new patch and all

floral blade
#

Yuri

#

did you push the inifiny loader fix ?

fickle sparrow
#

yeah I did like

#

a minute ago

#

before I sent you the branch

jolly oriole
copper nacelle
#

that sounds like effort

jolly oriole
#

smh

floral blade
#

by new patch u mean 75 right ?

copper nacelle
#

i mean i can but it's easier to just ask someone when they're already updating

#

wait is 75 newest

#

i assumed new

#

meant new

#

you know

#

i think ci is already 75

#

yeah

#

gaming

floral blade
#

there's newer than 75 ? lol

fickle sparrow
#

pauseshroom what

copper nacelle
#

no

floral blade
#

cool

copper nacelle
#

i am just stupid

floral blade
floral blade
fickle sparrow
#

wtf

floral blade
#

it works if i build it on mac

fickle sparrow
#

I mean makes sense

floral blade
#

yes but we did like science by testing it i think

fickle sparrow
#

true af

shy cloak
#

Hello ๐Ÿ™‚ I'm trying to get a new version of RandoMapMod onto the google drive etc but it looks like I've lost permissions to my folder

#

Is there a new MO or just ask about it here?

#

I've hosted the new zip on github and submitted a PR to modlinks.xml ๐Ÿ™‚

pine girder
#

Yeah and here a peek of Hub

radiant basin
#

YOOOOOOOOOOO

#

okay i know nothing about naruto but im so excited for this

pine girder
#

I am quite limited when comes to using resources

#

I am working on mobile

#

So I assumed it may take two months if I am lazy lol

floral blade
#

it looks epic!

radiant basin
#

oh damn so you have to keep transferring files from mobile to pc?

pine girder
#

I does that through the Google drive

#

It is not too hassle

radiant basin
#

oh true

pine girder
#

But the wall I facing up is limited amount of layers

floral blade
#

just curious why draw using mobile ?

pine girder
#

When I use too much layers, my app ibispaintX I am using becomes laggy

#

Because I don't have laptop lol

#

I prefer to work on Medibang but I couldn't import files for exact hitboxes whatever it is

#

I never liked ibispaintX's blurred pixels when I zoomed into

#

I actually do have access to a laptop but that is my mother's
She do not like me using her at all

radiant basin
#

ooof

floral blade
#

i meant to ask that, because in case u use mobile because you prefer touch over mouse for drawing, cuz there's probaby software to use your phone's screen as a touchpad for desktop

pine girder
floral blade
#

i guess that does not apply to you, sorry !

pine girder
#

This is what my workspace look like

#

I am working on lifeblood

#

Not sure if a jar is fitting but oh well
Since I couldn't thought of anything apporiate

radiant basin
#

working on mobile seems hell dude i could never do that

pine girder
#

It was

#

But I became so used

#

It is not too bad for reskinning

#

Since it doesn't rely on pen pressure too much

#

When I need pen
I plug in with drawing tablet

#

But unfortunately it drains my phone battery too fast

floral blade
#

it really does look super difficult to work on a phone

pine girder
#

What you seeing is I just turned on layers recently

#

My phone is tad bigger than usual

#

I think 3 inches x 5 inches screen

#

But there is a bigger problem than attempting to draw

#

My memory space is nearly full

#

I try to delete original sprites when I finished new ones

#

Any questions?

floral blade
#

that's a lot of effort for a skin, i really look forward to seeing the end result !

#

gl

pine girder
#

Thank you and I really love Gaara very much ๐Ÿ’–

#

Oh I just remembered a question

#

If the color of skin is indeed reskinnable as you or someone said so
Then where do I put it in?

#

The file I mean

floral blade
#

the soul liquid in the HUD?

pine girder
#

Yea

#

I am thinking to paint it in blue bcuz chakra

floral blade
#

it wont show up on 1.4 custom knight yet, it will once 1.5 custom knight releases. if you just need the file it's in the pre-release zip

pine girder
#

Ooh nice

#

If I am preparing the skin whatever it may be finished before that mod updated up
Are there any files I should keep an eye in case these files change
So like I don't have to waste unnecessary time on 1.4 files

floral blade
#

as far as i have seen not many sprites seem different, The hollow knight boss has a new sprite but i doubt you're planning that

pine girder
#

Naturally

#

Okay, good to know

floral blade
#

what defines the knight's hitbox in game? is it a specific collider? can we get the bounds of this collider? (please @ me)

pine girder
#

Red lines

#

You cannot draw over or even on, otherwise it will look like chipped/chopped

#

It gave me headaches sometimes

#

I have to figure out to make a design work without looking awkwardly

#

Esp in animations

#

It just makes me groan
And goes back to redrawing

#

Anyway I came here again to ask
Is there any app I can use on mobile to put frames together and run on 24 fps?

radiant basin
#

i think flipaclip might work? but ive never used it myself i just know its used for animation

radiant basin
pine girder
#

Are glass fine?
I'll draw liquid later

#

Tell me if you want slower animation to see better

radiant basin
#

yeah can it be slower please "^^

pine girder
#

Better? It is on 12 fps

copper nacelle
#

looks good to me

pine girder
#

I am kinda surprised it is decent despite this is actually my first animation not to mention
My very first time on working on custom knight

languid goblet
#

is this lifeblood?

pine girder
#

Yeah

languid goblet
#

looks cool

pine girder
#

I am making Gaara skin

radiant basin
#

OOHH!! looks cool!!!

pine girder
#

Everyone of you seem satisfied with the glass
I'll try to draw liquid
It is kinda tricky for me

ornate rivet
pine girder
#

Oh sure, I'll do that in next time

languid goblet
#

didn't realize

pine girder
#

I assumed it including development of skins

left lintel
#

can someone develop a thk thkhands skin?

floral blade
floral blade
jolly oriole
#

should be directly on the knights go, yes

#

something like 1.28 units tall and 0.5 wide

floral blade
#

and it does it change size when for example, dashing ?

jolly oriole
#

no

floral blade
#

okay perfect, thanks!

jolly oriole
#

so for drawing, ~82 pixel tall, ~32 wide afaik

fickle sparrow
#

any last objections

jolly oriole
#

why so many commits

#

1 question

#

before merge

#

did you test save+quit

#

wait, the lines i was looking at were added, not removed

fickle sparrow
#

these 3 commits were fucking up the CI

#

but I couldn't get the error on my computer

jolly oriole
#

if, then i have nothing against it

fickle sparrow
#

yeah I just saved and quit

#

and the global settings do save correctly

jolly oriole
#

i meant more in the direction of "the mods don't initialize anew each save+quit", but that also works

fickle sparrow
#

wdym by that

#

what is the code that would make that happen

jolly oriole
#

buried somewhere in modloader or in the debugsettings thing: set to true on start to have mods initialize exactly once

#

because many things do get yeeted with save+quit

fickle sparrow
#

the what

#

I'm still confused

fickle sparrow
#

yes thats how the loader was before

jolly oriole
#

yea

#

but with your complete refactor maybe that got lost, idk, possibility, probable, maybe, idk

fickle sparrow
#

huh?

jolly oriole
#

dwai, is still there

fair rampart
#

Anyone know how to open Hollow Knight on Unity?

fickle sparrow
#

ok cool

#

I'm just gonna say fuck it and merge

fickle sparrow
#

done

#

I added notes on what might break in the commit message

#

I doubt anything will break however

steady comet
#

Ordered construction has been removed
Can you still set the load priority to make your mod apply hooks early/late in the order?

fickle sparrow
#

yes load prio still affects Initialize calls

#

the constructor ordering was scuffed

#

it loaded all DLLs without Mods, then all DLLs with Mods

#

I just removed that distinction

steady comet
#

Oh

fickle sparrow
#

I doubt this changes much because nothing should really use constructors anyways

jolly oriole
#

Serecore does in 1.4

#

Constructors are great

#

Now that i think about it

#

A lot of my mods use constructors

#

Partially because of the name

ornate rivet
#

so we'll have to remove the constructor in pale court?

jolly oriole
#

No

fickle sparrow
#

yeah but serecore doesn't need to anymore

jolly oriole
#

Yea, thats why the "in 1.4" is there

fickle sparrow
#

as long as you don't use any weird shit in the constructor it should be fine

#

like you can now actually use dependencies in the constructor

#

I think

jolly oriole
#

Possible before as well

fickle sparrow
#

yeah but way worse

#

you couldn't depend on a mod that was alphabetically past yours

#

in the constructor

jolly oriole
#

You could, it just loads the type then

fickle sparrow
#

no it didn't the code literally wasn't loaded until afterwards

#

unless it was a library

jolly oriole
#

I had a test api in which i didnt allow sfcore to be loaded by the modloader and another mod could use sfcore regardless

inland crest
#

Hi everyone ! I wanted to know if there are some good practices when working with audio sources and everything related with adding new sounds ? ๐Ÿ™‚

fickle sparrow
#

are you sure because it literally used LoadFile which doesn't resolve refs

jolly oriole
fickle sparrow
#

wtf

jolly oriole
#

56 told me that fun stuff

fickle sparrow
#

oh actually yeah

jolly oriole
#

So afaik no

inland crest
#

Actually i'm not searching for mod i'm just wondering if i just have to add audiosources with the sound i want or if there is something created by the game

jolly oriole
#

i meant that because you wanted good practices, so i assumed for a mod you make or something

#

but you'd probably only need audio files

#

though i haven't personally dealt with audiosources before

inland crest
#

Okey thank you for the answers ๐Ÿ™‚

jolly oriole
#

what's the status on 1.5 modinstaller?

light zodiac
#

Redfrogs fork exists which I would personally like to be used

copper nacelle
#

echgod

#

that's the old modlinks

#

no ci more hashes more effort

#

and more importantly more special cases

#

at least imo

#

it would also break the current installer

jolly oriole
#

frog's pr does have changes for the current installer though

#

imo we have
for/against modified mi1/mi2

+ autoupdater maybe works
+ people know that installer
+ modified old modlinks
- changes needed
- potentially more hashes needed
- modified old modlinks

for/against new mi (mi3???)

+ ci for xml validation
+ less hashes needed
+ one modinstaller instead of multiple for the same patch
+ new modlinks
- new mi has to be made
- version control in the mi (which mod with which version is installed)
- site loading very jank
- new modlinks
copper nacelle
#

whomstve site loading

primal latch
#

I love how new modlinks is both a + and a -

jolly oriole
#

old modlinks is the same

primal latch
#

ah yeah

#

lmao

copper nacelle
#

the main thing I have against it is you have to change the format anyways

primal latch
#

Why is old modlinks a +?

copper nacelle
#

otherwise it's just wrong

#

like it is rn

#

Linux builds are fucked

primal latch
copper nacelle
#

Despite being able to autobuild them

#

no controller support

jolly oriole
primal latch
#

true

primal latch
copper nacelle
#

Mac builds โ‰ˆ Linux builds

#

Same difference

primal latch
#

then IDK what's wrong

copper nacelle
#

My point is there's one hash yet two builds

#

unix and windows

#

but they have separate hashes

#

So break one or the other or redo the hashing system in some way

primal latch
#

so how would you fix controller support?

copper nacelle
#

The controller support is just a matter of using the right build

#

You just can't do that without breaking the installer already

#

And changing hashing

primal latch
#

ok

floral blade
#

i mean if either way MI would need to be modified slightly to work, why not just have 2 entries for mapi each for one platform (with the current hashing setup)?

jolly oriole
#

multiple hashes per mod ResidentSleeper
only one hash per download PoppoHyper2

light zodiac
#

How would 1 has per download work?

#

Hash*

jolly oriole
#

hash of the zip, mi checks the zip hash to determine that the file downloaded correctly, then unpack

floral blade
#

multiple hashes per mod = only download the changed files ?

copper nacelle
#

that means one link per file

jolly oriole
#

reacting to your own message doesn't work, because all mods only have 1 zip as the download?

floral blade
floral blade
#

and i'm for less rewrite => more mods

copper nacelle
#

less rewrite => same amount of mods because no mod is going to work across versions

#

And if you want 1.4 mods with a rewrite then that installer will still use the previous modlinks

#

which is 1.4

floral blade
#

lol i think i'm just bad at phrasing. i meant the less time is spent rewriting the setup, the earlier people get mods

copper nacelle
#

and the one hash thing is how actual package managers do it

#

afaik

#

like pacman and apt

jolly oriole
#

yoinked from spoon

#

or whatever 56 directed me to at some point

copper nacelle
#

scoop

jolly oriole
#

yea, that

#

60% correct

#

gonna try my borst at an avalonia application to do that hotdogHotdog

floral blade
#

sure, i think as long as people are able to get access to mods and authors are able to add it, the rest of it can evolve over time especially if there is an auto updater.

copper nacelle
#

arguable

#

if you break the format and the auto update isn't separate (like it isn't rn with current modlinks) then it forces people to manually update

#

which has gone well approximately never

floral blade
#

so perhaps a new auto update that seprates MI updates from modlinks (via modlinks) should solve that problem right ?

copper nacelle
#

yeah

#

and writing an auto-updater

#

arguably the hard part

#

cross platform + lightweight

floral blade
#

that's fair i think

copper nacelle
#

apps can't overwrite themselves on windows

#

which is annoying

#

free on unix-likes

jolly oriole
#

they can, if they shadowcopy themselves on execute

#

though idk if any do it

#

or how

copper nacelle
#

bro it's 100mb

floral blade
#

i was looking at this fun browser api that allows webpages to access file storage

copper nacelle
#

echgod

floral blade
#

have not experimented at all tho

jolly oriole
#

pls no

copper nacelle
#

I guess single file .net actually does extract to temp ๐Ÿฅด

jolly oriole
#

no 200+ MB webapp to display "Hello World"

floral blade
copper nacelle
#

electron ax1uWide3

jolly oriole
copper nacelle
#

webapps don't have to be terrible

floral blade
#

oh i think you misunderstand , i consider any website that is not a page with content to be a webapp

copper nacelle
#

especially if you don't make them package an entire fucking browser

#

yeah

jolly oriole
#

ok

#

yea, i only hard dislike bundling fucking chromium

copper nacelle
#

browser local data is terrible though you need actual file r/w

floral blade
jolly oriole
#

fuck .net, imma not do that, maybe qt works good

copper nacelle
#

lmao

jolly oriole
#

qt creator shroompause

#

nvm

copper nacelle
#

everything is 3 files unless it's like jit'd

jolly oriole
#

i need an offline installer

#

fuck qt

#

offline installer only 3.7 GB

#

only 22m left

copper nacelle
#

maybe I should distribute the dll

#

then people will say how do I run a dll

#

And I'll die

jolly oriole
#

nah

copper nacelle
#

to the former or the latter or the latter latter

jolly oriole
#

the whole thing

copper nacelle
#

true

#

the thing with .jar is at least people will double click it

jolly oriole
#

java shroompause

#

but would work

#

you could also do it in intellij idea

#

also from the jetbrains family

copper nacelle
#

java pauseshroom

#

electron is also cross platform FeelsInvertedMan

#

idk how they handle auto updates ngl

jolly oriole
#

javascript WutFace

copper nacelle
#

true

jolly oriole
#

download done

#

fuck, it also wants email

#

where do i continue without internet connection

copper trench
#

hello!

#

can u help me

worn eagle
#

5.12 mylaU

jolly oriole
#

i'm reading that the 5.9 installaer apparently has a skip button

primal latch
#

This talk about the mi goes way beyond me

jolly oriole
floral blade
#

just need it to actually react to the knights current state now

jolly oriole
floral blade
#

that's so sweet!!

jolly oriole
#

implying i didn't yoink that video

floral blade
#

wdym yoink ๐Ÿ˜ฎ

jolly oriole
#

i didn't make that video

floral blade
#

woah who did ? is it a mod or an edit ?

jolly oriole
#

made by @rose sparrow

floral blade
#

is it the same jngo who maintained ck ?

jolly oriole
#

idk, looks like a bunch of numbers for me

floral blade
#

jngo102#6590

jolly oriole
#

numbers, told ya

floral blade
#

thats how it showed me till i searched them

cedar hemlock
#

just some numbers

#

where did you get the numbers ๐Ÿค”

vocal spire
jolly oriole
#

random punching on my keypad

fickle sparrow
#

ngl theres really only one jngo

floral blade
#

that's pretty cool

#

jngo did a lot of cool stuff it seems

vocal spire
floral blade
jolly oriole
#

why the fuck did the qt 5.9.9 installer install qtcreater 4.something

#

version wtf

vocal spire
#

Ah yes numbers exactly the way I remember

vocal spire
jolly oriole
#

i'm not joking

#

btw, if you didn't already guess, it installed

copper nacelle
jolly oriole
#

for some reason the 5.9.9 installer also isntalled 5.14

#

i have no idea wtf is this versioning

floral blade
#

well it is provided without warranty of design

jolly oriole
#

as long as it works, it works

#

do you want it to look like a desktop application or more mobile friendly for no reason

#

fuck mobile

floral blade
#

oh if you do decide to make a new MI a readme section + image might be nice to have

jolly oriole
#

image?

floral blade
#

so people dont have to ask "what does xyz mod do"

floral blade
copper nacelle
#

bro the text section is like 5 words

vocal spire
copper nacelle
#

they won't read it

#

qed

vocal spire
#

Thatโ€™s why we tell them to read it

#

Big/more buttons wonโ€™t solve dumb

#

Not giving them help for that when they have a document giving them answers seems like a good solution to me

floral blade
light zodiac
#

Make them enter I love readmes and only then let mi work. The text to input will be in readme

vocal spire
#

Also why did we need to remake modlinks

#

Apart from multi patch support

copper nacelle
#

i mean do you hate controller users

#

if you do then we didn't have to

floral blade
light zodiac
copper nacelle
#

there's also the benefit of i hate putting 40 hashes in

floral blade
#

no but seriously, it might be nice if even a few more people understood what a mod does without having to ask about it

#

either way i think its a nice to have, not a core necessity

copper nacelle
#

if you read the tiny desc they're pretty good imo

#

it's the same as the doc with all the descriptions

#

i just see 90% of people use the winforms one

vocal spire
jolly oriole
#

it's ready to deploy

vocal spire
light zodiac
#

Modinstaller 3 grubhappy

floral blade
vocal spire
#

No I mean for each mod

copper nacelle
#

nothing changed

#

it was always like that

vocal spire
#

Just add a different link for the ModdingApi

copper nacelle
#

Nobody gave a fuck for a while

#

Different link is already there

#

then different hash

vocal spire
#

Then why did modlinks need to be remade?

copper nacelle
#

no

#

there is a singular hash

vocal spire
#

Oh

copper nacelle
#

so it'll just say it's wrong and download it again

#

then you either special case the xml parsing or redo the hash section

#

terrible and horrible respectively

vocal spire
#

Special case seems ezer

copper nacelle
#

nauseated_face

#

if it's put in as a mod it should act like a mod

jolly oriole
#

and also

#

current modlinks doesn't have ci validating it

copper nacelle
#

yeah

#

if we can do diffs we can validate hashes on pr too

vocal spire
#

Modlinks ded

copper nacelle
#

and maybe auto-merge

#

question mark

young walrus
vocal spire
#

@cedar hemlock

#

Pay for your crimes

jolly oriole
#

the link tag isn't closing

young walrus
#

"file" and "files"

vocal spire
jolly oriole
#

wait nvm

copper nacelle
#

this is why we have ci

vocal spire
#

File doesnโ€™t close

copper nacelle
#

snail emoji

young walrus
#

lel

jolly oriole
#

thanks 56

#

i mean ๊˜

floral blade
#

56 swiftly fix

vocal spire
#

Also why is howwow knyight 1.5?

#

Why is 1.5 in the name of the dll at least

jolly oriole
#

good question, possibly version of it

#

because it targets 3.5

#

but has steam as references

vocal spire
#

Huh

jolly oriole
#

which should be 1.5

vocal spire
#

If it is just a 1.4 build, why include the version in the name

#

Prob mess up installer

copper nacelle
#

you'd have to code it pretty poorly to have it mess up but go off

vocal spire
#

I mean like multiple howwow knyight files

floral blade
#

if someone already installed the old one ?

vocal spire
#

Yee

floral blade
#

probably mess up the game a bit not the installer

vocal spire
#

Good point

floral blade
#

@cedar hemlock might want to rename the dll ?

jolly oriole
#

56, gimme a good licence

copper nacelle
#

mpl v2

#

it's gpl but dynamic linking friendly

#

so dependents aren't forced into it

vocal spire
#

Kool

jolly oriole
#

why doesn't mozilla have a txt of it smh

copper nacelle
#

alternatively bsd/apache/mit

cedar hemlock
vocal spire
#

Broke modlinks

jolly oriole
vocal spire
#

Fun

cedar hemlock
vocal spire
vocal spire
cedar hemlock
#

Oh god how can i mess yo so much lel

copper nacelle
#

i'm also setting up manifests on the avalonia one fwiw

#

xml either-or is annoying

light zodiac
jolly oriole
#

xml fucking sucks hotdogHotdog

#

... writing the schema

cedar hemlock
jolly oriole
#

you just forgot a /

#

which killed modinstaller

cedar hemlock
#

Amazing

jolly oriole
#

that's why we need the new modlinks

#

the content will still be there, but it's displayed red

#

unless somebody (56) knows ci to revert / not accept (mark or something) breaking PRs

copper nacelle
#

breaking prs show the tests failing

#

it's good

jolly oriole
#

nice

#

wait

jolly oriole
#

that requires the fork to also use the main branch

copper nacelle
#

to pr to the main branch

#

not to use it

vocal spire
jolly oriole
#

ah

cedar hemlock
#

I'll change it if it breaks stuff

copper nacelle
vocal spire
copper nacelle
#

this took forever to make work

#

which is why it has 8 force pushes

jolly oriole
#

yea, i got some emails for that

copper nacelle
#

๐Ÿฅด

#

but on the upside it didn't get merged in till it worked

#

as intended

jolly oriole
#

nice

cedar hemlock
floral blade
vocal spire
vocal spire
jolly oriole
vocal spire
#

Also does new modlinks have multi patch support

copper nacelle
#

is the nullability checker dumb or am i

#

no i hate patches

jolly oriole
#

no, its dumb aparently

copper nacelle
#

alright

#

_link! time

vocal spire
jolly oriole
copper nacelle
#

the issue with patches is then the folders are sometimes in the right spot and sometimes completely useless

#

and then also

#

gog no longer matches the folders

#

because it doesn't feel like it

jolly oriole
#

gog is great

#

because its finally Hollow Knight

copper nacelle
#

๐Ÿฅด

jolly oriole
#

like its supposed to

vocal spire
#

Just add different file paths for each patch?

copper nacelle
#

awful

vocal spire
#

It takes like 10 seconds

#

I think

copper nacelle
#

it's different behavior per

#

and it's ugly as fuck

vocal spire
#

Maybe(?)

jolly oriole
#

probably:
check OS specific paths (could be hardcoded, with different builds for different OSes)
check for Hollow Knight_Data (if windows, haven't seen it on other OSes yet)
if -> put mapi/mods there
else ->use hollow_knight_Data

copper nacelle
#

terrible

#

auto detect managed folder, store managed folder, stop thinking about it

floral blade
#

auto detect how ?

copper nacelle
#

list of default paths, validate .app, validate folder

#

the thing is just that you want to keep the managed folder instead of the data because then extraction is trivial

jolly oriole
#

why did you rename the group smh

#

it was valid before

copper nacelle
#

no

#

it's the attribute

#

you have to declare the namespace

#

aids

#

though i should swap that

jolly oriole
#

wait what

vocal spire
#

Should we just recode the old installers to use the new links?

jolly oriole
#

that shouldn't error

copper nacelle
#

you need the namespace

#

for the serializer to not die

jolly oriole
#

hm

#

idk how i'd add a namespace

#

but i also should sleep rn

copper nacelle
#

no it has a namespace

#

so you have to say it has the namespace

#

or it doesn't like it suddenly having one w/out being informed

#

you get me

jolly oriole
#

maybe

copper nacelle
#

no don't

#

it has a seizure if you do that too

#

not the serializer

#

but xml-lint

jolly oriole
#

omg

copper nacelle
#

it requires valid namespaces

#

i.e. a link

jolly oriole
#

i wouldn't have done it anyway

#

effort

copper nacelle
#

true

jolly oriole
#

enough work that i made an empty project

#

which is absolutely horrendous in git, because everything top level

vocal spire
#

Vs gives error with the xml stuff in the new ModLinks repo

copper nacelle
#

close

wraith basin
#

hey can I ask how the fanmade dlc thing is going

vocal spire
#

there's like 2 or 3

wraith basin
#

uhh there's multiple?

#

the one that's like white and has the heroes

#

what are the other ones?

vocal spire
#

pale court/the five knights, the sanctuary, I guess fyremoth could also be one

wraith basin
#

yea the first one

vocal spire
wraith basin
#

I've never heard of the sanctuary

vocal spire
#

I'd link the trailer thing but I'm tired

wraith basin
#

do u know how pale court was going

#

I was really excited for that one

vocal spire
#

why does the new modlinks use hashes for the links instead of files? are we going to store all the .zip and other link files somewhere?

#

anyways I'm done tinkering with modlinks for now until that question is answered

copper nacelle
#

what

#

you want to validate the download

#

basic security

#

if we were actually any good they'd be actually signed with a key

vocal spire
#

Ah ok

jolly oriole
copper nacelle
jolly oriole
#

Hm, they do be enough for the AV of somebody i know to not outright delete them

copper nacelle
#

not a high bar

#

av tends to be trash

#

I have gotten things to not get detected by av by just using a different compiler

jolly oriole
#

but actually signing sounds like effort

copper nacelle
#

that's why we don't have it

jolly oriole
#

i'll experiment with it later today

#

maybe i have to update somewhere between 20 and 32 repos again

copper nacelle
jolly oriole
#

hey, if it's for more security, why not

cedar hemlock
violet zodiac
#

I have several questions about modding but I also dont wanna annoy you guys but

#

I'm trying to understand the savestate mod and am just overly confused

#

O_O

#

first of all why are you loading the sly storeroom scene to load the savestate

#

idk

cedar hemlock
violet zodiac
#

and are you using the dream gate functionality or did you just name it like that

jolly oriole
#

there's a savestate mod?

violet zodiac
#

yea but also the savestate assembly file modification thing

#

which copied the savestate mod functionalities with dnspy ig?

#

and I'm looking at that with dnspy

#

I kinda wanna try to make multiple savestates work with it

light zodiac
#

It's the same as debug code

#

Right?

violet zodiac
#

so it makes no difference of using dnspy or modding api

light zodiac
#

Also why are you using dnspy?

violet zodiac
#

and with using dnspy I obv. mean changing the assembly file

light zodiac
#

You should do what Yuri did

violet zodiac
#

I am trying to do what yuri did

light zodiac
#

Why was that a reply to grenade?

violet zodiac
#

lmao

#

huh didn't yuri say they used dnspy I'm confused

light zodiac
#

She used mono mod to patch the assembly file

violet zodiac
#

oh

light zodiac
#

I'm not sure how it works so idk

jolly oriole
#

i'm at work so i can't help a single bit hotdogHotdog

floral blade
#

What's the savestate mod even do?

violet zodiac
#

it's the same from debug just without anything else than savestate

#

which is also what I need basically

light zodiac
#

No?

#

It's a patched version of assembly c-sharp that allows save states to happen

violet zodiac
#

that's not the savestate mod tho ig

#

well I was talking about your savestate mod

#

sorry then

#

but aaaaaa yea

#

I mean basically I'd need to copy the savestate mod into the patched assembly code

#

but copying is hard or sth

#

and I just saw if I understand the code correctly that the savestate mod isn't with multiple savestates hence I'm now looking at the debug version with multiple savestates but now I'm even more confused

#

ig I kinda forgot that you need to save multiple savestates to a file and that's confusing

floral blade
#

if u need multiple save states , are you looking for moresaves mod?

violet zodiac
#

isn't more saves the one where you have more save files?

floral blade
#

yes , am i confusing what you mean ?

violet zodiac
#

this is very very basically what I want to add (obv this isn't all of the methods but yea

#

this is from the debug multi savestate thing

light zodiac
violet zodiac
#

and right now what I have is that I can load the state without files

light zodiac
#

If you want multiple save states you can go through the saves state and saves manager class jn debug code

violet zodiac
#

yea I'm doing that now

light zodiac
#

Also why are you looking at dnspy when you have option not to

violet zodiac
#

aaaaaaa

#

oke I'll download monomod now

light zodiac
#

I assume you don't want to use debug because it messes with livesplit?

violet zodiac
#

yea exactly

#

altho I'm a bit confused and this is a dumb question but where is the difference in modifying the assembly file and making the debug mod

#

so like essentially couldn't I just copy the whole debug mod into the assembly file and call it a day

light zodiac
violet zodiac
#

but coding wise it's no difference right?

#

like the code is the same with or without mapi

light zodiac
#

I'm pretty sure it should be

violet zodiac
#

oke thanks

#

dnspy seems simpler than monomod KittyPout

fickle sparrow
#

very true

#

can't be version controlled though

jolly oriole
#

everything can be version controlled if you try hard enough

fickle sparrow
violet zodiac
vocal spire
steady comet
cedar hemlock
violet zodiac
#

question PanThink

#

im confusion

#

on the other hand idk how to use monomod but maybe I should try that one again

vocal spire
violet zodiac
#

oh

#

didn't know that existed but that sounds fair

primal latch
violet zodiac
#

oh

vocal spire
#

Ah ok

violet zodiac
#

oh oke got it to work

jolly oriole
light zodiac
violet zodiac
#

okay listen here I'm trying to not be the biggest shit head in the world and learn how to mod

#

but the problem is I am the biggest shit head

jolly oriole
#

another one trying to get depressed widepeepoHappy

violet zodiac
#

owoWidePeepoLove depression

light zodiac
#

maybe you should try to make a simple mdo first

#

mod*

violet zodiac
#

impossible

jolly oriole
#

start like hunt

#

make a mod that kills the player by the press of a button

#

wait no

violet zodiac
jolly oriole
#

too complicated

light zodiac
violet zodiac
light zodiac
#

im confused

violet zodiac
#

im confusion

fickle sparrow
#

would recommend against starting with monomod stuff

#

its like way more complicated then making stuff with modding api

violet zodiac
#

okay dumb question but shouldn't this class

#

be here

fickle sparrow
#

nope

#

monomod patches GameManager with that code

#

this is basically exactly what monomod does

#

it allows me to write these patch files that then get merged with Assembly-CSharp when I build it

#

so I can both edit an already built class and version control it/make it easy to read

violet zodiac
#

oh PanAdmire

#

I see

fickle sparrow
#

the modding api is built off of this, but mods that use the modding api don't touch this

copper nacelle
#

you load sly because otherwise same scene reloads suck

violet zodiac
#

that makes me wanna see what happens if you save state in sly

fickle sparrow
#

probably will shit itself

copper nacelle
#

that's why I chose sly no one uses it

violet zodiac
#

fair lmao

light zodiac
#

would it matter if a you check whether you're in the same scene or not and then load sly store room only if you arent in the same room

copper nacelle
#

no I did that and it was unpleasant

#

Serena thought of 3 edge cases in 3 seconds

#

I mean it's fixable

#

Just effort

#

because like what if your old pos is in spikes before you get to move the hero

#

or the new pos for that matter but in the old room

#

there was also some thing with scene data being bad

#

don't get me wrong the sly thing is a total hack but I am also extraordinarily lazy

fickle sparrow
#

the sly thing works

copper nacelle
#

it's been like a year or some shit since I put that in

#

yeah

#

a very good total hack

fickle sparrow
#

well save states are a hack in general ngl

copper nacelle
#

true

violet zodiac
#

on a scale of 1-10 how important is that base..ctor(); and can I just delete it

#

bc dnspy doesnt like it

copper nacelle
#

delete it

#

it's invoking the base class constructor

#

it'll put it back in

jolly oriole
#

i hate this garbage hotdogHotdog

copper nacelle
#

๐Ÿฅด

#

I mean I'm gonna update mine anyways so if you don't want to

safe hamlet
#

why are you making yet another mod installer

jolly oriole
#

why not

safe hamlet
#

also qt is def easier to use than avalonia

#

you canโ€™t call qt garbage when you havenโ€™t seen avalonia

jolly oriole
#

but avalonia can reflection mod versions if it's ever needed to manually scan mod dir

#

c++ maybe also can, but no

copper nacelle
#

Avalonia isn't that bad

#

I think

safe hamlet
#

yeah it is

copper nacelle
#

Idk I don't despise it yet

#

mvvm or whatever is a pain

safe hamlet
#

you remember how it took you like 2 hours to figure out how to change the color thing

copper nacelle
#

you know

#

you make a good point

ancient siren
#

this is not strictly development but do yall know of any guides or anything about creating a custom knight skin? like how do i know what animations the sprites belong to

floral blade
#

there's this one by a person who does not reveal their charm build, would that work?

ancient siren
#

thank you! im not sure how charm build relates but i think thats what im looking for

violet zodiac
#

isn't this 1

#

I'm dying inside

#

OMG

#

I AM SO INCREDIBLE DUMB

#

all good I found my error

floral blade
#

not the numpad one

violet zodiac
#

yea that's what I want

#

I was just updating slots every frame to 1

#

smartest programmer in the world

#

or sth

floral blade
#

well you did figure it out right ?

violet zodiac
#

but yea I don't have a numpad

#

I hope it'll work now

#

I have another problem, fun

jolly oriole
#

Life of a modder

violet zodiac
primal latch
violet zodiac
#

idk I'm dumber than I thought

#

it doesn't work aaaaaaaaaaaa

#

idk how to fix this issue tbh owoDead

#

I'd need to create a public variable but I can't edit the class bc that class is huge af and gives 10k compiler error but when I initialise slots in update then it's obv always gonna get overwritten

#

nor can I initialise it in start bc for some weird reason it's just getting auto-deleted (since it's not being used ig? idk

#

nvm I completely forgot that static variables exist

floral blade
#

you could also just add a flag to check if user has input anything

violet zodiac
#

oh

#

I don't know anything about that sadly

floral blade
#

make a member in the class if you can though

#

else it will also go kaput

violet zodiac
#

PanGCry oh no

jolly oriole
#

Api idea i just had: have mapi load mods from all subfolders of mods (except disabled) and put them each in their subfolder (maybe breaks some mods like customknight and the like), but would improve manageability with multi dll mods (non-silent @copper nacelle)

violet zodiac
#

IT WORKS

#

YEIIIIIIIIIIIII

#

WEEEEEEEEEEEEEEEEEEEEEEEEEEEE

floral blade
#

or you mean stuff like drpc that needs an sdk

fickle sparrow
#

uh

#

ok but why

#

this is extra effort

#

seems un-needed

#

like it makes things way more complex

jolly oriole
fickle sparrow
#

like what if two mods need sfcore right

#

now you have two sfcores

#

and shit will break

#

instead of being alerted that you are gonna overwrite one

jolly oriole
#

What

floral blade
fickle sparrow
#

ok but whats the point then

jolly oriole
#

Yea

#

Multi dll mods

fickle sparrow
#

what

floral blade
#

idk the benefit is for people who manually install mods i guess ?

fickle sparrow
#

just put the multiple dlls in the mods folder

#

its not that hard

jolly oriole
#

And modinstaller knows that its arts mods, not individual ones, yea, right

fickle sparrow
#

wdym

#

assemblies have nothing to do with mods

#

I can have multiple mods in an assembly

#

like

#

once I load the dlls

violet zodiac
#

and you guys said there's no version control || kappa ||

fickle sparrow
#

it legit doesn't matter anymore

#

all of the classes and shit are loaded in the runtime

#

the mods are just classes that are subclasses of Mod

#

relevant code

floral blade
#

does mod installer keep track of all mods that have a mod as dependency ?
like mod A & mod B depend on mod C : if i uninstall mod A , will mod C still remain if i have mod B ?

fickle sparrow
#

hopefully

jolly oriole
#

C will be installed until you uninstall it

cedar hemlock
#

Why does the api trying to load non-mod dll's kill it

fickle sparrow
#

what

cedar hemlock
#

Shouldn't there be some protection for that?

fickle sparrow
#

what dll

#

it doesn't kill it

#

unless your dll is bad

jolly oriole
# fickle sparrow relevant code

If i weren't on mobile i'd link 1/2 instances in current modlinks of multi dll modszips, which i think will be ported individually by someone and zipped up again

floral blade
cedar hemlock
#

Well it does with me, i accidentally had a copy of playmaker in my mods folder, and it did for me when some other dll was there idk the name

fickle sparrow
#

I mean is this an old mod

floral blade
cedar hemlock
#

I'm still on 1.4 lol

fickle sparrow
#

I legit have try catch around my assembly load

floral blade
#

since Yuri rewrote all magic

fickle sparrow
#

well

#

see

#

we aren't doing anything with that anymore

cedar hemlock
#

All the other multiplayer people use 1.4 so i have to

fickle sparrow
#

the best solution is to not have non-mod dlls

#

extremely fixable problem

floral blade
cedar hemlock
#

Wait i just realized something, i'll ask in the hkmp server

violet zodiac
#

Yuri I might need your help sometime

#

I didn't change anything about your hotkeys I think but it's still not loading the hotkey json file (I think?)

fickle sparrow
#

lemme see the code

violet zodiac
#

sure 1 sec

fickle sparrow
#

(also im in the middle of something rn but i'll look at it as soon as im done

violet zodiac
jolly oriole
#

old modloader only breaks with completely unmanaged dlls, managed + unmanaged ones just show up as "can't load mod"

violet zodiac
#

I'm already sorry it's a mess but I'm really bad at coding ):

cedar hemlock
jolly oriole
#

the one in the Managed folder is a managed dll

cedar hemlock
#

Well playmaker is in managed

#

So i am confusion

fickle sparrow
#

is this supposed to have more keybinds?

#

also check the logs and stuff to see if theres errors

violet zodiac
#

only for save and load rn

#

bc it broke down when I tried setting it up for the slots

#

for no known reason to me

#

|| how do you check logs and where ||

#
System.ArgumentException: JSON parse error: Missing a name for object member.
  at (wrapper managed-to-native) UnityEngine.JsonUtility.FromJsonInternal(string,object,System.Type)
  at UnityEngine.JsonUtility.FromJson (System.String json, System.Type type) [0x0005c] in <800283523a314cb386fd9abfe5977142>:0 
  at UnityEngine.JsonUtility.FromJson[T] (System.String json) [0x00001] in <800283523a314cb386fd9abfe5977142>:0 
  at Patches.SaveStateManager.LoadKeybinds () [0x00014] in <ec95cbe21af7448ea086a0245ca33b78>:0 
#

oh yea I just fucked that json txt file up myself

#

yea it does work I just forgot the brackets in the txt file

#

nvm sorry for wasting time

jolly oriole
#

dwai

fickle sparrow
#

the classic

violet zodiac
#

thanks for all the help from you guys btw blueheart

light zodiac
#

@ schy may I ask why you didn't directly steal debugs current code for seeing which file to select from?

violet zodiac
#

bc current debug uses too many methods variables and classes things

#

like just the savestatemanager used 3 classes I think? or sth like that and I couldn't be arsed to handle that many classes

#

and with couldn't be arsed I mean I'm too dumb

#

on another note I kinda prefer the way I implemented it as well (that you permanently select a slot)

#

works better with no ui as well (on the down side I have my ugly code owoDead

violet zodiac
#

another question that came to my mind
Debug currently doesn't have a way to increase mask shards and vessel fragments
if I guessed it's bc of tc spaghetti code soft locking or sth similar? (unless there's no reasoning)

copper nacelle
#

don't think there's a reason besides like effort

light zodiac
#

i can fix

#

but mask shards or masks?

violet zodiac
#

masks

steady comet
#

I think a way to get to full masks and vessels would be kinda useful

light zodiac
#

too many icons i think

#

pressing a button 4 times wouldnt be that much more effort

steady comet
#

Yes that is fine

#

Though maybe it'd be more useful for it to work more like the naildmg button, for shade skippers who want to modify shade health

#

(i.e. you can increase or decrease it)

violet zodiac
#

did you know tc implemented a cheat manager class?

light zodiac
#

is there no better way to update the number of masks a player has other than enabling and disabling HUD

copper nacelle
#

do whatever the mask shards do imo

light zodiac
#

the text shows below patch number

violet zodiac
#

ah shroomPog

steady comet
light zodiac
#

there is but it doesnt update the HUD

steady comet
#

You only have to mess with the HUD if you're going above 11

#

Oh

light zodiac
#

HeroController.instance.AddToMaxHealth(1);

#

this isnt updating HUD but entering new scene updates HUD

merry lotus
#

Can you not flicker the HUD over the course of two frames?

light zodiac
#

i can but i dont want to if i dont need it

steady comet
#

you could also ask the Health x-health_display fsm to reset

#

But IDK if that suggestion's too cursed

steady comet
#

Actually maybe try

PlayMakerFSM.BroadcastEvent("CHARM INDICATOR CHECK")

(IDK if it works the same in 1.5 tho)

#

Resources.assets -> Health 5-health_display

light zodiac
#

but why would it?

steady comet
#

Look at the FSM I told you to look at

#

Oh no

#

Do

PlayMakerFSM.BroadcastEvent("MAX HP UP")
light zodiac
#

nice it works grublove

#

idk how to differenciate the tiny give mask icon from the tiny remove mask icon so im gonna take the lazy way and add it as keybind if you really want it

#

unless someone has a better idea

steady comet
#

Keybind is good

#

It's the same as for nail damage

violet zodiac
#

something like a green/red mask shard would prob work for add/substract but keybind sounds neato as well

light zodiac
#

max hp up/new soul orb doesnt work for this :grubsad

#

not even changing scene does

sudden bison
#

whenever I click new game it puts me straight into the game without asking for steel or not, how do I do steel?

young walrus
#

beat the game once

copper nacelle
#

why is this in modding-dev

sudden bison
#

accident sorry

manic pumice
#

how do you make custom pantheons?
i mean how do you change the boss lineup and remove bosses that you dont want

jolly oriole
wraith basin
#

can someone link me the sanctuary trailer?

light zodiac
#

YouTube

violet zodiac
#

how (if you even can but I assume so?) insert your own assets into the game?
I was looking through the game's code a bit and I only saw the objects for the different maps but no reference to the actual assets (i.e. if I wanted to make my own map and insert into the game)

light zodiac
#

Look at what sfgrenade did for additional maps

violet zodiac
#

are you talking about actual maps like tot tho?

#

oh yea I see

#

is that how you generally do UI stuff as well? load in assets

light zodiac
#

wdym UI stuff?

violet zodiac
#

like adding options menu (or displaying text) altho I'm looking through debug and timer mod rn and nah I'm just dumb lol

#

albeit creating ui stuff just through code without the unity editor sounds mean

jolly oriole
#

ui is fucking horrible

#

the mod menu seems manageable though

violet zodiac
#

O_O

floral blade
light zodiac
#

is there a reason debug destroys hp bars when the enemy panel is closed?

polar summit
#

does any one have a link for the gun mod

vocal spire
#

Hollow point on mod installer. Also this is modding-development

cedar hemlock
#

Damn you fast in replying while also talking in discussion lol

polar summit
#

o sorry

jolly oriole
#

thx

runic wind
#

does anyone happen to know the z coordinate of the closest objects to the camera? if not I'll figure it out with trial and error