#archived-modding-development
1 messages ยท Page 526 of 1
it's https://github.com/Extremelyd1/HKMP/tree/modding-api-1.5 this but with reflection helper stuff replaced to make it kinda work for testing stuff
which update hook
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
cause im gonna be honest this does not make sense for a loader change to break it
i am also on mac which historically has had issues with windows mapi, let alone only part of the windows mapi
you know
especially with the controllerey parts
that might be it
imma try no mod mapi testing a save
I have the branch up
can try building it yourself lol
i'mma try that
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
@copper nacelle 
new patch
thanks for the answer!
insane
if you can i'd love to have your managed folder for the ci
the vanilla one ig
i'll send the vanilla i use for building mapi
make sure you swap it out w/ the new patch and all
wait, can't you just download it from steam depot
that sounds like effort
smh
by new patch u mean 75 right ?
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
there's newer than 75 ? lol
what
no
cool
i am just stupid
apparently i built faster than it all pushed lol
wtf
I mean makes sense
yes but we did like science by testing it i think
true af
Hello ๐ 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 ๐
Yeah and here a peek of Hub
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
it looks epic!
oh damn so you have to keep transferring files from mobile to pc?
oh true
But the wall I facing up is limited amount of layers
just curious why draw using mobile ?
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
ooof
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

i guess that does not apply to you, sorry !
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
working on mobile seems hell dude i could never do that
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
it really does look super difficult to work on a phone
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?
that's a lot of effort for a skin, i really look forward to seeing the end result !
gl
Thank you and I really love Gaara very much ๐
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
the soul liquid in the HUD?
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
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
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
what defines the knight's hitbox in game? is it a specific collider? can we get the bounds of this collider? (please @ me)
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?
i think flipaclip might work? but ive never used it myself i just know its used for animation
oooh i feel that, for my ahit skin a lot of the time the hat was too wide so i had to keep cutting down the size of it and it was so hard getting the custom dj anim to fit properly and its still looks jank
Are glass fine?
I'll draw liquid later
Tell me if you want slower animation to see better
yeah can it be slower please "^^
Better? It is on 12 fps
looks good to me
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
is this lifeblood?
Yeah
looks cool
I am making Gaara skin
OOHH!! looks cool!!!
Everyone of you seem satisfied with the glass
I'll try to draw liquid
It is kinda tricky for me
this is more #modding-discussion discussion btw
Oh sure, I'll do that in next time
I assumed it including development of skins
can someone develop a thk
skin?
ah no the red lines are the sprite borders, the hitbox is smaller than the red lines
if anyone can help with this ?
is it just a collider on hc.i.go ?
boxcollider2d, yes, yes
should be directly on the knights go, yes
something like 1.28 units tall and 0.5 wide
and it does it change size when for example, dashing ?
no
okay perfect, thanks!
so for drawing, ~82 pixel tall, ~32 wide afaik
why so many commits
1 question
before merge
did you test save+quit
wait, the lines i was looking at were added, not removed
these 3 commits were fucking up the CI
but I couldn't get the error on my computer

but was this tested?
if, then i have nothing against it
i meant more in the direction of "the mods don't initialize anew each save+quit", but that also works
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
yes thats how the loader was before
yea
but with your complete refactor maybe that got lost, idk, possibility, probable, maybe, idk
huh?
dwai, is still there
Anyone know how to open Hollow Knight on Unity?
Only works in 1.4 HK
https://radiance.host/apidocs/EditScene.html
done
I added notes on what might break in the commit message
I doubt anything will break however
Ordered construction has been removed
Can you still set the load priority to make your mod apply hooks early/late in the order?
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
Oh
I doubt this changes much because nothing should really use constructors anyways
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
so we'll have to remove the constructor in pale court?
No
yeah but serecore doesn't need to anymore
Yea, thats why the "in 1.4" is there
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
Possible before as well
yeah but way worse
you couldn't depend on a mod that was alphabetically past yours
in the constructor
You could, it just loads the type then
no it didn't the code literally wasn't loaded until afterwards
unless it was a library
I had a test api in which i didnt allow sfcore to be loaded by the modloader and another mod could use sfcore regardless
Hi everyone ! I wanted to know if there are some good practices when working with audio sources and everything related with adding new sounds ? ๐
are you sure because it literally used LoadFile which doesn't resolve refs
Yes, it doesnt autoresolve on load, but when accessing the methods/types,. Net loads it automatically as well
wtf
56 told me that fun stuff
oh actually yeah
Currently there may be 1 or 2 mods total that add sounds / work with audio sources
So afaik no
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
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
Okey thank you for the answers ๐
what's the status on 1.5 modinstaller?
Redfrogs fork exists which I would personally like to be used
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
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
whomstve site loading
I love how new modlinks is both a + and a -
old modlinks is the same
the main thing I have against it is you have to change the format anyways
Why is old modlinks a +?
It will have to be wiped for 1.5
frogs pr has multipatch for old modlogs and he reformatted the whole thing
true
Maybe split mac and linux?
then IDK what's wrong
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
so how would you fix controller support?
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
ok
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)?
multiple hashes per mod 
only one hash per download 
hash of the zip, mi checks the zip hash to determine that the file downloaded correctly, then unpack
multiple hashes per mod = only download the changed files ?
that means one link per file
reacting to your own message doesn't work, because all mods only have 1 zip as the download?
sadly yes
i reacted because i thought it would be stupid without re-writing modlinks to include "manifest" of some sort
and i'm for less rewrite => more mods
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
lol i think i'm just bad at phrasing. i meant the less time is spent rewriting the setup, the earlier people get mods
and the one hash thing is how actual package managers do it
afaik
like pacman and apt
scoop
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.
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
so perhaps a new auto update that seprates MI updates from modlinks (via modlinks) should solve that problem right ?
yeah
and writing an auto-updater
arguably the hard part
cross platform + lightweight
that's fair i think
apps can't overwrite themselves on windows
which is annoying
free on unix-likes
they can, if they shadowcopy themselves on execute
though idk if any do it
or how
bro it's 100mb
i was looking at this fun browser api that allows webpages to access file storage
echgod
have not experimented at all tho
pls no
I guess single file .net actually does extract to temp ๐ฅด
no 200+ MB webapp to display "Hello World"
what ?
electron 
this sounds like a typical webapp or whatever its called, like discord and the other shit
webapps don't have to be terrible
oh i think you misunderstand , i consider any website that is not a page with content to be a webapp
browser local data is terrible though you need actual file r/w
yes actual file r/w
fuck .net, imma not do that, maybe qt works good
lmao
everything is 3 files unless it's like jit'd

i need an offline installer
fuck qt
offline installer only 3.7 GB
only 22m left
maybe I should distribute the dll
then people will say how do I run a dll
And I'll die
nah
to the former or the latter or the latter latter
the whole thing
java 
but would work
you could also do it in intellij idea
also from the jetbrains family
javascript 
true
download done
fuck, it also wants email
where do i continue without internet connection
5.12 
i'm reading that the 5.9 installaer apparently has a skip button
This talk about the mi goes way beyond me
just need it to actually react to the knights current state now
that's so sweet!!
implying i didn't yoink that video
wdym yoink ๐ฎ
i didn't make that video
woah who did ? is it a mod or an edit ?
made by @rose sparrow
is it the same jngo who maintained ck ?
idk, looks like a bunch of numbers for me
jngo102#6590
numbers, told ya
thats how it showed me till i searched them
Iirc yes
random punching on my keypad
ngl theres really only one jngo
Recreate this in CustomKnight +
idek what i'm doing now
Ah yes numbers exactly the way I remember
Ah yes pure vessel exactly the way I remember
for some reason the 5.9.9 installer also isntalled 5.14
i have no idea wtf is this versioning
well it is provided without warranty of design
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
oh if you do decide to make a new MI a readme section + image might be nice to have
image?
so people dont have to ask "what does xyz mod do"
a pretty picture for those who wont read the text
bro the text section is like 5 words
Give them an extensive text document on how to use the installer, so when they ask what does d mod do when there still is a readme even before installing the mod we can tell them read the installerโs readme
Thatโs why we tell them to read it
Big/more buttons wonโt solve dumb
Not giving them help for that when they have a document giving them answers seems like a good solution to me
i mean if SF is remaking the whole thing it doesn't have to be
Make them enter I love readmes and only then let mi work. The text to input will be in readme
passwords hidden in readmes " if you read the readme you know the password to this mod please enter it here "
I do hate controllers so let's not remake ig
there's also the benefit of i hate putting 40 hashes in
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
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
Are the operating system specific apis that different
Ok then what changed
Modinstaller 3 
it's like controllers wont work on unix systems without a unix mapi the vanilla dlls are different apparently
No I mean for each mod
Just add a different link for the ModdingApi
Nobody gave a fuck for a while
Different link is already there
then different hash
Then why did modlinks need to be remade?
Oh
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
Special case seems ezer
Modlinks ded
the link tag isn't closing
"file" and "files"
you made the most recent update
wait nvm
this is why we have ci
snail emoji
lel
56 swiftly fix
good question, possibly version of it
because it targets 3.5
but has steam as references
Huh
which should be 1.5
If it is just a 1.4 build, why include the version in the name
Prob mess up installer
you'd have to code it pretty poorly to have it mess up but go off
I mean like multiple howwow knyight files
if someone already installed the old one ?
Yee
probably mess up the game a bit not the installer
Good point
@cedar hemlock might want to rename the dll ?
56, gimme a good licence
mpl v2
it's gpl but dynamic linking friendly
so dependents aren't forced into it
Kool
why doesn't mozilla have a txt of it smh
What did i do?
Broke modlinks
Fun
But how
Look upwards
Could I help with the development of this
Oh god how can i mess yo so much lel
https://github.com/SFGrenade/HollowKnightModInstaller/blob/master/ReadMe.md
Finally a correct readme
Did i just forget to do a / or is it worse than that?
Amazing
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
?
that requires the fork to also use the main branch
Thatโs a strange file name
ah
I'll change it if it breaks stuff
But why change the file name
yea, i got some emails for that
nice
Vs changed it ๐
it might break for people who have the last version installed and install your version, deleting the old file manually will fix it in case you choose to not rename it
Also was it intended to be on 1.5
.
maybe i'll move it (if i can) to https://github.com/hk-modding/ tomorrow, seeing as it will probably be better there
Also does new modlinks have multi patch support
i mean, if _link is null, it will throw and go out of the method, and you assign it to something else after that, maybe its null
no, its dumb aparently
well I know what Iโm doing
yea, don't look at 66420f5ae526fc2ff8b417f6bed2815d7ff3c274
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

๐ฅด
like its supposed to
Just add different file paths for each patch?
awful
Maybe(?)
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
terrible
auto detect managed folder, store managed folder, stop thinking about it
auto detect how ?
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
wtf
no
it's the attribute
you have to declare the namespace
aids
though i should swap that
wait what
Should we just recode the old installers to use the new links?
that shouldn't error
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
maybe
so i could've just put a way shorter string at https://github.com/hk-modding/modlinks/blob/main/Schemas/ApiLinks.xml#L3
omg
true
enough work that i made an empty project
which is absolutely horrendous in git, because everything top level
Vs gives error with the xml stuff in the new ModLinks repo
hey can I ask how the fanmade dlc thing is going
which one
there's like 2 or 3
uhh there's multiple?
the one that's like white and has the heroes
what are the other ones?
pale court/the five knights, the sanctuary, I guess fyremoth could also be one
yea the first one
that's pale court
I've never heard of the sanctuary
I'd link the trailer thing but I'm tired
we are having ups and downs
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
what
you want to validate the download
basic security
if we were actually any good they'd be actually signed with a key
Ah ok
Does strong name key signing count?
no
Hm, they do be enough for the AV of somebody i know to not outright delete them
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
but actually signing sounds like effort
that's why we don't have it
i'll experiment with it later today
maybe i have to update somewhere between 20 and 32 repos again

hey, if it's for more security, why not
Nope, im not that stupid lol
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
if you are confused on how to use it, use #archived-modding-help
if you are confused on how it works, idk
and are you using the dream gate functionality or did you just name it like that
there's a savestate mod?
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
so it makes no difference of using dnspy or modding api
Also why are you using dnspy?
and with using dnspy I obv. mean changing the assembly file
You should do what Yuri did
I am trying to do what yuri did
Yuri didn't use dnspy
Why was that a reply to grenade?
She used mono mod to patch the assembly file
oh
I'm not sure how it works so idk
i'm at work so i can't help a single bit 
What's the savestate mod even do?
it's the same from debug just without anything else than savestate
which is also what I need basically
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
if u need multiple save states , are you looking for moresaves mod?
isn't more saves the one where you have more save files?
yes , am i confusing what you mean ?
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
the save state mod and the patched assembly is the same code
and right now what I have is that I can load the state without files
If you want multiple save states you can go through the saves state and saves manager class jn debug code
yea I'm doing that now
Also why are you looking at dnspy when you have option not to
I assume you don't want to use debug because it messes with livesplit?
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
Debug mod needs MAPI to run this doesn't
but coding wise it's no difference right?
like the code is the same with or without mapi
I'm pretty sure it should be
everything can be version controlled if you try hard enough





question 
im confusion
on the other hand idk how to use monomod but maybe I should try that one again
Add a reference to UnityEngine.SceneManagement.dll I think
Nah. Only unityengine and unityengine.coremodule should do it
oh
Ah ok
oh oke got it to work

do you still want a version with multiple savestates?
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
another one trying to get depressed 
depression
impossible
start like hunt
make a mod that kills the player by the press of a button
wait no

too complicated


im confused
im confusion
would recommend against starting with monomod stuff
its like way more complicated then making stuff with modding api
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
the modding api is built off of this, but mods that use the modding api don't touch this
you load sly because otherwise same scene reloads suck
that makes me wanna see what happens if you save state in sly
probably will shit itself
that's why I chose sly no one uses it
fair lmao
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
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
the sly thing works
it's been like a year or some shit since I put that in
yeah
a very good total hack
well save states are a hack in general ngl
true
on a scale of 1-10 how important is that base..ctor(); and can I just delete it
bc dnspy doesnt like it
i hate this garbage 
why are you making yet another mod installer
why not
also qt is def easier to use than avalonia
you canโt call qt garbage when you havenโt seen avalonia
but avalonia can reflection mod versions if it's ever needed to manually scan mod dir
c++ maybe also can, but no
yeah it is
you remember how it took you like 2 hours to figure out how to change the color thing
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
there's this one by a person who does not reveal their charm build, would that work?
the tutorial https://www.youtube.com/watch?v=iFIudBIWI1Y
thank you! im not sure how charm build relates but i think thats what im looking for
isn't this 1
I'm dying inside
OMG
I AM SO INCREDIBLE DUMB
all good I found my error
it's 1 but on top of the keyboard i think
not the numpad one
yea that's what I want
I was just updating slots every frame to 1
smartest programmer in the world
or sth
well you did figure it out right ?
Life of a modder

Just any programmer
idk I'm dumber than I thought
it doesn't work aaaaaaaaaaaa
idk how to fix this issue tbh 
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
you could also just add a flag to check if user has input anything
oh no
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)
wait there are multi dll mods ?
or you mean stuff like drpc that needs an sdk
uh
ok but why
this is extra effort
seems un-needed
like it makes things way more complex
Arts mods, could count redwing
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
What
hm i assumed sfcore would be in its own directory
ok but whats the point then
what
idk the benefit is for people who manually install mods i guess ?
And modinstaller knows that its arts mods, not individual ones, yea, right
wdym
assemblies have nothing to do with mods
I can have multiple mods in an assembly
like
once I load the dlls
and you guys said there's no version control ||
||
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
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 ?
hopefully
C will be installed until you uninstall it
Why does the api trying to load non-mod dll's kill it
what
Shouldn't there be some protection for that?
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
MI2 seems to check for dependencies and then yeet, but that also only works for mods installed using it , manual installs break.
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
I mean is this an old mod
i think if you're on older mapi there were some try catch blocks missing ? i believe it might be fixed in 1.5
I'm still on 1.4 lol
I legit have try catch around my assembly load
since Yuri rewrote all magic
All the other multiplayer people use 1.4 so i have to
i use 1.5 with a buggy HKMP build 
Wait i just realized something, i'll ask in the hkmp server
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?)
lemme see the code
sure 1 sec
(also im in the middle of something rn but i'll look at it as soon as im done
old modloader only breaks with completely unmanaged dlls, managed + unmanaged ones just show up as "can't load mod"
I'm already sorry it's a mess but I'm really bad at coding ):
Would you call playmaker.dll "completely unmanaged"?
the one in the Managed folder is a managed dll
is this supposed to have more keybinds?
also check the logs and stuff to see if theres errors
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
dwai
the classic
thanks for all the help from you guys btw 
@ schy may I ask why you didn't directly steal debugs current code for seeing which file to select from?
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 
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)
don't think there's a reason besides like effort
I think a way to get to full masks and vessels would be kinda useful
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)
did you know tc implemented a cheat manager class?
is there no better way to update the number of masks a player has other than enabling and disabling HUD
do whatever the mask shards do imo
yes, and i wanted the modified assembly to have is cheats enabled bool on so people can know its a modified assembly
the text shows below patch number
ah 
isn't there a maxHealth field in the palyerdata or something
there is but it doesnt update the HUD
HeroController.instance.AddToMaxHealth(1);
this isnt updating HUD but entering new scene updates HUD
Can you not flicker the HUD over the course of two frames?
i can but i dont want to if i dont need it
you could also ask the Health x-health_display fsm to reset
But IDK if that suggestion's too cursed
what is that
Actually maybe try
PlayMakerFSM.BroadcastEvent("CHARM INDICATOR CHECK")
(IDK if it works the same in 1.5 tho)
Resources.assets -> Health 5-health_display
it didnt work
but why would it?
Look at the FSM I told you to look at
Oh no
Do
PlayMakerFSM.BroadcastEvent("MAX HP UP")
nice it works 
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
something like a green/red mask shard would prob work for add/substract but keybind sounds neato as well
whenever I click new game it puts me straight into the game without asking for steel or not, how do I do steel?
beat the game once
why is this in modding-dev
accident sorry
how do you make custom pantheons?
i mean how do you change the boss lineup and remove bosses that you dont want
hm, would give me time to finalize/finally make the last parts of tot
can someone link me the sanctuary trailer?
YouTube
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)
Look at what sfgrenade did for additional maps
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
wdym UI stuff?
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
ui is fucking horrible
the mod menu seems manageable though
https://github.com/SFGrenade/SFCore/blob/master/ItemHelper.cs#L318-L679 to add a single pane in the inventory (and make it look good)
O_O
i think that's what most mods have been doing till now
the 1.5 mod menu is much nicer than the standard canvas though
is there a reason debug destroys hp bars when the enemy panel is closed?
does any one have a link for the gun mod
Hollow point on mod installer. Also this is modding-development
Damn you fast in replying while also talking in discussion lol
o sorry
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







