#GTTOD - assorted bepinex
1 messages · Page 2 of 1
then as those are gone it should not loop ever again
but if I destory the plugin it fixes itself
Wait wdym
the game objects are inactive, so it won't find them anymore
only active objects are searched
It won't find them but isn't it still searching?
FindObjectsOfType would return 2 objects, yeah but aren't you iterating over however many game objects there are, and then returning 2?
couldn't you store an iteratable or set somewhere in your class and loop over that instead? rather than running FindObjectsOfType every tick?
It's an array of 2 elements
When the game reloads I would lose my reference as the objects are destroyed
But I don't think find objects of type is the problem
in order to retrieve the 2 objects, you're iterating over however many objects FindObjectsOfType is
and THEN iterating 2 objects
ye so y u doin that
And I know it is inefficient
but I'm 99% it's not the issue, but I will remove it and see what happens
profile it
Too much work
if the CPU contributes more to the issue then its not the shader
I'm disabling the shader lol
yeah i know
And when the script is destroyed the issue is fixed
This tester tests by destroying components of BepInEx_manager one at a time, waits a couple seconds, then takes the average fps over one second
Excluding a few components of course
just use nsight
I haven't touched nsight in over a year, and I don't remember what I did you get it to not take forever to process results
andrew's own environment benefited from the presence of the cavity shader in the first place
i assumed this was because of the DepthNormals
but you're not disabling this like i thought you were
so idk
some part of andrew's post processsing stack might be overridden by cavity's blit
If the shader is the problem my tester would not have picked it up
As the shader doesn't get re-enabled when the plugin is destroyed
But I will take a look, then get back to you
the shader should be fine but andrew had to fuck with other stuff to get it to work
mostly the glitch post processing effects
a lot of the glitch effects are based on the full 32 bit depth pass
(he wasn't using any, but the script he uses still sets the camera' depth whether they're enabled or not)
😎
what was it

I just cached the objects
I also fixed the thing where you have to restart the game to re-enable cavity lines
*in most cases
you sometimes still have to
lol
i put so much effort into that shader just for you to spend like 5 hours figuring out how to turn it off
if you disable it and then reload the game it won't work, that might also tank performance, I need to check
lol
I got the order wrong
it doesn't matter though
yo ive never used bepinex before
do you need a fully decompiled game to actually like
do anything complex
no it does not
andrew does not use iltocpp
making decompiling the easy part
as you can just get source from the assembly
but you don't even need source to do some cool stuff
the global chat plugin was made without me referencing the game code
does it integrate with the editor at all or is it entirely IDE-based
all ide
if you want to do something with the editor you would need to make an asset bundle
so you can do custom scenes and stuff, but all scripts would need to be in the plugin
(you can't put scripts in asset bundles for some probably stupid reason)
time to delete the weapon wheel
you wanna replace it with something else?
or just delete it?
gone
good cuz i made it with the intention to mod it in
that would be really cool if you could pull it off
unity explorer
shit this looks like what I have been looking for
ill look into this
just enough to make an asset bundle with all of your sprites
everything else would have to be done in code
I mean, you don't really have a choice
even if I did i probably would try to do it in code as much as I could anyway
real
you want the zip?
what does it have in it, just bepinex and unity explorer?
depends
have you patched your game with https://github.com/Aldin101/GTTODModManager/releases/tag/1.0.2
does it have decompiled GTTOD classes for autocomplete?
you don't even need them to be decompiled
just use my project template from https://github.com/Aldin101/GTTOD-Mods/tree/master/Template
nope
VS, although you can use VSCode
yeah, but I have not even fucked with them in VS
I just run the build command and copy manually
like a loser
lmao poser
i'd use vscode because vs is kinda over the top for bepis
granted my entire understanding of buildship revolves around exclusively gradle and some maven
vscode is shittalked a lot but its great
it can do LITERALLY everything vs can, you just have to set it up to do so
and sometimes it also decides that it would like to delete itself
and that is not good
but i forgive it
thanks
!!!
vs has a splash screen and code does not
literally only reason i use code over full one
but code will take 8 years to load if you give it enough extensions
I have like 40 and it loads instantaneously in a gradle env
anecdotal probably but still
well I mean, you get a window instantly
but the editor is still starting, meaning that you are missing stuff like, IntelliSense
i have 13 extensions (already more than what you need for bepinex) and it loads in less than 0.5 seeconds
and by loads i mean all the fancy stuff finishes
gradle fully initializes in almost exactly 1 second
for bepin it is fine, but if you want everything VS does...
now VSCode lets you pick and choose
what does vs even do that makes it so big and slow
and that's what makes it better
but I don't want to take 8 years to setup my code editor
I just want to make shit
it has significantly more in depth debugging features and profiling
and that is why I prefer VS
true,,,
and also comes built in with pretty much everything you need to make anything
i just cant stand VS's ux
it handles like powerpoint
(if you install the things in the vsinstaller, but that's easy)
^ yeah, and I see the value
Just not for me
if it was my job i'd probably bite the bullet and learn vs
cuz vscode has twice forgotten how to build for no reason
for like weeks
Never had that happen
I use jetbrains for java
fortunately for me i am not a masochist
where
I have not seen anyone say something positive about it
I mean, the UI might be fine
But I don't know where shit is
i sort of like how the panels can dock
but that is the bare minimum
and iirc the old one had dockable panels too
So I reverted almost instantly
ive gotten used to the way vscode is so i just dont really understand why IJ and VS hide buttons behind menus that you llike
use
all the time
t
#modding-chat message
I was doing some more performance testing and found this, the animation for falling off the map causes the frame rate to drop to under 15 if you are on the summit, it is fine on all the other levels, but it seems not to like the summit
what I have been doing has been killing performance more than I thought... maybe, just maybe... @maiden slate was right
aldtimized
I disagree
Maybe you’re loading the entire summit or maybe your code is massively unoptimized
Summit is big
When you die in water or fall off the nap the entire level is moved up, not the player
As moving the player causes the animation to bug out
It's only one level for 3 seconds
And your already dead
But Andrew was right, I do need to pay more attention to what I'm doing
I thought "game is GPU bound, it doesn't matter"
It clearly does
This proves that
It gives the performance penalty for each mod
@vocal cradle when doing perf tests I am seeing that maxout is the cause of 2 to 4 fps loss (out of my margin plus or minus 1 fps margin of error), you can replace the line with if (GameManager.GM == null) return; to improve performance for free if you are interested
for the second image you can use GameObject.FindObjectOfType<GTTOD_UpgradesManager>(); to be more resilient to game updates.
@old kindle do you perform shenanigans on .net 7 or 8
.net 4.8
I use .net 8 to build though
but if you are trying to use the offical getting started template you will need .net 7
but just use my template
what did you do?
did you not change the name of the csproj and name space to the same thing?
nah i did
who uses rar in 2024
bro i will kill you
I got 7Zip
so we good
hmm
@mint bough change your target framwork to net48
also delete your sln file (and never save it again when prompted, you don't need it and it breaks stuff in my experience)
and fix the PluginInfo capitalization in the awake method
intellisense no work
VSCode moment
oh shit nvm
what was it?
net46
my bad
I made a goof
but you were using something else in your file
I don't remember
but it was neither of those
my stupid ass was looking for .net SDK 4.8 earlier
it seems to all be good
thanks for the help
just to clarify, the compiled .dll needs to be in the plugins/bepinex folder to run, right?
yeah
or you can use script engine
this lets you reload plugins with F6
although you have to put them in BepInEx\scripts
so I could just write a launch config that copies the compiled dll from bin to BepInEx/Plugins and BepinEx/Scripts and then runs gttod?
aight
stuff in plugins loads at game start, needed for preloader patches (harmony patches work fine)
stuff in scripts loads when you press F6
@mint bough you should also enable the console from the mod manager (it's in the settings), so that you can get logs in real time without unity explorer
yeah I already did
vscode seems to think my directory is still spelled with a lower case S though
view rotation vector is 0
i think the view rotation vector might be zero
my SHIT wont WORK
what exactly isn't working
my solution file is generating with a lower case S
solution file,,,
gonna try to overhaul pickup models
So a model swap
Hmmm
Never messed with that before
Should be pretty simple though
And you would only need to patch the prefabs
Although that would be a lot of prefabs to patch
One for each weapon, equipment, item, and melee (I think, I don't know if melee have pickups)
Wow
can bepinex host a debug server?
No clue
There is a way to debug the game
It involves dnspy and patching mono
Although I gave up because it was too hard
it'd just be nice to have the bepinex console in vscode
done
You added 2 semicolons on line 69 (nice) and didn't apply the change on line 69 (nice) to line 56. I also wonder if there is a better approach for 29...
I got nothing for line 29, other than a million transform.GetChild() to navigate through the scene
still compiles and probably runs better so i'm not gonna fix it,,,
@mint bough I know you asked about debugging earlier, this might peak your interest
https://risk-of-thunder.github.io/R2Wiki/Mod-Creation/C%23-Programming/Debugging-Your-Mods/
I am going though a lot of ror2 docs, as their docs are the best
how is stuff going in here?
h
have you been working on anything @mint bough?
quaq
that's not a bepin plugin
correct!
at least i can debug it ☺️
killing you
poop
Fart even?
@vocal cradle @maiden slate IT'S REAL
This took 30 minutes lmao
I banged my head on a table for hours the first tried it
what
outline only guns
why would you want that
because it's cool
also because I tried this months ago and failed
I had an idea out of the blue on how to implement it and it fucking worked
@vocal cradle
@vocal cradle
@vocal cradle
Because you thought it was cool last time, and it's finished now
@old kindle
@worldly sparrow
@odd stump
It’s real
is it possible to turn the handless cozy mode thingy into just a toggle button
I have a request
cause i wanna have no hands without deepfrying my colors
I guess so, shouldn't be that hard. I can actually just pull code from the invis guns to use for this
Go on...
can you
And then

@old kindle great sire i come to you with a request for a QoL mod i would very much appreciate, one that re-enables the speedometer and one that adds a timer
Didn't Zemo already make that?
did he???
thanks aldin ur the best if ur a boyliker i'd kiss you rn
@agile crane, Put this dll into Get To The Orange Door\BepInEx\plugins after patching the game with the mod manager. Make sure that K8Lib is installed
@shy cairn you might like this aswell
I will upload it to the mod manager eventually
It has
Level Timer
Speedometer (that is not framerate dependent)
level time popup
all configuable in settings
(the application settings, where workshop mod stuff is)
||It also knows where you live
||


#gttod-speedruns message
LMAO
#gttod-speedruns message
I didn't even see this before I made the plugin
I'm replying
How troublesome do you think it'd be to write a plugin to actually make rune of wondrous speed work on dev branch
It doesn't?
Not super
This only took an hour
(and most of that was fixing the wall run speed)
Yeah, I could. What exactly is wrong with it though?
@shy cairn
Enabling it just does nothing
Does it not enable or not work
I'm presuming it just doesn't work
Game shows it as being enabled at the wall and in your save file
But it just does nothing
Alright, I will take a look
I will probably just end up killing everything and auto completing door events if it's on
Andrew can fix it properly later
It has never worked on the dev branch for some reason
I think I'll stream the creation of this in #1104724594365046864. I'll be muted while I cook though
Oh my fuckin god
@maiden slate please fix
I will get you your plugin though
one sec
testing time
4 minutes might be the new plugin record
if this does indeed work
alright
everything works
@shy cairn
for this?
{
if (GameManager.GM == null) return;
GameManager.GM.GetComponent<GTTOD_UpgradesManager>().AttunementRunes[5].RuneName = "RUNE OF WONDEROUS SPEED";
}```
this is literally the fix
(the fix on my end, andrew has a better way to fix it)
You still took some time out of your day to do it
All I need is a thanks
Thanks :)
❤️
I just realized that escape the shatter is gonna suck for speedrunning
It is super combat focused, and everything is an encounter
will parts of levels being locked off till the encounter is finished
and you can't beat the level without killing everything
(so even if you could do skips you wouldn't actually be skipping anything)
@vocal cradle the DLLs that ship with GTTOD are not stripped, the unstipped versions and stripped versions are literally the same
it must have changed with an update then
wait whats the github page for the mod manager?
now that my github is fixed i can download it again
it should find it automatically
found the wrong one, when i tried switching it, its just invalid
you have to put a \ at the end
as that makes it thing Get To The Orange Door is a file not a folder
That is the fault of microsoft
they made it so that explorer copied folder paths without the slash
that is not standard and I don't know why they do that
I already have this patched in the next version of the mod manager
that has just been rotting on my computer for months
it has support for that and depricated plugins
also, is the rune of wonderous speed fix on the mod manager?
or do I have to install it manually
manual
I have not added plugins to the mod manager in months
escape the shatter is taking all my time
I will probally update all the mod manager stuff once I finish the rythem mod
resolved 👍
they definitely were stripped last time i touched bepinex but yeah they aren't anymore
weird
I am going to leave the stuff for unstrip in the mod manager
as andrew could always strip them again
they will always be on the mod manager
but if you want some dlls that are a real hassle to get but I would love very much...
unity debug dlls
for unity 2021
it is so bad I just game up
no debugging plugins
Yall are not ready for the amount of out of date plugin messages you are gonna get tommorow
everything is getting updated for K8Lib v2
and if it does not need K8Lib I am fixing a bug that every single plugin I have ever made has
thank god none of my 2 plugins use k8lib ,,
oh, updating for the new version is not hard
I would have also made it backwards combatable if other people made plugins with it
The only mod I am not updating today is the global chat
but yeah
All of the updates are ready
@odd stump Launch the game without updating and send the update requests
i’m not on my pc
just... get better then
I added this message ages ago
glad it works now that I finally tested it
next mod manager version will do this too
you can't update mods without uninstalling it
as updating will force it to uninstall
WOAHHHHHH
im playing ratchet and clank on my playstation
What game?
ye
what if I don't
Just... keep that to yourself
hey Aldin
Hi Glenn
how you doin today guy
Same as always, nothing much interesting
•ω•
Just finals right now
the game finals or irl finals
Class finals
JESUS CHRIST SHUT UP GET OUT OF MY HEAD FUCKKKKKKK
nob smntoid plugins,,
maxout is for lil baby men and liberals
what about uhh um uhh
I was about to say that could be the tenth plugin, but the tenth is BepInEx itself
https://youtu.be/BTxRPcR0FVk?t=42
I found my new IDE
My Tool is the Purple Window, it makes BepInEx mods for unity games. The steps I showed are the only necessary steps to make a mod for the games starting from a vanilla copy of the game.
The tool is still in development but here is the GitHub page https://github.com/hippolippo/Unity-Mod-Maker
GTTOD - untitled
why is this untitled now?
why are you untitled
name it back pwease
discord should make it so you can transfer threads to someone else
name it back pwease‼️

GTTOD - assorted bepinex
We could have had peak
I actually had it working in game lmao
Finish it...
I forget where the stuff for that is though
r
r
r
r
r
