Quick Modding/Hacking Answers Thread

Jul 11, 2020 at 2:27 PM
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Oh boy, it's been a while since I last asked a question here.
Anyway, I was trying to export my work to CSE2 and some files do work, but others(new .PNG files in particular) crash the game immediately.
Now, what I did is: I converted the .BMP files to PNG and then I put them in their respective CSE2 folders making sure that they had the same exact names, then I ran the game to make sure everything was working fine, but then it closed the program without even leaving an error.txt.
What did I do wrong?
 
Jul 22, 2020 at 12:48 PM
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You know how the Core fight has the water raise and lower? I wondering how to pull this off for my own mod, considering that I found Selenic Shadow's usage of this technique quite impressive.
 
Jul 22, 2020 at 3:06 PM
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By itself, i thought the water level's only animation is rise. The rising and lowering cycle in the Core battle are hardcoded, I'm pretty sure.

EDIT: In the case of mods like WTF Story or Terri's Night Out, the entity itself was relocated (or really, manipulated through null entity transformations), rather than animated downward, to give the illusion that it is.
 
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Jul 22, 2020 at 3:28 PM
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By itself, i thought the water level's only animation is rise. The rising and lowering cycle in the Core battle are hardcoded, I'm pretty sure.

EDIT: In the case of mods like WTF Story or Terri's Night Out, the entity itself was relocated (or really, manipulated through null entity transformations), rather than animated downward, to give the illusion that it is.
Okay then. However in Selenic Shadow's Grié'dýr : Water, the water rises up and down. The script for it goes like this though I have trouble trying to understand it:
 
Jul 22, 2020 at 3:37 PM
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This looks more like Null entity manipulation, if anything. There isn't even a single <ANP in sight.
 
Jul 22, 2020 at 3:52 PM
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This looks more like Null entity manipulation, if anything. There isn't even a single <ANP in sight.
So a new skill to learn then? Well I don't mind considering I've got a hell of a lot to learn before this mod is over. Are there any tutorials on Null Entity Manipulation?
 
Jul 22, 2020 at 4:24 PM
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1. Place Null entities in a map
2. Use <CNP on them.
3. ??????
4. Profit!
I'll consider trying it out. I might have more use for it after Gun v2 but I'll see what I can do now.
 
Jul 31, 2020 at 8:47 PM
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I was wondering what the "Tileset Width" setting in "Edit Project Config Settings" did in Booster's Lab.
Does anybody know?
 
Jul 31, 2020 at 9:12 PM
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I was wondering what the "Tileset Width" setting in "Edit Project Config Settings" did in Booster's Lab.
Does anybody know?
That... I wish I know the answer for. Afaik it's very finnicky if the mod's in 2x resolution if it's not set to 0. Like, the Y offset for the tiles won't work if the tileset width is set to 16 or 32. But it works normally on 16 if the mod's in vanilla resolution. This sounds like a question only Noxid or Leo can answer.
 
Aug 3, 2020 at 6:04 PM
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OK, I have a very important question about Booster's Lab: Are the fill and replace tools broken?
Like, I feel like sometimes they just don't work as they should and sometimes they just don't work at all.
Like, am I using them wrong or what?
 
Aug 3, 2020 at 6:04 PM
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So I need to know how Entity #191 (Water Level) actually works. Selenic Shadow uses a combination of that and Null Entity Manipulation, which I'm still trying to figure out.
 
Aug 3, 2020 at 6:05 PM
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OK, I have a very important question about Booster's Lab: Are the fill and replace tools broken?
Like, I feel like sometimes they just don't work as they should and sometimes they just don't work at all.
Like, am I using them wrong or what?
how do they not work?
I mean, what do they do if they aren't working
I ask because I too had problems with those tools
 
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Aug 3, 2020 at 6:10 PM
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Uh, I had several weird things happen to me personally, but the one that's really annoying is when I try to replace a group of 4 tiles with another 4 tiles.
Like, sometimes it works, most of the time it does absolutely nothing and I just don't understand it.
 
Aug 3, 2020 at 6:11 PM
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are you trying to replace 4 tiles with another 4 tiles at the same time?
if so, that doesn't really work out too well for me either, so I do it one at a time
 
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Aug 3, 2020 at 6:14 PM
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Yeah.
I assure you it works sometimes.
Like, if I fiddle around and then try that again, I found it to be more likely to work.
 
Aug 3, 2020 at 6:18 PM
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So I need to know how Entity #191 (Water Level) actually works. Selenic Shadow uses a combination of that and Null Entity Manipulation, which I'm still trying to figure out.
For practice, place 5 vertical entities in a row. The top entity being the water level, the bottom four being null entities. Then do this.
(Event numbers are gonna be in vertical order (300 - top, 304 - bottom).
Code:
#0200
<KEY
<CNP0300:0000:0000<CNP0301:0191:0000<WAIXXXX
<CNP0301:0000:0000<CNP0302:0191:0000<WAIXXXX
<CNP0302:0000:0000<CNP0303:0191:0000<WAIXXXX
<CNP0303:0000:0000<CNP0304:0191:0000<WAIXXXX
<END
And the same can be done in reverse. I thought my previous explanation was easy to understand. (Technically, if you wanna do that in reverse order, you can also just do this, since the only available direction is up. But it will require testing over and over again to check the timing.)
Code:
#0201
<ANP0304:0010:0000<WAIXXXX
<CNP0304:0000:0000<CNP0300:0191:0000<END
OK, I have a very important question about Booster's Lab: Are the fill and replace tools broken?
Cuz y'all are trying so hard to figure it out and Noxid is dead, I'd say just stick with manually plugging them in, using Rectangle tool, or using Copy tool.
 
Aug 3, 2020 at 6:20 PM
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Cuz y'all are trying so hard to figure it out and Noxid is dead, I'd say just stick with manually plugging them in, using Rectangle tool, or using Copy tool.
why didnt I think of that...
 
Aug 3, 2020 at 7:18 PM
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For practice, place 5 vertical entities in a row. The top entity being the water level, the bottom four being null entities. Then do this.
(Event numbers are gonna be in vertical order (300 - top, 304 - bottom).
Code:
#0200
<KEY
<CNP0300:0000:0000<CNP0301:0191:0000<WAIXXXX
<CNP0301:0000:0000<CNP0302:0191:0000<WAIXXXX
<CNP0302:0000:0000<CNP0303:0191:0000<WAIXXXX
<CNP0303:0000:0000<CNP0304:0191:0000<WAIXXXX
<END
And the same can be done in reverse. I thought my previous explanation was easy to understand. (Technically, if you wanna do that in reverse order, you can also just do this, since the only available direction is up. But it will require testing over and over again to check the timing.)
Code:
#0201
<ANP0304:0010:0000<WAIXXXX
<CNP0304:0000:0000<CNP0300:0191:0000<END
Thank you for the script, it'll be very helpful to me once I (try and) implement it into my own mod. I'll even go and update the ReadMe file to credit you.
 
Aug 3, 2020 at 7:33 PM
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I'll even go and update the ReadMe file to credit you.
You don't need to do thaaaaat. I learned that from looking at the TSC used in WTF Story. Credit should really go to GIR, if anything.
 
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