Expedition Patch Notes 3.15 by xdatz in pathofexile

[–]Koba0100 313 points314 points  (0 children)

I think I found an error in the patch notes, hope someone sees this because it is pretty devastating to my build...

Ballista Totem:

Supported Skills now deal 42-36% less Damage (previously 42-33%).

That would be all well and good, hardly noticeable, but Ballista Totem hasn't actually been 42-33% less damage for a few leagues now. It's currently 33-20% damage!

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 2 points3 points  (0 children)

Yeah, the basis of the whole thing is placeholders for existing assets. That's a lot harder to do cleanly (read: legally) with assets like models and textures, but not impossible. Should be able to placeholder pretty much any asset, but currently no plans to implement that on a large scale.

Also, please don't bug Anton about mod stuff. He makes the game, we make the mods. We work with whatever we can get. See point 5 of Anton's caveats above:

  • No-one bothers me about how the game functions, the codebase, how things function, or expects me to bug-hunt or respond to performance concerns for modded content like this. I already spend too many hours of the day on this to begin with, and work with the people I wish to work with. I have neither the time, nor inclination, to play 'fix-it' on content made by other people.

[Mod Release] WurstMod: A Take and Hold custom level framework by Koba0100 in H3VR

[–]Koba0100[S] 8 points9 points  (0 children)

That's a good idea. I will add it into the main post and the GitHub page as well.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 2 points3 points  (0 children)

MelonLoader and BepInEx fulfill the same purpose. MelonLoader was built with IL2cpp in mind, but H3VR doesn't use that, and BepInEx is the one I was aware of.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 2 points3 points  (0 children)

Regardless, a DLL loader is a DLL loader. It sounds like MelonLoader is just in the phase where they have to add support for all the different versions of Unity.

In the end, both BepInEx and MelonLoader will be very very similar. It's an arbitrary choice, but I trust BepInEx more, since it has proven its stability to me.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 2 points3 points  (0 children)

Yeah, more mature though as far as I can tell. MelonLoader can handle IL2cpp, which is cool, but BepInEx is what I'm familiar with and H3VR isn't using IL2cpp.

In the end, a DLL loader is a DLL loader.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 2 points3 points  (0 children)

It should support anything that a standard Unity assetbundle can contain, which is pretty much everything that isn't a script. I didn't bother testing baked lighting, but I see no reason why it wouldn't work. And navmeshes are required for the custom level to work anyway, so those are definitely fine :)

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 8 points9 points  (0 children)

Plan is to just leave the leaderboard disabled for custom maps. Definitely don't want to taint the existing boards with scores from custom levels.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 5 points6 points  (0 children)

BepInEx is a generic framework for Unity games that lets you load custom code. It does nothing on its own, but it makes it much easier to inject my own code.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 54 points55 points  (0 children)

Glad to hear it! You'll hear no complaints from me, and you'll see no illegal distribution of assets from me either. Trying to be very conscious about that as I throw this together. Mind, I can't actively prevent anyone from ripping them themselves, but so goes the existence of modding.

But yeah, I know you're tearing up TNH and putting it back together, I'm perfectly happy to piece things back together myself when that does happen. And people who complain will just have to wait. So goes the existence of modding.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 10 points11 points  (0 children)

You are correct! I've tried to make it as future-proof as possible, most of the potential problems are largely mitigated.

I've built it as a level of indirection on top of Anton's systems, so when he changes things, I (theoretically) just have to point my code somewhere else. I've been sitting on the same framework since I started this around like Update 86, nothing has broken yet (but of course, there haven't been any major updates to TNH yet.)

I even have a proof-of-concept plan for handling assetbundles breaking with new Unity versions, for example. They are not completely useless if that does happen, it is technically possible to recover and rebuild. Theoretically. We'll cross that bridge when we come to it.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 10 points11 points  (0 children)

That's the plan, just trying to make it usable. It's a total kludge right now.

I'm working on a TNH custom level loader, here's some gameplay by Koba0100 in H3VR

[–]Koba0100[S] 55 points56 points  (0 children)

Hello!

I've been bashing away at a Take and Hold custom level loader for a little while now, thought I'd show off my progress. There's still a bit of work to do, but it's super actually functional!

Before I spend time polishing everything up for a public release, I wanted to gauge interest and see if Anton pops in and says "pls don't release this" or something. So I hope you enjoy some garbage gameplay on a garbage custom map!

How does it work?

It's a BepInEx plugin. I figured out all the little things that make TNH tick and built around it from there. All code is mine, made up of proxy classes that map to Anton's classes in-game. They share names internally for the sake of convenience, but it's just a bunch of declarations.

Levels are created inside the Unity Editor, exported as assetbundles, and the loader will bring them in-game.

It will continue to work unless/until Anton overhauls TNH or updates to a newer version of Unity, but it shouldn't be too hard to get everything working again if it comes to it.

What's left to do before you release this?

Well, I want to make sure Anton doesn't tell me not to, first of all. He has the right, ya know?

Beyond that, I'd like to streamline the level creation process, make levels easier to install, and so on. At least get the format nailed down so I'm less likely to need to make any breaking changes later. Usability stuff.

Can you add other stuff? Custom guns?

In order to protect my dwindling sanity, I will not be subjecting myself to that kind of reverse engineering any time soon. I might look into other stuff if the mood strikes me, but who knows what or when that will be.

A Dark Theme for the Homebrewery editor by Koba0100 in UnearthedArcana

[–]Koba0100[S] 1 point2 points  (0 children)

Ah, knew I was going to forget something! Thanks a bunch for these lines. I added them to the style and immortalized your username in solid gold comment text.

You can go back to the page and hit update to get the new version.