G.Skill753

Newbie
Dec 14, 2019
53
68
86
It would take time and effort and personally I don't see much point in it. But hey, developer gave that control over audio and that's pretty cool. I would have played with new camera positioning in scenes if it was available to change and save presets, but alas (can only do so much with present fixed angles with dnSpy assembly editing).

On the over hand I hope someone can take mod stuff further with a Godot game project. The extraction key still stays the same, so... yeah. If there's someone with real interest and skill you can do so much more with the game at this point.
May i ask:
When using dnspy only changes in certain methods are possible because when decompiling "higher up" it is not possible to recompile even though nothing was changed. Do you have the same issue or have you found a workaround?
 

Krongorka

Well-Known Member
Sep 22, 2017
1,293
4,114
397
May i ask:
When using dnspy only changes in certain methods are possible because when decompiling "higher up" it is not possible to recompile even though nothing was changed. Do you have the same issue or have you found a workaround?
Yeah, that's the unfortunate effect of Dnspy compiler/decompiler. This tool is unfortunately not perfect and latest release version is pretty old now. As to why it's impossible to recompile is because "Edit Method" and "Edit Class" changes the code structure in a weird way. So after you edited and saved code once you can't do more changes because of these additional changes in the code made by dnspy.

That's why most changes I do with dnspy is with IL editing instead. It's not easy and requires a lot of trial and error, but it's the way to keep code structure the same after some edits.

EditIL.png
 

Krongorka

Well-Known Member
Sep 22, 2017
1,293
4,114
397
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Yeah, I guess it's just like dealing with restoring Unity game projects where you'll need to know how to fix bunch of stuff before it gets into a fully working state. That and these extraction tools in general are not perfect.

Main problem with Godot projects is you need to get a custom protection key somehow, something Unity reverse engineering projects usually don't have to deal with. Bruteforce method does exist and I can only help with that I'm afraid.
 

VaeVictus

Member
Aug 7, 2017
227
445
265
This build features a new enemy, a new naughty tile for the lava floor, and 3 new cinematics.

The new overseer enemy will charm the player after the cinematic, but unlike the bus characters it has no interest in the player's allies.
Since it's also a ranged fighter it will just shoot the moment it spots an enemy, it feels kinda lame that it can end a run the same turn the player opens a door.
But it was too late to start messing with the AI without having enough time to test it properly, so I'll make some changes to it for next month's build.
I'm also not entirely sold on the pink color scheme, so like the entire alien floor it is subject to change.

The original plan I had for the alien floor didn't really work out and I've felt a bit directionless whenever I have had time to work on it.
Now there's a new plan, and I'll get some work done on it in January.

The preview for v0.6 ea4 should be up on the 1st of January, but it may be delayed a day or two.

Thank you all so much for your support, and happy holidays!



Full list of changes below:

New Stuff:

  • New alien overseer enemy.
    • + cinematic.
  • New fire orb masturbation tile for the lava floor.
    • + cinematic.
  • New goblin bed missionary cinematic.
  • Added a new max fps setting.
Changes:

  • Incubus and Succubus cinematic fluids changed to match their weapons.
  • Improvements made to the naughty fluid shader to reduce flickering.
  • Added spellbook option to player inspection menu.
  • Minor tweaks and fixes to the following cinematics:
    • Minotaur bath ride.
    • Nightmare x Goblin.
    • Nightmare x Kobold.
    • Nightmare x Frank.
  • Added a much larger environment backdrop for lava floor cinematics.
Bugfixes:

  • Minotaur's sausage no longer clips through players belly in the bath cinematic (Thanks to IcyNinji for the bug report).
  • Fixed the hyperactive camera in the minotaur bath cinematic (Thanks to Kerenga for the bug report).
  • Changed how the corrupted overlay is added to character models to fix issues with it on the hunter model (Thanks to Byran for the bug report).
  • Fixed an issue that caused longer sounds to be cut off when playing more than 10 sounds in a short timespan (Thanks to bluehumandevil for the bug report).
  • Randomized cinematic sounds now avoid repeating the previously played sound unless the new "allowRepeats" value is set to "true". (Thanks to bluehumandevil for the bug reports).
  • Fixed kobold bed cinematic ignoring debug flag (Thanks to bluehumandevil for the bug report).
  • Fixed miscellaneous spelling mistakes and tweaked some text.
  • Fixed an issue with animation skeletons not resetting properly when starting a cinematic.
    • This was causing the nightmares butt to be oddly pointy in the frank cinematic.


Download Links (All of them Gofile because, well I like it I guess?)

VULKAN:


Experimental DX12:


Linux:
 

Krongorka

Well-Known Member
Sep 22, 2017
1,293
4,114
397
I saw "Unlocked Framerate" in patch notes and was curious, but unfortunately that's just another game framerate setting which won't affect animations.

Also, it seems like unlocking condition is bugged for "Masturbation Orb" scene. At least it didn't work for me. Anyway, debug mode unlocks all scenes by default.

As for HFR mod for this version, let's just say I'm only ported basics without touching anything else this time.
- Scene, gameplay animations switched from Nearest to Linear (HFR).
- Auto gallery unlocking, auto costume unlocking, all game modes start with debug console room.
- Changed the way new Goblin Missionary scene works just because I wanted auto-switch for camera positions (there's 3 presets switching each 5 loops).

OP save included.

HS06ea3Scene1.png
 

AEkisuuu

Member
May 19, 2022
167
151
143
I saw "Unlocked Framerate" in patch notes and was curious, but unfortunately that's just another game framerate setting which won't affect animations.

Also, it seems like unlocking condition is bugged for "Masturbation Orb" scene. At least it didn't work for me. Anyway, debug mode unlocks all scenes by default.

As for HFR mod for this version, let's just say I'm only ported basics without touching anything else this time.
- Scene, gameplay animations switched from Nearest to Linear (HFR).
- Auto gallery unlocking, auto costume unlocking, all game modes start with debug console room.
- Changed the way new Goblin Missionary scene works just because I wanted auto-switch for camera positions (there's 3 presets switching each 5 loops).

OP save included.

View attachment 5547508
Is it me? Or does the HFR mods had no collision when using Freecam.
 

shickle0

New Member
Nov 24, 2020
8
4
66
I saw "Unlocked Framerate" in patch notes and was curious, but unfortunately that's just another game framerate setting which won't affect animations.

Also, it seems like unlocking condition is bugged for "Masturbation Orb" scene. At least it didn't work for me. Anyway, debug mode unlocks all scenes by default.

As for HFR mod for this version, let's just say I'm only ported basics without touching anything else this time.
- Scene, gameplay animations switched from Nearest to Linear (HFR).
- Auto gallery unlocking, auto costume unlocking, all game modes start with debug console room.
- Changed the way new Goblin Missionary scene works just because I wanted auto-switch for camera positions (there's 3 presets switching each 5 loops).

OP save included.
Still kinda bummed how some cum animations for the Minotaur scenes are still buggy with the high framerate (it looks like he's shooting cum at Mach speed), and the same goes with Chloe's spazzing anus.
 
Last edited:

Krongorka

Well-Known Member
Sep 22, 2017
1,293
4,114
397
Is it me? Or does the HFR mods had no collision when using Freecam.
Usually I removed collision checks for scenes in HFR, however I did notice that it kinda breaks third camera mode when you remove colliders. Removing them from the code is relatively easy, it's just a repetitive process.
 
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