i don't think this works for 0.34 i get the message that it's loaded but when i press f9 nothing pops up and i extracted the files in the root game folder
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i've tested it on .34 and it does work, do you have some app that intercepts function keys? someone else that had the same issue got it to work when using shift+f9
i've tested it on .34 and it does work, do you have some app that intercepts function keys? someone else that had the same issue got it to work when using shift+f9
Debug->Dump Current - Save game logic to a SCENENAME.dmp file for the current scene (saves to: .\TheTwist_Data\...) as plaintext.
Debug->Dump All - Attempts to load and dump every scene in the game, note this might take awhile depending on system specs.
Saves contain just the variables and their state, to dump the logic with a standalone tool you would have to parse the unity asset data.
As for supporting running it on Linux through Wine, i wouldn't know where to start as i dont actively use Linux.
I'm using BepInEx to inject the code during runtime (BepInEx is loaded into unity through a patched winhttp.dll i believe)
You could turn on the console to see if BepInEx is even able to load, to narrow down on if its my code or BepInEx thats failing to load.
".\BepInEx\config.ini" should have a switch for that.
You could turn on the console to see if BepInEx is even able to load, to narrow down on if its my code or BepInEx thats failing to load.
".\BepInEx\config.ini" should have a switch for that.
No, your code works perfect! It is Wine which can't load/read/execute BepInEx's dlls.
I guess even if someone would upload all dumps files it would be hard to pin down where exactly a save is at the moment, looking at how random some scenes appear in the game. Or am I wrong and the scenes have a structure?
I guess even if someone would upload all dumps files it would be hard to pin down where exactly a save is at the moment, looking at how random some scenes appear in the game. Or am I wrong and the scenes have a structure?
I think the new version may have broken the mod's ability to load. Which is unfortunate because being able to time travel really removed the inconvenience of this game.
I think the new version may have broken the mod's ability to load. Which is unfortunate because being able to time travel really removed the inconvenience of this game.
I'm afraid the game dev killed all potential for modding his game in a attempt to stop people from pirating it.
Internally the names have been scrambled which makes hooking into it a massive pain and the mod wont survive version changes.
At the same time methods have been rewritten by the obfuscator to make them harder to understand for anyone looking through the code, and this also impacts the performance of the game (not that it had much to begin with though) and will just make it that much worse.
Ah, that is a shame. The game was pretty good, but as you unlock everything and more and more prompts get thrown at you delaying the day/night cycle with forced day transitions.. I think now's a good time to drop that patronage. Thank you!
I'm afraid the game dev killed all potential for modding his game in a attempt to stop people from pirating it.
Internally the names have been scrambled which makes hooking into it a massive pain and the mod wont survive version changes.
At the same time methods have been rewritten by the obfuscator to make them harder to understand for anyone looking through the code, and this also impacts the performance of the game (not that it had much to begin with though) and will just make it that much worse.
theforgottenone321 I might have actually spoken too soon, it seems some code was migrated to a different assembly causing the plugin to fail to load, fixing these references seemed easy enough.
If anyone wants to help me beta test this new version i'd appreciate it.
Its the current bleeding edge and has been in the works for awhile now and has several new features that really could use some testing (anything marked as Experimental)
There is a screenshot feature that allows for rendering a larger image then the current resolution (saves to: "TheTwist_Data"), theres probably some limitations on that depending on what graphics card you use but i haven't found where to detect that during runtime yet.
The ability to get prompted for the RandomInteger random roll, this requires you are familiar with the scenedump feature to use effectively, this is used in several cases i.e. when the game decides who will visit you during the night etc