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Nielk1

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A member registered Feb 15, 2015 · View creator page →

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Maybe at some point I can bring this back and re-write it to allow toggling the stock providers on and off.

A good test if this still works is to use the archive.org provider and see if videos work. Those are very very simplistic handling so if they don't work, the playback is broken entirely on Linux.

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Haha, oh boy did I have bad timing with the mod injector. Glad to see you updated it! I do kinda miss the feel the old version with the screen-space dither and resulting artificial resolution drop but it's great that you've fixed it.

My mod injector does actually still work with this new version, which is kind of crazy, but that's the power of languages in the dotnet family.  It needs some rework anyway since it disables the built in Image and Video scanners to supply its own and now that they work it doesn't need to do that.

It's the first time I've successfully worked with Unity, which is kinda crazy when you consider I was digging in the back end doing runtime asset resolution and injection, which is something few developers using Unity would ever do anyway. I did figure out how to inject new Tiles and Tilesets into your Jigsaw procedural builder, so that's cool, but I don't really have the energy to dive into that other than 3 new rooms on a new tileset as a test. I did want to look at adding an audio scanner and audio playing room, but I wasn't quite sure how to inject such a thing. At some point I want to look at Jigsaw and see if I can resolve the overlapping generation problem, but that's probably a massive can of worms as it is. I was glad to have a good simple target to learn things like MonoMod with as I had never done runtime injection of content into a C# program, let alone a Unity game before.

My mod loader and mods are MIT licensed and I wave the attribution requirement for you if anything in there is worth integrating (except the stuff from JotunnLib of course, but that's not useful to you in any case), but honestly I don't think you'd need anything from there. Who knows, you might find my method of reading the Google HTML results interesting, but really I have no idea how fragile it might or might not be; it just tries to guess what part of the page contains results and what part of the page contains related queries via some dumb tests related to attribute names, content, and occurrence counts. I didn't change the user-agent in play so there's probably some sort of content fallback going on where my code wouldn't directly port over anyway.

Oh, he made an update to the game that fixed it... Well, I guess I don't need to work on this anymore...

I still haven't figured this one out.  I did have a rare issue where the game would freeze while the YouTube scanner was working and indicate it was "not responding", but it would unfreeze itself after a short time.  I tried to inspect what the game was doing while frozen but have not yet been able to find the problem.  I did make some changes in this latest version to the YouTube scanner that might help or might not change anything with this bug. The bug is very rare for me but you seem to get it a lot.

Because the mod manager is so crude and simple to actually see the changes you'll need to click the "Remove Mod Loader and Mods" button to remove the old mod loader and mods and then click "Install Mod Loader" to copy the new loader in.  This is how every update will be until I come up with a way for the mod manager to know if an old loader/mod is installed.

Does it happen right away after entering text, when you move (and the first doors open), or on a delay?  This might help determine where the crash is, but in general that module is a little hairy because it runs youtube-dl.exe in the background to collect video data.

I also have some playback issues where videos from YouTube like to stall when playing or never load if they're too long.  I can resolve the length issue by adding a length filter, but the stalling is strange.  Crashes though, those need to be fixed with the highest priority.

I should probably add a progress bar or something.  It ran rather quick for me so I never thought about those with slower connections.

I uploaded the prototype mod injector/manager to my itch.io page. Works for me.

I decided to learn how to mod Unity games to fix this. I've been at it about 5 hours and have full injection and logic overriding working. I just need to implement actual fixes, clean up my code, and figure out how to distribute the mod.

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Can you move the image collecting logic into a DLL that can be replaced?  Maybe even make it pick up any such DLLs from a plugin folder?  It might be worth allowing people to swap out the logic for a proper Google API call with their private API key or for interfacing with other websites.

I have not worked with Unity but I know how to create such a plugin system in dotnet C#.  I figure the interface would be a simple factory function to create a result set object implementing IDisposable with the given search query, a set of functions for getting different data, and the inherent Dispose function of an IDisposable for cleanup.