Explain what happened leading up to the bug and any other additional information.
Create your own custom chapters! · By
Hello, I was gonna save a level, but it crashed?
I got an error screen as such, pls help. Thanks and sorry for any inconviences caused
Error
main.lua:735: bad argument #1 to 'close' (FILE* expected, got nil)
Traceback
[C]: in function 'close'
main.lua:735: in function 'save_chapter'
main.lua:353: in function 'scene_settings_window'
main.lua:275: in function 'draw_ui'
main.lua:159: in function 'draw'
[C]: in function 'xpcall'
Hello, thank you for the report. Usually these are caused by UTF8 or UNICODE characters used in the folder names (for example diacritic: á é ó). Current workaround is to use plain/basic letters for folders and directories.
"D:\Projécts\Helltáker Modding\Réléásé\Helltáker" [This will throw an ERROR]
"D:\Projects\Helltaker Modding\Release\Helltaker" [This will SAVE properly]
This will be fixed in the next update but let me know if that fixed it.
this shit barely fucking works, I spent 2 hours trying to learn the controls because there is no fucking description on how to use this shitty program. Like man when I save my level it makes FOUR different files, like how the fuck am i supposed to fit 4 files in the place of one. Dude get your shit together and update that stupid ass description, and make a program that fucking works so I can make a level. The only reason I downloaded this was to avoid using Unity because I don't know too much about it, but it would be much faster to download Unity and learn to do this myself, then using this dogshit app.
Simply extract contents into the game. The reason app creates multiple files is due to simpler structuring. You don't really need to do anything with the files themselves as the modded game reads them automatically. There are tooltips when you hover over the controls so hope that helps. If you wish to create your own mods from scratch I recommend dnSpy and UABE. Let me know if there are any other issues.
Since it is a simple .zip file, Windows can open them by itself. You should be able to double click on the archive file and open it up and then drag folders into the game's directory. If it doesn't, I recommend updating 7zip, since I have created the archive using it, then right click and select "Extract here". Let me know if any specific error messages pop up. FYI: I only tested mod on Windows machines so not sure how it will react on others.
Howdy;
Not sure what seems to have caused this, but I'm trying to make a level. Shows up just fine in the editor, but upon launching it in game, almost all of the pieces are gone. Here's a comparison of the level inside the editor, versus how it appears in game. It also seems to enable the HUD despite that being disabled in the level settings. I thought it might be related to my use of custom art assets, but opting for others didn't improve anything. Any ideas?
Alright so I did a little experimenting and it definitely seems to be related to custom art assets afterall. If I try to assign custom backgrounds or busts, the level breaks in the editor in various ways. The more assets I use the more it breaks; if I just try to load a custom bust, I get the HUD (despite disabling it) but the level otherwise works. If I try to load a custom bust and a custom background, the entire level breaks down like in the sample image.
I forgot to, thank you. But some other weirdness is acting up now; if I assign the (now converted) assets, the game locks up during launch and crashes. I was able to move the assets to a clean copy of the mod tool and even got them to boot in game and work properly by applying them to one of your tutorial levels, so it can't be the assets themselves anymore...
I must have something fucky going on, so I'm going to bring over elements of my game crashing folder to the currently working one until I find what's causing it to break. If I find out I'll let you know. Cheers.
To disable the ui you need to tick off these options in the Scene Settings Window (Check example image below: Red is the side UI with counters, Green is the "Life Advice and Restart" UI). As for custom text, if you mean the dialogue I'll need extra context as to how its arranged in editor or a screenshot of the editor window, or a data folder so I can take a closer look.
I am back with great news, all it was that one of your files "gar_Excusemewhat" has a capital letter, which messes up the way data is read. Which is a dumb moment on my part and will be fixed in version 1.0 but if you rename it to "gar_excusemewhat" it will run like butter. Let me know if there are any more issues.
Hello v-null! I have some questions about your modding tool. I already made some intresting levels but it's not enough for me. Is it posible to replace a textures of level backdrops, rocks and characters? It would be really good if all community members could create something massive and impressive such as Heaventaker.
Hey v-null! Found a bug.
When changing the bust between two dialogue elements in a cutscene, the game doesn't do the transition animation based on the element shown previously, but on the previous element numerically.
What I mean is when Element1 links to Element3, then Element3 will do the bust changing animation based on what is on Element2 instead of Element1. I noticed it when using choice dialogue, but it works on normal dialogue too. I found a workaround by adding an extra element in front Element3 that isn't linked to by anything and is using the correct bust.
Edit: On a second thought if you are not planning to add a button to manually turn the transition on , it might be a good idea to keep this bug in. The workaround I mentioned could be used for the same purpose, while keeping filenames consistent and not having duplicate files.
Another bug I mentioned on /htg/, but you might have not seen it is that lasers can kill the player during cutscenes. Aim a pulsating laser at a goal, move onto the goal when it's not firing and you'll die in the middle of the cutscene when it shoots again. Might be a good idea to make it so the cutscenes pause the game.
Hi! I have some bug reports for v0.999. Developers love fixing bugs, right?
First is about converting my old maps to the new version. I'm not really sure if it's actually a bug or I'm doing something wrong, but the game always throws up an error when loading the old goals. Always the exact same error including those long hex numbers, even on different maps.
(Btw is there a text log or a way to copy these onto a clipboard?)
If I delete those goals and make a new one with the same text, settings, custom images, etc. it works perfectly. The game only has problem with the old ones which is why I think it's a backwards compatibility problem. Here's what I did in case I'm doing something wrong:
I encountered the second bug while fiddling around the editor. I tried replacing the level transition, but it doesn't work. I renamed the folder, overwrote the template files and converted them, it even appears correctly in the 'data/replace' folder, but the game only shows the original one. Replacing other assets works correctly.
I found the third one when I wanted to do a completely empty map so I deleted everything in the data folder, subfolders included. And the editor didn't save. It throws an error if it doesn't have the right folder structure. I figured it would automatically create those, but it doesn't. The converter has the same issue.
Anyway I don't want you to think that I only have complaints. I otherwise love the new features and they give me some ideas how to use them. Keep up the good work!
Thanks for your answer. Replacing the transition now works properly.
Unfortunately the backwards compatability does not. I did some digging and figured out that the issue is related to refreshing the busts. (which is my eternal bane, because this is the third bug I encountered related to it.) The editor does not add the "refresh":true/false line for old saves which in turn gives a nil value for the .DATA files. Clicking on all the refresh checkboxes (including the first one that can't be unchecked) fixes this issue. Then I can uncheck whichever I don't need.
Another bug I found is concerning fractional numbers. If I add any, like 0.5, this error occurs:
It happened with with the custom colors and graphics offset for custom objects, but I imagine it happens with everything that allows floating numbers. The level you included in the download also has this problem due to it using custom colors, which I assume worked for you properly.
It seems to me this is some kind of localization issue, as my language (including my OS language) is using commas instead of dots for fractions. Interestingly changing the values (eg. from 0.5 to 0,5) in the .DATA files actually fixes this issue. At least until I save in the editor again.
(As a side note the .DATA files sometimes not actually have the same fraction I added in the editor just a really close one. for example 0.30 in the editor becomes 0.30000001192093 in the .DATA file. It doesn't seem to affect the game in any noticeable way, but I thought you should know.)
It's just an example of sprite swapping. You can turn it off by going into the replace folder which you can find in the editor directory. In there, there are several folders, one of which is "demons". If you rename it to "_demons", or anything, else and then run ConvertCustomImages. This will remove replacement sprites and make the girls appear normal.
This thread seems pretty dead, but I'll post anyways. Having a problem with the dialogue.
For one, the background is always abyss, no matter what I set it to. I've tried it with 3 different dialogues, refresh and without refresh, and it's still abyss.
For two, there's this additional black fade that occupies the sides of the screen while in dialogue that I can't seem to get rid of (pictured).
For three, some of my dialogue is accompanied by the loud noise that comes with entering the Abyss ingame but much louder. In one that noise isn't there but I can't figure out why that is (as seen in the Malina picture, the background is abyss while the setting says home).
In addition, how do I make it so that once dialogue finishes, the player simply exits dialogue and can still move around the room? The closest I've managed to get is refreshing the room afterwards, which only half-works for obvious reasons.
Really hoping this thread is still checked. If you do still provide help, thank you!
Error
utf8_filenames.lua:178: Failed to determine Windows ANSI codepage from Windows registry
Traceback
[C]: in function 'get_windows_ansi_codepage'
utf8_filenames.lua:178: in function <utf8_filenames.lua:50>
[C]: in function 'require'
main.lua:3: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
[C]: in function 'xpcall'