keeptalkinggame / ktanemodkit Goto Github PK
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License: Other
Modding toolkit for Keep Talking and Nobody Explodes
License: Other
In the game, the delegate is called when the needy module changes state to Terminated
or BombComplete
.
In the test harness, the delegate is also called when the needy module changes state to Cooldown
.
I'm not sure which behaviour is correct, but this seems to be a case where the test harness behaves differently from the game.
Gettting this error after trying to build assetbundle. Did not changed anything in project file.
Here is the full text:
Failed to build AssetBundle: Compilation failed!
at AssetBundler.CompileAssemblyWithEditor () [0x00279] in C:\Users\burak\Desktop\Ktane Module!\ktanemodkit-master\ktanemodkit-master\Assets\Editor\Scripts\AssetBundler.cs:285
at AssetBundler.BuildModBundle (Boolean useMSBuild) [0x000b8] in C:\Users\burak\Desktop\Ktane Module!\ktanemodkit-master\ktanemodkit-master\Assets\Editor\Scripts\AssetBundler.cs:117
UnityEngine.Debug:LogErrorFormat(String, Object[])
AssetBundler:BuildModBundle(Boolean) (at Assets/Editor/Scripts/AssetBundler.cs:139)
AssetBundler:BuildAllAssetBundles_WithEditorUtility() (at Assets/Editor/Scripts/AssetBundler.cs:70)
I have 2 theories:
Note: I am PRETTY NEW to github so I hope this is the right place to write this. Have a nice day!
Current Unity version: 5.3.5f1
VS Version: Visual Studio Community 2015 Version 14.0.25425.01 Update 3
I am trying to get the examples working ingame. Therefore I downloaded the modkit, configured the modConfig and just used the AssetBundle mod.bundle as it is with all the examples in it.
When I am trying to build the AssetBundle I get this error:
With the help of ashthebash on discord I was able to fix this error by opening the solution in visual studio and building it. With the version of unity I'm running now (5.3.5f1) I'm getting these errors and warnings when I am trying to build the solution in visual studio:
Opening the file TestHarness.cs (where the first 3 errors come from) in the visual studio and then rebuilding the solution fixes the first 3 errors. The other one and the 3 warnings are still there.
When I am now trying to build the assetBundle I get these errors:
I was using unity 5.4.0f3 before which was working after I did the building of the solution in visual studio. Building the assetBundle worked fine but it didn't work ingame. Using the preset mod.bundle as it comes with the download I was just getting a scene without light and I was able to look through the bomb as it had no texture.
After only leaving the first ExampleModule in the mod.bundle all I got ingame was this:
When I tried build, I've got an error:
Cannot mark assets and scenes in one AssetBundle. AssetBundle name is "mod.bundle".
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
AssetBundler:CreateAssetBundle() (at Assets/Editor/Scripts/AssetBundler.cs:429)
AssetBundler:BuildModBundle(Boolean) (at Assets/Editor/Scripts/AssetBundler.cs:142)
AssetBundler:BuildAllAssetBundles_WithEditorUtility() (at Assets/Editor/Scripts/AssetBundler.cs:75)
And then I don't see mod.bundle
file in the build directory
Please allow spaces in profile names.
In Assets/Examples/1.12 Holdable/BombCreatorExample.cs there's a typo on Line 71 of the current build(e379d86), specifically in: BombCreatorExample::CreateTempModules() when creating the tempModules array, instead of setting info2.ModuleID, info1 gets set for a second time.
I'd make a PR but I'm not sure if that'd mess up the .meta file and I've not got a local copy.
I want to make a needy module, but there isn't much documentation on how to do so. Can you update the wiki for this?
None of the example modules provided in this kit are tagged with mod.bundle, so please update [3. Build the mod bundle] to walk the new user through exactly what pieces of a single module need to be tagged in order to make Build AssetBundle work correctly.
Dear KTANEmodkit developers,
thank you for doing an awesome job making my favorite game even better :)
However I do have a problem with the modkit. On Win7 64bit Thinkpad x220 with Unity Personal 5.4.2p4 run as admin or user Unity crashes when trying to open the modkit project. Upon deleting ProjectSettings.asset it now loads up.
Please find attached the bug reports.
Thank you for your help!
(I had to change the file extensions from crash.dmp and error.log to txt to enable github upload)
crash.txt
error.txt
I've recently completed a mod and want to upload it. When I use the Steam Workshop tool, however, it says that Steam isn't running, even though it is. What is going on?
The link to the framework github project is broken in the "how it works" section.
The current link is https://github.com/keeptalkinggame/keeptalkingframework, which is a 404.
The correct link would be https://github.com/keeptalkinggame/ktanemodframework
I can't fork the Wiki it seems, so I'll submit the issue as an issue like this instead. Hope you find it helpful.
Help needed,
I have installed many versions of unity including the version mentioned in the readme.md file and the version named in the modkit project settings.
Below is a list of the Unity versions I have tried:
Unity 5.4.3f1 (64-bit)
Unity 5.4.3p3 (64-bit)
Unity 5.6.4f1 (64-bit)
Unity 2017.1.0f3 (64-bit)
Unity 2017.1.0p4 (64-bit)
Unity 2017.2.0f3 (64-bit)
Selecting Build AssetBundle throws no errors but when I copy the build contents to the mods folder and start the game I am asked if I want to enable mods. Selecting yes then crashes the game after a short delay.
I have attached the contents of the error folder; although the crash dump file is not a supported type.
Any help would be appreciated.
Jarvis
Both build methods seem to fail when trying to build with Unity 5.6 (even projects that previously worked just fine)
The complaint is as follows :
Failed to build AssetBundle: No constructor found for UnityEditor.Scripting.MonoIsland::.ctor(UnityEditor.BuildTarget, System.String, System.String[], System.String[], System.String[], System.String)
Any suggestions will be highly appreciated.
The only modification I made was setting the mod ID after cloning it into a folder. I was using the exact version of Unity the guide asked for, and used the default build process (without MSBuild).
This is the error:
Failed to build AssetBundle: Compilation failed! at AssetBundler.CompileAssemblyWithEditor () [0x002f8] in C:\Users\[My Name]\Documents\KTANE\KTANE Mod Kit\Assets\Editor\Scripts\AssetBundler.cs:301 at AssetBundler.BuildModBundle (Boolean useMSBuild) [0x000c9] in C:\Users\[My Name]\Documents\KTANE\KTANE Mod Kit\Assets\Editor\Scripts\AssetBundler.cs:120 UnityEngine.Debug:LogErrorFormat(String, Object[]) AssetBundler:BuildModBundle(Boolean) (at Assets/Editor/Scripts/AssetBundler.cs:142) AssetBundler:BuildAllAssetBundles_WithEditorUtility() (at Assets/Editor/Scripts/AssetBundler.cs:70)
If I use MSBuild, it gives this error:
Failed to build AssetBundle: Could not find file "C:\Users\[My Name]\Documents\KTANE\KTANE Mod Kit\ktanemodkit.CSharp.csproj". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00209] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:305 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.OpenRead (System.String path) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:363 at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize) [0x00077] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/StreamReader.cs:167 at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.IO.StreamReader:.ctor (string,System.Text.Encoding) at System.IO.File.ReadAllText (System.String path, System.Text.Encoding encoding) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:587 at System.IO.File.ReadAllText (System.String path) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:582 at AssetBundler.CompileAssemblyWithMSBuild () [0x00063] in C:\Users\[My Name]\Documents\KTANE\KTANE Mod Kit\Assets\Editor\Scripts\AssetBundler.cs:192 at AssetBundler.BuildModBundle (Boolean useMSBuild) [0x000bc] in C:\Users\[My Name]\Documents\KTANE\KTANE Mod Kit\Assets\Editor\Scripts\AssetBundler.cs:116 UnityEngine.Debug:LogErrorFormat(String, Object[]) AssetBundler:BuildModBundle(Boolean) (at Assets/Editor/Scripts/AssetBundler.cs:142) AssetBundler:BuildAllAssetBundles_MSBuild() (at Assets/Editor/Scripts/AssetBundler.cs:76)
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