Just reworking and adding new stuff. The loaded resource list. Double clicking an item will open the resource debug menu.
Radai
@lordradai.bsky.social
Reverse engineer, computer science student. Author of DS2 modding tools, such as DebugManager and DS2AnimToolset. I enjoy music, physics and video games in general too. If you enjoy my work, please consider supporting me on Ko-fi: https://ko-fi.com
I made a reddit post explaining the vulnerability I talked about in my previous post here. Recommended for those of you who want a more technical insight on what's going on. www.reddit.com/r/DarkSouls2...
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New BA update patches the worst vulnerability I've ever seen in DS2. Here's the update for BA, recommend you get it if you want to play online. I'll explain what it was in the answers to this post. www.nexusmods.com/darksouls2/m...
bsky.app
Making some modifications to how DebugManager handles debug drawing, and added a lot more keybinds. You can now toggle the debug menu rendering with F11, and toggle all debug capabilities with F12 (F10 is taken by the game for something I still don't understand, this overlaps with Steam screenshot)
Heh, figured out the toggle for the console version input system for the debug menu. GuiFramework (the debug menu UI) has a system called virtual input to translate controller buttons to ui inputs, there's a toggle to draw the currently selected item in the PC code too.
The actual full backstab validation check is summarized with this picture. I won't explain everything now, I'll make a video about this. Suffer looking at this monster with me for now
Pursuer's grab sure does take a huge amount of space for it to validate. I'm surprised
Yui gave me a way of loading arbitrary character resources. This is getting out of hand fast
Finally figured out how the game decides if a backstab attempt must fail or not! This video just showcases DebugManager debug drawing of this system, I will make a video explaining the whole grab system in the next days. www.youtube.com/watch?v=3qFX...
Dark Souls 2 - Grab Validation Debug Display
YouTube video by Radai
youtube.com
Here's a YouTube video showcasing the grab zones for DS2 www.youtube.com/watch?v=q_1B...
Dark Souls II - Backstab Zones
YouTube video by Radai
youtube.com
DS2 has some interesting debug characters. These are some of the debug player presets leftover in the game.
Finally managed to fix save corruption on map selection! You can select the starting class and NG cycle on selection! And while I was at it, I added some more options that work both in this mode and in the normal game, such as Invincibility, Undead, Auto Parry etc. www.youtube.com/watch?v=eSug...
SceneSelect
YouTube video by Radai
youtube.com
You can select whatever param is loaded by the game, edit it and export as csv
Target positions! There are a lot of targets in a map, there are 5 different target types: 1. Characters 2. Map 3. Events 4. Bullets (never seen them) 5. Generators Alluring skull is interesting cause it creates a dummy character target.
AI path finding! I've always wanted to do this, but I never managed to understand the system... until now. @illusorywall.bsky.social last video inspired me to look into this some more.
Morpheme Editor can now be used to run the .nmb network. You can switch from animation browsing to network simulation using an option in the menu bar.
Finished modifying morpheme 4 so it matches what ds2 uses. I can now run ds2 networks and preview them as if I was in game
The ABSOLUTE mess that is the main state machine for c1020. Holy shit, I definitely need to figure out a way of sorting states automatically. If anyone has ideas, I'm open to suggestions
I wrote code to create and display the morpheme network layout for an NMB on screen. It produces coherent data, but there’s only one… little problem. I’ve been staring at it processing c0001.nmb for the past 5 minutes. This is very slow for large networks, and I’m not sure I can improve it
Me, casually reading the Morpheme documentation and finding out that morpheme itself exposes the backend features to create nodes. I've been up writing a framework for generating an mcn for the last 6 months, and now I figure out I can just use connect scripts to do what I need! :) Please kill me
This January I found a vulnerability in the DS2 server code that lets a malicious user crash a player, even without connecting to them. BA 2.06 fixes this issue, it's recommended you download it if you want to play online. For more details, here's Yui's post: www.patreon.com/posts/info-b...
This is completely generated programmatically. Work on the framework to convert morpheme compiled networks to project source should be almost complete, meaning I will start working on actually decompiling Dark Souls 2 morpheme networks to editable graphs within connect. Soon™️
I finally fucking managed to fix a problem that's been bugging me for more than a year, I finally understand how the fucking flver gets its transforms applied from an animation in DS2. On the left, old version with incorrect mesh transforms. On the right, new version that works properly.
Drangleic soldiers sure have interesting animations. Are these used in game? I can't recall ever seeing these...
For anybody using my Morpheme4 repo, update immediately. I found out that the morpheme lib does not work with optimizations turned on, so I changed the Release config to have optimizations disabled. Expect incorrect results if using optimizations.
I think I just figured out how to replace the whole game morpheme lib implementation with my own. By hooking up only three methods. If this works the next major version of debug manager will allow for very cool things.