White Knuckle
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Details

Latest version
1.3.1
Last Updated
First Uploaded
Downloads
1.4K
Likes
1
Size
121KB
Dependants

Changelog

1.3.1

  • <map>_bg.png next to the map: background of the screen shown once its card is picked (else the card art)
  • The map's card title (title: line) shows in the game's mode text in play, instead of the internal mode name

1.3.0

  • ambient <amount> setting: base light over the whole map without lamps (console: mapambient to try values)
  • Several description tags on one object = several lines under its name
  • Example map rebuilt as a tag showcase: a row per tag group, a sign and label on every object, a timed course at the back
  • Fix: tagged handhold meshes whose name lacked the word "handhold" (e.g. a handhold; pass pole) were not grabbable
  • Fix: button and handhold meshes were walk-through; they are solid now (handhold; pass still lets you through)

1.2.0

  • map <name> action: load another map (hub maps with a doorway per level). A map whose .txt has a line hidden gets no menu card
  • sign <text>: writes the text on both faces of a flat mesh
  • launch <metres> action: a spring, throws you straight up that high (pad; launch 10)
  • enemywall: invisible glass that stops you and denizens but lets shots, flares and thrown things through

1.1.0

  • Maps are now .glb (Blender: File > Export > glTF 2.0). Old .obj maps still load
  • Tags: as many as you like per object, separated by ;, either in the object's name (button; give rebar 3; checkpoint) or on empties parented to it (keeps the name free). Rotation and scale now count
  • Presets: your own shortcut names for a set of tags (setpreset redpad pad / checkpoint, then name an object redpad). Console: presets, setpreset, removepreset. In the console tags are split with /; quoted text (msg 'a/b') isn't split. Saved in BepInEx/config/WKMapLoader.presets.txt; a map can ship its own <map>_presets.txt
  • Triggers + actions instead of single-purpose names: button / pad / zone / start run any of give <item or trinket> [n], bind / unbind (kept through clear), clear, checkpoint, teleport [point], msg, perk <name> [s], effect refill / infi_stamina / sticky_hands / temp_jump / jump_boost / <buff>, timer start/stop/reset, set / add, win
  • Labels: name / description float above an object while you look at it
  • msg text shows live values: {timer}, {best}, {falls}, your own variables
  • Map settings as tags: godmode, fog <0-1>; places: point <name>, light [range] [colour], Blender lights
  • Plugin API (WKMapLoader.MapApi): map packs can add their own tags, actions and console commands
  • New console command mapinfo (what the last load found, unknown tags)
  • Removed from the loader: the glow-wall game, button stands, arrow keys and monitors (now in Laki's Play Room), and the measuring tools (jumpstats, rebarcourse, boomcourse, boomreport, boomclear, mapmat, winseq) are off unless Dev / DevTools = true in the BepInEx config

1.0.5

  • Card title from the map's .txt: first line title: <name> (otherwise the file name)

1.0.4

  • Glow-wall game: computer (tutorial board as monitor with a black screen and GAME / POWER-UPS tabs, crane arrow keys); single player or multiplayer (Comp: a wall each or one shared wall with a colour per player, Co-op: one wall, team score); btn lifespan, light-up interval, duration; the game's button stand starts a wall (3-2-1-GO, invisible wall drops; same light-up order for the same settings); floating power-ups (stamina, speed, air jumps, elastic limbs, grab anything); game-over stats
  • Glow maps: parts tagged _flat / _cyl only show on that map; _cyl parts spin around their lane's ..._cyl_body_laneN axis (one turn per 15 s)
  • prop:<GameMesh> objects: use the game's own meshes (board, buttons) in your map
  • handhold_pass: grabbable holds your body walks through
  • godmode marker object: no dying in that map
  • Button items can be several words: checkpoint_3_rebar_explosive gives 3 explosive rebars
  • Win sequence flying 30% slower (4.2x)
  • Blast logger (boomreport, boom_log.csv) and boomcourse, which sizes the Boom Course from your attempts with leeway

1.0.3

  • Fix: maps from map packs installed with the Thunderstore mod manager now show up in CUSTOM
  • Win sequence: much faster flying, winseq console command

1.0.2

  • New map parts: buddy button, save pads, floor notes, win sequence buttons (win / *win_seq*: title, noclip, 5x speed, flare machine gun, game win screen after 10 s)

1.0.1

  • Fixed broken arrow characters on the README page.

1.0.0

  • First release: .obj map loading, CUSTOM menu tab with map cards, ledges, handholds, lights, materials, checkpoints, fall reset, map fog control, rebar course generator.
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