Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Übermodule
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Update: 20 Oct, 2024 @ 8:56pm

Wow, it has been a while, so here are some updates to an oldie.
- The legacy timing system is now deprecated! I hope you all had enough time to prepare for this.
- Hard mode is now accessible to everyone. Do note that this is unbalanced atm, and may remain so for a while.
- Remove some useless logging, and fix TP's autosolve disabling mechanic.

Update: 29 Dec, 2020 @ 1:13pm

- Unswap hard mode startup texts with the normal mode start up texts.
- Added 2 settings, for toggling Legacy Timing and modern dash hold length, for players needing to transition to the newer timing system
- Stop updating the time once the timer surpasses the specified time
- Actually fix the status light being in the wrong position by modifying the surroundings

Update: 22 Dec, 2020 @ 3:51pm

I have not forgotten about you yet. I might as well prep final improvements to this.
THESE MAJOR CHANGES WILL AFFECT THE MODULE, MAKE SURE "UbermoduleSettings.json" SETTINGS ARE ACCOUNTED FOR THIS!
Some settings will be off if left unconfigured!
- Timer Dash Threshold is now based on how much time it has elapsed in seconds rather than in frames
- Modify the timing procedure to use deltaTime rather than frames.
- Fix a timing issue relating to animations playing too quickly or answers submitting too quickly on 144hz+ monitors/screens
- HARD MODE STATUS: a hard mode manual will be included in the repository at some point.
-- There is now an option to turn this on, however this is pointless for the time being as it is forcibly disabled.
- New setting, early stage generation. By default this is turned on and corresponds to the number of non-ignored modules.
- Turning the setting above off will generate stages for ALL modules that have been solved upon entering finale state.
- Compact logging for Übermodule by logging up to a certain number of non-ignored modules and picking a few notable ones.
- Übermodule can now have the strike animation spin counter-clockwise.
- Partially redo TP Support for this module, to allow "!# tap # #"
- Fix a low-res font issue by modifying character size instead.
- Make the text not float.
- Fix Status Light being in the incorrect position

Update: 20 Dec, 2019 @ 5:09pm

I accidentally bundled a Sync Solve Tester in there. Whoops. This is now removed.

Update: 20 Dec, 2019 @ 12:00pm

A sync solve issue for this is now resolved. If there are still issues with this, let me know.
- Play a warning sound to indicate a sync solve
- Update manual due to a release of a module with no valid characters
-- This includes:
--- how to sort the module names in the given order
--- what to do when you encounter a module that has no valid characters in the module's display name
--- an extension to the footnote on the valid characters, in case (iPhone) was confusing to figure out.
-- As expected, A MANUAL REPRINT IS REQUIRED

Update: 20 Nov, 2019 @ 10:10am

Actually ensure the previous update went through.
Minor code codensing, log on force-solve.

Update: 13 Nov, 2019 @ 3:23pm

- Enhanced TP support to adjust for config changes (done by kavinkul)
- Readded The Troll to default ignore list
- Module adjusted to account for frame-perfect synced solves
- Remove double count if countIgnoredModules is turned off
- NO MORE TEST MISSIONS, the module is now considered to be done with testing

Update: 6 Nov, 2019 @ 6:00pm

MAJOR CHANGES:
- KMModSettings works now as intended.
- Setting "countIgnoredModules" will NOW count ignored modules as potential stages if enabled.
- Certain modules will no longer be ignored by default. This includes Divided Squares, Cookie Jars, The Troll, The Swan, and Hogwarts.
- A MANUAL REPRINT IS REQUIRED.
- The other setting "timerdashtreshold" will now determine how long until your tap turns into a hold.
- This setting is vague, so don't try to change this at the moment.

CRASH FIXES:
- Fixed a crash where if you detonate a bomb before this module's stages were generated, the module would throw an exception.

Other Changes:
- The module will now replay the last incorrect answer after a few seconds if you strike.

Other Changes NOT noted:
- Reduced logging to only show only recently solved module and show entire list of solved modules upon detonation.
- Made the input delay for both Morse inputs and Tap Code inputs fixed instead of based on a value
- Added a few auto-solve text for Twitch Plays
- Strict Test Missions adjusted. The last one is now 100% possible with Boss Module Manager.

Update: 16 Oct, 2019 @ 11:41pm

Update to fix Ubermodule's Boss Module Manager didn't work as intended.

Update: 16 Oct, 2019 @ 11:14pm

Actually ensure Boss Module Manager works with this module. It didn't work before. Hopefully it should now?