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This project forked from artemiswkearney/custommenutext

5.0 5.0 4.0 65.93 MB

Beat Saber plugin allowing customization of the game title shown in the main menu

License: The Unlicense

C# 100.00%

custommenutext's Introduction

Hi there ๐Ÿ‘‹

I'm headass, an intermediate software developer, primarily in C++ and Rust, recovering from C#.

I make things I want or am paid to want, and live-tweet a lot of it.

Fuck python.

Headass's GitHub stats

Some of my better works:

  • Feztris, C++ - An orthographic 3D tetris
  • ResBox, Rust - A Resonite social features client that looks like the 2015 Xbox One guide
  • ReProcessor, C# - A Beat Saber mod that lets you change the bloom settings
  • The frontend for Maxima, an EA games launcher made in Rust
  • mdlshit, C++ - A converter from Source Filmmaker's model format to Titanfall 2's model format
  • bSpin, C# - A Beat Saber mod that rotates the playspace to create a moving camera effect

custommenutext's People

Contributors

artemiswkearney avatar headassbtw avatar jerbear2008 avatar kylemc1413 avatar

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Watchers

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custommenutext's Issues

[BUG] Custom Text Menu showing over Normal Beat Saber Menu

When trying to change fonts and menu texts, the menu appears over the top of the beat saber gamemode selection and neither menus can be interacted with.

Steps to reproduce the behavior:

  1. Click on 'Menu Text' button
  2. Menu bug occurs

Expected behavior
Have a normal looking menu and not a bugged one

Screenshot
Beat Saber 18_07_2021 7_30_00 AM

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: The newest one idk

[BUG] Unity Project produces unuseable assetbundles

Describe the bug
All of the font assetbundles I've tried to produce just end up with the CustomMenuText plugin not loading, or the game crashing on boot-up if the filesize is large.

To Reproduce
Steps to reproduce the behavior:

  1. Open the Unity Project, import fonts that you want to build
  2. Right click the font and create a Text Asset using the font
  3. Click on the Text Asset, click on Update atlas texture, set character set to ASCII, then generate Font Atlass, then give it a label under AssetBundle, then right click the Text Asset and click Build AssetBundle
  4. Copy over the generated AssetBundle to the Fonts folder in UserData, then open the game to see that the CustomMenuText plugin failed to load/game hangs with a white screen on startup.

Expected behavior
The font would load correctly and would be choosable in the CustomMenuText settings

Screenshots
image
The place where I gave the Text Asset a label.

Desktop (please complete the following information):

  • OS: Windows 10 Pro version 2004
  • Browser: Google Chrome
  • Version: Plugin Version is v3.3.0, Unity Version is 2018.4.35f1

Additional context
My broken generated asset font has a weirdly small filesize compared to (for example) the Comic Sans font that the creator posted in #other-files in BSMG.
My file size: 77KB
Their file size: 2.17MB

[BUG] Menu Text Not Retained Over Reloads

Menu text does not stay changed after restarting the game.

To Reproduce
Steps to reproduce the behavior:

  1. Install mod
  2. Set custom text, even a stock one from the default txt file
  3. Reload game

Game version 1.19.0, CustomMenuText 3.4.3

_latest.log incase it is helpful:
_latest.log

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