Radai
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lordradai.bsky.social
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 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.
October 31, 2025 at 3:24 PM
Drangleic soldiers sure have interesting animations. Are these used in game? I can't recall ever seeing these...
October 30, 2025 at 10:05 PM
Me in the process of checking out custom weapons hitbox in @moonlightruin.bsky.social Firelink mod

(I'm gonna go hard on you :D)
October 19, 2025 at 9:41 PM
Alright, this one's for you then :)
October 17, 2025 at 2:37 PM
Guess the map.
October 17, 2025 at 2:21 PM
Dark Souls 2 mentally illness test: this is Forest of Fallen Giant, name which part of the map is which by only looking at the navigation mesh. If you can do it, I will come with you to the psychologist (I need it too)
October 16, 2025 at 10:59 PM
Very fun and useless fact:
There are two types of poison spitting statues. They have different IDs and different collisions, but they both do the same thing.
October 1, 2025 at 8:42 PM
Manged to load both debug fonts from the JP NT
September 30, 2025 at 1:59 PM
The DS2 JP NT build has the debug font in it. I just endian swapped it and ported it over to Scholar
September 29, 2025 at 5:19 PM
Dark Souls 2 with GeDoSaTo truly was something else. I miss the old days
September 29, 2025 at 1:31 PM
Yesterday SteamDB exposed an early release version of PC Dark Souls 2, internally called Stable_10_0_FRPG2_Title.
This release is dated March 8th 2014, which is one week before the PS3 title release and one month and a half before the PC.
It does not have arxan, and can load engine config files.
September 26, 2025 at 12:47 PM
..I really want to know what kind of fucking filepath these are supposed to be lol.
September 11, 2025 at 10:38 PM
Chicken wing spin. Brrrrrrr.
September 7, 2025 at 4:15 PM
Bones! This is interesting cause the function to draw them is left over in the game. I just called it.
September 7, 2025 at 2:41 PM
These Character debug options should have been there since the beginning, but better late than never I guess
September 6, 2025 at 9:50 AM
Yey :D
August 28, 2025 at 3:25 PM
In the IGN debug footage for DS2 there was a clip of CPU and GPU budget being displayed as an overlay. I wanted to reimplement that. Here's the progress so far:
August 27, 2025 at 4:25 PM
I finally figured out the right spot to place debug draw code.
Right now, debug drawing gets antialiasing (which makes it look smoother) but not all the other post processing effects such as bloom, depth of field and motion blur.

I believe I found the spot where the devs originally placed it.
August 25, 2025 at 5:20 PM
Another fine addition to my collection.

(EventKeyGuide display + info)
August 22, 2025 at 6:26 PM
Event key guides!
August 22, 2025 at 5:28 PM
Somebody asked me for help with bitmap font creation, for a Persian translation of the game, and ended up giving me a new program to generate bitmap fonts (called bmfont, which is avaiable for free).

I made a new CCM tool to convert fnt to CCM, and the result is SO much better.
August 22, 2025 at 2:36 PM
Finally, in app log windows!
August 21, 2025 at 6:33 PM
Managed to restore Void Engine console (not the in game console, that's different).

This is an ugly ass console fr.
August 19, 2025 at 7:43 PM
So... I kinda got bored, and decided to reverse engineer Dishonored 2. I can use the developer console (through CE for now), and made a simple program to redirect console output to the standard terminal.

This took me 3 hours in total lol, cakewalk compared to DS2.
August 13, 2025 at 6:44 PM
Fun fact: Iron Keep lava has two killplanes. Collisions here are colour coded, green is camera collision, red are killplanes.

Also, a brief fun fact about killplanes themselves: touching them is not enough, you need to start falling to die.
August 7, 2025 at 1:21 PM