#Spectate Enemies https://github.com/EBro912/SpectateEnemies

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fast adder
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Allows you to spectate enemies when dead.

Usage

When dead, you can click to cycle through players as normal. After the last player, the mod will begin cycling through currently spawned enemies. Once all enemies have been cycled through, it will resume spectating players.

In the config located in Bepinex/config/SpectateEnemy.cfg, you can enable/disable spectating Turrets and Landmines. By default, both of these enemies are disabled and cannot be spectated. Setting the respective values to true will allow spectating these objects.

Installation

Requires the latest version of BepInEx 5. After BepInEx has been installed, drag SpectateEnemy.dll into the BepInEx/plugins folder in the game's root directory. You will need to run the game once for the SpectateEnemy.cfg file to generate.

Repo

Thunderstore

covert cave
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Pretty pog

fast adder
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I'm hoping it works well, i did a test in a 3 player lobby and it seems to work fine, not sure how many undiscovered edge cases exist yet

lunar cipher
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I hope so too, this would be much funnier to have as a POV.

fast adder
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itll be funny to watch people step into landmines

lunar cipher
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Small clerical question: Latest version of bepinex 5 being the version on github, then? Since github's is 4.22 and Thunderstore's is (currently) 4.21

fast adder
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i dont think a version difference that small will cause any issues

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either one should work fine

lunar cipher
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Oh okay cool

fast adder
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i also have no clue how this is going to work with mods like BiggerLobby

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in theory it should still work fine but i didnt test it with a lobby bigger than 4

lunar cipher
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I can picture it working fine, but I'll know soon enough I suppose

acoustic quarry
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Will this work client side? Or only if everyone has it

fast adder
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it's clientside, who you're currently spectating doesnt get rpc'ed to my knowledge

wintry onyx
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Got a glitch where i was stuck waiting for the ship to land after leaving a mission with this mod active, also after a certain point i couldnt spectate enemies anymore, sometimes i couldnt spectate players anymore

covert cave
fast adder
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Oh okay, thank you

mint storm
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After the second round it stopped letting me spectate enemies. I was playing as client. Can drop logs here if needed.
Also, could there be a config setting to display Bestiary names instead of the dev versions of names?

fast adder
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Logs would be very helpful yes

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I have a theory as to why it breaks but please send your logs

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I also plan on adding bestiary names

mint storm
fast adder
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I think the navmesh stuff is a vanilla error, my theory is that I forgot to reset the values when the game ends, so it still tries to spectate nonexistent enemies

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I'll release a patch later today

fast adder
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quick question for yall, if everyone dies while you're spectating an enemy, does it keep spectating the enemy or does it do the ship leave animation

fast adder
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alright v1.1 just got released, hopefully those bugs are fixed

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i also made it so that the mod just uses the enemy's name as its a variable in the code already

upper kite
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Ngl, honestly spectating a landmine is amazing

fast adder
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i can imagine lmao, i havent gotten to use it in a game myself yet but im glad people are enjoying it

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@mint storm @wintry onyx let me know if you still experience issues across rounds, but im pretty sure i solved the issue

gentle falcon
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Can there be a bind for right mouse to cycle between enemies and left mouse for players only?

fast adder
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I was thinking about doing that, I thought it made more sense to have both be combined

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I can probably add that as a config option though

lunar cipher
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Got to spectate a few monsters earlier today alongside biggerlobby, worked without issues as far as I could tell

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Also got to watch a Bracken blow itself into the void with a landmine, which was comedy

proper musk
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i am using it right now its not letting me spectate one of my friends but it is letting me spectate enemies and another one of my friends

fast adder
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Interesting

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So it ignores one player?

proper musk
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idk why

fast adder
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Weird

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I'll look into that for next update

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It's probably my shitty way of checking when to switch to enemies

fast adder
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@proper musk forgot to ask but how many players did you have in your lobby? 4?

fast adder
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Good to know, thanks

sudden arrow
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can you include an option to enable and disable manticoils and locusts? ๐Ÿ˜ƒ

fast adder
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Sure, I can add an option to disable passive enemies

sudden arrow
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๐Ÿ‘ thanks! ๐Ÿ’ฏ ๐Ÿ’™

sand patrol
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is there a way where you can make it a little more zoomed out on bigger enemys like the forest giants and brackans

raw rampart
fast adder
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@sand patrol to your knowledge are the bracken and the forest giant the only enemies with zooming issues? or should other ones be improved as well?

sand patrol
fast adder
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im using the same zoom value as spectating players which may be why a lot of enemies have issues

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cause obviously theyre bigger than players

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i could up the zoom value for everything and handle stuff like the forest giant specially

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although if i zoom out too far on indoor enemies the camera will clip into the wall a lot so ill have to tinker with it a bit

fast adder
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next update checklist:
~~ - add config option for disabling passive enemies~~
~~ - zoom out camera on all enemies ~~
- add key to instantly switch between spectating enemies and players

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anything else people want added for next update?

lunar cipher
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Nothing comes to mind!

fast adder
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v1.2 is out now! You can now use "Interact" (E) to swap between players and enemies. The mod will also remember your last spectated enemy. I also added an option to disable passive enemies and increased the camera height for most enemies to prevent clipping

fast adder
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has anyone encountered any conflicts with other mods? i know that when i was using the lethal enhancer mod it made landmines say "Enemy" instead of "Landmine", but anything else discovered besides that?

cobalt nexus
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I have noticed some things becoming "Enemy" but I don't think I have lethal enhancer

acoustic quarry
fast adder
fast adder
sand shell
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does this work if only the host has it installed or does it require everyone to have it installed?

fast adder
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its a client side mod

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so anyone can have it installed

fast adder
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or was it kinda random

cobalt nexus
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couldn't see them

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I think a couple were the suffocation bugs whatever they're called

fast adder
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interesting, ok

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thanks for the info

fast adder
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v1.3 is out now! I added in a toggleable flashlight to the spectator camera (turns out one already existed in vanilla...it just wasn't enabled) that should allow you to see better in darker areas. You can toggle the flashlight with RMB. I also added in code to try and fix some enemies showing up as "Enemy" as well as a few other minor QOL changes.

lunar cipher
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Nice!

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Spectator flashlights clientside? Not a big deal if not, just a hilarious thought to have spectators putting a spotlight on enemies they're spectating

fast adder
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should be clientside, yeah

rich furnace
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look at this dummy

gentle falcon
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Would it be possible to add an option for us to fly around with the camera?

fast adder
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I feel like that would be a little out of scope, I think freecam mods do exist

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If not I'll definitely make one

rich furnace
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there is a freecam mod but it doesn't work while spectating and is also buggy

fast adder
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Good to know, I'll take a crack at one then

rich furnace
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you can't turn on the flashlight after people have voted to leave or the ship is close to auto leaving, and the flashlight remains on when you revive leaving a ghost light somewhere on the map

fast adder
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Interesting, good to know. I'll try and fix that asap, thanks!

gentle falcon
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wasnt working with this update.

fast adder
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damn, ill work on a fix then

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lots of work to do lol

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@gentle falcon any errors when you start it up? could help me get on the right track

gentle falcon
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Where would the errors be? The flashlight is working when you die, but cycling from players to enemies and clicking does nothing, even if everyone is inside and we saw monsters.

fast adder
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if you have the console enabled you should see red text in there

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if you dont then dont worry about it, i was just wondering

atomic junco
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@fast adder

fast adder
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yeah i figured it out, thanks, doing some testing right now

fast adder
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Just updated to v1.4, should fix all v45 related issues and all issues mentioned here so far

wintry onyx
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Im still unable to swap between enemies and players

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cant find error in the bepinex console either

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flashlight however works

fast adder
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if you rebound your E key thats the key you should use

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i was able to swap fine in my testing

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I was trying to have it dynamically update it but the code that handles keybinds is horrendous

wintry onyx
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im using default keybinds

fast adder
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Really? Default keybinds worked fine for me...

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Are you using any other mods that might conflict with it?

scenic rivet
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this is cool, would be really cool with specific keybinds for each cam, so instead of flipping through you could just press 1 to see p1 or 2 for p2 etc

fast adder
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im having problems now switching to enemies...i have no idea why E and left click behave the same

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in my testing i didnt have that issue

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now it is...man this is acting weird

fast adder
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i think i see whats happening, when there's no enemy to spectate the E key acts like left click

wintry onyx
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before if there was no enemies to spectate it would spectate a docile creature

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like the locusts

exotic crow
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will being able to spectate masked player/masks be added

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cause rn i can't spectate them

fast adder
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yeah i noticed that too

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i can add that next update

exotic crow
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thx

floral kelp
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Is this working in version 45?

fast adder
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Partially

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Overall it works but there's a few minor bugs that I'll have to fix in the next version

lunar cipher
fast adder
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yeah i figured it out, when there was no enemies SpectateNextPlayer would still run. i'm gonna add a message that appears on screen next update that will tell you if there are no enemies available

fast adder
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v1.5 is out now, you can now spectate Masked Players and I added a message that will display when there are no enemies available to spectate. Another feature to note is when you spectate an enemy for the first time in a round, it will use the closest enemy to the player you are spectating instead of the first one in the enemy list.

fast adder
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Any issues with this new update so far? I know it came out kinda quick

lunar cipher
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Not that I've seen yet, everything's worked well so far.

fast adder
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Glad to hear it

rich furnace
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maybe spectating circuit bees should be an option

fast adder
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Part of me just wants to make an in-game gui that lets you toggle every monster in the game

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So if you just wanted to spectate brackens then you could

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Etc.

violet mason
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That's a great idea

fast adder
rugged tangle
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was clicking through enemies and ppl too fast and got stuck

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cant do anything lober

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yeah camera got fully stuck here

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and i got stuck when i respawned in the same place uhsahggghug

fast adder
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Oh interesting

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Did the player/enemy you were spectating despawn or something?

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I don't see anything spectate enemies errors in your log so I'm curious if it's a mod conflict

tall yarrow
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@fast adder Caught this on my log

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Do you know what it means by any chance?

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Stack trace:
SpectateEnemy.Patches.HUDManager_Patches.Postfix (HUDManager __instance) (at <bc7511818a844d1f9a307fe43a6840ed>:IL_0006)                                                           
(wrapper dynamic-method) HUDManager.DMD<HUDManager::Update>(HUDManager)```
fast adder
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I believe that's an error when the game first starts, you can ignore it

tall yarrow
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alright, thanks man

fast adder
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I'll be releasing an update soon too

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Just haven't been able to work on it with holidays and stuff

tall yarrow
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yea don't rush it

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enjoy Christmas

fast adder
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๐Ÿซก

rugged tangle
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nope, nothing like that i think
i also never encountered that again so ehhh

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merry christmas also

fast adder
rugged tangle
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i mean i was clicking on both lmb and e pretty wildly, maybe that was the cause

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if that was the case it would be pretty hard to encounter naturally lol

fast adder
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Good to know, I'll do some spamming and see if I can recreate it

surreal dust
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:o

fast adder
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Spectate Enemies v2.0 is out now!

For Developers: Spectate Enemies now has an API! Read more about it on the thunderstore page.

For Players: All enemies are now toggleable individually via an in-game GUI. You can access this GUI by pressing Insert while spectating. Note that this menu is probably temporary, and will be integrated into the in-game settings menu at some point in the future.

While the patch notes are small, this was a big update with a lot of under-the-hood changes, so please let me know if you have any bugs, issues, or feedback!

fast adder
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I've been made aware that spectating Masked Players causes errors, so I would avoid that until I can release a fix

rugged tangle
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possible support for custom enemies? ๐Ÿ‘‰ ๐Ÿ‘ˆ

sterile nimbus
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I was wondering if this worked with the WTO monsters I never got a chance to check

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they extend the EnemyAI class so i figured they would

rugged tangle
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and they dont appear in the spectate enemies ingame config

sterile nimbus
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they actually also don't appear in the debug menu despite the fact that the custom scrap does

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I wonder if it's because there's a couple of levels on the chain of inheritance

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oh do I just have to add the Spectatable component onto WTO's enemies?

fiery pasture
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Does this support modded enemies?

rugged tangle
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it does

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but i think its up to the enemy dev to configure it? i could spectate the boombas i think

fast adder
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Anything that has the EnemyAI component should be picked up by the mod

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If not you can just add the Spectatable component to it like @sterile nimbus said

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That class might actually be internal so remind me to make it public next update so people can use it in their mods

fast adder
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And since modded enemies aren't in that list they don't get added to the config

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I actually never thought about modded enemies so I can try and get that to work

rugged tangle
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encountered a weird bug where i could swap between enemies and players but i couldnt cycle through the individual mobs

fast adder
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Any errors in your log?

rugged tangle
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uhhh i legit forgot to grab it off the bat, so im just gonna keep you updated if that happens again.. sorry :d

fast adder
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No problem, thanks for reporting anyway!

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I do know there's a problem with masked players so if there was a masked player alive in your lobby that might have been why

rugged tangle
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oh yeah a masked def spawned, wasnt a player tho

fast adder
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I think masked players in general are busted, I've gotten multiple reports about them

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And unfortunately the bug usually breaks the mod entirely

rugged tangle
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as in for the day?

fast adder
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Yeah, I presume so

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I personally haven't been able to check it myself cause I'm away from home, but I know why the bug happens

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I may be able to release a quick hotfix today

lean harbor
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i have a bug where im only able to spectate 1 enemey

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it was working for a bit then it softlocked onto 1 enemey

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for the rest of the session

fast adder
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Are you able to send your log?

lean harbor
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yeah i am but we removed the mod and played other sessions since then

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dont think there was any console errors afaik

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since i tested all mods before playing with friends and the only mods who had an error was a scrap item

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and i just checked my log files and unfortunately its not in it anymore

fast adder
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Ok no problem

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It's probably the masked enemy issue

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I would try again once I get an update out

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Might've just been a weird occurrence/incombatility or something too

split latch
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Get this when I try to spectate an enemy, any ideas?

fast adder
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Is that at the company?

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@split latch

split latch
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nope it was on titan

fast adder
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oh, thats weird

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do you happen to have your log from that session or is it gone

split latch
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I checked and there was no errors or anything but i dont think i have the log anymore

fast adder
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thats really weird, it kinda looks like its trying to spectate non-connected players or something

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you know the ones that get stored underneath the map

split latch
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I had the same thing the other day too

fast adder
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i may have an idea why that happens, ill make a change and see if it helps

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thanks for reporting

grizzled heron
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is there a config option to change the button to switch to enemy spectating?

fast adder
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as of now not yet, i plan on adding keybinds next update though

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there was a problem with the inpututils library but now that it's fixed i can implement keybinds

split latch
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flashlight works however the camera is stuck at that location and I can't switch who I'm spectating

fast adder
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Is it the problem with the masked enemies?

split latch
fast adder
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And there's nothing in the console?

split latch
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nope

fast adder
split latch
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searched for spec and the only result it had was [Info :SpectateEnemy] SpectateEnemy loaded!

fast adder
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That's...interesting

split latch
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yeahh

fast adder
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What other mods are you using?

split latch
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a few, didn't used to have any issues so it might be a conflict tbf

fast adder
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What the hell lmao

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It honestly could be a conflict or something weird going on

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I've honestly never seen that before

split latch
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yeah I'll have a mess around and let you know if I find anything useful out

fast adder
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Thanks, I'm gonna try and release an update tonight with bug fixes + actual keybinds so hopefully that'll help

split latch
fast adder
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ah yeah so its the masked enemy issue

split latch
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ah

split latch
fast adder
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yeah im doing some bugtesting on a new version, ill report back with anything i find

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testing this out too:

fast adder
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well i did a bunch of tests in a big lobby and everything seems to work

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i think ill release an update and hope for the best

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alright, v2.1 is out. I added the three keybinds listed above and the bugs mentioned here should be fixed

split latch
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it seems like when you initially switch to spectate an enemy it can show enemies you have disabled in the config

fast adder
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ah...yeah i encountered that during v2.0 testing and thought i had fixed it

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apparently not

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ill add that to the docket for v2.2

fast adder
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yeah, GetNextValidSpectatable isnt perfect

split latch
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since if you were in a lobby previously and the index is still valid it'd not be null there

fast adder
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when your ship leaves the index gets reset

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and when you disconnect

split latch
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hmm nvm then

fast adder
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i kinda have an idea of what it is

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its something to do with the code that remembers your last enemy

split latch
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ah

fast adder
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ill look at it in a bit

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had enough with this mod for today ๐Ÿ˜ญ

split latch
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๐Ÿ˜‚

split latch
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bug starts at 0:05, ship leaves at 1:13 (camera still stuck), ship lands at 2:12 (camera still stuck), 2:52 i fall from the sky and die then have the bug again

split latch
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(no errors when i checked either)

fast adder
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That's really weird...the mod doesn't do anything with your player position so it shouldn't teleport you around

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I'm starting to think it might be a conflict

split latch
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I'm not sure what it could be conflicting with though ๐Ÿค”

fast adder
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Did it happen because he was on the computer?

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It seems to have broken when he logged off the terminal

split latch
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just spectated someone that's on the terminal and it seems to be fine when they get off

fast adder
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So it seemingly happens randomly

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In my testing I didn't experience any of this

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I was in a 7 person lobby

split latch
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Removed Lethal_Admin and it seems to be working currently, I did notice I seem to be unable to spectate the masked enemy though

fast adder
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really?

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interesting

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oh i know why

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are you getting this in your console

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[SpectateEnemy]: Error when spectating: no handler for SpectatableType

split latch
fast adder
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yeah

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thats the problem

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i made a new SpectatableType

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and forgot to add a handler for it

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fukkk

split latch
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๐Ÿ˜‚

fast adder
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welp

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guess ill fix that next update

fast adder
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i decided to just say fuck it and release a hotfix, v2.1.1 should fixed masked players

split latch
fast adder
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yeah i just did another 2 hour or so game with my friends and i didnt encounter any of your issues

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so im really confused

split latch
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I did notice that one time I was able to switch spectate target whilst the ship was mid-leaving which was after the index was reset (not completely sure on whether the index was updated afterwards since iirc it didn't let me switch the actual target)

fast adder
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Yeah I noticed that too

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Not too big of a deal though in my opinion

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Also the mod hit 1 million downloads recently, so thank you everyone for the continued support!

split latch
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seems like HUDManager.Instance.localPlayer sometimes isn't set

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so StartOfRound.Instance.localPlayerController might be a better idea

fast adder
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ah yeah i had changed all those calls to GameNetworkManager

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i guess i missed one

split latch
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the original screenshot was just a log i added

fast adder
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i missed a lot

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๐Ÿ˜ญ

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youd expect that to always be set but whatever

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localPlayer is stored in like 15 places

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zeekers moment

rugged tangle
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the only spectatable mob is the landmine...

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cant switch or do anything

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well i can to players

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sorry for the giant log, its somewhere down there thebird

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switching back and forth works but now it randomly chose centipede

fast adder
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Were there other enemies alive? I know that map is hard but I just gotta make sure

rugged tangle
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yeah, 100%

fast adder
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I didn't get a chance to look at the log, I'll look at it in a bit

fast adder
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looking through that entire log i dont see any spectateenemies errors

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not really sure what happened there

sly tendon
fast adder
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Yeah I'm starting to think it's an issue with dead enemies, I might've nuked the check for if the enemy is dead when I was refactoring

sly tendon
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oh most likely, only other thing I could think of was the enemy not being marked as dead somehow

winged bay
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This might help... The other day I was trying to switch enemies and it was giving me a dictionary error saying "boomba not contained within dictionary" and throwing a stack trace

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Might be a problem with modded enemies?

fast adder
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Yeah, modded enemies aren't supported currently

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The error is my fault for not handling that case but yes modded enemies do not work currently

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I need to figure out a workaround to have them be supported in the config gui

winged bay
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It's funny cause sometimes if you try REAL hard you can get it to spectate a boomba but it doesn't follow it ๐Ÿคฃ๐Ÿคฃ

fast adder
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I need to improve the checks on that

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I just need a way to get every possible enemy when the game starts, and currently I'm doing that by pulling them from the "test" map hidden in the game but obviously that doesn't include modded enemies

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So I'm open for ideas on that front

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A hacky solution would be to just add them to the config ui whenever a modded enemy spawns, but I don't really want to go that route

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A better solution might be to use an attribute as part of the mod's api and require developers to use it if they want their enemy to be spectatable

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Ill have to try a few things and see what works best

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But the best solution would just be finding everything that inherits EnemyAI and load them that way

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Something like this

lean harbor
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I yet again got a bug where i only could spec 1 mob it was working for a while then suddenly broke

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It was locked onto a bunker spider

fast adder
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Did swapping to a player then back to enemies fix it

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I came to realize recently that the list of valid enemies only refreshes when you swap back to the enemies

lean harbor
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Nope

fast adder
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Hmm

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I think I'll release another version tonight with the dead enemy fix and a few other fixes mentioned here and see if that helps

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I haven't encountered it getting stuck on one enemy in my playthroughs

split latch
fast adder
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Yeah so it definitely has something to do with dead enemies

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I also want to fix that null local player bug you found

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I plan on giving you credit in the changelog

lean harbor
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i think i can sasy with confidence its the spider bugging it @fast adder

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it happened again on a bunker spider

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it was working for very long

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there is also a dead centipede thats spectateabble

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wtf now it suddenly lets me spectate other once again with just waiting and then it bugged again

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now im stuck on a hoarding bug instead

sly tendon
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its dead enemies

lean harbor
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yeah prob true

fast adder
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Last night my group killed a spider and it didn't cause any issues

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But I know for sure it's something that happens when an enemy is dead

fast adder
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@winged bay what custom enemy do you use? i want to use it to see if i can get modded enemies to work

winged bay
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oh we use the "boomba" from "Lethal Things"

fast adder
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thanks!

winged bay
fast adder
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alright, i have a method of getting all the enemies without the test level, as long as the modded enemy has an EnemyAI/EnemyType it should work

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i wanna make sure this is done right so i dont think ill have the update tonight despite what i said earlier

rugged tangle
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could spectate the turret for some reason

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with no mobs alive

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then i couldnt when they spawned

fast adder
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bruh what is that mod that just spams Haunt: False

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your log would probably be like 15 mb smaller lol

rugged tangle
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diversity

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sadly i only turned it off after that game

fast adder
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next update should fix a bunch of stuff

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im refactoring a bunch of the spectate handler with the help of A13

fast adder
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Has anyone tested this in v47? I haven't been home all day

lean harbor
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can do it now

lean harbor
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seems to work just fine

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im spectating enemies with no issue

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some of there perspective seems a little weird though

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like spider is very weird to follow

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not sure if this is correct or not

#

some monsters it wont let me spectate

#

i saw a thumper but i cant spectate it

#

nothing in the console to worry about related to the mod atleast

#

its mostly working

covert oasis
#

Would make sense, thumper got a change in v47

fast adder
#

I'll look into it

#

I think zeekers might've changed the head/eye position on some of the enemies

lean harbor
#

my friends says they cant spectate it

#

i can spectate them

#

works for some of my friends

#

not all

fast adder
#

i havent ran into any errors while testing though so thats a plus

grizzled heron
#

is there any way you can zoom the camera out some or add it as a config

lean harbor
#

but my friends its bugged for

#

they cant spectate anything except a locked onto enemy

fast adder
grizzled heron
#

sweet

#

i always felt like it was just a bit too zoomed in especially for taller enemies like the nutcracker

fast adder
#

do you think the current zoom level should be next to the (Spectating: ) text or on the sidebar

#

i feel like the sidebar is getting a bit cluttered

grizzled heron
#

i think under the spectating text would be fine. depends on how big it is tbh

fast adder
#

right now im putting it next to it

#

so like (Spectating: Enemy) (1.0x)

#

i could make it block brackets for the zoom level

#

might make it look neater

winged bay
#

i love zoom

#

gonna use scroll for zoom?

fast adder
#

yeah

#

works great

winged bay
#

will this apply to friends also or only enemies?

fast adder
#

i think just enemies for now

#

i also think im just about ready to release this update, i havent run into any getting stuck/console errors so hopefully the fixes in this update will help with that

fast adder
#

alright, v2.2 is out! It contains the following features:

  • v47 support
  • camera zooming for enemies
  • support for modded enemies
  • fixes for dead enemies
  • fixes for the first enemy spectated sometimes being a disabled enemy
  • other errors in the console

Please let me know if you encounter any other issues with the new update. Thanks!

lean harbor
#

Also want to mention i wasnt even host in any of my games but it works for me most of the time so maybe they bug it somehow with the settings

languid turret
#

recently i encountered an issue with this mod (before the v47 update). sometimes you just cant switch to other enemies anymore with left click. Then youre stuck on one enemy even though there are many other. Is this going to be fixed? Sorry i didnt read the whole history of this thread.

fast adder
#

It should have been fixed in the most recent update, try v2.2 and see if it helps

#

Also apparently the game just updated again to v49, hopefully it doesn't break anything I just made or I'll have to make another release

sharp phoenix
#

is there any plans to add a first person view on spectating enemies? It seems like the camera is really high up on some mobs and makes spectating a lil goofy

fast adder
#

i do want to make a first person view at some point, the problem is that a monster's "eyes" isnt on their head a lot of the time, like for instance on the spider its "eyes" are on its butt and not its head, so i would have to manually calculate positions for the camera to sit on the enemies a lot of the time

#

its definitely possible but itll take some time

#

i could also let the lower limit of zoom be like 0.1x or something instead of 1.0x

sand shell
#

So that's why the spider kept shaking its ass at me

#

Just wanted a better a look

sharp phoenix
agile ridge
# sharp phoenix is there any plans to add a first person view on spectating enemies? It seems li...

You can technically do this right now with https://thunderstore.io/c/lethal-company/p/5Bit/FPSSpectate/ (which works with Spectate Enemies by pure coincidence) but the fact of the matter is that the camera position is often either misplaced or the creature doesnโ€™t actually properly look at the player, even if itโ€™s pathing towards them, so in its current state itโ€™s essentially useless

sharp phoenix
agile ridge
#

It โ€œworksโ€

#

Itโ€™s just not pleasant is all

sharp phoenix
#

works โ„ข๏ธ

agile ridge
#

honestly the annoying thing about the FPSSpectate mod is with how it simulates a first person camera, MoreCompany cosmetics clip into it which is very annoying to watch

#

so I kind of wish someone would make a proper successor since the mod hasnโ€™t been updated for a while now

rugged tangle
#

cant spectate masked for some reason, is this a known issue?

sharp phoenix
#

It worked for me yesterday unless there has been an update since

rugged tangle
#

hm

#

maybe an incompatibility on my side

fast adder
#

make sure masked are checked off in your config settings

#

im not sure if masked are considered a daytime enemy so they might be off by default

rugged tangle
#

hm? they were def on, i checked

rugged tangle
fast adder
#

yeah, checked off as in turned on

rugged tangle
#

still cant ๐Ÿ˜ฆ

fast adder
#

are there any errors in your console?

rugged tangle
#

kindaaaa a lot

#

lmk if its unreadable and if i need to tone down the logging a bit

fast adder
#

hmm...i dont see any spectate enemies errors in there

#

i do see youre running a lot of mods so it could be a weird incompatibilty

#

i was able to spectate masked players fine on v2.2.1

#

although i did notice it doesnt show the playernames anymore, not sure if something changed in v49

split latch
#

spectating masked players works fine for me on the latest version

rugged tangle
#

must be me then, thanks

fast adder
#

ill definitely look out for any other reports

rugged tangle
#

yeah, hmu if someone else reports it so we can compare modlists

languid turret
#

do you guys know if this mod works with controlcompany?

fast adder
#

I haven't tested it but I assume control company overrides all the spectating code

#

So it wouldn't work for the host

keen rune
#

My question is- i want to get rid of the control company mod, is there any way this mod could let me use push to talk to speak through the enemies im spectating to have some laughs with friends?

fast adder
#

Oh it does work? That's good to know

fast adder
willow crag
#

Hey, I found Weird bug.
My friend and I get stuck Camera on Spec player and Enemy. then if you spec back to Player the Camera become black and stuck
this is happend when v2 > Latest version
1 > 1.5 Version Fine

fast adder
#

do you happen to have the log from that game?

willow crag
#

sry no have log because i already change to v1.5 :/

fast adder
#

ive had people report bugs like that before and they remove SpectateEnemies and it still happens

#

so i still dont know if its this mod or another mod thats the root cause

willow crag
#

ah y and 1 more idk who fk Maggie Monster on Config Menu??

fast adder
#

if youve played a mod with custom monsters it gets added to your spectateenemies config

#

you mightve been in a lobby that had custom monsters in it

willow crag
#

we notice strange on Config Menu SpectateEnemies. Maggie monster who?
we only install Mimics, RollingGiant, Boomba ( that custom monster )

#

ya but who maggie monster e.e

fast adder
#

i have no idea lmao

willow crag
#

maybe some Dev Mods wanna make new Monster. but still not done and make bug SpectateEnemies maybe?

#

who know

fast adder
#

i honestly dont know

#

it may be an enemy that exists in a mod but doesnt spawn yet

#

like you said

keen rune
fast adder
#

to be completely honest i was gonna make a control mod but they beat me to the punch haha

keen rune
#

Any chance you know how they got it to seem like its your mod putting the voices out? it doesnt seem like they have the control mod but they are all talking to eachother through the monster they are spectating

#

seems like its a fun way to mess with your friends

fast adder
#

they probably just disable the code that prevents you from talking when dead

#

talking to alive players rather

keen rune
#

well- they could still talk to the dead players

#

it was just when they pushed a different push to talk button- it came through the spectated creature

#

didnt work when they spectated the players so i thought it was yours tbh lol seems so like- part of the mod

#

i may just be wrong tho im gonna double check bc i feel crazy rn ive been looking for the mod that does it since i seen it

#

I found it but there must be another mod they are using on top of yours if it isnt from this

#

Looks like the exact same mod, they arent able to control the creatures- just spectate and speak through them- i am so confuseddd

fast adder
#

yeah im really not sure

#

but my mod doesnt have any speaking functionality yet

#

it could be like a "hear dead players" mod

keen rune
#

oh i found a copy of the modpack maybe i can go through and figure out which one it is, maybe you guys could like partner up or something or you could find a way to integrate it, your mod is amazing and combined with whatever is going on here is comedy gold

#

(just throwing out an idea) As is tho- your mod is actually so good, i am always impressed by what mod makers are able to do

fast adder
#

for sure, id love to know what that mod is

#

i do know Control Company does some voice stuff

keen rune
#

yeah it seems different tho bc it only happens when you spawn a creature from what i gather?

#

this seems interesting bc you cant actually control the monster so its not as hectic of a way to troll like you cant go up and force the monster to kill them, but you can talk as the monster which seems funny

#

and the fact the entire dead lobby can still hear you and laugh along with you is great

fast adder
#

yeah i think you can either control the monster or choose to just watch it

#

from the clips ive seen of the mod

keen rune
#

yeah if you want you can set an ai to control it but its not a creature that was already on the map, you spawn it on whoever you are spectating

#

from what i've been able to do atleast

#

or you spawn it when you enter ghost mode

#

but whenever you leave the creature even if you had ai control on it dissappears which isnt bad tbh for that kind of mod

fast adder
#

yeah that makes sense so you cant just spawn infinite monsters lol

keen rune
#

damn looking through this mod list is leaving me more confused lmaoo

fast adder
#

2 million downloads...thanks again for the support! โค๏ธ

fast adder
#

bro couldnt make a pr

#

im kidding my zoom implementation was dogshit

#

anyone know if this guy is in the discord so i can see if i can just implement this into the mod itself

grizzled heron
fast adder
#

where'd you get their steam? am i blind

#

oh its in teh fucking screenshot

#

im an idiot

#

thanks

storm saddle
#

Love wins

rugged tangle
rugged tangle
#

ig since no one else is reporting the same issue i have with not being able to spectate masked i'll have to check for incompatibilities myself ๐Ÿ˜ญ

fast adder
#

again? damn

#

theyve been working fine for me

rugged tangle
#

they haven't worked for me since my first report, I'm 110% sure it's an incompatibility on my side, gonna try to find it today

unkempt oracle
fast adder
#

i got permission from the developer to add it to the main mod, so thatll be soon

tough stag
#

so, after clicking the Insert key to open the ingame menu, shit broke

#

it still worked but it spammed the logs with this, even after game reboots

#

only while i was dead, that is

split latch
tough stag
#

bruh lmao i'm just dumb

#

well incompatibility report then

#

idk, will test more

#

(for now ignore this)

fast adder
rugged tangle
#

oh cool spectating masked works for me now

fast adder
#

Did you figure out the incompatibility?

#

My friend told me apparently vanoss ran into an incompatibility in one of his videos so I guess this mod has a few other mods it doesn't work with

rugged tangle
#

didnt touch anything

#

ok nvm, i turned off diversity actually but idk if it was it or not...

fast adder
#

Version 2.3 is out now!

  • Greatly improved the zoom feature (big thanks to HalfyRed!)
  • Switched the configuration system back to BepInEx's
    • This should also add support for LethalConfig!
  • Added a config option to disable the controls tooltip on the right side
mortal solar
#

anyone else get these errors?`

#

or know how to fix?

willow crag
fast adder
fast adder
mortal solar
fast adder
#

Oh

#

What version of bepinex are you using?

fast adder
#

actually, i think this is my fault...bepinex 6 supports spaces in configuration names but i guess bepinex 5 doesn't

mortal solar
#

the one that exist on thunderstore

rugged tangle
#

cant spectate anything now....

rugged tangle
#

might be due to me accidentally installing lethalsdk nope

fast adder
#

Any errors? I tested it before releasing and everything seemed to work fine

rugged tangle
#

lets see

#

cant really see anything related to spectate, but i can try downgrading the version or getting rid of the mods that i got after the games in which it was working

#

2.2.1 works for me

wise pebble
#

whats a maggie anyways

rugged tangle
#

if only i knew

storm saddle
#

It's an unimplemented enemy from LethalThings, I think?

wise pebble
fast adder
#

Maybe modded enemies broke again? I'll admit I didn't get the chance to test any modded enemies

#

It definitely worked for regular enemies though

#

I'll have to look into that later today

#

I do see that none of the regular enemies are in the config gui, that's a red flag right there

rugged tangle
#

yeah, but it also ate a couple modded too

#

so the ones left were knight from scarletmansion and maggie/boomba from lethal things

fast adder
# rugged tangle

i think this is caused by the same issue with a space being in one of the config names

#

ill release a fix to remove spaces

fast adder
#

so it allows you to have spaces when it saves...but not when it loads

#

interesting

#

this actually might be an incompatibility with LethalConfig, the mod loads completely fine without it

#

@mortal solar @rugged tangle can you send me your modlist? i just tried to run it with lethalconfig and everything loaded fine

rugged tangle
#

018d7a3c-9814-b479-848c-aa6e1ab7c9cb

I suggest you actually don't cause it's a 2gb modpack, I can check it for you when I wake up ๐Ÿ˜ญ

fast adder
#

i have no idea whats causing that error about the invalid characters, running it locally all the settings load fine

#

this is what i get

#

which is correct

mortal solar
#

I think i dont get errors anymore but let me check when home again

mortal solar
#

havent tried multiplayer so cant tell if the mod doesnt work at all or still works

fast adder
#

Can you send your mod list?

#

I think it's an incompatibility with something but I have no idea what it is

mortal solar
#

BepInEx-BepInExPack-5.4.2100
FlipMods-ReservedItemSlotCore-1.8.17
FlipMods-ReservedFlashlightSlot-1.6.3
FlipMods-ReservedWalkieSlot-1.6.2
FlipMods-HotbarPlus-1.5.7
RugbugRedfern-Skinwalkers-4.0.1
Ozone-Runtime_Netcode_Patcher-0.2.5
x753-Mimics-2.3.2
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.14.2
malco-Lategame_Upgrades-3.1.1
Evaisa-LethalThings-0.9.4
Sligili-HDLethalCompany-1.5.6
Suskitech-AlwaysHearActiveWalkies-1.4.4
HomelessGinger-MaskedEnemyOverhaul-3.1.2
FlipMods-BetterStamina-1.3.2
PopleZoo-BetterItemScan-3.0.1
TheFluff-FairAI-1.3.2
IntegrityChaos-Diversity-1.1.10
NiceHairs-NuclearLib-1.0.4
NiceHairs-Symbiosis-1.0.5
Rune580-LethalCompany_InputUtils-0.6.3
Kittenji-Herobrine-1.2.1
FlipMods-LetMeLookDown-1.0.1
bigmcnugget-VanillaContentExpansion-0.1.8
EliteMasterEric-Coroner-1.6.0
Danos-LethalStats-0.9.2
TwinDimensionalProductions-CoilHeadStare-1.0.6
kyxino-LethalUtilities-1.2.21
Piggy-JesterStompShake-1.0.8
Monkeytype-HideChat-1.0.0
MegaPiggy-BuyableShotgunShells-1.0.5
MegaPiggy-BuyableShotgun-1.0.4
FlipMods-MoreBlood-1.0.2
akechii-DiscountAlert-2.3.0
Hexi-HexiBetterShotgun-0.3.3
x753-More_Suits-1.4.1
Hexnet111-SuitSaver-1.1.4
alexanderjoe-BiggeryBattery-1.0.2
Jordo-NeedyCats-1.1.1
AllToasters-SpectateEnemies-2.3.0
NomnomAB-RollingGiant-2.5.1
NotAtomicBomb-TerminalApi-1.5.1
loaforc-FacilityMeltdown-2.2.6
Nozz-Lethal_Missions-1.1.8
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.1.4
Piggy-MaskedAIRevamp-0.2.0
jaspercreations-Scopophobia-1.1.1
BGN-PizzaTowerEscapeMusic-2.3.0
LethalResonance-LETHAL_RESONANCE_MELTDOWN-1.1.5
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
LethalResonance-LETHALRESONANCE-4.0.3
kuba6000-LC_Masked_Fix-0.0.2
Zaggy1024-PathfindingLagFix-1.2.1
Rocksnotch-ShovelFix-1.1.0
notnotnotswipez-MoreCompany-1.7.6
Verity-TooManySuits-1.0.5
BatTeam-LethalFashion-1.0.6

#

AlexCodesGames-AdditionalContentFramework-1.0.3
AlexCodesGames-AdditionalSuits-2.0.0
lethal_coder-BetterBrackenModel-1.2.4
Florent-Terminal_Tools-1.0.2
Bobbie-FixRPCLag-1.0.1
Ozone-BepInUtils-1.2.1
Owen3H-IntroTweaks-1.4.5
zoomstv-FasterRocket-1.0.1
AinaVT-LethalConfig-1.3.4
ShaosilGaming-GeneralImprovements-1.1.7
Spyci-CozyImprovements-1.2.2
Regis-ImmersiveCompany-0.2.7
Kittenji-Dont_Touch_Me-1.2.1
BananaPuncher714-LethalQuantities-1.1.13
Zaggy1024-OpenBodyCams-1.1.2
Noosh-LambdaCompany-1.0.0
qwbarch-BarchLib-1.0.0
Bobbie-NAudio-2.2.2
Bobbie-UniTask-2.5.0
qwbarch-Mirage-1.0.5
SillySquad-Arachnophilia-1.3.0
Quixler-DeadAndBored-1.2.0
SweetOnion-LethalSnap-1.3.5
LegoMaster3650-FairGiants-1.0.0
Glitch-NoPropShadows-1.0.1
fumiko-CullFactory-0.6.2
mrov-LethalRichPresence-0.5.8
Scoliosis-StrangerThingsMod-0.0.32
Owen3H-CSync-1.0.7
Hardy-LCMaxSoundsFix-1.0.0

#

i have needycats and morecompany disabled

fast adder
#

Cause at first I thought it was lethal config but apparently it isn't

#

What does your config file currently look like?

#

For spectate enemies

mortal solar
#

i just tried a new save on first launch and i get that error, rehosting and new save it doesnt show up

fast adder
#

Should be SpectateEnemy.cfg

mortal solar
#

its default i deleted it before

fast adder
#

So it saves the config fine

#

It just can't load it

#

For whatever reason

mortal solar
#

no error before latest update

#

not sure if possible to try if it works in singleplayer but ill test it out closer to the weekend multiplayer

fast adder
#

Yeah I'm pretty stumped with this one, I have no idea if it's some mod incompatibility or some weird bepinex bug

#

Wait...I think I may know why that happens

#

I think one of the custom enemies may have an invalid config character in its name

#

Do you know if any of the custom enemies you have in your mods have an apostrophe or something in the name

mortal solar
#

just looking at the configs it doesnt appear to be anything wierd about the names

#

unless this

fast adder
#

Cause the only other hypothesis I have besides it being an obscure bug is the mod trying to register an enemy in its config whose name contains invalid characters

#

But i know for sure underscores are allowed

mortal solar
#

what a mystery my guy

fast adder
#

Indeed

mortal solar
#

if it is an enemy it might be stranger things mod or mirage since those are the latest i installed

fast adder
#

Try removing those mods and see if it works

mortal solar
#

nope same error

fast adder
#

๐Ÿฅฒ

#

I think this gonna boil down to brute force

#

Like removing a bunch of mods and seeing if it still errors

#

Cause I still can't reproduce that error on my end

scarlet gyro
#

Cant spectate enemies, says they are dead even though they are alive.

rugged tangle
#

maybe it boils down to borked config files?

fast adder
#

i tested on an existing and new config

#

the only mods i was using was inpututils, spectateenemies, and lethalconfig

unkempt oracle
fast adder
#

^^^

rugged tangle
#

didnt do the binary yet, but removed like 40 mods and now its this

fast adder
rugged tangle
#

i might actually get down to the real reason at some point but just for now im keeping you informed

#

with what i got

lament junco
#

uhm

#

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SpectateEnemiesFix.ZoomFix.Postfix (System.Object __instance) (at <e26180d49efc412eba4e76f3009a8f56>:IL_0000)
(wrapper dynamic-method) SpectateEnemy.SpectateEnemies.DMDSpectateEnemy.SpectateEnemies::LateUpdate(SpectateEnemy.SpectateEnemies)

#

i get spammed with this after i updated

#

for now i returned mine to v2.2.1

#

is it because i have that zoom mod

#

i can now remove the ZoomFix mod?

#

for new update to work?

fast adder
#

yes, the zoom fix is now implemented into the mod itself

#

so you dont need it anymore

lament junco
#

ok. thanks

#

1 less mod

split latch
#

since if someone joins mid-game whilst ur dead it disables your playercontroller object (which causes the issue i had)

fast adder
#

yeah so the player is technically player controlled

#

even if theyre not in the game yet

#

that makes sense

lament junco
#

spectate is also broke right now?

fast adder
#

we think theres an incompatibility with a mod that causes the config to fail to load, but we're not sure which one yet

lament junco
#

MoreEmotes maybe?

#

hahaha

#

whenever someone says player controllers. all i think are emotes

#

anyways. ill go update and drag a Guinee pig from my crew to test if anything is broken

#

then stress test their fps with a bunch of mods

fast adder
#

the best way is to just remove a bunch of mods until it works again, then you know a mod from what you removed is the culprit

#

then you slowly add them back until it breaks again

lament junco
#

most of the time. i just remember which one i just added before something broke

split latch
# fast adder that makes sense

well not exactly what you said, the issue was that when a player joins it only checked isPlayerControlled (which is false for dead people) before enabling/disabling the object so basically if someone joined mid-game, it'd break the player controllers of all dead players until someone joins whilst them players are alive

#

which would also explain why it sometimes fixed itself but sometimes didn't

fast adder
#

Ah I see

#

Good find

rugged tangle
rugged tangle
#

just to make sure, the config is always supposed to be populated with all the enemies?

#

im down to last 15 mods

#

i found it

fast adder
#

So was I right?

#

The enemy has an apostrophe or something in the name

#

So the config fails to save it

#

Assuming that's the case I'll release a patch that sanitizes the enemy names

storm saddle
#

if ' then kill

fast adder
#

pretty much

rugged tangle
fast adder
#

alright, i just uploaded a version that sanitizes the enemy names to remove the invalid characters, hopefully thatll fix the config loading issues

plucky spade
plucky spade
#

oh i dont have that mod

fast adder
#

is the problem still occuring on v2.3.1?

lament junco
#

spectate has new bug?

#

its for modded monsters?

plucky spade
rugged tangle
#

probably cause due to the mechanic that makes him mimic scrap

lament junco
#

is it possible to have a delay on the death ragdoll view before going to spectate?

fast adder
#

It might

#

I'd have to look into that

lament junco
#

i just want to see the first person view during death a bit longer XD

#

adding that with that few seconds scream would be lovely

willow crag
#

this is not normal right? because i can't zoom out ( i testing singleplayer only 3 mods SpectateEnemies, LCInputUtils v6, and DevMode )

#

or because using LCInputUtils v6, because SpectateEnemies Depency v0.4.4

fast adder
#

yeah might be an old inpututils dependency, i can update it as soon as i can

#

probably sometime tomorrow night

willow crag
#

but i already testing old version ( 0.4.4 ) still same. maybe not work if singleplayer

fast adder
#

I did end up looking into this and played a few matches, but I couldn't reproduce that error. It may just be an incompatibility with DevMode

split latch
fast adder
#

I was able to spectate masked fine yesterday, but I did notice the names were wrong

#

Not sure if that's a bug with the game itself cause it pulls directly from the maskedPlayer variable

#

Were they naturally spawning masked or player spawned masked?

split latch
fast adder
#

Hmm...yeah I was able to see them fine, it was just the player names that were messed up

#

I was running a pretty big modpack too

#

I'm wondering if it's another mod cancelling the MaskedPlayer Start/Awake event cause that's how spectate enemies grabs the information

#

It attaches a Spectatable component too so if that never gets attached then you can't spectate the enemy

solar badge
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Can UI be resizable, we have a lot of enemies ๐Ÿ˜ญ

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or just add scroll bar

fast adder
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Damn someone finally filled it๐Ÿ˜ญ

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Yeah I can add a scroll bar lol

winter berry
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When spectating ghost girl, you should be able to see her.

fast adder
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agreed

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i can add that to the list of changes too

winter berry
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Maybe also tell you who the target is, if that's possible.

fast adder
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it should be possible in theory

raven parcel
fast adder
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The current version should, I don't think anything changed in terms of spectating

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I haven't been able to test it myself yet

raven parcel
fast adder
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Sure, if you want to

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Let me know if you run into any bugs or errors

solar badge
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Error while disconnecting: System.NullReferenceException: Object reference not set to an instance of an object
  at SpectateEnemy.Patches.GameNetworkManager_Patches.Postfix () [0x00001] in <0991d25543da43b3b780f4b25d9bf5ec>:0 
  at GameNetworkManager.Disconnect () [0x0007e] in <126a87ecbe81427089f4bae3b253432b>:0 
  at GameNetworkManager.OnApplicationQuit () [0x00015] in <126a87ecbe81427089f4bae3b253432b>:0 

Getting this exception when quitting the game in menu

raven parcel
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It works completly fine

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I tested it with all my friend it works like a charm

solar badge
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[13:10:48.5867527] [Error  : Unity Log] UnityException: CreateScriptableObjectInstanceFromType is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'Plugin' on game object 'BepInEx_Manager'.
See "Script Serialization" page in the Unity Manual for further details.
Stack trace:
UnityEngine.ScriptableObject.CreateInstance (System.Type type) (at <e27997765c1848b09d8073e5d642717a>:IL_00001)
UnityEngine.ScriptableObject.CreateInstance[T] () (at <e27997765c1848b09d8073e5d642717a>:IL_00001)
LethalCompanyInputUtils.Api.LcInputActions..ctor () (at /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Api/LcInputActions.cs:39)
SpectateEnemy.Inputs..ctor () (at <0991d25543da43b3b780f4b25d9bf5ec>:IL_00000)
SpectateEnemy.Plugin..cctor () (at <0991d25543da43b3b780f4b25d9bf5ec>:IL_0000c)
Rethrow as TypeInitializationException: The type initializer for 'SpectateEnemy.Plugin' threw an exception.
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()

Your mod doesn't work with unity debugger

fast adder
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I guess unity debugger doesn't like input utils

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I think the version of input utils the mod uses is still outdated, I need to update it

solar badge
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you should check the readme again

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Dev fixed the readme on how to use input action api

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instead of init in constructor you should init in Awake

fast adder
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Noted

safe torrent
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  at SpectateEnemy.Patches.GameNetworkManager_Patches.Postfix () [0x00001] in <0991d25543da43b3b780f4b25d9bf5ec>:IL_0001 
  at (wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Disconnect>(GameNetworkManager)
  at GameNetworkManager.OnApplicationQuit () [0x00015] in <af9b1eec498a45aebd42601d6ab85015>:IL_0015```
fast adder
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I think I have an idea as to why that happens, gonna try and work on a fix/update this weekend

fast adder
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besides these errors mentioned, has anyone had any trouble using the mod in v50? all the new enemies work correctly?

sharp vapor
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I haven't had any issues

rugged tangle
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so yeah

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other than that i still cant spectate dont touch me but i think that's something coming from that issue long ago with it wiping the list

fast adder
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yeah if the enemy doesnt inherit EnemyAI then it wont be spectatable

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just how the mod works right now, i should probably make a better method for choosing valid targets

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but for next update itll most likely be bugfixes and that scrollbar that was requested

rugged tangle
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oh? i thought that was cause of its name containg an ' cause it was spectatable before

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then you made a change and it started wiping the list

fast adder
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yeah i had released a fix to sanitize enemy names and remove apostrophes

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does it still wipe the list?

rugged tangle
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no, it just stopped appearing there since

fast adder
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hm

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good to know, i can look into that too for the next update

fast adder
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alright, v2.4 is out now:

- Added a scrollbar to the enemy picker GUI that appears when the enemy list exceeds the window
- Updated InputUtils to the latest version
- Fixed a minor error that would appear when the game exits
- The ghost girl is now visible when spectating her and will display which player she is currently targeting
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B1ade im gonna have to look a bit more into that issue with that specific monster, i just wanted to get this out for v50, so i can have that fixed in a hotfix down the road

fast adder
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speaking of hotfixes, i totally didnt forget to add a patch in for the ghost girl, so thats why v2.4.1 is a thing

candid storm
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Ayoo

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I come with a question

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So when spectating an enemy and it says the enemyโ€™s name is it the name accurate to configurations?

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And not just what people call them?

gilded orchid
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it says the names that the game uses to define them

candid storm
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And as the game defines them we use those definitions in configurations?

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Like monster spawns

slate socket
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if you mean whether that's their name in the code, i believe that's the case

gilded orchid
fast adder
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enemy internal and in-game names can differ depending on the enemy

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the mod uses the internal name

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so the name that the game calls them and not the bestiary

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its a lot easier to get an enemy's internal name than their bestiary name

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and more efficient

rugged tangle
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lc when ๐Ÿ‘€

fast adder
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lol

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I honestly just put that there because there's literally no control scheme anywhere in the game

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I had to figure out the controls by looking at the code

rugged tangle
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lmaoo

rugged tangle
fast adder
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i think the scrollbar only appears once it goes off the screen

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the box rather

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cause no point in having a scrollbar if you cant scroll

fast adder
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Interesting

rugged tangle
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it might be taht i have exactly 3 enemies down there

fast adder
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Hotfix time lol

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Also I see Don't Touch Me is on there now, is it working with the mod now?

rugged tangle
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yeah

fast adder
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Sweet

safe torrent
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@fast adder Been trying to find out why I sometimes get crashes in my pack when pressing Online and it seems to be related to this mod somehow, if I disable it I can't reproduce the crashes

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Idk why, but maybe you could potentially look into it and release a fix for this

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Gonna guess some strange interaction with another mod potentially but unsure

fast adder
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If you can send me a log and a mod list of when it happens that'd be great

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I do inject some stuff when the main menu loads so it could very well something else interfering with that process

rugged tangle
fast adder
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sorry yall I haven't been very active lately in terms of modding

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I'll try and get this updated to the newest version as soon as I can

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โค๏ธ

lean harbor
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is the mod currently broken ? if you know

candid storm
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I actually haven't tested it

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I'd assume not

dreamy ginkgo
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pretty sure every enemy works

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like old bird and butler ik

candid storm
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It literally spectates enemies

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and also

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even tho it doesn't like

dreamy ginkgo
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not sure about barber or fox tho

candid storm
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it would consider Barber and Fox as "modded monsters"

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so it would still spectate them

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I'd assume

candid storm
fast adder
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so the mod isnt really prone to breaking

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if the new enemies work then thats all that matters

fast adder
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I just released an update to prevent confusion, it should also fix the scrollbar issue but not much changed under the hood

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let me know if anything breaks

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i tested it for a little bit myself and it seems to handle the new enemies fine

safe torrent
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@fast adder any chance we can get an optimization update? The mod seems to lower performance and I've also seen some reporting error spam they say relates to the mod recently the mod could use an update to support the new enemy added in V60 anyways most likely yoiled

fast adder
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yeah the last few updates it was able to handle the new monsters without any issues but maybe something changed

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i can definitely try and get that out soon if its causing issues

safe torrent
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Yeah the new monster can certainly be spectated, not sure why some are getting error spam while dead though

fast adder
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do you happen to have a snippet of the error message

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it'll help me pin down what the issue is

safe torrent
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Probably a conflict with LethalPerformance's default settings, cus the error I've seen people mention is this one

fast adder
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oh, spectateenemies doesn't do anything with textures or resolution so id be suprised if that was the conflict

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unless someone else has run into the same issue

safe torrent
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I saw someone else mention earlier they had that error while dead, but not with the mod disabled

solar badge
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not reflection probe

safe torrent
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I've not had it personally

safe torrent
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Yeah I've never had reflection probe errors

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But that explains why I needed to increase cookie atlas before

solar badge
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cookie texture is used for flashlights to gave them on how light should cast

fast adder
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oh i see

safe torrent
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That makes sense :3

fast adder
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yeah spectateenemies uses the unused helmet flashlight that already existed in the game

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cause in the game by default there's a flashlight on every player's helmet that isnt used

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so spectateenemies takes advantage of that which i guess is what causes the issue?

safe torrent
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So we got Zeekerss to blame on that being unoptimzed then

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XD

fast adder
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i mean not pointing fingers but im pretty sure spectateenemies doesnt create its own light object

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ill have to double check the code

solar badge
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probably zeekerss made 2 cookie texture and forgot to change for helmet light

safe torrent
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Yeah that sounds about right yoiled Since he hasn't made use of it it's probably just been untouched

fast adder
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if (StartOfRound.Instance.shipIsLeaving)
{
     SpectateEnemies.Instance.Hide();
     Light light = __instance.playersManager.spectateCamera.GetComponent<Light>();
     if (light != null)
     {
         light.enabled = false;
     }
     return;
}```
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this is all spectateenemies does

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it just turns the existing light on and off

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so if its causing issues i might have to look into spawning in a light object thats compatible

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actually wait wrong snippet

safe torrent
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Yeah if that's what causes the performance overhead stuff with the mod then that wouldn't hurt, I'm sure DiFFoZ could profile it and give you more info on where the performance issues stem from though

fast adder
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 if (HUDManager.Instance != null && player.IsOwner && player.isPlayerDead && !StartOfRound.Instance.shipIsLeaving && (!player.IsServer || player.isHostPlayerObject))
{
    // flashlight already exists on spectator camera, thanks zeekerss
    Light light = HUDManager.Instance.playersManager.spectateCamera.GetComponent<Light>();
    if (light != null)
    {
      light.enabled = !light.enabled;
    }
}```
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there

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i had even left a comment about it lmao

solar badge
safe torrent
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Lol

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That's true :3

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@fast adder you should profile your mod yoiled

fast adder
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i really should

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a lot of the code is

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not pretty

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to say the least

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@solar badge is there anything I can do to fix the light issue myself? like modifying the component or something? i'm pretty beginner at unity cookies so i just figured id ask if youre more experienced with that kinda thing

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i dont wanna get spammed with bug reports if the problem isnt my fault lmao

solar badge
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currently I cannot help because im on the work, but try to find the cookie texture reference in the ship scene and then use it for spectate camera light

fast adder
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no problem, ill give that a shot. thanks for pointing me in the right direction

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@safe torrent besides that, you had said that the new enemy is still spectatable with no issues right?

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its just the flashlight that causes performance issues

safe torrent
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Most likely the flashlight yeah

fast adder
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gotcha

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ill definitely still run a profiler on my mod just in case

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but thanks for reporting the issue

safe torrent
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Yw ^^

fast adder
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i was just profiling my mod in a 2 player lobby and the main LateUpdate loop wasnt even taking up a millisecond of the frame even with the flashlight on

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i didnt notice any FPS drops with it on/off either nor did i get any errors about the cookie atlas

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so im a little stumped about whats causing the issues, im not sure if its an incompatibility or if it only happens in big modpacks with a lot of stuff going on

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I just released a new version that references the updated binaries as well as fixing some console errors, still not sure what's wrong with the flashlight but this should hopefully help point things in the right direction

safe torrent
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That or an interaction with the 2 mods

fast adder
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looking at the code it seems like EnhancedSpectator (quite literally) uses the same exact code for the flashlight

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the nightvision mode is unique though

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im wondering if its what DiFFoZ mentioned and its just Zeekers forgot to update something with the flashlight since its unused

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although again i didnt see any fps drops in my testing with it on or off

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and the profiler didnt seem to report anything either

drifting crystal
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hi, getting an error popup in logs, thought i should share even though i think its not causing a big issue, it appears to occur 2 times in a row, then not again for a long while., so i can only assume its as im getting alive while spectating an enemy or something.

[01:49:17.3515590] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: SpectateEnemy.SpectateEnemies.LateUpdate () (at <e8ff516edd4142a689327e0fc65cb913>:IL_025E)

fast adder
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yeah it could be some weird conflict between states

unborn wadi
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We just recently ran into an issue with this mod.

We removed BadAssCompany & Diversity.
Added EladsHUD & Biodiversity to the modlist.
Played v64 first time as a group since v62.

Every time a player died, they could not see the HUD for the controls, and could not vote for the ship to leave, nor change between players. The only thing that worked was switching between an enemy and a player. Is this a know issue, or something clashing with EladsHUD, possibly?

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@earnest echo Any idea if your HUD and SpectateEnemies are compatible?

earnest echo
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I WAS SUMMONED

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nope no idea havent touched this game in a few months

unborn wadi
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Fair. We'll be doing some testing later.

fast adder
hardy shale
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Would be nice to allow the key toggle for spectating enemies to be rebindable so we can use this with Poltergeist

fast adder
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all the keys should be rebindable in the options menu

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unless i missed the key for spectating enemies

hardy shale
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Oh, like the ingame options menu? I didn't even think to check there, I assumed that sort of thing would be in a config file

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I'll check again later, thanks

fast adder
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Yeah, the mod utilizes InputUtils to add binds to the in game bind menu

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I'm pretty sure the key for spectating enemies is on there

fast adder
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Mod has been updated to v2.7, contains support for v65 and a fix to an error that appeared when disconnection from the game (thanks 1A3!)

slow egret
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lemme spectate obunga >:(

misty birch
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Will the fork be updated for v80 ?

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@fleet flax

junior bay
static edge
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Any chance that the v81 fork of this will get updated to fix this error? I can't keep this mod in the modpack due to how much it constantly spams the logs, making me unable to really pin down when an actual error is occurring due to how quickly this buries it.
It's a constant spamming stream.

junior bay
junior bay
static edge
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The error does in fact seem to be fixed!

junior bay
junior bay
fast adder
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Thank you, I've been meaning to merge that in. I'll make a new release in the coming days with your fixes

junior bay
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Wonderful!

fast adder
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I really appreciate you keeping it alive hamster

junior bay
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Though, slight suggestion as well
Looking into it, SpectateEnemies is purely clientside
It falls into that grey area where it isnt quite a cheat mod, since gaining extra knowledge whilst you're already dead isnt that useful
It only matters with revive mods, or stuff like DeadNBored

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but it might be worth networking it and make it required on all users

fast adder
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I never really considered it a cheat mod because the alive players can't hear you, and yeah obviously that's assuming you aren't using any death or revival related mods

junior bay
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Yeah
It only becomes a cheat mod when those exist

fast adder
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The thing is I wouldn't really know what to even network with spectate enemies because there isn't really anything to network besides ensuring all players have the mod

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I dunno

junior bay
fast adder
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I do see your point though in those cases where it can be used as a cheat

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It may be something I look into

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But yeah also not a huge deal

fast adder
dapper meteor
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hi there, running into this block of red with spectate enemies and brutal company minus extra reborn. didnt know if i should post here or the other thread, but i assume this is why the enemies added from that mod arent showing up in the config as spectatable enemies. seems fairly minor though

[Error  : Unity Log] ArgumentException: Cannot use whitespace characters at start or end of section and key names
Parameter name: key
Stack trace:
BepInEx.Configuration.ConfigDefinition.CheckInvalidConfigChars (System.String val, System.String name) (at <d1b9206986c241dcad96bb21eee55a97>:0)
BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) (at <d1b9206986c241dcad96bb21eee55a97>:0)
BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, System.String description) (at <d1b9206986c241dcad96bb21eee55a97>:0)
SpectateEnemy.SpectateEnemies.PopulateSettings () (at <6a0cd69b1fb8434abb8f61ea4f46ad20>:0)
SpectateEnemy.Patches.QuickMenuManager_Patches.Postfix () (at <6a0cd69b1fb8434abb8f61ea4f46ad20>:0)
(wrapper dynamic-method) QuickMenuManager.DMD<QuickMenuManager::Start>(QuickMenuManager)
junior bay
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i included that in the readme of my fork but idk if that got put into the main one

dapper meteor
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ah i see. both mods should still work separately though, right?

junior bay
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yep