#LethalPing

1 messages · Page 1 of 1 (latest)

exotic depot
granite basin
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two ping mods? #1179184311887482961

exotic depot
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Yeah, their mod kinda gave me the inspiration to try it out--main functionality difference is theirs you have to scan to see other player pings (because they create custom scannodes), mine immediately displays to other players when you make a ping

granite basin
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very nice

exotic depot
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I'm not going to act like my way is any cleaner (it's not) but it's how I prefer the functionality to work

granite basin
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nobody sees the pings when they have to scan, they just ignore em

formal hazel
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get pink roled

azure lynx
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I'm not entirely sure why and it could be a conflict with a number of other mods, but having this specific mod enabled means that when i use the "start game" lever, nothing happens and the game doesnt actually start

exotic depot
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actually

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there's a vague chance my Harmony patch to the PlayerControllerB update func might have some weird behavior with something else

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Any chance you can toss your BepInEx log in here (assuming you haven't restarted your game since the issue?)

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Actually, in me messing around with deploying this via r2modman I just ran into the same thing myself... let me investigate.

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generic calls to static fields are in fact a bad practice

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that's on me

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One final test and I'll throw the patch up

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Patch uploaded, should show up on ThunderStore shortly

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Thanks for the bug report!

azure lynx
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Thanks! can test later today

azure lynx
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Another question, when using this Solo for testing, should i be able to see my own pings? I can now start the game but can't see the pings on T

exotic depot
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You should be able to see your own pings.

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Any chance you can toss me a modlist? I'd like to see if I can replicate.

azure lynx
exotic depot
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Cool, I'll take some looks at my code and see what I can guess for why it wouldn't be working as well

exotic depot
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Oh, I forgot to ask the obvious as well--any errors popping up in the log when you press the T key?

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Also are you seeing a message that says "T Key Pressed!" on pressing T in the BepInEx log, I realize I conveniently left that debug line in

exotic depot
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Just pushed a patch that may improve it

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Cleaned up some incredibly dumb if statements

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mainly because I also found out that some changes I made broke the ability to see other players' pings

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which is a little important

calm flare
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Other Pinger Mod did not seem to work for me so I will be giving this a shot 🙂 Thanks

calm flare
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I could be entirely wrong because I didn't test/troubleshoot but when I press "T", my chat is moved up (spamming T will move chat msgs up)

calm flare
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Also I have been unable to get pings to work. Probably an issue with another mod, but I have a lot of them atm.

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idk if this was removed in a recent patch but it does not show in log "T Key Pressed!"

exotic depot
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Possible it's conflicting keybinds, possible I've broken things again...

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I've been meaning to harass a group of friends to test it after I did some code changes, and I've been meaning to add in keybinding functionality at least via configs

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Oh, I forgot to remove most of my debug lines even with the last code push I did, so definitely something related to conflicting keybinds or maybe I broke the method I'm using to detect keypresses again

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Thanks for the feedback though! Gives me some things to look at.

calm flare
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I am using LethalRebinding, I wonder if it’s the culprit

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I’d be happy to help you test anything, just lmk 🙂

calm flare
exotic depot
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Ye, for now I'd say "assume my shit's broken", I'll hopefully have some time this weekend to get back to it and work on adding in some sort of keybinding method

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I need to check if any of the keybind mods that exist out there have a way for mods to add additional binds...

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for now unfortunately work deadlines have me screwed with free time

stuck ermine
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It would be nice to add the ability to reassign the button. For example, the middle mouse key would be much more convenient than reaching for T

exotic depot
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Yep, that's on planned updates

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Especially with the new version there'll need to be some looking into that

lusty prism
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middle mouse button?

exotic depot
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New update pushed, input action is now bindable using the new keybindings menu

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Also, changed default from T to G.

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because... T is push-to-talk

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kinda forgot that was the default push-to-talk key

violet garnet
lusty prism
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LMAO

exotic depot
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at least it's rebindable

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now I just get to grief people who don't edit their keybinds

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oh I also didn't edit the readme so it still says "T" is the ping key

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hm

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welp

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time to push a dumb update

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dumb update pushed

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default key is now V

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this time (for sure) I didn't set the default to something important

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that said if you already installed and ran v1.2 it'll still be set to G since it memorizes the keybindings

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added note--the keybind doesn't show up unless you're in a lobby turns out

lusty prism
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I tried to get this mod to work, i didnt even see a ping show up lol

exotic depot
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hm

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please hold while I test if I've broken it completely again

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despite me adding in the keybinding I still haven't done a formal test lately

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Seems like it's still functional for me at least, which means it's likely some sort of mod conflict

exotic depot
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If you can, try and upload your bepinex log so I can see if I spot any errors related to my mod or anything that might help me figure out why

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I can't necessarily guarantee compatibility with every mod but... I do want to make sure I write my stuff in such a way that it shouldn't be a concern

foggy rock
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[Warning: Unity Log] damageTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[Error  : Unity Log] MissingFieldException: Field not found: System.Action`2<string, string> LC_API.ServerAPI.Networking.GetString Due to: Could not find field in class
Stack trace:
LethalPing.PingController..ctor () (at <8b3a9615cc16491eadf3362ab29bc460>:IL_001A)
LethalPing.LethalPingPlugin.SpawnElements () (at <8b3a9615cc16491eadf3362ab29bc460>:IL_000B)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SceneManager_OnLoadComplete1>(StartOfRound,ulong,string,UnityEngine.SceneManagement.LoadSceneMode)
Unity.Netcode.NetworkSceneManager.OnServerLoadedScene (System.UInt32 sceneEventId, UnityEngine.SceneManagement.Scene scene) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:IL_01B9)
Unity.Netcode.NetworkSceneManager.OnSceneLoaded (System.UInt32 sceneEventId) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:IL_0091)
Unity.Netcode.SceneEventProgress.<SetAsyncOperation>b__37_0 (UnityEngine.AsyncOperation asyncOp2) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:IL_0012)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <e27997765c1848b09d8073e5d642717a>:IL_000F)

Any reason for this?
I also can't start the ship if LethalPing is loaded

exotic depot
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Looks like an issue with the LC_API method I'm using for networking things. What version of LC_API do you have installed?

foggy rock
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Ah, seems that my LC_API was outdated, thanks!

delicate bloom
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I get this error when clicking Quit in game Menu after clicking Launch mode Online.

[Error  : Unity Log] Error while disconnecting: System.NullReferenceException: Object reference not set to an instance of an object
  at LethalPing.PingController.Uninstantiate () [0x0000b] in <eb63e0e71fec4f559e6645689c17a67f>:0 
  at (wrapper dynamic-method) GameNetworkManager.DMD<GameNetworkManager::Disconnect>(GameNetworkManager)
  at GameNetworkManager.OnApplicationQuit () [0x00015] in <44743d9474784365a095189c76175301>:0 
exotic depot
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That's... interesting 🤔

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Oh, wait, I think I have a suspicion why

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There were some things I had forgotten to push into a more recent update

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It's uploaded now

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Should show up in Thunderstore in 10-15m

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(Version will be 1.2.4)

delicate bloom
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ty ❤️
curious as to what it was?

exotic depot
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While I'm not 100% it's what you were seeing, I had an ambiguous patch because I had accidentally pushed a copy without realizing that was trying to fix a bug I ran into where pings would get stuck if there was one on-screen when someone pulled the lever

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And that was uh

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breaking some things

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that said it may have pulled a cached copy from the local ones I've tested

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either way, the new one should hopefully work better