#Welcome to Ooblterra! v2.0.0
1 messages · Page 4 of 1
no one is even saying to change it
I mean the contrast in texture quality and poly count is very jarring. Some of the colour choices too. It makes sense in the context of the production but it's inconsistent in a way that isn't really intentional
Why say it doesn’t fit then lol
So what
Don’t think the dev intended for it to “fit”
because im free to comment what i want to?
I’m getting conflicting messages here lol
It just doesn't fit the style of lethal company, we just said it's not a negative thing lol
yea
All we said was it contrasted, but nobody called it bad
Tbf you already had to touch his ai eventually with the class change
And we said the rest looked really cool
yea
^^^ yea
I still think this moon looks better than all the other modded moons out currently 
well yea, cause it has its own scraps, dungeon, monsters and stuff
glad you said out currently
Egypt looks better cmon now but it's not a competition
Does it though 😭
Egypt looks ok
It isn’t you right
it's literally subjective anyway
I said I THINK
really comes to preference
Noop I don't mean to be rude but why do u sound so passive aggressive 😭
"level that is made out of assets made for a different game looks like it's from a different game" is a pretty self-fufilling opinion that is understandable and fair if it's not your vibe
You immediately got really defensive and interrogative and are saying stuff like "no shit"
If you want me to pull back the curtain on intentionality:
-Me and my artists typically make low poly models
-A lot of these models are pulled from the game we made to begin with
-We could decimate all the geometry and clean it up if we wanted to but we all think it'd look really jarring so we didn't
-the colors are bright and obnoxious because I love attention and it reflects in my art
Frustrated that what I’m saying is being misconstrued is all
nice
Mixed with being tired from sitting on my computer grinding a digital robot for like 7-9 hours
...who misconstrued what you said 😭
That's completely fair and the color choice thing is awesome
Once again I want to say, I never said your art or artstyle was bad
Just that I thought it was a bit off putting to have it contrast with the base game artstyle
No I understand it's not for everyone that is the cost of being uncompromising
Also it is like personally kinda frustrating to see someone come into a devs thread and then go like “yeah I don’t think this fits the game”
Does that really add anything lol
personally I like the idea of this place being its own ecosystem and the art style reflecting it
only thing is, i feel like its nit dark enough
Staying true to your vision I respect that
Feels like an obvious thing
they're entitled to their opinion and they're trying to give it in order to effect change
it's not going to happen this is way too fundamental of a thing to change
but it's what feedback is for
It works yeah, entering the planet for the first time definitely feels very alien
Not really constructive in this case but yeah
Are you looking for feedback on the art side of things?
i never said for anything to change, i simply said it is a different art style, which isnt subjective there. Im free to comment
I mean if you have anything more granular than "the models are too low poly" sure I guess I'd love to hear it
o
like I said, say whatever you want. but temper your expectations on what we might actually do
I'm used to being talked down to when it comes to devving so I will say I appreciate your efforts to like, defend people
But you also like I said ended up really passive aggressive and came off rude, and when we said "it doesn't fit the game" it's not meant to be criticism or anything like that. It's simply meant to be a comment, about how the artstyle doesn't look the same as the original lc artstyle which comes off a bit off putting to us
I feel sifting through feedback and finding what's useful in it is the task of the designer in relation to his audience. just a philosophy thing
I think what I’m trying to get across is that it not fitting the game helps distinguish it from the currently samey modded moons
one of the first things that you learn in gamedev is that players are very good at knowing when there is a problem but not what the problem is
but some actualy ideas, maybe like “biomes” in the interior. Like its mainly red, but what if there is more of a bluish type area
Oh archetypes?
yea
(Also another thing, you come off Incredibly disrespectful yourself basically shaming all other modded moons for their art. Just letting you know)
you'll notice the floors tend to be different colors for some tiles. I'd flirted with the idea of sorting them into archetypes
them thinking the others are too samey and prefering this one for looking different is also their opinion and they're entitled to it
I think it's better directed at my fellow moon devs but im sure some of them lurk here
yea
so yeah re: "biomes for the interior" i will actually probably implement this ahead of 0.8
maybe a blue/purple posion type area, and a greenish, mossy overgrown forest area
Only thing I can think of is that the lighting is a little too dark currently in my opinion
Like it’s kinda hard to distinguish shapes sometimes and also the lighting is so uniform that every piece of the interior feels the same if you understand what I mean
colored lighting is actually a no brainer cuz OYH (that's the game this is based on) was literally all about that
I kinda just made them all red because I have 2 (two) light prefabs
but I can definitely bias it by tile
I feel like while walking around the lighting actually always feels the exact same and there’s not many “purposely dark” things
Which leads to it feeling almost like there’s a consistent sun object inside lol
Oh hey funny story
yea i am
yea i was thinking the same thing
I dont remember if I actually got rid of the sun shining into the facility lol
big preface that im not an artist by any means so like yeah i do be just a guy
the models are too low poly if you have time i do think it's worth experimenting with a still fairly low poly terrain mesh rather than the static one you have right now. The surface mesh lacks a lot of height based variety and the repetition in the terrain height i think is one of the bigger offenders for why oobl in particular feels inconsistent with basegame
Also I gotta playtest your new version for any noteworthy comparisons but i think with how much saturation is being used in the textures the amount of variety in the environment textures being used can make some of the areas feel a little overwhelming? this one is really down to preference but I think if you trimmed a few of the materials used and maybe playing around with reductions on some of the saturation it might help with how the player/eyes priorities whats important on the screen
And I could be totally wrong but some of the more notable textures and meshes have very notably different resolutions and tiling scales which feels a little jarring in a not good way
I think so
idk just brain thoughts feel free to ignore them
I had a scrap in my inventory not hand if that changes anything
Eyesec will not attack if the scrap is in your inventory, in their current state
they have to see it
"Deep Scan" is one of the small experiments I will introduce at a later time
The last point with different resolutions, thats a big thing I wanted to say but forgot to
everything around you is bright, so there is no fear of the unknown
texel density my beloathed
like imagine that one monster, the gannelosarous guy, forgot his name, in the dark with certain parts of his body glowing in the dark scaring you. Seeing him in the bright light right away gets rid of the scare factor.
yea him
@grim bridge so idk what you did lol but looking at the clip of the Frankenstein room for example, the light doesn’t really feel casted from the hanging light in the room
It more just feels like the entire room is lit up the exact same than corners being dark for example
Ooblterras a really funny name btw was there any specific inspiration behind it
Well yea ik but That doesn't answer the question lol
I legitimately wonder if either A. I'm not setting the inside lighting properly or B. this is due to the color of the floor
I know
But I’m just saying
Except the floor doesn’t even look lit up either
What if rather than using dark, for the fear of the unkown, you can use colored fog which might fit better with the art style
fuck of all the random trivia I remember from OYH's development I forgot why I called them "Oobl"
Ooo?
it was just kind of a fittingly alien name
LOL
weird to say out loud
Fair ngl
It feels more A cause like the room actually looks like it’s outside in the same lighting that the outside uses
dont make the fog so its right in front of you, like foggy weather condition, but a few yards away
Like it feels very similar
yeah i really wonder if that's the problem there
it's weird cuz I do have specific code setting the inside lighting im almost certain
The starting room feels kinda different but idk what’s with the rest of the map
probably
audioreverbtriggers go skrrrt powwww
RIGHT
I dont think I ever actually put in the audioreverbtrigger
that might be exactly it
did you know if u dont have the one in the sky and you jump out the ship the ship screen just dies for the host
dude I was sitting here wracking my brain wondering why the tiles looked so much better in the editor
I wonder if that's why
But yeah sorry lol idk I had a moment I think but I’m chilling now (I think)
anyway keep em coming I fucking love feedback if y'all have any commentary on something especially the game design feel free to throw it at me
Skull im gonna be honest I got ZERO work done on the enemy stuff today lmao
that's fine its my project lmao
I got blindsided by the fact gauss prime came out today
I've been gunning it on the frankenstein stuff and im so happy I did
Tbf I’m invested in making it into a more usable thing for others later so it’s less affecting your project more just me being lazy lol
also im not sure if u finished it, prob not. But when u click the buttons, some audio would be nice
Oh yeah def
like when reiving the player, some lighting stuff would be sick
Did you merge the pr already
visuals, audio, and particles are pending on what you saw in that video
or the lights start flickering and then the player gets allive
Yea no its all good bro 👍 I greatly appreciate going out of your way to apologize , and I'm sorry if what I said pissed you off as well
LLL wen
Cause Tbf I kinda mean to do some more work before giving it the goahead lmao
pre 0.8
Right now it’s kinda in disrepair
might fuck around and release shortly after 0.8 tbqh
the other monsters can come later
im gonna be real
@obtuse raptor you owe me a runtime gizmos 
merging that pr requries A LOT of monster rewriting
(Oooo you want to use LLL custom scenes so bad ooo /j)
Good glad you didn’t
that I will have to be in a very bad headfog to be willing to do
Wtf Is that LOL
yeah i had to wait for chaos pp magic
if I am too cognizant I default to working on things that are "challenging" and not "extremely tedious"
Tbf I probably shouldn’t push It and should instead decouple it now instead of having to do the whole updating both our mods thing
I save boring work for the days when my brain isnt working right anyway
that's fine by me
That way you can keep your jank system for now too and then just kinda deprecate it later when I make it more
Uh
Not index based
Lol
I have a "monster" (read: joke character) that I wanted to leverage to make a video tutorial for this
using this framework we're making
Dude this class needs a fundamental tearing apart before you are making a tutorial lmao
I mean
as you are
I delegated the moon tools to batby I might as well delegate the enemy tools to you at this point
second time someone's taken my foundations and made something actually fucking usable out of them i am so letting this go to my head
Yeah but you can still coauthor in them lol
Btw skull, once 1.0 is fully released, will you every have any of the enemies spawn on not oobl planets
configurable
Tbf my dumbass didn’t think to just make a wrapper to use an actually good ai system so good on you for that one
by default no (see: wanting it to feel like an ecosystem) but I want that to be a choice you're allowed to make because fuck yeah gallenarma on experimentation why not
ok but i only made LLL cuz i wanna make content myself 😭 i never will end up having time to do this
yeah and there you see exactly why my work on the tools fell behind
I’m hopefully pushing towards working on it instead of slacking since I’d rather wait to construct my ai stuff till after this framework is in a stable spot and I can stop sobbing
image of squidward watching spongebob and patrick play outside
Yeah I want to work on my mod too but this class has gotta get the rewrite before I can
That’s my motivation lmao
nice, like a gray scaled version of gallenarma ewould fit nice in the facility i think. (Im a big gallenarma fan)
bro just made a sick looking gorilla and thoght no one would notice
We are cooking feral shit but I cannot be cooking feral shit till I go feral working on StupidEnemyFramework.cs
Become insane to make insane stuff
all good gamedev requires a little psychopathy
The other thing is stopping myself from leaking everything
Which I have been unfaltering at so far
Btw if u add a custom weather condition, it would be nice to have it so the loot value is multiplied
There's a mod that does that
I will likely talk with the devs to integrate it with ooblterra's (planned but not promised) custom weathers
one of the ideas I have is really really ambitious and the upside is that it's really really ambitious (cool) and the downside is that it's really really ambitious (will be a pain in the neck to get working)
thats probably a me problem ngl
Omg sammeee
But I’m making batby do the work

yours isnt even that crazyy lmao
yea i wasnt sure if it would be compatible
like its cool design wise i mean but like programming wise
Yeah because I left out a lot of details
Like
A lot of details
On purpose :3
Thr moonsneer reacts to light right?
I wonder if my shit will be buried in the sea of meh content mods because I don’t inherently make the stuff silly like Eva does
I feel like lethalthings sees the success it does because of the silly stuff
actual new content wise my only goal is to compete w/ zeekers
We be doin that
yea, all these meme mod sound effects get so popular, or meme momster replacments, and then the actual good content mod are always underated
I also have a similar sense of comedy to zeeks so a lot of our funny is like very minuscule well timed stuff
Now what did they mean by this
Anyway hope you guys enjoy our gacha system

I wish I was joking
I think it’s awesome that this is our biggest leak and it’s not even in our thread and also the stupidest thing to leak
anyway it took a while to find him but the eyesec totally attacked me when I showed him the cool hand crystal I found
I suspect it taking me a minute was due to WTO doors having their own issues I gotta work out but anyway major point is that idk why it just straight up wasn't attacking you noop
Okay idk how this is my first time hearing about this but this is dope
truuueeeee
You have yet to post this on the mod store, but I assure you, people are clamoring for more interior mods.
if youre talking about WTO thats my mod lmao
Noop's is Moonsneer/udv
to my knowledge they dont have a custom interior planned
they are definitely fiending for anything thats more then just suits and asset replacement
being one of the first actual content expansion mods was probably a key role
Ooh okay
The moonsneer looks really cool too.
Either way people want more interiors lmao
More enemies and more interiors is what people really want lol
the early worm gets devoured by the flock
what compatibility with other interior mods like for this
currently you should find no issues, but Ooblterra only spawns the Oobl Lab and the Lab only spawns on Ooblterra. future versions will be on LLL like all the other interior mods are, which should allow you to mix and match things
I tried it w all public interiors and it loaded facility on the ooblterra map, then tried w just scoopys and the map and its interior worked fine but it stopped scoopys from working
on other maps I mean
it loaded facility on ooblterra?
yeag
thats strange
ooblterra's ecosystem should be entirely self contained, I wonder if thats a lethallib thing
anyway thanks for flagging that
hopefully the move to LLL should solve all this
aside from compatibility tho this is by far the best mod ive ever seen
also I should prob mention it had the oobl scrap on facility
that makes sense, scrap is set by planet not interior
its just weird that the facility loaded that really shouldnt be possible
I just tried to replicate it by enabling all the interior mods again but it isnt doing it anymore
I dont think I changed anything other than disabling and then enabling interior mods, I have no idea what happened
Didn't the scp person showcase the scp facility spawning on Ooblterra earlier this year?
they did, to my understanding that was pre-LLL
Ah yeah pre LLL would make a difference
eehh i think that should still work?
A lot of the LL based dungeon stuff is in LLL so should carry over
as soon as it is, im moving it to my main pack
the eye security arent attacking me n my friend at all
they just do their charge up and stand there
and move if u run away
second report of that at this point but I yet still cant replicate it
@wild flint which one of you was the host? were they the one being "charged up" at?
what did the charge up look like?
whenever we use ooblterra
one person out of the four of us cant join
its just that one guy
nvm he just sucks at downloading a modpack
ignore this
LOL
ok we genuinely have no clue whats going on
we’ll abstain from using ooblterra for now
sharing the modpack is not enough; each connecting client will also have to import the mod manually
never figured it out
im guessing last time it was because we were using the port that got removed off of thunderstore
an hour ago because he was using an old pack
but this time i have no clue
is the moon not listed in the terminal?
yall also had all the dependencies right?
yes
strange
we have both of the evaisa libraries
i suspect an incompat with the latest version of something
I assume yall are running LLL and possibly even LE/LECore
LLL and both LE’s (configed for LEcore to overwrite LE)
Understood, I'll check that stuff before 0.8
ok we checked his modpack and we found out that uh
hes also missing some other mods so he mightve failed to download the correct one AGAIN
That doesn't really explain why you weren't able to see the moon though. unless he was hosting
sorry for the inconvenience we just thought he’d have enough braincells to be able to download a modpack
yeah no idea either
Like I said I do understand that there's gonna be some jank with the fact the mod's not on thunderstore yet
i didnt see a bunch of other moons or the poster either
if anything else arises ill tell you
sorry for the wasted time
no worries at all
ok turns out he actually just managed to fail to download the modpack
TWICE
sorry for the scare
LMFAOOO
ok we got stuck in orbit trying to land on ooblterra
was everyone able to see the poster, etc?
i was
if you can send me the host's bepinex log that'd also be appreciated
i didnt ask anyone else though
ok
only the server host saw the poster
when we landed
the door didnt open
and when i glitched to peek out it seemed to be vow/march
even though he selected ooblterra
strangely the host theorized it to be a morelethalcompany thing
even though
we dont even have morelethalcompany
we’ve always been a 4 person crew without a need for it
actually nvm wrong mod
hmm
that would likely be the issue, im not sure why it isnt appearing for yall if you all downloaded the mod manually
er rather, that you imported it locally
btw, when asked for logs in future. in the root of your bepinex folder you can find a .log file that has the entire thing
but I suspect that's exactly why yall saw vow; ooblterra draws over vow's scene file
can you send me a screenshot of what WTO looks like in your R2Modman mod list?
alright you downloaded it right
if you go into your own lobby, does the poster show up?
ok me and someone else tested it out
whenever everyone sees the poster
it works fine i think
might be sync stuff
oh yeah that's just cuz we don't have all the enemies in yet
the existing ones are gonna get more dangerous and there's gonna be a fair few new ones
theres not much dangerous obstacles aside from the map being pretty dark and those spike machine things
check message above
still in Beta :)
im giving feedback you prokaryote
i will smite you with the power of a thousand disappointed asian parents
did you not encounter any enemies, or are you just talking about the lack of traps/hazards?
LOL 😄 sorry :P
the latter is being addressed in 0.8 and the former is being addressed in 0.9
ah ok
though it's strange if you didn't encounter any monsters at all
i did encounter some but only two
the spider and something else when the interior got replaced by the moreinteriors bunker
no idea what the latter was though cause it ignored us
youre good
huh so custom interiors can spawn on ooblterra
yeah
ooblterrian (oobtlterrese? ooblterrite?) monsters still spawn in there if its replaced
ooblterran is correct
ah ok
and that makes sense because monsters are by moon not by dungeon
anyways we'll be excited to see ooblterra v0.8 when it comes out
good luck with modding
ty
I was the host, it was happening exactly the same to both of us, the charge up is where they detect u, their laser thing freezes on ur position, then goes from green -> orange -> red and plays sound, nothing happens, they keep standing still with the beam in the same spot, and then the beam cycles through the colours while doing nothing
and this was on 0.7.5?
then that should be right
I went and tested it with a friend of mine earlier today and he was properly killed so I'm not sure what would cause this. I know previous builds his attack was indeed broken
ill see if it still does it to me on my own rn and screen record it
I dont have nitro tho idk if ill get upload capped
should be fine then
handbrake is your friend otherwise
also i noticed custom mobs can also spawn in ooblterra
ive seen boomba from eva and ||finger|| from derangedcompany
it killed me this time
@grim bridge now I got the facility when I landed on it on day 2
and im super laggy
||finger??||
odd, maybe it only breaks under certain conditions
i recorded it
the lag is a known thing I accidentally put really fucked up code on the wanderers
I only started lagging after going inside
I honest to god probably should edit the dll and put out a hotfix
sorry, i ||immediately click on the spoiled thing and ask about it directly||
the longer the level runs for the worse it will get, especially because they spawn over time
my bad yall I legitimately dont know how the fuck that code made it into their update function
||waltah, waltah. put your scrap away waltah, youre not meeting quota with me waltah.||
you need to change the format to mp4
you can try just changing the extension that may or may not work
can I just rename it or do I need to convert it w a tool
depends on if this format is compatable with mp4 or not
its a whole thing
I say try it
renaming I mean
I just recorded w obs
defaults or wtv
I just renamed it with .mp4 at the end and it didnt change the format
does it say .mp4.mkv now?
if so you need to make it so that extensions actually show up and then modify the extension
windows should give you a warning about a file potentially becoming unusable if you change its extension
yeah
I just renamed it again
after turning on the setting
idk why I had it off
let me see if it will upload
idk
is that fuckery with some other mods, or
that should be impossible
there is an ultra rare chance you get manor (which is an oversight on my part and not intended) but facility shouldnt ever happen
my logs were full of: [Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
I was gonna say I wonder if thats why
if the ooblterra monsters werent playing nicely with the basic facility tiles
ive never tested it before
anyway for now im just gonna hope that was caused by the wanderers and their fucked up perf issues
do u want the profile code or anything
oh then go ahead and close the game
and then if you go to the bepinex folder associated with this profile
you should find a logoutput.log file
ty
reopened and this time I got ooblterra interior
so idk
its inconsistent ig
now I got the eye security not shooting me
on that time
got a recording?
you were holding the object in your hand, right?
huh
same as when it didnt shoot me last time
yeah you cant exactly pocket that
interesting I wonder if that specific scrap is problematic. wouldnt really make much sense but perhaps the collision is off or something
when I tried it the first time and it shot me i was holding the religious totem thing
ill test it
ok I got it
its not the specific scrap
@grim bridge
he does seem to at least be updating his position when he breaks LOS
send me this log
should be a lot more helpful in diagnosis
so I close the game, paste the log?
yep
did he stun flash you prior to starting the attack btw?
I dont know tbh, is he meant to stun u?
pretty sure he did nothing
do u mean his scan thing?
open detecting that you have scrap in your hands he stuns you (As if a flashbang went off right in front of you) and then begins attacking
did that not happen when he did successfully kill you?
nah I didnt get flashed at all
very strange
ive never been flashed
by that
the time i got killed I just stood there to see if he would kill me and he did
this is NUTS
it just shot me when the beam went red
based on the fact that the eye is also not tracking you, I suspect the problem is that his update function isnt being called properly
what programs do u guys use maybe I should make a map ( i shouldn't i have 0 experience with 3d modeling this is just so cool i wanna try anyway)
its apparent based on this log that you have skinwalkers; do you have any other mods that might adjust enemy code?
btw, is the mod supposed to show up in the mod list on a mod manager? it doesnt for me, so maybe I have installed it wrong?
blender
niiiiice
I just took the zip from the github and put it in a folder in belpinex plugins folder
you unzipped it, right?
yeah
that should work just fine
extracted it there
hopefully that CAD inventor class i took like 4 years ago helps LMAO
fr tho the interior design is like
holy shti
but alternatively you can run it via r2modman by importing an offline mod
@dull ore look
uh oh who hath I summoned
Laz is our art lead he made all those models
anyway yeah @wild flint I'd say try disabling anything that has a chance of touching enemy AIs. Skinwalkers, Brutal Company reborn maybe?
its a bit weird that the AIs can transition states but not run the state's update function but thats my immediate guess
uhh symbiosis, brutal reborn, diversity
thats all I can think of
and obv skinwalkers
honestly if youre up for more testing work, the most helpful thing to try would be just ooblterra / lethallib / hookgen
I can do it later sure
Oh yeah also
does the tile youre on have anything to do with it?
or I guess room I should say
have you noticed any pattern with that
I cant remember tbh
because certain rooms have made the monsters behave weirdly
mainly to do with their navigation though
you should add ooblterra to ooblterra
this mod looks cool, how do i get it?
pins
which dependencies do these need again
wow okay I've never seen that before
thank you
Isnt networkconfig its own seperate mod?
Yeah advanced company has issues with WTO
lol @ it thinking the hand crystal and 56 shovel are from lethalthings
Hi guys just wanted to ask will this be on Thunder store soon? ☺️🫡
WTO will be brought to Thunderstore with its 1.0 release by (hopefully) end of feb
maybe sooner but im still giving thought to that
Thanks for info bro 😇
@grim bridge that's AdvancedCompany's error message
that's basically saying that the player attempting to join the host is missing Welcome to Ooblterra and LethalThings
or i believe things that those mods need
i retried this with only the needed mods and my friends still couldnt join
did your friends have them
via zip?
your friends couldnt even enter the same lobby as you?
no
it said an error occured
I suspect that has something to do with the content not being downloaded properly
i added it with the import local mod
did your friends do the same?
did your friends do it
also make sure they all downloaded the right zip
github has multiple and only the top one is correct
i copied and sent the profile code
so they didnt need to
they need to also import the mod locally
copied profile codes will not work right with offline mods
how come?
just a quirk of r2
it doesnt pull the files off your computer, it pulls the files off thunderstore
codes dont actually send any data over
and Oob isn't on thunderstore
exactly
do it be workin with LLL'
okay
bro this mod with dead and bored is so funny
i got a panic attack cuz a spider was following me while calling me daddy in a german accent
I want to create a video gameplay of this, but I dont want anyone to get the wrong idea of the mod
they might see some bugs, for example the spider or gallermara being frozen, and get the wrong impression. And then when 1.0 releases people will be like, "oh yea that mod looked so buggy"
dead and bored?
@grim bridge do you have any plans to make parts of this mod into their own mini mods for features that can spawn on any moon?
for example the new monsters or future features like bear traps
Upon 1.0 most things, including spawns, will be entirely configurable
for example if you want the monsters/interior/scrap etc to show up on other planets
modules isn't a terrible idea but idk how much it's necessary so long as the mod doesn't get like, huge file-size wise
could get you more recognition as the average content creator will not bother with configs but will happily download any half decent mod that adds more monsters or traps
but its up to yo if that even matters
damn
inside the plugins folder
nw, let me know if its workin
yes it is
I tried just these mods, and Im still not being stunned by the eye security, but it did kill me
to be clear it's not gonna stun you as in you getting hit by a zap gun, just a flash like a stun grenade
yeah it doesnt do anything
its a bit odd thats straight up not happening to you
just charges and then kills me
especially if it then proceeds to kill you
did you end up seeing any red text in your console?
and either the hitbox is insane or im not far away enough
because I run a bit away and it still hits me without moving
its stationary
I want to say that's a problem with the update function but then it killing you seems to make that not make sense
if you have lethaldevmode
you can spawn them and also just use the test room instead of having to fly to ooblterra
I wonder if this is at all related to any possible framerate issues
only problem with this is that I dont think theyll kill you unless you have a scrap worth more than 0, and scrap spawned in via testing has a value of 0
you can always try hitting them with a shovel, that also aggros them
ok nvm it did the thing it was doing before again
charge up and nothing
I recorded it
it did its scan the first time and I ran to see if it would move and still hit me
Aha
didnt look like it scanned the second time tho idk
[Error : Unity Log] MissingMethodException: Method not found: void .StunGrenadeItem.StunExplosion
for some reason, WTO is not finding the method used for stun grenades to create their stun flash
the eyesec simply recycle that code
here's the weird thing: that's an LC default method. I didn't create that one for the mod
this is a long shot but you didn't by any chance delete or replace your Assembly-Csharp file, did you?
I dont know how to do that so probably not
unless something corrupted unintentionally or something
I can verify steam game files?
would that help
you can try that, it shouldn't end up deleting any of your mods hopefully
especially if you use r2modman
Oh that's also fine
if you were using a manual solution I'd suggest backing up your bepinex folder
but yeah I guess try that
whats also strange is that in this very same log
I can see the instance where he successfully attacks you
and it throws no such exception
he goes from scan-> attack -> finishkill without issue
it mightve been the first shot that I wasnt recording for which ended up with him standing still as the video starts just cycling through colours
because I ran away and then came back when I saw he had frozen again
nah, the errors start before you move out of his attack range
I think I am going to try wrapping that in a trycatch so that if he does fail to flash you, he at least consistently will be able to proceed to kill you
idk I hope these videos + logs r helpful I just want the enemies to work properly for when I play it with friends
oh yes this is very helpful I appreciate the report a lot
seems like getting the facility was a mod conflict but the eye security isnt
idk why its inconsistent though
ive definitely never been flashed by them
yeah no this log is perplexing. it doesn't claim to have any issues with finding the function the first time, even though it clearly doesn't end up calling it
yes
I saw both the instance where he succeeded and the instance where he failed to attack you in the log
I suspect that him being able to attack you without getting stuck is because he is attacking within 10 seconds of being spawned. Because that means his flash cooldown hasn't run out yet, and thus the TryFlash function would return without attempting to access lethal company's built in stun grenade command
in the instances where he does fail to attack you, he's run into you when his flash cooldown is at 0 and thus he attempts to flash you but fails
Its going well as usual
yeah one of the times I got shot it was directly after he spawned, I heard it in the vent and waited to see if it was one
Hi its the rarely here rarely contributing contributor here hows it going
it definitely seems to be then that your version of the mod cannot access the default lc code
but... why?
it can definitely access the enemyAI code, or else he wouldn't work at all
he uses the search function from there
do I test if vanilla flashbangs work?
if you like
on the map
That'd be funny
Due to life I haven't actually checked up on wto recently
How's progress
is it because StunExplosion isnt static...?
no it is static
idk how else I could've called it unless it is
Ok i guess there's a lot you probably wouldn't say publicly
yes I was about to say 'go check the dev chat'
That is 10% progress and 90% shitposts and you know this
could be that your version of LC has some kind of issue with the assembly being publicized... are you able to exit the facility without issue, @wild flint ?
Also im actually free Friday and Saturday this week praise the lord
that's not it then, because that was code I specifically had to publicize the assembly for
I've not been free both days in forever
very very strange
@spiral walrus you mentioned also still having problems with the eyesecurity still on 0.7.5, do your logs also throw this error? hell, do you know why the hell I might be getting it?
Does the no exit bug still exist?
no that should be dead and buried as of 0.7.5
normal stun grenades work fine
Cool
@grim bridge i really dont know the context but just shot in the dark, you mentioned Update. any chance this is a framerate dependant issue?
if LC is in os drive can monomod patching run into user security permission issues?
when you think about it, it is third party code messing with a .dll file on C:/ 👀
this isn't even patching though I am just straight up calling a base function
besides wouldn't that mean the other patches failing? they wouldn't even be able to route to the moon to begin with
@digital lagoon @grand gorge
It'll be released on thunderstore once the mod is out of beta
have a question, when im trying to fly on ooblterra i cant and question is why? :/ have only this
nvm, fixed
did it fix on its own?
To whoever suggested colored lighting: excellent idea this rules
holy shit that looks sick
I am considering inverting it such that colors go from cool --> warm instead of from warm --> cool as you go deeper into the facility
this comes with the consequence of the start room not being red anymore so if anyone is particularly attached to that nows your chance to voice the concern
banger
beginning room being red gives that ominous feeling
my friends first reaction to ooblterras interior was "wow this certainly is a place"
WOAHH
the red starting room is certainly impending and my brother and I were taken aback with how great it looked, so I personally like the red starting room
yup
Maybe red into orange and blue?
idk if the green fits thematically from what other screenshots ive seen of this but it looks incredible
the green is for a very specific, special room that ill be showing off soon
sort of like the frankenstein room from the last preview
custom behavior and all
NOOOOOO Y'URE A MONSTER
red start room seems to be a fan favorite
aside from that, i really like the cold > warm transition
srceenshots in game?
working on taking a video rn
alr nice sorry to disturb
want to adjust the lights a bit more
brightness-wise
we previously all discussed how all the rooms look like they have some sort of global light on them that prevents them from truly being dark and it turns out that was spot on; the light from outside was bleeding in
and so i just added some code to fix that
Yea that was my biggest problem with the inerior, to bright, and no fear of darkness
?
and whys that
because i know what thats about but if that works then worth just leaving until you move to LLL haha
Oh i figured LLL probably also had some sort of fix for this along with the sheer amount of jank i use to fix the fire exits etc
theres some really arbitrary audioreverbtriggers your probably missing but probably easier to just do one big pass with you when its time yknow
only problem with this mod, is that it will make all the other moinsmfeel crappy in compirason
good problem to have i think
yea xd
sorry to disturb, but how is the video going
Oh i called it for today because I couldn't get the generation to cooperate
specifically I wanted to get a gallenarma in the video but he wasn't spawning where I wanted him to
I'll give it another try tomorrow
alr all good, take your time!
hopefully this means the facility is darker overall
cus one thing i did notice is that it was so bright inside flashlights were kinda pointless
.
looks sick btw
:3 yw
it is indeed darker overall; I have much more control over the lighting now and it's more akin to what youd find in facility
sick
can i reccomend a creature idea
go on
angler fish type enemy with scrap as a lure would fit into the atmosphere imo
@slim seal
I also already had this idea
skull..
me
talk about reinventing the wheel
lure scrap enemy is so obvious that im surprised zeekers hasnt added it
ours is cool looking though
it'll have to be down to which one is better implemented ............
cold war modding arms race
who will send the first thing into space and who will land on the moon
one of my biggest uncertainties in terms of modding this game is if we have an idea, and halfway thru development zeekers releases an update which adds an enemy that's similiar to ours in terms of either gameplay or visual design
imagine how the guy who made the shotgun mod feels
yea lol
dude all our ideas are unique enough that I dont think it matters
to some degree yea
counting on the update that randomly adds the moonsneer
The update where I get to redo the codebase?
yeah little does noop know I just completely poached the idea and stole the assets and all
official statement: trolled
yummy ideas
time travelling into the future to steal your source code to bring to the past
enemy that is reactive to light is so obvious I wish I came up with it first but I have more than my hands full with the ideas I already got
who initially came up with the design noop i dont remember, was it Lux?
me/lux
idk if this is an obvious idea but ive thought up of some sort of spider that hides in the corpse of person it killed until someone gets close for 2 different things
we both drew from the same game and went from there
it would defo fit in lethal company imo
tbh spider-crawling-out-of-body is probably a very common thing in games
me after i scan the corpse only for the new enemy data notif to pop up
but ik the game we coming from hehe
isss ittt
yeah
only example i could think of is nosk from hollow knight but thats its head
feb 14th seems so close but so far
valentines day?
yeah the crawlers
got a hot date with a spider?
mayhaps
its hollow knight's anniversary...
maybe youll get news on silksong
basically, lethal company is lacking in aerial creatures in the sky. This will spawn outside the facility. So i was thinking of some giant alien thing, with a part of a body that emitts light. So it will reach the ground, creating a moving circle of lights. Like in cartoon prision vidoes. If you get cauggt, it wont kill you, but rather signal other creatures to start chasing you. And the light will be locked to you.
nice
Is it one that picks up a player, flier really high, and drops em to their death?
Cuz that would be REALLY funny
Yes I want that :P
:)
for all the mission control (aka overwatch aka man in the chair aka terminal guy) players out there, men after my own heart, you are not going to be safe for long
Ooblterra has two planned AI designed to make your job difficult
hell yea
do you ever plan to release the monsters in their own standalone mods so they can spawn on all maps?
as stated, just as a config option for 1.0
if demand is popular enough I may split the mod into modules, but
🫡
I would love to see standalone enemies ngl, the wall bug alone would make it worth for me
wall bug?
thank you for your serivce 🫡
@zenith nebula @grand tangle @dark mason @twin depot @crisp panther sending a flare up for the whole squad check this shit out
yoo working spray
ty for pointing me in the right direction batby
@lusty atlas @indigo yew
lowkey might need a Kay x Skull thread in #1175883003474485369 regarding decal support at this point haha
i mean my decals were working fine
there was setting that was unchecked that needed to be checked on
at least for the quicksand
spray worked outside too
i didnt check inside
funny enough even before ticking this option, spraypaint also worked fine on the outside for me
no fuckin clue why or how but it doesn't matter its workin now
batby is the goat but theres alot of other people providing a shitton of info
we have a great community here
yeah I think we've all pushed boundaries in our own ways
we're kinda all living on the cutting edge lmao thats the fun of it
ye i was about to test that tonight when after i watch a video about decals and HDRP that is awesome great find
Impossible, good stuff
where is the download link?
📌
but is github link
And how is the development going? Is it going to take a long time or will it be ready soon?
development is going alright; release target is currently end of february
Cool, then I'll take a look at it alone and when you have it ready I'll show it to my friends to surprise them. It looks very, very good honestly, good job my friend.
sneakpeak of the new lighting, when do you think we will be able to play with the new lighting
as for when yall will play with it, thats when 0.8 releases
hopefully in the upcoming days here, giving myself till the end of the month as a soft deadline
alr bet, take your time!
@little mulch
wait is it check on or off? Mine's off by default but the spraypaint still doesn't work afaik
I think they mean turn it on
I guess now that I reexamine it, "check this off" was probably confusing wording
I'd say its going pretty well
am i allowed to see on what could possible make the code "suck big C"
or was it already fixed
this isn't really fixable because zeekers doesn't have an interface for objects that have power that can be turned on/off
so it's just a whole bunch of if statements in a row for each of those items
this also means no built-in support for any custom items with on/off functionality
oh do you mean like every different object (like doors/lights/etc) have their own unique and not interfaced on/off function?
or like that too, i see
damn that does suck big C, unlucky to see someone having to do that
Checked mine on is working but I am using HDRP layered Lit
I do notice it doesn't work on floors maybe it is because I have a separate collider for floor mesh.
anywhere with a
trigger collider but walls and surfaces work
Cause doesn't work on the doors directly only in frame where there is no trigger collider
@grim bridge @zenith nebula @dark mason Tested Spray can on all surfaces it seems to not like spray on material if the collider is too big away from material mesh like the convex table i have near front door and if the collider is a trigger collider like all doors have
and also i am using HDRP Layered Lit i set all HDRP project setting to Decal Layers on with the normal blending checked on too
also with materials that have HDRP Lit i have receive decals on in material setting
yeah snapped my neck while taking screen shot lol
anyway this is a bit of a shot in the dark but make sure all the problematic meshes have their read/write perms enabled
I know that causes issues with nav bakes
It does, my stairs were causing issues with enemy ai for so long because of this
theres some very interesting code in the SprayPaintItem class btw
yes all my meshes have read/write enabled on meshes other wise spider and snare flee will just not behave right
That is spooky 💀 is that an enemy from your mod ?
Very nice
So it’s like a less sensitive indoor eyeless dog?
bingo, indoor eyeless dog was the start point of it
Could you post a screenshot of of it in bright area? I wanna get a good look at the feller
||Unlike eyeless dogs though gallenarma doesn't have a 'suspicious' phase. If he hears a noise and you're in range of it you're getting clobbered. He also chases and doesn't just lunge||
That’s hardcore
I was supposed to make a full demonstration video for the big man ages ago
But does it lose you relatively easily like dogs?
Seems cool but extremely difficult, especially if it spawned in tight hallways and can’t be avoided like dogs
he is slower than your run speed, there's a bit more mechanical effort to how you escape him but that's subject to change
Gotcha, that’s awesome
||escaping him means basically running as far as possible and then sneaking away from the last noise you made. he'll investigate that noise and won't find you, and thus will leave||
Couldn’t I just drop any item and sneak away, even at close range?
I also half-considered making him attack on contact but he's already fairly strong so I decided against it
I like the antlers, if that’s what they are
||Once he starts investigating, he will find any player within about 3-5 meters of that investigation point. So in theory you can, but you'd have to be able to sneak away very quick before the investigation phase starts||
Attacking on contact if ur moving, but ignoring you if ur still might be the optimal balance
anyway if you want a view of him in flat enough lighting, I'll also spoil his kryptonite for you
||I see, so he “sniffs” you out like a Minecraft warden?||
yep and the animation reflects that
Is there a list of known conflicts with other mods somewhere?
not exactly, formerly it was just advancedcompany but that's been resolved as of their latest version I believe
That’s so epic
Hell yeah
Any plans on releasing standalone creature mods that let them spawn on any moon?
I’d love to have more critter variety, and these look super well made
gonorrhea?
you've asked before; my answer remains the same for now the idea is just to let you config everything
I just realized that with this thing’s bright glowing eyes, it might be difficult for players to figure out that it’s completely blind and only reacts to sound
lore wise, thats actually exactly why they do it
those arent eyes, its essentially paint
Oh that’s cool
It's very cool
😭 this looks sick
men look at this and go "hell yeah"
||VIBING||
is that the spiked gorilla
the gallemanra
yep
so what are all the new eneimes?
wanderer, and adult wanderer, gallmanra the spiked gorilla, and the spider thing?
Eye Security as well
oh nice
those are all the ones implemented, more to come with later updates
lurker (spider) is heavily subject to change I think im gonna redraft his AI
theres not really any sort of main character
the human equivalent for ooblterra are the Oobl but theyre all dead and gone. all you can find of them now are pieces of their corpses
you will see them in some shape or form though and the logs will be about them
Outer Wilds type beat with the Oobl
on the new system I assume :3
@grim bridge @zenith nebula @dark mason figured out more on spray paint need it on the mesh render added the DecalLayerDefault on all mesh for spray paint too if you have Decal Layer Checked in project
I think I had that one on by default but in case it wasn't ill check again thx
Been working on getting the line drawing working for paths
me and the squad tried this map out a bunch last night, the monster AI seemed to be the jankiest part
is the lurker killable?
anything in specific?
Lurkers should be killable but regardless their AI is like I said very fucky and going to be redone
yeah I tried my best to kill one of those lil shits but wasnt getting anything despite a bunch of attempts camping a doorway. It also seemed to generally be really quiet inside with literally zero activity until theres one of those giant dudes all the sudden going on a killing spree, I feel like some more monster density inside would be nice. Will say we loved the design and the whole map concept, its beautiful
the gallenarma that is. our first time going inside the facility there were two of them right inside the front door. Their pathing and hitboxes seemed to be a little off
monster density is a problem that should hopefully be addressed with the addition of further AI types, there's only 3 of them in the current build
yeah that sounds perfect
I assume by hitboxes, you ran into an issue with them hitting you despite not looking at you? I know some players also experience a bug where they hit you despite not playing their attack animation
yeah, no animation
That's known, I have to look into a bit further. Normally it happens after they kill a single player
I also know that some AIs (I think Eye Security in particular) had a problem where they'd stay in a defined zone instead of roaming the entire facility as they should, which should already be fixed
looking forward to seeing where you take this thing!
clearly lots of love put in this
thank you for playing and reporting back, the design feedback is nice to have
Oh yeah I forgot about those things, we were confused as to what theyre supposed to actually do, they seemed to just harmlessly follow us around. had one round where it was a skinwalker so that ended up being pretty entertaining
Currently they just scan you and if you are holding an object in your hand, they attack
||0.8 will introduce a "deep scan" which checks your entire inventory||
it will randomly select between the two
i sea
protip: all the AIs have scan nodes, some of them have issues though
eye security watching me run off with a maxwell scrap (where did that even come from)
modded lethal is so funny if you think about it from a inworld perspective
oversized bong inside of a jail ceil in a medieval dungeon on a random asteroid
randomly select! does that mean we wont be able to tell which, ever (until they attack)?
||until they start scanning. the scanner ray will be a different color, and deep scans are slower||
Will the new monsters work on different moons and dungeons. Or is it specifically for the moon
And the normal monsters appear in this new moon? Or here we will only have the special ones that you have created?
both of these options will be configurable upon 1.0 release. You can choose to spawn WTO enemies on other moons and other enemies on Ooblterra
will there be anything to specifically prevent modded enemies spawning on oobl? like boombas from lethal things, they just have a global weight for every moon but i wouldn't want them to spawn on oobl
youll have to consult that mod's config for that, im not sure how eva handles letting you determine that kind of thing
I suppose I could add an option to simply block any monster that isnt vanilla or WTO, but
you can use advanced company to modify anything so you can try that
that would probably work