#Too Many Emotes

1 messages · Page 2 of 1

onyx pollen
#

that was patch 2 updates ago, unless its back, what version you on?

lofty brook
#

latest :/

#

although I haven't tested since like, 10 hours ago

lofty brook
#

yea unfortunately its still broken

scenic cave
#

@lofty brook You set all to be unlocked by default, you said? Does everyone have every emote unlocked for themself at least? Or did that part not sync to everyone?
What happens with the other players? Does it appear that they are doing no emote? Or the default dance?

I did play quite a few rounds yesterday on that update, and we did have morecompany, but it was fine for us. I wonder what the issue is on your side.

lofty brook
#

they have everything unlocked too yes
they just stand still when using emote

#

would profile code help debugging?

visual prism
#

Been having a great time with too many emotes, it's an amazing effort.

Is it possible to add a config option to prevent sharing unlocked emotes? And maybe an additional toggle to still allow syncing unowned emotes

scenic cave
scenic cave
#

Would you want the emotes in the shop random for each person? Each person have their own emote credits?

visual prism
#

thanks! definitely no hurry, but that would be super fun to test... Random shop for each person + individual credits (but otherwise same system) would be perfect I think

lofty brook
#

cant give a fresh one since im not home for like, 6-7 hours

near birch
#

I love having these emotes, though I also noticed my emote credits never depleted from buying emotes too. Intentional behavior?

near birch
#

(Also various things related to viewmodel positions, like objects being held lower or out of alignment)

#

Arms low enough now that I cant see myself pointing

scenic cave
near birch
scenic cave
#

Oh, were you the host in this case? Let me check on both of those real quick.

near birch
#

Nah I was client in this case.

#

The other players however did report seeing stuck animation oddities like the ones detailed earlier in the thread

#

Awkward legs, hands out of rotation, etc

scenic cave
# near birch Awkward legs, hands out of rotation, etc

Yeah, they're probably all due to the mod disabling and enabling the player's animation rig in order to perform emotes correctly. When re-enabling them, it sometimes janks the player rig lol. It used to be a lot worse, but I will be looking at this again after the next udpate.

#

Also,
We did it!

scenic cave
#

@near birch Thank you! I did find the issue with non-host clients not updating the emote credits when they purchased emotes. This will be pushed in the next update!

prisma mantle
#

@scenic cave can you fix compatibility between diversity and toomanyemotes? i can't detach snare fleas from friend heads now, as it's required to look at player and press "E" and overridden by emotes sync

#

possibly config settings to revert this behavior?

scenic cave
prisma mantle
#

nah, it doesn't show anything

#

and should show progress bar to detach snare flea

scenic cave
#

Ah, lemme look at this. I'm about to push an update out soon, and I'll likely include that fix in there. But let me just double check a few things about this

#

Thanks for letting me know!

prisma mantle
#

no problem, thanks for awesome mod

scenic cave
#

Are you sure it's my mod conflicting?
I'm trying to see what might be causing the issue, but this would be the code where I could edit the cursor tip.

[HarmonyPatch(typeof(PlayerControllerB), "LateUpdate")]
[HarmonyPostfix]
public static void CheckIfLookingAtPlayerSyncableEmote(PlayerControllerB __instance)
{
    if (__instance == localPlayerController)
    {
        lookingAtPlayerSyncableEmote = null;
        if (localPlayerController.cursorTip.text.Contains("Sync emote"))
            localPlayerController.cursorTip.text = "";
        if (Physics.Raycast(localPlayerController.gameplayCamera.transform.position + localPlayerController.gameplayCamera.transform.forward * 0.5f, localPlayerController.gameplayCamera.transform.forward * 3f, out var hit, 3, 1 << LayerMask.NameToLayer("Player")) && performingCustomEmoteLocal == null && !__instance.isPlayerDead)
        {
            PlayerControllerB hitPlayer = hit.collider.gameObject.GetComponentInParent<PlayerControllerB>();
            if (hitPlayer != null && hitPlayer != localPlayerController)
            {
                if (performingEmotes.TryGetValue(hitPlayer, out var performingEmote) && performingEmote.canSyncEmote && (StartOfRoundPatcher.unlockedEmotes.Contains(performingEmote) || ConfigSync.instance.syncSyncUnsharedEmotes))
                {
                    lookingAtPlayerSyncableEmote = hitPlayer;
                    localPlayerController.cursorTip.text = "[E] Sync emote";
                }
            }
        }
    }
}
#

It should only remove the text if it had the text before

#

I'll keep looking at this, though.

austere crypt
#

the sync emote shouldnt apprear unless they are emoting either right

scenic cave
#

Yes, and only if it's one of my emotes, and if its loopable

#

And any event that would force someone to stop emoting, would force them out of my emotes as well since I reuse the same code for most emote logic wherever I can, so there shouldn't be anyway they could start emoting after being latched onto 😂 (but I won't rule that out)
So far, I can't blame my mod yet, but I can't specifically test that mod out for a bit.

prisma mantle
#

is it possible that this code somehow overrides diversity's code?

#

i'm not entirely sure, you know how it goes with mods updating here and there each day, but only mods that uses E interaction on players that come to mind is this one and diversity

scenic cave
#

I just looked at some of the decompiled code, and that mod doesn't even use the cursortip at all.

[HarmonyPatch(typeof(HUDManager), "Start")]
[HarmonyPostfix]
private static void Start(ref HUDManager __instance)
{
    GameObject val = new GameObject("InteractText");
    val.AddComponent<RectTransform>();
    TextMeshProUGUI val2 = val.AddComponent<TextMeshProUGUI>();
    RectTransform rectTransform = ((TMP_Text)val2).rectTransform;
    ((Transform)rectTransform).SetParent(((TMP_Text)__instance.signalTranslatorText).transform, false);
    Rect rect = rectTransform.rect;
    rectTransform.anchoredPosition = new Vector2((0f - ((Rect)(ref rect)).width) / 4f + 5f, -40f);
    GameObject val3 = new GameObject("InteractBarHolder");
    val3.AddComponent<RectTransform>();
    Image val4 = val3.AddComponent<Image>();
    val4.sprite = Content.MainAssets.LoadAsset<Sprite>("Assets/custom/diversity/hud/holder.png");
    RectTransform component = ((Component)val4).GetComponent<RectTransform>();
    ((Transform)component).SetParent(((TMP_Text)__instance.signalTranslatorText).transform, false);
    component.sizeDelta = new Vector2(133.33333f, 20f);
    rect = rectTransform.rect;
    component.anchoredPosition = new Vector2((0f - ((Rect)(ref rect)).width) / 4f + 5f, -70f);
    ((Behaviour)val4).enabled = false;
    holderBar = val4;
    GameObject val5 = new GameObject("InteractBarHolder");
    val5.AddComponent<RectTransform>();
    Image val6 = val5.AddComponent<Image>();
    val6.sprite = Content.MainAssets.LoadAsset<Sprite>("Assets/custom/diversity/hud/bar.png");
    RectTransform component2 = ((Component)val6).GetComponent<RectTransform>();
    ((Transform)component2).SetParent(((TMP_Text)__instance.signalTranslatorText).transform, false);
    component2.sizeDelta = new Vector2(133.33333f, 20f);
    rect = rectTransform.rect;
    component2.anchoredPosition = new Vector2((0f - ((Rect)(ref rect)).width) / 4f + 5f, -70f);
    ((Behaviour)val6).enabled = false;
    clickBar = val6;
    ((TMP_Text)val2).alignment = (TextAlignmentOptions)514;
    ((TMP_Text)val2).font = ((TMP_Text)__instance.controlTipLines[0]).font;
    ((TMP_Text)val2).fontSize = 16f;
    ((TMP_Text)val2).text = text;
    ((Graphic)val2).color = color;
    ((TMP_Text)val2).overflowMode = (TextOverflowModes)0;
    ((Behaviour)val2).enabled = false;
    tipText = val2;
    HUDManagerRevamp component3 = ((Component)__instance).gameObject.GetComponent<HUDManagerRevamp>();
    if (!Object.op_Implicit((Object)(object)component3))
    {
        ((Component)__instance).gameObject.AddComponent<HUDManagerRevamp>();
        Diversity.mls.LogInfo((object)("Added HUDManagerRevamp to: " + ((Object)((Component)__instance).gameObject).name));
    }
}

It seems like they're making their own Gameobject/Text component.

I could keep looking to see if there might be any conflict between our mods.

prisma mantle
#

it's pretty hard to debug, yeah

#

it's not every day snare flea jumps onto friend's face

#

it could be possible reason as well

scenic cave
#

if (Physics.Raycast(val3, ref val4, InteractRange, LayerMask.GetMask(new string[4] { "Enemies", "Room", "Terrain", "Railing" })))

if (revamp.clinging)
{
    ((Behaviour)HUDPatch.tipText).enabled = true;
    ((TMP_Text)HUDPatch.tipText).text = "Free from head : [E]";
    ((Behaviour)HUDPatch.holderBar).enabled = true;
    ((Behaviour)HUDPatch.clickBar).enabled = true;
    ((Graphic)HUDPatch.clickBar).rectTransform.sizeDelta = new Vector2((float)(200 / Configuration.clickAmount.Value * revamp.clicks) / 1.5f, 20f);
}

It performs a raycast, which can hit enemies, so I'm assuming it only works if you look at the centipede and not the player. I'm not sure lol

prisma mantle
#

i'm pretty sure i was looking at player head, but i guess we'll test it some more to be 100% sure

scenic cave
prisma mantle
#

is that with masked enemy overhaul, or mask is removed standalone?

echo edge
#

Is toomanyemotes making masked do the emote?

scenic cave
scenic cave
echo edge
#

I know there's a masked AI mod in development that was adding emotes to them also

#

along with realistic movement and item usage

#

hope it'll be compatible

scenic cave
#

Yeah, I've been following the development. Not sure how it'll play with it, but I specifically added a config option to disable them from emoting if it conflicts with another mod.
When this mod comes out, I might try working with the mod creator to get a compat patch build on either of our mods. Maybe in his mod, he can detects that TooManyEmotes is running on the client, that feature could be disabled. Not sure yet!

#

Alright, I'm awake now. Let's get this update finished and pushed soon!

compact sphinx
wild sluice
#

@scenic cave hey, sorry for the ping
is it possible to somehow not override the player contoller animator for current player but still keep the emote feature for other players?
asking for compatibility with the vr mod 😄

if i got it right i can just not use the mod myself, but i kinda want to see other players emote

scenic cave
#

Hmm, I guess I could add that option haha. Could you just not do the emotes yourself, or was there another issue specifically?

wild sluice
#

yeah, vr mod also uses the animation controller, so game just insta crashes when you load in with both mods on

#

i guess full compatibility will require you to cooperate on that somehow, but i personally will be perfectly fine with other guys not seeing me throwing my hands around in vr 😄

scenic cave
#

New update is out! (1.7.0)
Like always, some features in this update haven't been tested too thoroughly, but if needed, they can be disabled in the config until I can get them fixed.
So please let me know if you run into any bugs with this!

#

@wild sluice You should have your config option now 🙂
Just know that if you disable emoting for yourself, be warned when sharing your profile with a code with other people, because they will sync to that same config and they won't be able to emote, either.

lofty brook
#

@scenic cave did my profile help debugging a bit? :(

scenic cave
#

I forgot

lofty brook
#

no one could see eachothers' emotes, like

#

when we used it, I couldnt see others using it, and nor did the clients could see eachothers'

#

I have everything unlocked by default in config

scenic cave
#

Oh right, I did not figure out what the issue was exactly. I also wasn't able to test with other people using that profile, but I might have someone that can run the same profile with me, and we'll see if I can replicate it rq.

lofty brook
#

sure thing, thank you in advance :3

#

we love the mod btw
these emotes are so good xDW

scenic cave
#

@lofty brook What was the name of that profile again? I have a few testing ones from various people, I forgot which one it was lol

#

Oh, was it Better Lethal Company?

lofty brook
#

it was um

#

hold on

#

non-brutal company

scenic cave
#

Ah, okay. Gonna test it in a bit

visual prism
#

just saw there was an update with some of the stuff I suggested. Updated just now and looking forward to testing it out with the group later

#

just a heads up on a bug: if you perform an emote (looping only, maybe?) and try to change wheels (e.g. move to favorites) you will be locked out of performing any emotes

#

until you cancel/end the currently animating emote

#

and then switch to another wheel to unstick it

scenic cave
#

@lofty brook You guys were able to join each other with this profile? It's just showing Error when connecting, and this on the host's console: NetworkConfig mismatch. The configuration between the server and client does not match, but everything should be the same.

visual prism
#

let me go reproduce, sec

lofty brook
#

it was a 6 man lobby

visual prism
#

I'll update if I can get it reproduced again

lofty brook
scenic cave
#

I believe so.

#

Let me try some things

scenic cave
#

@lofty brook I got it btw, and the issue is with BetterEmotes.
It looks like the same code Sligili uses in his More_Emotes mod (maybe the same code), but they're basically running this in the update method, which force's the player's animator controller to be the one they set, which is technically fine with my mod, except for the fact that the animator controller instance is not of an AnimatorOverrideController type, which makes it so emotes won't play on other players.

[HarmonyPatch(typeof(PlayerControllerB), "Update")]
[HarmonyPostfix]
private static void UpdatePrefix(PlayerControllerB __instance)
{
    if (!__instance.isPlayerControlled || !((NetworkBehaviour)__instance).IsOwner)
    {
        __instance.playerBodyAnimator.runtimeAnimatorController = others;
        return;
    }
    if ((Object)(object)__instance.playerBodyAnimator != (Object)(object)local)
    {
        __instance.playerBodyAnimator.runtimeAnimatorController = local;
    }
    currentEmoteID = __instance.playerBodyAnimator.GetInteger("emoteNumber");
    if (!incompatibleStuff && __instance.movementSpeed != 0f && griddySpeed != 0f)
    {
        __instance.movementSpeed = ((__instance.CheckConditionsForEmote() && currentEmoteID == 6 && __instance.performingEmote) ? (movSpeed * griddySpeed) : movSpeed);
    }
}

I had to make a patch for More_Emotes for this same reason, and had to cast his local animator controller to an AnimatorOverrideController (which causes zero issues at all), but it's a pain because his classes were internal, so I had to write extra code to make it work lol.

For now, I'd advise disabling this mod (or my mod) until I can push out the fix.

lofty brook
#

oh

#

okay

#

thank you for finding the issue xDW

#

I think ill disable betteremotes

scenic cave
#

Btw, compat has been fixed for betteremotes. (I think)

lusty canopy
#

new update and i cant emote

lusty canopy
#

nvm

wild sluice
scenic cave
wild sluice
#

Yeah, it's pretty much playable without it

scenic cave
wild sluice
#

i'm not the author of the vr mod, btw
just tinkering with it while the actual author is doing the last preparations before the release 😄

stable karma
#

this can mix with more emotes ?

scenic cave
maiden panther
#

It works for the most part. Just don't try to emote on one and then emote on the other before ending the emote lol. Your character does some kind of ballerina frozen move 🤣🤣

radiant oasis
#

If you perform a TooManyEmotes emote followed by a MoreEmotes "Twerk" emote (Emote Wheel) while the TME emote animation is still running, the model of your hands and the items you are carrying disappears.
You have to leave the lobby and return to fix it. Not too critical, I just try to not run both emotes at the same time 🫡

deep lagoon
#

If you Unlock all Emotes, the Mimics Confuse for using Emote.

#

^ that bugs

scenic cave
prisma mantle
#

so we played today with a new version of mod

#

it was just hilarious 😄

#

mimics using emotes everywhere

#

a lot of people were vomited onto 😄

#

10/10

#

also discovered my first legendary "error" emote, and it was epic as well

scenic cave
#

Alright, I just updated TooManyEmotes to support InputUtils if enabled. It's not a dependency, but if enabled, it will now use it to allow setting keybinds for this mod in the in-game keybind menu.
(the keybinds in the config will still exist for now for cases where players aren't using InputUtils, but will not be used unless InputUtils is not enabled)

Will be adding controller support soon 🙂

prisma mantle
scenic cave
deep lagoon
#

Example: first he using Breakdance then change Gangnam then Change emotes agins somany time but in 1 ticks

scenic cave
visual prism
#

does too many emotes support binding to mouse buttons too? (e.g. changing <Keyboard>/backquote to a mouse bind)

stable karma
#

how to fix this hand

mighty pagoda
visual prism
#

thank you!

autumn sky
#

Just heard about this mod from the LCVR development channel, I'd like to thank you myself for making it compatible with config so us vr players will still be able to dance with non-vr buddys. Keep up the great work👑

#

I'll be testing it tonight to see if everything works flawlessly

hallow crow
autumn sky
#

Its on the flat2vr discord

hallow crow
#

oooooooooh aight, thanks m8

scenic cave
scenic cave
scenic cave
stable karma
#

maybe more emotes ? idk

prisma mantle
#

a little bug to report

#

when i'm using any emote - all people who doesn't wear any more company cosmetics clonin my own

#

only while i'm in third person

#

when i stop - their cloned cosmetics disappear as well

#

it's only seen on my client when i'm doing any emote

prisma mantle
#

and on of the players stop seeing his own cosmetics when using any emote

scenic cave
scenic cave
#

Maybe that's the one messing with layers

visual prism
prisma mantle
#

hmmmm

#

mod is not compatible with 47 yet?

#

emote cam going haywire

#

showing something random or even outside of ship walls

#

yeah, seems like it always shows outside of ship

prisma mantle
#

nvm, seems like it was another broken mod

scenic cave
#

@prisma mantle Which mod was it? I heard someone asking about something similar to this, so I'm wondering if they had that problem mod installed.

prisma mantle
#

advanced company

#

i guess

inland fable
#

are there any known conflicts with toomanyemotes

lofty kettle
#

Might be advanced company. Atm emoting sends me outside the ship during orbit. No thirdperson view as of right now. Test more later.

agile olive
#

When i removed More Company it fixed it for me

scenic cave
#

I'm disabling emotes for masked enemies for non-host clients until I fix the bug with them having spaz attacks lol.

scenic cave
agile olive
#

The camera was doing the same thing to me but I removed each mod separately and the camera didnt freak out when i had advancedcompany but did when i had morecompany, also after emoting the camera kinda glitches and I can see the sides of my head while walking around

#

Ok i did a little more testing and it onlly seems to happen when wearing cosmetics from morecompany

scenic cave
agile olive
#

yeah when the new update came out a lot of things seemed to bug out lol

small schooner
#

With the newest version of advanced and more, cosmetics are missing even on host and on non-host the camera is broken

visual prism
#

I played with MoreCompany + TooManyEmotes tonight and didn't encounter that bug, fwiw

#

(no advanced company)

lofty kettle
visual prism
#

you may want to try BetterEmotes instead of MoreEmotes, it fixed the swimming thing and potentially some other conflicts IIRC

lofty kettle
#

I'll give it try

agile olive
#

I only get the camera issue when i have any kinda of cosmetic on

shut pilot
lofty kettle
#

Hmmm, seems like you just need to rehost the session to get the emotes working again (TooManyEmotes camera effect). They don't work the first time you host a session (For me anyways). Or have much less mods, that'll fix that.

untold lake
#

When I was hosting earlier, I couldn’t sync emotes with other players. All of them synced together, but I just started to do a random emote.

scenic cave
lean prism
#

where can i get this emote

#

nvm

#

how rare are they in the shop

scenic cave
lean prism
echo edge
echo edge
#

(might be some other mods involved in the conflict)

lofty kettle
#

It's not Corporate Restructure. We're using it and its working just fine.

echo edge
#

Seems to be some more mods involved

#

not sure which yet though

blissful zenith
#

do you use some of them?

echo edge
#

I think it's called

blissful zenith
grave saddle
#

just thought i'd check here about the starting free emotes, do those rotate or get changed regularly? it doesnt affect me personally but one of the people i usually play with used the crying emote a lot and it seems to have been replaced with cheer instead as of the last update. its not really the end of the world but i was curious

vestal blaze
unborn quartz
#

Hey uh

#

I'm still getting some rare cases of emotes breaking (when looking at other people do emotes their joints just kinda go weird)

scenic cave
lusty canopy
#

Also even though in the config I have the emote wheel set as “V” it keeps going to the default set one

#

I’ve deleted the config multiple times

#

No fix

unborn quartz
#

Mainly it looks like they have their arms out in an awkward t pose with their chest out and just bobbing up and down

untold lake
mighty pagoda
#

newest update for More Emotes may have broken some emotes with TooManyEmotes

#

tried to use the "Big Wave" emote but then my character ends up looking like this

#

also i can hear clapping sounds, which makes me think its something to do with the clapping emote from More Emotes

#

"be seeing you" and "cheer" are also broken for me, but thats all

small schooner
mighty pagoda
#

yep

analog walrus
deep lagoon
deep lagoon
lusty canopy
cinder hornet
#

yo today after all the update i have a weird bug with emotes

#

[Info : Unity Log] soumdmanager: True; False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TooManySuits.PluginLoader.Update () (at <434b74dca9584b6891fed93d3e2a47a3>:IL_000E)

#

get stuck here when spawning, cant close emotes radial any idea ?

scenic cave
#

@cinder hornet Did you get any errors in the console?

cinder hornet
scenic cave
#

Oh

#

You said you did, sorry lol

#

Ah, kk, glad to hear!

cinder hornet
#

need input utils tho

lusty canopy
cinder hornet
lusty canopy
cinder hornet
lusty canopy
#

alr just making sure it wasn’t like lethal settings or lethal config

#

thank you

scenic cave
#

Wait

#

Bruh, I thought my nickname got changed lol

#

I'm not Flippy in this discord server

elder aurora
#

ran into 1 bug with the beta part of the config, you know what im talking about 😉 no spoilers for people but the clients cant see them emote but the host can see them emote

scenic cave
cinder hornet
scenic cave
#

^

cinder hornet
# scenic cave ^

do we need to manually set it on false to avoid any weird thing with client/host?

scenic cave
#

No, I think I just completely disabled it for non-host clients in the code (for now)

fallen sable
#

I have an idea for a new emote! The Toothless dance

unborn quartz
#

So uh

scenic cave
unborn quartz
#

after emote

#

in fact

#

we all started to get broken bones

scenic cave
#

Hmm. Run into any errors in the console? Looks like the rigbuilder is failing to enable or something.

unborn quartz
#

uh

#

havent checked

#

also is anyone else's steam not working

scenic cave
#

I'm not on currently, but I'm gonna guess yes

unborn quartz
dusky cedar
#

Can you pin the mod link?

scenic cave
dusky cedar
#

Thanks!

small schooner
#

Ooo new update, what's in it?

#

Also idk if anyone pointed this out, but your linkage to maskedenemyoverhaul doesn't link correctly

cinder hornet
small schooner
#

Ah

elder aurora
#

I have a small bug using both MoreEmotes and TooManyEmotes. So when using an emote from TooManyEmotes, then using an emote from MoreEmotes simultaneously, i lose visual of my emotes from MoreEmotes like even the vanilla pointing,cant see my hands.

tribal lava
#

masked emotes work?

elder aurora
potent yew
#

hands gone

#

and sometimes me or my friends' character animation totally freezes until we do another emotes and walk
EDIT: just saw the 1.7.8 update, not yet tried with this version

analog walrus
#

@scenic cave Fck it let's simply return from the 'perform' method if the current playing emote ID is from the other mod. This way, animations won't overwrite defaults from the other

#

Just added an 'if id<0 return'

scenic cave
elder aurora
#

you guys should come together and make 1 mod ❤️

analog walrus
#

I didn't knew what an enum was a month ago 💀

#

I'm an spaghetti code printer rn

unborn quartz
#

This is beautiful

trim remnant
#

Yeah this is happening to me too. Either one of the emote mods makes me invisible in the security camera except for the name tag and emloyee rank

scenic cave
#

@analog walrus
Would this be enough to check if the player is performing an emote from your mod?

if (emoteID < 0 && CallCheckConditionsForEmote(localPlayerController) && localPlayerController.playerBodyAnimator.GetInteger("emoteNumber") <= 2)
{
    // Perform the emote

I guess would the emoteNumber integer always be 3 or more if performing one of your emotes?

scenic cave
#

Also, if it makes anything easier, you could run a check that checks if the current "emoteNumber" integer is "1", and then run a method like this to get the current animation clip from the state "Dance1", which I play my animations on, and if it's NOT the default dance clip (which you'll probably want to store in a variable early), and if it's NOT in the list of your animation clips (which it shouldn't because I don't think your mod plays your clips from that state), there's probably a good chance that the player is performing one of my emotes if all of those check out. Doing this, you shouldn't have to specifically check if my mod is enabled, I don't think. Might prevent the need from getting fancy and calling my methods.

public static AnimationClip GetCurrentAnimationClip(PlayerControllerB playerController, string stateName = "Dance1")
{
    if (!(playerController.playerBodyAnimator.runtimeAnimatorController is AnimatorOverrideController))
        playerController.playerBodyAnimator.runtimeAnimatorController = new AnimatorOverrideController(playerController.playerBodyAnimator.runtimeAnimatorController);
    return ((AnimatorOverrideController)playerController.playerBodyAnimator.runtimeAnimatorController)[stateName];
}

This will not work unless your animation controllers have been converted to an AnimatorOverrideController which you could do after they're initialized, with playerController.playerBodyAnimator.runtimeAnimatorController = new AnimatorOverrideController(playerController.playerBodyAnimator.runtimeAnimatorController);

This won't cause issues (or shouldn't), but does allow for more flexibility. Also, if you did convert your animator controllers to AnimatorOverrideControllers, I wouldn't have to add 40ish lines of code to access your controllers and do it manually when it detects that your mod is enabled lol, which is fine, but feels messy since your classes are internal.

Hopefully that made sense a little lol

analog walrus
#

Ok, this worked perfectly.


if (CheckIfTooManyEmotesIsPlaying(__instance) && emoteID > (int)Emotes.Point) return false;

``````c#
        private static bool CheckIfTooManyEmotesIsPlaying(PlayerControllerB player)
        {
            Animator animator = player.playerBodyAnimator;

            return animator.GetCurrentAnimatorStateInfo(1).IsName("Dance1") && player.performingEmote && GetAnimatorEmoteClipName(animator) != "Dance1";
        }

        private static string GetAnimatorEmoteClipName(Animator animator)
        {
            AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(1);

            return clipInfo[0].clip.name;
        }

And as you suggested, now both Runtime Controllers become an Override Controller after replacing them 👍

scenic cave
scenic cave
#

Alright, the update has been pushed.

analog walrus
#

I'll update it rn aswell then

bold sage
scenic cave
# unborn quartz

Btw, not sure if you heard, but I believe it was being caused when synced (maybe they didn't have to sync) or perform an emote, and then they stop performing by walking, or literally anything, and then other players who are emoting break. I don't think I fixed it, but I can't test it right now. Probably still happens

unborn quartz
#

thx

#

ill test when i can'

deep lagoon
#

@scenic cave @analog walrus
Your mod works fine but the conflict makes Hand Invisible still no fix

*sry for tag

#

This is happend when First Using TooManyEmotes then Using MoreEmotes

analog walrus
#

🤒

prisma mantle
#

is there known fix or conflict when camera shows outside of the ship when using any emote (only on host)?

#

it happens randomly, usually on fresh game

summer elm
#

Yeah, I have this strange issues myself.

#

I thought it was a conflict at fitrst but no. It just shows up sometimes and then fixes itself.

#

I think lobby restart fixes it?

lucid ember
#

Can confirm camera issues are definitely happening.

scenic cave
#

Are you guys running corporate restructure? I've heard someone mention this was causing it for them, but maybe it's not in this case? I personally haven't seen this bug yet :/

scenic cave
summer elm
#

It seems to be happening to host only, as I haven't gotten any complaints from clients.

ancient briar
#

Is TooManyEmotes using an OverrideAnimatorController?

scenic cave
#

Yes it does

summer elm
#

Wish there was an option to disallow emoting while hands are full.

scenic cave
summer elm
#

I'd love that, but its up to you.

#

Alternatively, maybe it could hide held object when emoting?

#

Because right now with big objects in hand emoting just looks weird. I know some will find it funny, but not me.

summer elm
#

Are there any debug commands I can use to test emotes and stuff?

scenic cave
summer elm
#

Yeah, I just did that in my test profile. 👍

karmic basin
#

Just downloaded this mod

#

It's great, not sure why I waited this long to get it

#

Is there any more emotes going to be added, or is 100 it for now?

scenic cave
karmic basin
prisma mantle
#

anyone by any chance experienced bug with spectating, when camera freeze in place and you can't switch between players anymore?

#

i'm having hard time trying to identify the reason

shy falcon
#

so even when my config says share is disabled, so everyone has their own balance and emotes

#

it still has shared credits

#

but not emotes

summer elm
#

That's how it's supposed to be?

shy falcon
#

nah in the settings there's an option to where each player gets their own pool and own emotes to get

#

"Each player will have their own emote credits."

summer elm
#

Yes?

shy falcon
#

???

#

ok so

summer elm
#

I don't understand what's the issue.

shy falcon
#

we want it to where each player gets their own pool and their own emotes

#

ok?

#

the setting to where that becomes a thing

#

does not work

summer elm
#

Yes, and you get that with that option.

shy falcon
#

does not work

summer elm
#

How? Everyone starts with nothing and you get to buy emotes from the store. The store selection is unique for everyone.

shy falcon
#

🤷

#

that parts true

#

we all dont start with emotes

#

but its still a shared balance

#

even when it shouldnt be

summer elm
shy falcon
#

yes

#

i am aware

#

it is set to false

#

FOR ALL OF US

#

and we tried it with it on true

#

and it STILL

#

doesnt work

summer elm
#

So you buy and everyone gets an emote?

shy falcon
#

no

#

i buy

#

everyone loses credits

#

but only i get the emote

summer elm
#

What about this?

shy falcon
#

its disabled

summer elm
#

So the only issue is that group credits are still present and spendable?

shy falcon
#

group credits are a thing

#

however it SHOULD be

#

personal funds

#

like we just tripled the amount of emote credits we get to compensate

#

but its still kinda annoying

summer elm
#

I don't know. I played with similar settings recently and it worked as advertised for us.

shy falcon
#

who knows man

visual prism
scenic cave
#

@shy falcon I should mention that this feature has not gone through many tests, but at one point, I did have it so each player had their own, but if it's not working, I'll likely need to double check my code.

Just for clarification so I know what to test, when you had ShareEverything disabled, it still let you purchase emotes with group credits? And also, the emote credits would go down for each person when one person bought an emote?

shy falcon
#

so when ANYONE bought an emote the group amount went down

#

so for everyone it would say 100

#

but if person A bought an emote for 50

#

everyone loses 50

#

but only person A gets the emote

scenic cave
# shy falcon so when ANYONE bought an emote the group amount went down

Okay, and when you say "group amount", you're referring to group credits? And just so we're on the same page, and maybe you know this part, but the game calls the default currency "Group Credits", so when you see this term in the terminal, it means the default currency in the game, and not the shared pool of emote credits.
I want to say in the configs, I tried to use "Default currency" so people know what they were, but maybe I need more clarification.

And I think I did find the bug that was causing everything to drop emote credits when an emote was purchased. I will get this fixed and added in the next update! Thanks for letting me know!

shy falcon
#

yeah i get that, but yeah for sure it was the group emote money

#

glad i could help.

ancient briar
#

Can confirm btw that TooManyEmotes is working :)

#

👍

violet plume
scenic cave
#

Lmao, nevermind. That's not the terminal.

ancient briar
#

xD

scenic cave
#

If there's anything that might need a compat patch that would be easier for my mod to implement, just let me know!

ancient briar
#

Sure, seems to work fine tho :)

scenic cave
ancient briar
#

Let me check. I give them layer 23

#

Looks good

#

I must say, having a v-type engine in hand while emoting is funny tho

#

If you want to fix that:
playerController.currentlyHeldObjectServer.EnableItemMeshes(false);

#

I had to fix it last minute for my terminal too :D

scenic cave
ancient briar
#

You could check if its a twohanded item

#

I think most one handed items should look fine

scenic cave
#

Yeah, it definitely wouldn't be hard to do. BUT, it doesn't look hilarious when you emote while carrying a player (which is two-handed), and I know some people might be upset if I don't make an exception for that 😂

ancient briar
#

Haha

unborn quartz
#

Uh, I'm having an issue where emotes dont save when people leave and rejoin

#

I have it to where everyone has their own emotes

scenic cave
mighty pagoda
#

been running into an issue where some of my friends (non-host) get their cameras bugged after they emote and they can see their own body but i think it goes away if they die and respawn
is this a mod conflict?

scenic cave
#

Right when they emote? Or after they stop the emote?

mighty pagoda
#

after

scenic cave
#

So are they seeing the body that other players are supposed to see for you? Are you using any mod that might change the model or have anything to do with the player model?

mighty pagoda
scenic cave
#

I'm not too sure. I see a few cosmetic mods, and who knows if they change layer stuff. MoreCompany should be fine. Mirror decor should be fine. MoreEmotes should be fine.
But if it happens after an emote ends, then it's gotta be a mod that either has a patch with emotes, or is directly related to emotes. I'll double check my code to see if there's a possibility something like this could happen if another mod changes a render layer or something, idk.

mighty pagoda
#

ill see if i can get a friend to test things with me

scenic cave
#

It could be related to me setting the player's body shadow casting mode to "default", which I get that value as they're spawning, but maybe a mod that you have makes is visible during the animation and it reuses it. Not sure. I should probably change my code to run the OnSpawn events until afterwards, just in case. I'll include it in the next update. Hoping to push it out today

#

Actually

#

No, that's not is. I have it hardcoded, so that's not it. Let me keep looking

mighty pagoda
#

my modpack is so fucked rn ppl arent even respawning 💀 wtf did i do

scenic cave
#

xD that's not good

mighty pagoda
#

its one of these four prolly cuz we just re-enabled them
time to see which one it is

scenic cave
#

I'd bet generalimprovements. I have heard people mention having issues with that mod. (I don't remember what those issues were)

#

But who knows if that's causing it

scenic cave
mighty pagoda
#

the camera

#

like before

summer elm
#

I used GI for quite a while and so far only had issues on my end. But they eventually resolve tehmselves after a lobby restart or maybe death? Never bothered to properly check because nobody but me has the issue, so I haven't bothered yet.

violet plume
summer elm
#

It usually manifests in your first emote not going into third person but instead camera is just staying where it was in first person, but emotes after just show you the side of the ship.

violet plume
mighty pagoda
#

guys

#

ur not gonna believe this bullshit

violet plume
#

wut

mighty pagoda
#

ITS FUCKING HEXIBETTERSHOTGUN

#

?????????

violet plume
summer elm
#

I don't use Hexi though. 🤷

violet plume
#

me neither

#

lol

violet plume
mighty pagoda
#

what in the spaghetti

#

never using this shit again

#

this also solved the issue of not being able to respawn btw

scenic cave
wise jewel
#

how do you get more emotes

scenic cave
wise jewel
#

ahh

#

thx

#

another quick question

#

are they permament when you buy them?

#

@scenic cave please i need to know

scenic cave
wise jewel
#

oooo thats good to knwo

#

where is the config setting

#

@scenic cave im sorry i need to know

scenic cave
#

Sorry lol

#

I am a party pooper

#

xD

wise jewel
#

what does that mean

#

bro dont do me like this

#

nvm i figured it out

lucid ember
#

😆

last tangle
#

Hello I am having some issues with toomanyemotes I am currently getting this error

#

I am able to see my own emotes but not my friend's emote

#

When they are emoting they are just hopping up and down

visual prism
#

encountering a new bug in 1.7.11: can't scroll between different emote wheels (e.g. when "common" has 9 entries, I can no longer move on to the next wheel "tab")

#

dropping back to 1.7.10 fixes it

#

nothing of interest in the console

last tangle
scenic cave
#

It seems like your animator controller isn't being converted to an override controller for some reason

#

Might be another mod doing it?

last tangle
#

Want to see my modlist to check?

scenic cave
#

Yeah sure

last tangle
#

WAit we figured it out

lucid ember
#

Also experiencing the bug where I can't scroll through emotes

last tangle
#

Apparently we needed better emotes

visual prism
last tangle
#

Also how do we buy the emotes

scenic cave
lucid ember
visual prism
#

^

scenic cave
#

Okay, I think I fixed both issues in 1.7.12

#

Scrolling and added checks before trying to set animation clips, so it will convert the controller to override before it does it. BetterEmotes might try to change the controller type.

#

I'm also not in a position to test the scrolling part, but I did see the error that was causing it. Pretty sure

visual prism
#

can confirm, scrolling is back in 1.7.12

#

thanks for the quick fix!

scenic cave
#

Wait

#

How did you update so fast lol

visual prism
#

thunderstore has it

scenic cave
#

I feel like I updated it like 5 mintues ago lol, but the page still shows 1.7.11

#

It does show up there before r2 I guess

visual prism
#

thunderstore has been hit hard lately and likes to serve cached pages for extended periods of time

#

so i'm as surprised as you are

last tangle
#

Btw I am not sure why I cant confirm the purchase for emotes for referenc eI am using advanced company so it modifies the way the shop dispalys

#

018d0b9b-c07a-e020-6424-9cb059ef291b
This is how the modlist is setup currently

cinder hornet
inner bay
#

Don't know if this is a compatiblity issue but some emotes freeze on the first loop or on animation end
For some examples Orange Justice and Backflip just froze on these frames for me

thorn cedar
#

is it normal for the mod to completely remove darkness while in third person?

lean surge
#

The camera thing with corporate restructure has been reported I assuming? Only happened to me recently oddly enough

autumn sky
#

I've not really tried it yet, but i've seen that masked guy can do emotes? Is this default or do I need to install another mod too? Also does it alway emote or is it like a random chance thing?

lean surge
#

so there is a bit of a random chance + a guaranteed

autumn sky
#

Cool stuff i'll definitly try it tonight

lean surge
#

its in "beta" so it might not always work but from my experience it works pretty well

autumn sky
#

Is beta available on git or is there some way to download on thunderstore?

lean surge
autumn sky
#

I'm used to buggy stuff by now, i've been testing out the vr port for this game from the start haha. TooManyEmotes was first to bring compatibility for it so def my new favorite 😍

scenic cave
scenic cave
#

Okay, the mod should be updated now to 1.7.13, and seems to have fixed those issues.

warm pagoda
#

Hello I am using 1.7.13 When i am doing an emote, all the voip seems to have echo effect

#

Does anyone have the same issue?

prisma mantle
scenic cave
#

Yes, it does echo. It was an attempt to move the audio listening source to the third person camera because it sounded weird to rotate your camera and have the sound directions not change 😂
Not sure why it echos, though. I just copied the audio listening source, but I'll look at this sometime

pallid tundra
#

The mod breaks the walking animations, etc randomly idk how this gets triggered (also cant see my friends emoting with toomanyemotes)

scenic cave
pallid tundra
#

I use advanced company so idk if its cause of that

scenic cave
#

They supposedly made that mod compatible, but I'm not sure. I'll try to test a few things sometime

pallid tundra
#

and all emotes unlocked via the config

mighty pagoda
#

downgrading to 1.7.10 makes everything work again

scenic cave
mighty pagoda
#

no

#

they just do some goofy ahh bounce

#

and running animations are totally fucked

scenic cave
#

Gonna test this real quick. This was working for me just last night

mighty pagoda
#

i can send you my profile code if you'd like

scenic cave
#

Yes please, I was about to ask lol

mighty pagoda
scenic cave
#

kk one sec

scenic cave
#

Definitely a conflict. Still trying to figure out what it is though

#

Thanks @mighty pagoda! I figured it out. I got is working now. Had to make some slight changes in case of compat issues with other mods, again. Should be on 1.7.14 now

mighty pagoda
#

pog

summer elm
#

Is bought emotes not saving for clients a conflict too?

lofty kettle
#

yeah, its happening to my guys as well.

dim isle
#

anyone getting

MissingMethodException: Method not found: TooManyEmotes.UnlockableEmote TooManyEmotes.Patches.PlayerPatcher.GetCurrentlyPlayingEmote(GameNetcodeStuff.PlayerControllerB)
at ModelReplacement.BodyReplacementBase.SafeGetEmoteID (System.Int32 currentID) [0x00001] in <b9ae5003cd51460481d20a5bd9c6d186>:IL_0001
at ModelReplacement.BodyReplacementBase.Update () [0x001b1] in <b9ae5003cd51460481d20a5bd9c6d186>:IL_01B1

40 billion times?

little goblet
#

They also don't see me using the emote I emote with

lean rain
#

pls add the ke mu san

#

the haidilao

#

dance

lucid ember
#

Yeah the bought emotes aren't saving

scenic cave
scenic cave
lucid ember
scenic cave
scenic cave
lethal cypress
#

Two questions: 1. The masked enemies doing emotes works without MaskedEnemyOverhaul still, right? And 2. Is there a way to disable the always emoting on first encounter in the config? (I haven't installed the mod yet so these are questions from an outsider :3)

radiant oasis
#

Yes to both

lethal cypress
#

Sweet, thanks!

lethal cypress
#

Well, uh, this happened when I emoted in front of the mirror KEK

#

Also, do any of the emotes let you move while emoting? Some of them would make sense to do so with

near birch
#

Though I can say that after buying an emote (As a client) and rejoining, the emote shows up for me.

#

Worth mentioning

scenic cave
#

@near birch Were you playing with ShareEverything disabled? Is so, this seems to be the trend. I'm going to look into this today.

near birch
#

I'll take a look

#

Once my internet lets me, anyway.

near birch
#

Presuming this is the default cause I never touched it

scenic cave
#

Yes, it is default. Maybe, what was the actually issue going on then? haha just to double check

near birch
#

I didn't check if the host saw it, though.

#

But it did have the emote there for me once the host had to restart the lobby and I rejoined

scenic cave
near birch
#

I didnt think to ask the host if they saw it while I didn't though, no.

scenic cave
#

I'm assuming he did, but I'mma follow through the process in my code real quick to see.

near birch
#

Yeah Im gonna presume he did too

scenic cave
#
if (!ConfigSync.instance.syncShareEverything)
    StartOfRoundPatcher.UnlockEmoteLocal(purchasingEmote);

I have this line of code, but after that line, it sends the purchase to the server which should send it back to everyone so they unlock it.
Let me see if that's not happening for some reason

near birch
#

You think Latency might screw up the delivery? Cause at the time my net was god awful, but if it failed to deliver then it probably wouldn't of appeared after a reset...

#

(Also LC's lag comp is pretty good from my experience)

scenic cave
#

Nah, I don't so. There shouldn't be any type of race condition. The emotes should be fine even if they got sent to the host 2 seconds later, or back to the rest of the clients 2 seconds later.
Making some tweaks, and I'll test in a bit 🙂

scenic cave
#

Btw, I think I've fixed the issue now. Testing it soon

near birch
#

Great!

turbid bay
#

suggestion to hide the emote prompt if either:
youve unlocked all emotes or
have the "party pooper" thing set to true

agile zealot
#

everytime I emote it shows the outside of the ship, is there a fix for that?

scenic cave
keen shale
#

Hello, the cosmetics mod has been downloaded TooManyCosmetics v2.6.0 by Hypick, but we don't see each other's cosmetics, only through the mirror (as well as cosmetics, you can see through the dance emotions)

What could it be or how to solve the problem?

mighty pagoda
#

emoting is causing you to go invisible in the mirror again

agile zealot
cinder hornet
#

hey, i was playing as a client and when i bought emotes in the shop, only the host had the new emotes added to its wheel, using share everything @scenic cave

deep lagoon
#

the nametage rarity gone

summer elm
#

So emoting making you see the side of the ship is due to Corporate Restructure?

elfin girder
#

Hello 🙂 I don't know if this has already been said, but a cool idea for this mod would be to keep the emotes you buy even if you fail the quota, or maybe provide a config for it ?

scenic cave
summer elm
#

There seems to be an issue of positional audio being screwed after emoting.

summer elm
#

Like the camera position you had before transitioning from emoting to first person gets applied to first person.

#

Gonna post a video example.

warm pagoda
#

Hello, has anyone encounter a bug that voip only coming out from left/right after doing an emote with the latest version?

summer elm
scenic cave
#

@summer elm Thank you!
I found and fixed this issue now. I was setting the audio listening source to the emote camera when emoting, but when finished emoting, I was setting it to the emote camera again. Whoops! Update has been pushed

scenic cave
cinder hornet
cinder hornet
scenic cave
#

Replied to the wrong person lol
@cinder hornet

scenic cave
lethal cypress
scenic cave
#

I've seen it happen, but have not look into it much yet. I will be today, though!

lethal cypress
#

Sounds good! No biggie until then, was just curious

#

As long as its just a Mirror bug and not a full visual bug

scenic cave
#

Hopefully both of those have been fixed then 🙂 Because I definitely attempted to fix them. (I think I did actually fix them)

stiff yarrow
#

Hi :) is there a way i could simplify this mod by just choosing a couple of the emotes and using them like emotes are used in game?

#

Without all the rarities, buyables/unlockables/and stuff

#

Or do I have to use MoreEmotes for that?

#

.
(I used to use MoreEmotes but I realised its apparently slow and breaks when using some other mods)

sturdy fox
stiff yarrow
summer elm
#

Favourite the ones you like.

#

Aand just switch to favourites wheel.

sturdy fox
stiff yarrow
#

Ok thank you! Rarities won’t show up right?

#

Or erm matter?

#

In the favorites wheel

summer elm
#

Rarities only matter for buying.

sturdy fox
exotic pond
lean surge
#

Weird I saw the camera thing fix the other day and now its broken again for Corporate restructure, I use it as a restart mod mostly (cause the other one breaks a lot) but the weather and loot count thing some nice extra's I guess I gotta stop using it

fair cedar
#

Is the mod compatible with More_Emotes? Or will it cause desync and bugs?

#

Why do when my friends do some emotes, their arms are not moving?*

scenic cave
#

It should be, but it may be an issue if you try to do an emote from more_emotes while performing one from toomanyemotes, or vice versa.
Does the rest of their body look like they're emoting?

exotic pond
#

More Emotes has a lot of animator conflicts sadly, it's why I ended up removing it

exotic pond
#

Perfect MEO + TooManyEmotes moment XD

scenic cave
#

xD bro, that's gold

#

hahaha I love it

exotic pond
#

Haha ikr my friend having that disappointed "Ohhh" at the end made it even better

deep lagoon
#

@scenic cave weird bug latest version

scenic cave
#

Are you using corporate restructure?

deep lagoon
#

yes

scenic cave
#

I think that mod causes that

#

idk why

glass dust
deep lagoon
#

i no using general improvements

deep lagoon
glass dust
deep lagoon
#

or different

glass dust
#

It's got the same features as CR, and you can adjust what shows in the config. It's got a LOT of config options to adjust what you want changed. But it's a Pure QoL mod, just got it 2 days ago and it's been helpful for removing several mods out of my list

exotic pond
#

GeneralImprovements contains QOL changes and bug fixes as well

#

Having items not fall through the cabinet is the reason I started using it

#

Lol

glass dust
#

Fyi it also replaces IntroTweaks, BetterScanner, FireExitDoorFix, and HealthStation(However it has a bug where only host can heal to full sometimes)

exotic pond
#

that and having fire exits not face the wrong direction when walking inside places

exotic pond
#

I mean you can still pair IntroTweaks with it but I recommend against it, IntroTweaks causes problems more often than not

cinder hornet
#

hey @scenic cave do you know why when i set a custom value for tv volume in the cfg of objectvolumecontroller, it reset itself everytime i start the game? using TVloader

scenic cave
#

Is TVloader resetting your volume?

cinder hornet
cinder hornet
#

would be cooll if you can fix it when you have time

scenic cave
#

I'm not sure why that's happening :/ Everytime I load in a game, it loads in at 20. I'll have to investigate sometime

cinder hornet
scenic cave
#

I might get rid of the config option, and just have it remember what you set it to previously. I'll still have to fix this issue, though. But it won't be now haha

cinder hornet
#

previously as like forever even when you leave game /start a new save ?

#

because if not, i would prefer that you leave the config as it is, maybe just edit the txt to say that you need to put boombox at 99 or less to save change ?

#

anyway its working now so noot very important to work on for now i know you busy

cinder hornet
scenic cave
#

How far into the game were you when you closed the session?

cinder hornet
#

one of my friend also lost xp and lvl (with AC), and some item also despawned (equipement, mostly AC i think)

torn storm
#

@scenic cave im trying to use your code as a basis (with credit given) in order to make a custom currency for my own mod and right now im trying to use your "ParsePlayerSentence" method to do it but its saying it cannot parse my word?

#
public static bool ParsePlayerSentence(ref TerminalNode __result, Terminal __instance)
        {
            if (__instance.screenText.text.Length <= 0)
                return true;

            string input = __instance.screenText.text.Substring(__instance.screenText.text.Length - __instance.textAdded);
            string[] args = input.Split(' ');

            if (args.Length == 0)
                return true;

            if (!ConfigSync.isSynced)
            {
                if (input.StartsWith("furniture"))
                {
                    mls.LogInfo("ATTEMPTED TO RECOGNIZE FURNITURE WORD;;;;;;;;;;;;;;;;;;;;;;;;;;;;");
                    __result = BuildTerminalNodeHostDoesNotHaveMod();
                    return false;
                }
                else
                    return true;
            }

            if (input.StartsWith("furnitures"))
                input = input.Replace("furnitures", "furniture");


            if (input.StartsWith("furniture"))
            {
                mls.LogInfo("ATTEMPTED TO BUILD TERMINAL NODE HOME!!!!!!!!!!!!!!!!!!!!!!!!!!!");
                if (input == "furniture")
                {
                    mls.LogInfo("ATTEMPTED TO BUILD TERMINAL NODE HOME!!!!!!!!!!!!!!!!!!!!!!!!!!!");
                    __result = BuildTerminalNodeHome();
                    return false;
                }
                input = input.Substring(6);
            }
            else
            {
                return true;
            }
            return true;
        }```
scenic cave
#

Sorry, just saw this. Let me look, one sec

#

@torn storm What are you trying to type when it says it cannot parse the word? Are you trying to type "furniture"? I will assume so

#

Where does your code make it to in here?
Is it getting to the last return false? And in your BuildTerminalNodeHome method, does the returned TerminalNode have the same values as what mine has? (aside from the text)

#

Unless I'm missing something obvious, this code seems fine.

#

But I also am very tired haha. And last question, is this method a [HarmonyPrefix]? I'm assuming so.

torn storm
#

yes it is, i eventually figured it out but i forget what the issue was lol

#

it might’ve been a case sensitive issue but i’m not sure

umbral iron
#

When I emote in the pre game lobby My camera gets sent out the ship and when I stop the animation I can see my own character when I look down.

lethal cypress
#

Definitely a mod conflict of some sort

#

See if you can narrow down which one and then report it

exotic pond
# umbral iron

Do you use Corporate Restructure? It's known to conflict with TooManyEmotes

#

Remove it and swap to GeneralImprovements if so

umbral iron
exotic pond
#

and you can also customize which monitors you want to display what

umbral iron
#

ok as long as it doesn't cause anymore bugs, I'll switch to it

#

Big Thanks!

vagrant pier
# umbral iron

same thing happens to me while CorporateRestructive is turned off

exotic pond
#

Wonder if it's some other mod then

#

I know some mods cause issues when disabled as well for whatever reason lol

vagrant pier
#

i'll try to uninstall it then

#

it actually worked

#

i just realized that it always work for hosts

#

Cuz it breaks always on clients

near birch
#

Hand placement in view models is just lodged elsewhere for emotes/hand actions/etc

#

Oddly, the hands are okay however with some of the moreemotes features, 5 through 7, 8 is odd, but 9 & 0 are fine

#

Worth mentioning the hands were fine when we began, possibly that old bug where they got dislodged after doing a TME emote

austere crypt
#

Was pressing e to sync emote removed?

#

or only on select few emotes

scenic cave
#

It only works for emotes that loop, or pose emotes

cinder hornet
#

is it normal that when testing in lan mode, the client emoting see black screen during emote and after that can see part of his caracter model bugging when walking ? @scenic cave

cinder hornet
#

for reference i didnt had this bug 3 days ago and i ddint add any mods, and no i don't have corporate

exotic pond
#

Probably a conflict with More Emotes from the sound of it

vagrant pier
cinder hornet
ancient briar
#

btw

#
Stack trace:
TooManyEmotes.CompatibilityPatcher.MoreCompanyPatcher.ApplyPatch () (at <44c4305a1b95409cabf8b07202ab19f4>:IL_0015)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::AddPlayerChatMessageClientRpc>(HUDManager,string,int)
HUDManager.AddPlayerChatMessageServerRpc (System.String chatMessage, System.Int32 playerId) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0111)
HUDManager.__rpc_handler_2930587515 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0073)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)```

Can you add AC to the MoreCompany check to then not apply the patch?
#

For now I probably will add an empty CosmeticApplication class to my MoreCompany stub dll :)

scenic cave
daring palm
#

Is there a way to force first person? I know why its in third person but a buddy of mine refuses to use it in third person

scenic cave
# daring palm Is there a way to force first person? I know why its in third person but a buddy...

Well, I mean, I could attempt to make changes to force the camera to stay where the head is. In the game, the camera isn't "parented" to the head, so the base game basically moves it manually (I think), so I'd have to replicate that logic without making it move the character. (or add the camera container into each animation, but I don't want to do that 😂)

I'll experiment with it later.

daring palm
#

Oh jeez

#

Camera's its own separate object?

scenic cave
#

There's the camera container, which holds the camera, and the camera container is siblings with the character's "metarig", so not parented to the head at all. I don't remember how the camera stays at the head's location, but I'm assuming it's in the player's update method. I could be wrong. It could be part of each of the character's animations since I know there are keyframes for the camera container in the animation clips.

Or I could set my third person camera's distance away from the pivot point to 0, so it will basically be at their head, and I can use most of my logic from my camera that I use for when it is third person. (maybe make some tweaks if it's in first person mode)

#

Idk, might not be too hard

#

I'll look into it later

scenic cave
scenic cave
#

Is there any current issues with this mod I need to address? It's suspiciously quiet in here xD

Are rigs breaking occasionally?
Are players' animations canceling when another player cancel theirs?
Any specific animations just broken in general?

little goblet
#

I mean, a lot of stuff is bricking left right and center - so until those breaks are fixed, I can't really test to see if anything is wrong with yours. In solo trying-to-figure-shit-out-to-report mode, nothing seems off with your mod o -o

scenic cave
little goblet
#

Yeh, just random errors left 'n right

#

this mod being mean with that one

#

this one saying [item] already exists

#

the ol impossible-to-fix-by-any-dev

#

the usual

#

But nothin' seems off 'bout yours now o ,o . . . if nobody said anythin' on github and nothing is here, you're goin' flawless o- o

#

Bask in the glory of (possibly) no issues. Dust your hands, you only got a small break before somethin' pops up ;p

#

nb4 1 week from now: main game update

exotic pond
little goblet
#

Me Neither~

scenic cave
#

I feel like I always see this error, and I'm pretty sure it's just vanilla. Probably centipedes cuz they always seem to break, hence why the FixCentipedeLag mod exists haha

little goblet
#

Oh, I just use the pathfinder mod

#

should I put both fixcentipede and the pathfinder?

#

"PathfindingLagFix"

scenic cave
#

Oh, I have no idea. I don't really use the fixcentipedemod, I just know it exists

#

I'll look into the pathfindinglagfix

#

Might only need that one

little goblet
#

they both sound like they do the same thing to the centipede... i think

#

i looked up teh centipede one

timid phoenix
#

Don't use the centipede one

little goblet
#

okey o -o

#

haven't added it yet

unborn quartz
#

Yea the centipede one just kills all centipedes

granite heron
#

just yesterday died to one

sullen magnet
#

@scenic cave would it be possible for you to put California girls into a separate mod?

scenic cave
sullen magnet
#

I mean keep it in TooManyEmotes too, but I've also been talking to some people who don't want to use TooManyEmotes but also want the California girls emote, so I figured I'd ask if you minded making a separate mod that only has that emote?

#

If not, it's completely fine 🙂

scenic cave
# sullen magnet I mean keep it in TooManyEmotes too, but I've also been talking to some people w...

The only way that could happen would be if I copied my whole mod, and took out every emote except for one haha, which is basically the same as posting the same exact mod, but with a different assetbundle.
Is there a specific reason they don't want to use this mod?

If you'd like, I could give you a new assetbundle that only has california girls, and you can just replace the one in my mod's folder, that way, the mod will ONLY have 1 emote, but it probably won't play nice with others who don't have the same asset bundle as you. It's a weird workaround, but it could work if you're playing with friends and you know for sure they have the same asset bundle as you.

undone cipher
#

Has there been any reports of animations failing to play? Had a game yesterday with 5 players, no changes in mods only mod updates, and all emote animations refused to play (did nothing)

scenic cave
undone cipher
#

Neither

#

They would not play for myself or for others using it

I'll keep investigating. Unfortunately the console log had no errors thrown

sullen magnet
scenic cave
# sullen magnet They don't want to use it because it has a LOT of emotes and they say they are j...

It does have a lot of emotes lol, and they are in fortnite, but I wouldn't exactly say copy and pasted since it requires me to port them over to a format that unity likes, and convert the animations from humanoid to generic, and other tricks to make them play nicely in game, as well as specific fixes for various emotes since sometimes they just need a little more love and care 😂 (sorry for being technical lol)

Also, here is the assetbundle. You will place it in FlipMods-TooManyEmotes/Assets/ folder wherever your mods are installed at. You will need to delete these files: emotes_0, emotes_1, emotes_3, and emotes_complementary. Everyone else you play with will need to do the same so they're running the exact same assetbundles as you. If you have any questions, feel free to shoot me a dm, or if something doesn't work as expected.

Also, this is a pretty specific request, so this isn't something that my mod will play nicely with if other clients don't have the exact same asset bundles as the other players, so if you did want to play with others who are using the rest of the emotes, you will probably want to uninstall the mod, and reinstall it so you get the original asset bundles back.

#

It would require some work that I can't do right now to make a better solution lol sorry!

sullen magnet
undone cipher
#

Yeah so no emote animations play. It works fine for better emotes but unfortunately not fortoomanyemotes

#
[Warning:TooManyEmotes] Converting animator controller to override for player: Player (2)
[Info   :TooManyEmotes] Enabling rigbuilder for player with id: 2
[Warning:TooManyEmotes] Converting animator controller to override for player: Player (2)
[Warning:TooManyEmotes] Converting animator controller to override for player: Player (2)
[Info   :TooManyEmotes] Player syncing emote with another player. Player id syncing emote: 2 Syncing with player id: 0
[Info   :TooManyEmotes] OnUpdateCustomEmote for player: Player (2) Syncing with player: Player Emote: scout_regiment_salute EmoteId: 63
[Info   :TooManyEmotes] Disabling rigbuilder for player with id: 2
[Warning:TooManyEmotes] Converting animator controller to override for player: Player
[Error  :TooManyEmotes] Failed to get current animation clip from player: Player. Clip does not match starting or loop clip! Playing clip: Dance1 EmoteStartClip: aerobics LoopClip: NULL. This is probably okay?
[Info   :TooManyEmotes] Setting animation clip for player with id: 2 Clip: aerobics```
#

This is the only output from the log

scenic cave
#

@undone cipher Ohhh, are you using betteremotes? If so, they made a patch recently that updated a namespace or something, so I had to alter my patch slightly. It's fixed, but I'm in the middle of an update, so I haven't pushed out the fix for the compat yet.

undone cipher
#

Oh okay, gotchya. Thanks for the information!

visual prism
#

haven't had time to sit down and dig into it or figure out repro, but just a heads up: the rarity/favorite stuff is disappearing periodically (1.8.2)... really unclear what was causing it... next level load fixed it, but it kept happening... only recent addition to the mod pack was CrowdControl, so I'm going to try to take a look at that later and i'll update if I get a better handle on it

no relevant console errors as far as I could tell

scenic cave
#

And did you get any errors in your log? I'm guessing probably.

visual prism
#

InputUtils: yes [0.6.1]; Input: Keyboard/Mouse; Log: No thrown errors

#

for completeness [Warning:TooManyEmotes] Error loading favorited emote. Emote does not exist. The emote has likely been temporarily removed in this update. but I don't think that was at the same time (pops up periodically due to not having favorited emotes unlocked, I think?)

scenic cave
#

This used to crash the mod, but it's been fixed since then. This should be fine. should, but could be wrong. But there were no console errors when the emote menu opened? Would you have a log file to share maybe?

visual prism
#

the log is quite lengthy (extended play session to test stability on a few things), but you are welcome to it

#

but yes, there were no errors thrown at the times this happened (saw it a few times over the course of the session, reset upon new level load each time)

#

unrelated, but I almost managed to escape a centipede when I realized I could emote and use the third-person cam to make a break for the door

#

you were (almost) a literal life saver

covert ferry
#

lately my friends an I bascially forgot we had this installed, the emotes provided by the Emotes API are just too well done! however i was bored on ship and saw there was a legendary emote in the store and decided to pop it out
it reminded us all why we are just not using this as much anymore, ever since we started using toomanyemotes way back when, emotes often glitch out when viewed by other players, making it hard to enjoy the silly dances

#

i dont remember this being reported anywhere here, so ill assume this is not something that happens to everyone?

lusty canopy
#

im having problems still when emoting you are like put outside the ship

#

also sometimes when starting the ship your view is just like messed up

#

and sometimes you can see parts of your helmet or suit in your view

little goblet
desert raven
scenic cave
scenic cave
#

I wonder if there's a camera attached to the animation preview player because of another mod. I'll see if I could force delete any body camera if it exists on the player's animation previewer

jade urchin
#

If I had a custom model and I still wanted it to do emotes how would I do it

#

Because when I do emotes it just dose the emotes as the old model

desert raven
#

it only happens when i have the body cam set to the body instead of the head cam

#

havent encountered any problem when set to head

#

so far

slim oracle
#

Found a bug that puts you in third person. The way to do it is quite simple and, though I haven't tested all emotes, seems to only work with Death emote:
Open the selection wheel and hover your mouse over death, hold the W key, then release the wheel selection key while still holding W

austere crypt
slim oracle
#

Yeah but then you're stuck in 3rd person and not emoting and you can move around and do whatever

#

It's basically a glitch to enable thirdperson

austere crypt
#

sadly i was running around with death emote last night an never got stuck hmmmm

slim oracle
#

I see now that my wording was rather poor on the first message

austere crypt
#

thats weird tho had a pretty big lobby with no issues i wonder if you have another mod that affects it imma go try it see if it works for me

slim oracle
#

I could send a clip on how to do it if you'd like

austere crypt
#

i think i understad from the msg

#

i just think its weird thats never happened to me and i constantly change emotes holding w

#

do ou have the config set to emote on relese of the key or by clicking

slim oracle
#

release of key

austere crypt
#

heard

austere crypt
slim oracle
#

yup, with death selected

austere crypt
#

does the character stay in the emote

#

?

#

be a lotta emotes on here loop and never end until you do certain actions

#

including death can just lay there an move around "dead" untill like I jump or crouch

#

i cant get the issue to happen for me

#

i tried

slim oracle
#

no, they dont

#

lemme get a clip of the intended outcome

#

Doing another emote fixes it back btw

#

So, let me repeat the steps to get this:
1-Have death unlocked
2-Open the emotes wheel
3-Hover over the death emote and hold W
4-Release the emote wheel selection key

austere crypt
#

thats exactly what i did

#

youre walking b4 you open emote wheel bro lmao

#

lemme try that

#

holidng w

#

then open emote wheel

#

and the rest

#

Also i run Party Pooper to just keep all emotes unlocked

slim oracle
#

as long as you're holding w when you release the key to open the emote wheel it should trigger

austere crypt
#

dont do it to me thats so weird

slim oracle
#

did you get it to work?

austere crypt
#

no lmao

slim oracle
#

bruh

austere crypt
#

im trying something else hold up

#

goti t

#

it

#

i got a fix for you

#

personally i use infinite as i like the holding alt to turn more so i can still look at the front of my player when i emote

slim oracle
#

I mean i don’t really need a fix

#

I can just… not hold w while selecting death

austere crypt
#

yeah either works personally i move non stop so it would bug me

scenic cave
#

@slim oracle thank you for this! I will check this out and see if I can get this fixed

slim oracle
#

you're welcome! It's honestly rather minor but I figured I might as well report

desert raven
#

btw. the twerk emote is removed? it was kinda funny because someone in the crew tried looking for it after using it before hahaha

slim oracle
#

I believe you're thinking of another mod

desert raven
#

toomanyemotes had it before

#

it was a different twerk animation

desert raven
#

the one from this mod was different

scenic cave
#

@desert raven Actually, I did remove it because I was fixing the feet, but I totally forgot I hadn't re-added it. Thanks for letting me know haha. I'll add it in the next update!

scenic cave
#

@slim oracle I think I found the issue, and it was with all "pose" emotes, and I think emotes that transition to a loop. Thanks again for showing me this! It will be pushed in the next update

desert raven
#

are there more emotes that were removed?

scenic cave
#

There were a few, but most of them were re-added already, except for twerk, but maybe a few other?
Also, I just updated the mod, fixed quite a few things! (I ran out of time and will add the twerk emote back in tomorrow)
Now on 1.8.4

last plume
#

hey am i being dumb and missing something completely obvious?
I opened up the terminal, typed "emotes" to get the store list, then typed "buy <emote>" and it just says "There was no action supplied with the word".
If i type "Emotes" with an uppercase to get the command list, it says the same thing

scenic cave
#

Okay, I broke something with the character's rig, whoops. Pushed out 1.8.5 to fix it

#

@last plume Did you test this before 1.8.4 finished uploading? I updated on r2modman right after you posted that message I think

last plume
last plume
# scenic cave <@245090262584524802> Did you test this before 1.8.4 finished uploading? I updat...

yes now "Emotes" with capital works to show the list.

I was confused because the prompt says "Emotes" shows the list of commands, but it just showed the store itself.
I actually wasn't aware that you didn't need to type "buy <xxx>" in the store to buy things.
so i was putting "buy " at the start of the line which failed.

perhaps you could let that work too, to match vanilla store functionality?

scenic cave
#

oh, I don't even type "buy" when purchasing items. I just type the item. I guess I could add the "buy" part sometime

last plume
#

yeah i'd always typed "buy" first since i didnt know it was optional haha. so it caught me out on the emote store

last plume
#

this has probably been asked but is there any intention of incorporating the default dance and point emotes into the wheel and removing the hotkeys?
as it is now when i share my profile with InputUtils, HotbarPlus, and TooManyEmotes, I'm also going to have to ask people to go and manually rebind the default emotes away from the 1 and 2 hotkeys.

desert raven
#

i dont think there is

#

since those are vanilla keys

#

i mean if you have MoreEmotes on. which some likes. you still end up telling them to rebind their keys anyway

tawny pecan
desert raven
#

that usually fixes itself on landing

#

experienced it before

tawny pecan
#

same bro, i try landing 2 times and still like this

desert raven
#

to this day. i dont really know what breaks those except MoreEmotes or something

scenic cave
mighty pagoda
#

in-game tooltip isnt updating for me, i changed my emote wheel to Z but the tip still says backquote
i also have inpututils

#

same with the rotate tooltip

scenic cave
scenic cave
#

@mighty pagoda This should be fixed now, and will be in the next update later today! Thanks for telling me about this issue.

mighty pagoda
#

ty

lusty canopy
scenic cave
lusty canopy
#

Believe this is my latest profile

scenic cave
#

@lusty canopy sorry for the late reply. There's kinda a lot of mods lol, but I can't immediately see anything suspicious. Is it just random when your hands disappear? Or does it happen a lot?

#

Wait, unless it's corporate restructure. I feel like that mod has been conflicting with mine recently

scenic cave
lusty canopy
#

Also only happens to me in solos. When im hosting with friends it just happens to one of them sometimes

scenic cave
desert raven
#

we still get the camera going outside of the ship occasionally. the arms on the other hand. kinda experienced that too. saw my arms jiggling in fron of me specially when i look down

scenic cave
# lusty canopy Both

Or @desert raven, have either of you tried testing this without corporate restructure enabled? Not sure if their issue with throwing the camera outside the ship is still happening. At least, I believe that was a compat issue before.

desert raven
#

i don't have that mod

#

never used it

#

i only found out about it just yesterday

scenic cave
#

Ah, okay nevermind haha. Did you send me a mod list earlier?

desert raven
#

haven't

#

i can send it later once i open my pc

#

i think i only showed you that funny camera view

#

where i was dancing in the camera even though i stopped

#

i never really said about the hands showing but i've experienced it multiple times that im used to it lol

scenic cave
#

Ah, that's right. I do believe I fixed that (hopefully), but I haven't tested it. Who knows lol. I wonder why the camera would be going outside the ship. Hmmm

desert raven
#

it normally fixed it self when i go back to orbit and land to a moon

#

but occasionally someone in the group would see them hands

#

or see a 3rd hand in their screen

#

all we do was rejoin in orbit

#

and it would fix itself

#

though what i think is causing it was the item switching speed not being the default speed and it's too fast that it's breaking the visuals of the hands.

scenic cave
#

Btw, which mod do you use to rejoin when a game is in progress? I used to use one in the past that broke a lot, but it's probably more stable now. Is it latecompany?

desert raven
#

i use the shiplobby one i think

#

late company tends to bug out as far as im aware

#

with late company. sometimes people join with a black screen

desert raven
#

still saw my hands when i had this set but. i havent updated yet because im afraid to break it on multiplayer ahaha

#

tho this is what me and my friends played with 8 players at least and kinda worked with only a slight visual an input issues

#

at most we just rejoin the lobby on orbit when something is broken

#

it kinda became a habit to wait and check changelogs and issue reports before updating

#

as long as we dont get Desync issues. were fine ahahaha

#

the only mod i had removed from that was HexiBetterShotgun. it was a major Desync issue for us

scenic cave
#

Hmm, my initial suspicions, in regards to mods that might potentially set the layer of player arms, might be ModelReplacementAPI, maybe the Jiggle mod lol (when that mod first came out, I know it made the player's body visual, and blocked the camera, but it could have been because of ModelReplacementAPI, thought I thought it was fixed), standalone cosmetic mods that add their own implementation on rendering the player, or camera mods, maybe.

#

Not home atm, so can't look at this too hard

desert raven
#

oh i thought of that too. tho the only jiggle stuff we have are cosmetics

#

not suits

scenic cave
#

I think MirrorDecor should be fine, though

#

ah, okay

desert raven
#

i dont like that Thicc mod

#

it gives me the shivers

scenic cave
#

Ohh, i was talking about the thicc one actually, then nevermind lol

desert raven
#

that mod's jiggle weights actually can kill you when you stop on an edge

#

when you stop moving. your body is still being dragged around with that massive boobas

#

saw someon slip to death cuz of it on stream lol. it was funny

#

they stopped moving at the edge and their body was still moving due to the body jiggle force lol

#

its cleaner

#

tho the jiggle physics are funny with the Thicc mod. still not my type lol

drifting plaza
#

hey, whenever I use an emote with this mod it just puts me in a sort of placeholder position and doesn't show the actual emote

#

might it have something to do with the mod that makes it so you can walk while emoting?

#

or the other emote mod I have installed, called betteremotes?

drifting plaza
scenic cave
drifting plaza
#

betteremotes works fine with it

#

though there was another issue where the only way to stop emoting was to use a certain emote that lets you write text on a sign, then exiting out of it

#

assuming that's also because of treversal

#

since normally you stop emoting by moving

scenic cave
#

Let me see if I can test with that specific mod

drifting plaza
#

alright, I'm using quite a big modpack so it's a bit of a pain to open it each and every time just to test something

#

so I appreciate it

scenic cave
#

Idk why, but using traversal_emotes spams errors in my console about network stuff. It won't even let me in a lobby lol

#

Have you tried InfiniteEmote instead, maybe?

drifting plaza
#

and how do I stop emoting for god's sake

#

I'll try it out next session

scenic cave
#

Yeah, I think so. I have my own implementation for moving while emoting in the config, and you can stop it by pressing escape. It might only work if you allow emoting while moving, though. I might be able to allow it regardless of that config. Maybe you can cancel by crouching?

desert raven
#

which emotes breaks the game?

#

its the BetterEmotes one right?

scenic cave
#

It should work, as long as you don't try to switch between both mods' emotes while performing an emote from the other one, from my understanding. I thought I added checks at least to prevent mine from playing if it detects emotes from that mod is playing

elfin plover
#

Okay so I just had the camera outside bug happen and yeah, disabling corporate restructure fixed it

#

Im also using Advance Company for late join but ive just been doing single player testing before our play session tonight, tho AC hasnt caused issues

scenic cave
stuck lynx
#

Is there a way to combine moreemotes and toomanyemotes into one emote wheel

summer elm
#

No.

desert raven
#

i mean.. they are not the same mod

#

they also have different controllers as far as im aware

mighty pagoda
hardy heart
#

yall i cant figure out how to buy emotes from the terminal idk the commands😭

desert raven
#

emotes

#

then type the name

#

when you write Emotes

#

it will give you a set of emotes that you can buy

little goblet
#

(I have no clue if this is a current emote, but if it's not-) Can this be an emote (No idea if colors, lights, or music could be done during emoting):

desert raven
#

the colors hurts my eyes

#

only looking at that for 1 second

little goblet
eternal quail
little goblet
#

Was thinking of the character just snap-teleporting within a small radius, doing these things.

#

of course we can't really expect toomanyemotes to add in music/sounds - cause that'd require another dependency or two right?

eternal quail
#

Yeah, we've done that with a few but again some of them are just back to back cuts of a walking anim with different lighting and a different camera angle so every other cut would just look like it missed a beat with the poses

eternal quail
#

I would love to see TME do a system like that but I fully understand it also not being done WaferShrug

little goblet
#

Maybe no walking animation, just the different hand poses - snapping from one to another on a loop

#

instead of the walking/moving bit, just make em take dramatic stances o- o

#

Also, in my notes of what I needed to bug report, it stated TooManyEmotes had the issue with jiggle physics?... I don't think it's TooManyEmotes that controls cosmetic jiggle physics though is it?...

#

I really gotta get back into the pack and doublecheck this weird note...

#

Who the hecc controls "jiggle physics" on cosmetics or models . _.

#

I don't know who the heck to shove the report to

scenic cave
eternal quail
# scenic cave I definitely want to mess around with audio, but haven't had too much time becau...

well nunchuk is the one who handles basically all of the emotesapi codebase (im mostly just in the animation, rigging, and QA)

I recall the biggest issue is how you handle audio balancing, tools like fmod and wwise handle location playing, syncing, audio levels, and like... everything with not a ton of effort once you understand those systems.

I know a big challenge we had that nunchuk had to solve is if there are 2 players playing synced songs you would run into hearing the song 2x as loud as it should be due to it being played twice at the same time. I remember him drawing up diagrams and stuff for dynamic audio balancing in a custom thing he wrote for unity. There are also problems like how you cache the audio so it doesn't lag the game when called from disk and whatnot. Also also you need to consider how to properly and consistently time and sync the audio to the animation and how to network that call as well for all players. That has to be done properly in a way that will prevent lags and hitching or load screens from desyncing the animations from the sounds