#[Deprecated] Advanced Company
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I close it and say DONT SAVE
and what does it do?
Saves it

lost 1 hour of work
Oof
Visual Studio is doing Visual Studio things
Software is going to shit for the last 2 years sadly
Still its the best IDE for C# 
Some would say Rider but well
They dont know shit 
Just kidding
Use the IDE you prefer
This is btw the new help command
it lists all commands in a scrollable list
thats btw where you see the XP
Would you prefer a shop with a menu like this where you can actually increase and decrease amounts of stuff you want to buy and then select "buy" to buy multiple items at once?
actually really like the clean look tbh ๐
Yep
So I put this on my to do for 1.1
Wait... MoreCompany doesnt work in LAN mode? o.O
Only mod I have installed is MoreCompany, still there is an error. Ooooof
Failed to assign new player with client id #1: System.NullReferenceException: Object reference not set to an instance of an object
at MoreCompany.QuickmenuVisualInjectPatch.PopulateQuickMenu (QuickMenuManager __instance) [0x001fb] in <1a14a2ff040c49ffae1164059c66ca7f>:0
at MoreCompany.AddUserPlayerListPatch.Prefix (QuickMenuManager __instance, System.UInt64 steamId, System.String playerName, System.Int32 playerObjectId) [0x00001] in <1a14a2ff040c49ffae1164059c66ca7f>:0
at (wrapper dynamic-method) QuickMenuManager.DMD<QuickMenuManager::AddUserToPlayerList>(QuickMenuManager,ulong,string,int)
at StartOfRound.OnPlayerConnectedClientRpc (System.UInt64 clientId, System.Int32 connectedPlayers, System.UInt64[] connectedPlayerIdsOrdered, System.Int32 assignedPlayerObjectId, System.Int32 serverMoneyAmount, System.Int32 levelID, System.Int32 profitQuota, System.Int32 timeUntilDeadline, System.Int32 quotaFulfilled, System.Int32 randomSeed) [0x00515] in <44743d9474784365a095189c76175301>:0
Wont be able to test it then for compability sadly
Can I play with myself in online mode like with 10 connections?
For what do I have a RTX 4090 if I cant play with myself with 10 instances of the game
yup
Ooh
Bigger lobby and latecompany are both buggy when it comes to desync. I had to remove them cause they kept making flooded planets imemdiately start submerged almost entirely in water upon landing.
LateCompany is very weird
And I will never be compatible with it
The mod itself is broken af
Very true
Sadly it isnt very easy to let players join later :/
The game is heavily dependent on the first lever pull to close the lobby
thought that was a vanilla issue?...
Thats why it says "Start game" at the first time
i saw it being discussed on zeekers' main server
Desyncs are to be expected because of the games codebase :D
It can occur in vanilla but those mods guarantee the desync that causes that WILL occur for flooded planets.
It's like choosing whether you'd like a 5% chance your planet will be atlantis or a 100% chance xD
btw does anyone know if shotguns going off by themselves is a vanilla feature
cause safety is wonky clientside
I'm pretty sure that's why they have a safety feature tbh
I don't really understand what the problem about increasing the lobby size exactly is tbh
Seems pretty easy
The UI stuff is a pain
I think some enemies have 4 in their logic for player count
spaghetti moment
stuff like that
besides that its very easy to make the lobby size bigger
This screams for a Transpiler. Both bigger lobby mods just replace the method
copy pasting the decompiled code into a prefix...
Instead of just transpiling that 4 to a StartOfRound.Instance.allPlayerScripts.length
There is even a shorthand MSIL OpCode for the length of an array.... LdLen
Just do a Ldsfld on StartOfRound.Instance, then Ldfld on allPlayerScripts and then ldlen
done
well... oof. oof. oof. let me think
frickit
Ill do it
1.0 will have bigger lobbies integrated
Thats the one last thing I will put into initial release
It wont show on endscreens etc. Thats something for later
But at least you can play with more than 4 players
I mean there is a lot of places I have to look into
But at least the chance for the bigger lobby size in my mod to be buggy is very very small :)
I mean, the name of my mod implies that stuff like that should be integrated
I am so happy when I can finally reveal the name :3
We'll be waiting for the reveal
And just so less people fear transpilers
Thats it
Thats bigger lobbies
Applying this everywhere where there is a i < 4 when accessing allPlayerScripts
Bigger Lobby should basically be finished 
Testing it soon, just checking if everything should be working
Opening the game 5 times takes some time
๐
Cool!
Merry christmas!
Adding a scrollbar to the voice thingy because thats the bare minimum for bigger lobbies
Cool!
And now its also looking good
Yep
Working btw
Watching fireworks with myself 
Oh and yea
my lobby works with LAN 
Firewooorks
Wow, cool!
And all of that in a small package of 342 lines of code :D
With IL patching instead of overwrites
And after release I will rework the endscreen UI
I need to test with 6 players tho
But PC goes sloowwww af
yeah that shit happens to me with a flash light toggle button. :V
oh hey, survival kit.
ah yes. the suicide command. quick restart mod.
MoreCompany is only needed for cosmetics which are incompatible with clothing anyway :P
6 players :D
not sure what I'm looking at here. are you playing with 6 windows of yourself? O.o
thought you had some friends to test with? or are you the only friend you need?
its 7AM here
My friends cant test with me the whole day
And night
Especially not on christmas :D
Saw some weird bugs happening tho with the inventory. Not sure what the problem is yet
Oof
Ah, outdated code not working properly any longer. Needs some refactoring 
But first I'll sleep
With the perk system will we be allowed to configure what perks are available and the maximum tier they can be levelled to? I imagine some people I play with will only want a barebones version of the levelling system but want to experience the other features
That's brilliant, thank you for the response
Imagine this mod as MoreCompany + MikesTweaks + Perk System + New Items + F for flashlight (best version of it I saw so far) in one package
Also sleep well and Merry Christmas :]
You can even deactivate all perks and only work with the base values for sprint speed etc.
to just adjust the base values
Yeah, looking forward to being able to dump a good amount of mods for this one. As long as it's all modular that's fine with me
You can also deactivate all new items, the perk system entirely and just use the F button thingie and a bigger lobby :D
And you dont need to share your config. You open up a lobby with your configuration, all clients will get the same configuration
spicy.
That's actually great
I heard the TZP helium sound effect doesnt work in MoreCompany for every player over 4?
Should work with my mod tho. I will test it soon 
But I created a new audio mixer for it
But of course this comes with a performance cost.
Navy Seals team photo 
There is a problem with the Quick Menu tho
Inventory and syncing is now working correctly again with 5+ players
This is always a good look. Seems like no log exploded
got a question, since theres a chance of a masked enemy spawning by itself. wouldn't it be easy to figure out who it is since they have no gadgets on em?
True :3
And I guess the logic of taking over a player calls DiscardAllItems
which would also drop all clothing
At least as it is now. Maybe I'll change that later
maybe in the future if you can find a workaround where a natural masked enemy just copies one of the players gadgets which i doubt its achievable
so kinda like a impostor or a clone
cuz i play with that one mod that deletes the mask on a infected
I am sure its not that hard but tedious
I think the masked enemies have their own rigs
So I have to add all equipment items to those rigs and that takes time :D
i figured as such, cause there's a brief hick that comes from a playable player to a masked enemy that plays an animation
They at least have their own animator.
Lets see if I can cut their feets off 
yesh
No new skinning needed
But they wouldnt drop the equipment then
so its own model right?
Yea, I can put on equipment the same way as I do with players
Nah, its the same model or at least the same skin and rig :D
So it wont be tedious either. Just have to think how I want to implement this
Probably will do it like this then:
If a masked player is created by a player it will have the same equipment
If a masked player spawns it will have a random chance to have equipment
But probably not for the 1.0 release but 1.0.1 as a hotfix :)
i like that. i would like it better it chooses one of the players equipment so if player 2 has NVG + Vest
then when a natural masked enemy spawns because no one found the mask, it will copy player 2. so there be a player 2 impostor roaming the map.
pretty sure we be ok with that
Wow
Yea, I can do it that way too but if player 2 is putting the vest away the masked player wouldnt reflect that change.
ohhh i see
im fine with that tbh either way
most of my friends spread out when were inside the facility
and they dont notice small details like that
but im fine with ur current idea
btw. Blender Cycles Normal Baking is so powerful :D
So many details on the damaged vest
with 0 added vertices
yeah u cook really well, this is probably gonna be the best mod in LC
lots of content and all that
yeah im very excited to play this, ive been holding off playing LC till this drops
same for me 
Didnt play v45 a single time yet
Tomorrow will be the first time with my mod :3
๐ฅ
If it is the mod that I think spawns by copying one of the players, it will spawn with the clothes it had at that moment, but if it changes after having spawned, there will be differences
i'd imagine it would cause desyncs if the masked enemy changes its clothes after spawn
if player 2 removes their NVG and the masked tries to copy it i highly think it would have repercussions
Oh I can actually copy the player at all times
you sure?
Yea, I can basically just add Update code to the masked player and look at the player inventory :D
Oh, it wouldn't cause issues with the og mod?
and apply all clothing modifiers to the masked player as well
I dunno if it causes problems
Yes
cause i use that mod to remove the mask from converted players
I play with that + skinwalker
Removing the mask could be configurable in my mod too 
YO SAME
And don't raise his hand
or less destructive: mask.SetActive(false)
then if you may, it be nice if it be added to ur mod. cause i was gonna use maskedenemyoverhaul with ur mod anyways
I might not entirely understand the random spawn I think?
Because in CreateMimicServerRpc you can see:
component.SetSuit(previousPlayerHeldBy.currentSuitID);
But the mod states that it assigns a suit as if it didnt do it before that.
But well I'll see :D
I need to finish fixing bugs first
Don't worry, we're glad to know that you're thinking a lot about compatibilities.
Maybe for a future version it would be good
So, if you use MoreCompany with this mod, there won't be issues for loading a larger lobby practically twice?
For cosmetic purposes of course
making this mod modular would be really nice
@analog radish Wont work with More Company at all because I wasnt able to test it due to it not working in LAN mode :3 I can make my lobby patches removeable at a later date so you can try MoreCompany for yourself. But I wont be able to add compability :D I dont have 5 steam accounts.
My implementation is more surgical tho.
Dw
So maybe MoreCompany can override what I did
But I dunno AND I dont care tbh :D
Not supporting LAN mode is a cardinal sin in my books 
I dont want to send a DLL to friends every 5 mins and ask them to replace the mod and start up the game
Then they all have to send me logs back etc. to find out where an error is
could have volunteers do it for u but i understand
Working with LAN mode is so great to fix all desyncs and test everything in a multiplayer setting
Starting the game 5 times myself is way quicker then sending dlls to volunteers :P
And risking a leak of the mod 
you right
I wouldnt hope for it, yea
also i guess it would be rather goofy having MC cosmetics ontop of the clothing and such
^ this
There'll be people
There's always people who wants
The incompability wont be a problem in the long run. When the prestige system is ready
But is understandable
And you can have a unicorn landing ship
Or a jeb tentacle landing ship
Or a rainbow bulletproof vest
i know there will be people who likes cosmetics, i mean i get it, it makes everyone an individual and not look the same
its the main reason why i chose it over than biggerlobby
Thomas the engine landing ship 
but im willing to sacrifice it for this mod
x2
For me its suspicious why it doesnt support LAN
tbh
I was able to build Bigger Lobbies in 4 hours without dropping LAN support
i never really noticed it had that issue since i only play online
thought it was just a more stable biggerlobby at the time
And I mean suspicious not in a "I collect your data"-way but: Why doesnt it work in LAN? I mean, I just added more players and its working fine. Why is my solution working?
But maybe I am overseeing something
And my solution isnt working at all. Dunno :D
That button is "Open steam profile"?
yeah i believe so
OK, the buttons werent mapped correctly with my UI changes. Have to add back that functionality
Never pressed it
me neither but i highly assume thats what it does
Is this a bug which happens in vanilla too? That you can adjust your own volume when you are the last player to connect?
uhh no think so
usually urs is exempted from volume change
It only happens for the last player
Who is the imposter? 
boom
Imposter wins 
Fireworks massacre 
maybe the sixth player
Fireworks are too strong tho
3 hits were enough to kill the whole crew
And NO
you cant damage enemies with fireworks
They have firework resistant skin 

But you still can shoot a rocket in the back of your team mates 
If they work as a distraction, in itself it will be quite useful
Reduced damage to 10 
The last thing you'll see before a team mate kills you
Target down
Nobody will ever find the body 
Currently helping a friend completing Pandaemonium in FFXIV :)
Next Turn is 12 tho, after that I can continue working on the mod/trailer
Good luck!
Wasnt that hard :D
I even let him main tank it. He is still experiencing the story. So not savage tier
Oh, I see, that's cool
...
You can get under the water on flooded march into the regular water...
its basically like this
the upper body being the flooded water
and there is a gap...
advanced water
Exactly. But fixed the bug
Cool!
Cant really help you. You have Google and the biggest library humans ever built: The internet. There are a lot of resources on the internet just one search away from you.
Trailer drop incoming in... RIGHT NOW
https://www.youtube.com/watch?v=DHA0Y8P89Tg
[WIP] Advanced Company
Requires 1000s of hours of dedication. Not gonna lie.
Its just like playing an instrument or any other skill
Ayy, the trailer looks amazing!!
Yeah I am sure of it, but thanks anyways.
And for modding Unity games you primarily need C#
If my play session tomorrow is successful and I find only a couple of bugs I'll release it tomorrow btw
Hell yeah!!! Can't wait!
Hopefully everything goes smoothly!
YEAAHH!!!
Amazing trailer
btw, There is no headlamp at the release, right?
dw, It's amazing already
There are some nasty bugs which only occur when in the second lobby you join
It happens if someone joins my lobby?
The bug can occur if I open the game, create a lobby, make a game, close and go to a friend's lobby.
Fixed one :3 When you deactivate vanilla items the buyable items get switched on the second lobby. Boombox became pro flashlight 
Now its the Boombox
most important item anyway
Lol yeah
Screenshot of all the items :D
There are more items tho. One sec
Good that I tested this xD
And I need to see what I have to do to make the skillet work
There is some more stuff
What is that Jar?
Potatoes of course 
Oh, cool!
Do you think I wouldnt add myself to the game? :3
lel, that makes sense

...
Why dev
Why
for (int j = 0; j < StartOfRound.Instance.allItemsList.itemsList.Count; j++)
{
if (StartOfRound.Instance.allItemsList.itemsList[j] == array[i].itemProperties)
{
list.Add(j);
You have fricking itemIds for EVERY item
But instead you decide to save items by their "index" in an array >.<
Now I know why my items got replaced with others when I changed the order in which I add them
I mean, its not the worst code I've ever seen but its still far away from anything good...
Oof
Probably the most elegant solution would be to expand the array to 1000 length and just place my items with fixed indices
Dunno if this would work with others mod tho, as they tend to do ToList().Add(xyz) and then ToArray()
Thats a part of the game I will totally rework for the library
I can even make it 65535 long.
Then its ushort.MaxValue
it only holds references anyway
Finally a nice screenshot of all items
Btw, I did plan an item against lightning
A wearable faraday cage
But it would prevent you from crouching :3
The only reason I havent added it yet is because I dont know how to design it without it looking silly

If you run out of stamina while swimming with the flippers
You will behave like if you dont wear them
Sinking to the ground
Did I already say that you will get XP for every quota now instead of when you fail? I think I said this
I think thats all key features?
I will make sections for every key feature with GIFs etc.
That would be spoilers, maybe doing that in summary?
Cool!
Mod page will be very detailled :D
That's good!
btw
my mod will make the end screen soooooo much better
I have a perfect idea :)
Just wait for it, dont wanna spoil it
Probably wont be part 1.1 but a small update before
1.1 is aimed for a february / march release. Adding 5-6 new items will take some time
Soon I will test the mod :D
AdvancedLib will make it possible to add new synchronized data to players easily :3
Because with AdvancedLib you dont access the game player controller but the new one which opens up all private fields etc.
I will do this primarily because it will make a lot of stuff so much easier for myself :D
Server just being like player.GetData<PerksData>().XP += 1000; and it just auto syncs with the client
Ship XP is server savegame, Player XP is personal
So if server deletes its savegame and starts a new savegame it starts with 0 Ship XP
If you have 5000 player XP and delete all your save files and create a new one you will still have 5000 player XP
Oh, I see. The Player XP is permanent
You can reset them on the terminal if you like to start anew :D
If you are the host, can you reset the XP of your crewmates?
No
Only server can reset ship xp / respec ship xp :D
AdvancedLib will also come with a very comprehensive Unity template including editor tools for placing objects in hands when carried etc.
Including a turotial about how to extract the necessary game assets to extend the templates capabilities (instead of showing placeholders actually showing you the player model for animation tests, adding new animations etc)
Is this better than just publicizing the assembly for any reason to gain access to those fields?
No, changing the assembly with a prepatcher is probably better. I will look into prepatching before I will work on the library.
Reflection is even slower, but setting a field to public in unity is... tricky sometimes
You can add [NonSerialized] to the fields but sometimes unity works in mysterious ways
But I would still use custom containers because of Naming Conventions
Unity is teaching people the wrong naming conventions :3
This method was awesome: #1184353028212535327 message
Fields are named LikeThis
Literally two lines of code added to the csproj and bam. publicized
Unity is still using camelCase instead of PascalCase.
So most devs are using camelCase for Fields which is causing brain cancer in me. 
Thanks for the link. Will use this for the library but still add a container around it to add new methods
I will however also use extension methods but they are somewhat limited in scope
Cant add new fields with extensions ;)
I could create a Dictionary with the object as key and check it regularly for destroyed objects but well
Doesnt feel right. I think its much easier to just use AdvancedLib.Player.Local()
Or AdvancedLib.Player.Get(int playerNum)
Or AdvancedLib.Player.Get(ulong clientID)
Or do you really prefer to use GameNetworkManager.Instance?.localPlayerController and StartOfRound.Instance?.allPlayerScripts
Oh btw
if you prefer to directly work with the Controller of the game
There would still be .Controller
AdvancedLib.Player.Local().Controller.sprintMultiplier = 5f;
I am not sure about how other mods will be able to add data to players but I think it will look something like this:
AdvancedLib.Player.AddDataHandler<DataHandler>();
and DataHandler is T : new(), IDataHandler
public class DataHandler
{
public float SwimmingSpeed = 0.5f;
[Synchronize]
public int XP;
}
And then in your code you can use AdvancedLib.Player.Local().GetData<DataHandler>()
My friend got a slower PC and 32 channels audio mixer is too much it seems
So I have to add multiple audio mixers for the player count. 32 players will need a beefy pc
lol meanwhile your pc can run 6 instances with 32 channels
Kinda crazy how much hardware has improved in recent years XD
True
Hello!
How is everything?
wouldnt this be OP in the long-run
dont get me wrong its cool and all but if me and my friends maxed out our XP then there be nothing to grind for in the perk system wise.
i know you might say like we have the option to remove our personal save file to restart from 0 but not all my friends are willing to do that. and i know one in particular that won't do that
You can still decide to reset your progress at the beginning of a round
Or you can keep them and increase the prices as server :P
And yea, went Okayish
Some bugs found
Some big ones too, at least from their impact
Loot Saver seems to be very broken :'D
Oof
Probably a small bug but well
lets see
But: Overall it worked without much problems
Only performance problems for my friend
He has a pretty old PC
Is a 32 player lobby really needed btw?
Isnt 16 enough? 
I mean, I tested with with activating all players and the ship is basically absolutely full
with 32 players
add more ships
haha
If it were my opinion, no, it is not necessary.
Already having 10 players is a lot for me.
For now I'll keep the cap at 32 and add mixers for 4, 8, 12, 16, 20, 24, 28 and 32 players
So it switches the audio mixer depending on players
You do need a Ryzen 3xxx at least for 32 players I think
Dunno about core usage
Probably uses some cores as its "just" audio
Doesnt need to be precisely synced with the GPU
So more cores => better probably
Maybe a ryzen 1xxx is also enough if it has at least 8 cores? Dunno tbh
But maybe its not the audio mixers but all the player instances
In that case I dont have a real fix rn
They shouldnt be heavy on the CPU as they are basically deactivated
How would It be with this?
He had no GPU problem ^^
His GPU was at 30% and way older than that
I think its still GTX9xx
But not newer than GTX10
It was a CPU bottleneck which is why I think its the audio with all its filters
I see
Having 32 pitch filters and 32 compressors is a lot
yeah
For me, 16 players is more than enough.
If you want more players, install biggerlobby or MoreCompany
Oh and we had a big problem :D Scrap value was way higher. Seems like the multiplier isnt at 1f at standard
Have to adjust for that
Like I said, some bugs were small and easy to fix
But its good that I found them
yep
Yea... ScrapValueMultiplier is at 0.4
So I have to adjust that. We had painints worth 500 xD
I mean its expected that they get higher values when stormy
And the lightning rod is very very overpowered
Even if you cant pick it up again
Currently its just 120 credits
way too cheap
Should be 400 again

I can assume that when you release it, there will be people finding several bugs that even with your multiple tests, you wouldn't find them at 1st
Yep
understandable, dw
The config will stay with Base 100 for scrap value but I will adjust by just multiplying with 40% :D
I think 16 is plenty personally. I don't play with anything over 8 personally
Try to keep it under 6 even
400 and not reusable ๐ญ
The game needs some serious balance changes if you want to play with more than 6
Yea, and the lightning rod is basically removing the stormy weather
And stormy has a 150% scrap value multiplier
And unless there is a mod that does it all dynamically and perfectly, i'm not interested in playing with over 8 lol
I will add some dynamic balancing stuff later
Because I see the same problem
But cant really do much more than lowering the value of scrap :P
No to throw more on your plate lol i'm just saying the game becomes boring with 32 players because it doesn't scale
But I know some people still host like 30 person lobbies so its all opinion
And increasing dungeon size
Basically at 32 players
20% loot value, 300% loot amount, 300% dungeon size
So you have to get a lot of loot out of it
Painting being like 40 credits
small items being 5-10 credits
need a 4v4 pvp mode where two groups compete over the same loot and facilities fighting each other ๐
The CoomfyDungeon mod is pretty much exactly what im talking about, but last i checked it still had some bugs
I pitched this exact idea to my friend lmao
When we were talking about mod ideas we also pitched a couple ideas for complete spin-off games (There aren't a lot of games with similar philosophy to LC)
And that was the idea i pitched lol
btw, What does this perk do?
Every player has a chance to get a secret mission which they can share with others or dont
Critical Hit Chance
Critical Hit => Instakill
I see, thx
If you are lucky you can kill nutcrackers with 1 hit
max lvl how many percentage is?
thx
Also had this idea but as a barotrauma traitor mode instead of just a mission
Scrap multiplier is 0.4 default
Or: Be the sole survivor
If you havent figured it out already
Do you have plans to add missions?
Already figured it out :P
But thx
Not yet
There are mods with missions out there already ^^
yep
My plate is pretty full already 
But the data sync library stuff will help other mods create awesome things.
Makes a lot of stuff way easier than it was before.
what would you gain for doing this since it seems counterproductive to succeeding in the game ๐
That's great!
fun
@fair delta I dont plan to add missions. It was just an idea. But when my mod would be finished probably something very worthy like prestige points
Prestige system will add customization options :P
Oh and there is a bug I probably wont be able to fix
if you get spray painted all my items get semi transparent when hold by that player
If they drop them they are normal again
i dunno i just think an option to make it force-reset would be cool but its fine if u dont want to do that. i'll see how it goes
I can still change that behaviour later
I havent extensively tested it yet and when I release it more players will be able to test it and give feedback
of course. im just worried of it being considered overpowering feeling
but for now it is what it is ๐
true
I mean, my mod enables other modders to build upon, creating new enemies and make the game harder
would be nice to have a sense of progression outside of each save
so always feels like you're working towards something
and not always starting over each save
Thats why I created the mod :D
thats why i rather have an option for host to force-reset
cuz ik some will like that
New items were planned to be bound to ship tier levels
And they will be
But not for release
I might add a feature for servers to temporarily reset all xp to 0
Because when the server resets a player to 0XP that gets saved on their save file
assuming it only applies in that game and not outside of it
open world lethal mmo update when?
xD
fly from moon to moon without loading screens
actually gives me an idea
when you land on a moon your ship is low on fuel and you have to find fuel canisters in the facility to refuel it before you can take off ๐
stop you from just taking off early when you're in danger
fill up your tank and high tier moons cost more fuel to travel to
or if you're out of fuel at midnight, just sleep in your ship and you're stuck at the same moon the next day
Nice idea
And you could add the alternative to sacrifice credits for fuel :D
The company needs to make some profit too 
Yeah add space stations that you can fly to nearby different moons, so you can fly to a near one cheaply to buy some fuel for credits
and make many items only buyable at stations, different items at each one
When a AAA studio would make lethal company :P
I am sure there are at least 3 AAA budget titles in the works rn copying Lethal Company considering the hype 
2 will get cancelled anyway
Or at least AA budget
Big companies seem only be able to copy others
investors only want to pay for what they're sure will make money, aka what's already proven successful
I can extend this basically to infinity
10000 player lobbies incoming 
Lethal Company MMO confirmed
I mean, there is a way better way to handle audio mixing by just supplying like 6 channels and switching which player talks in which
What I would add would be that the doors would automatically close after 12, automatically killing whoever was outside.
There often isnt a situation where you can hear 6 players at once
And maybe I will rewrite the game in that manner
This would increase the possible lobby sizes way beyond 64
The ship
Why automatically, just keep spawning dogs until they die ๐คฃ
True, but in that situation you would only hear 6 players basically :D
(at the same time)
If one stops speaking the channel is free again
hot swapping channels :)
if 6 people are speaking at once you prob cant hear what theyre saying anyway xd
welp, true. If itยดs dynamic, I think it is possible to do it that way
Would save a lot of CPU resources and you still have audio pitch effects. I mean
the only situation where its used is for TZP
I mean, the vanilla game has 4 channels for 4 players
There is a good reason its limited to 4 players :D
because there are places where one can survive from dogs at night
ok just let monsters leave the facility after midnight ๐
ingame
xd
I mean, I understand why its that way
But you could fix most cases with level design
masked can climb ladders
That makes sense :P
they don't climb, they teleport
hahahaha
but yeah lol
ok
also the bracken
Dev really needs to hire some people
lightning after midnight
After all those sales
just strike everyone outside the ship
yep
it's almost mandatory if they want to make this game maintain the success
something that phas failed to do
sadly yeah
Phas devs try not to drag on development challenge (impossible)
Yeah exactly โ ๏ธ
let em cook
i think zeekerss is too good that any other hired devs would be obliterated by the sheer power
Cant be true, I saw the code...
I mean, I can only complain from a modding standpoint after all. The game works mostly as it is.
Saw worse code tbh
I will branch my code off now btw. Release should be ready, will test it tomorrow
I will start the work on the library now
[tomorrow intensifies]
I mean. wasn't there that saying, about too many fingers and spoiled brewed?
coordination hard, if you're not already good at it.
In game development the most important thing for team development basically is modular systems
So small teams can work on a modular system which connects to other systems and a larger team can handle all the integration of the systems :D
Look at games like Assassins Creed for example. There are a lot of systems at play. Rendering, Weather, World Building, Parcour, Fighting, Animations, Cutscenes etc. etc.
Splitting that all up to small teams and another team integrating them into the final product is probably the most proven solution
And if you want agile development, every small team can organize itself with sprints and kanban boards and the bigger team talks to the team leads in the sprint meetings.
And coordinate when what is finished
You can basically scale that solution down to a couple people too. Instead of teams you have 1 person working on system X. And you basically have the sprint meeting with the one guy who integrates it all
That way everyone can work self organized and still coordinated
My experience in project management is at least useable to teach others a thing or two 
Bad example imo seeing how ubisoft can't seemingly get a single game right, but otherwise a very true point
Btw are the clothing slots always going to be visible to the right of inventory slots as shown in the picture above or will it be a visibility toggle similar to reserved slots?
... He wasn't even talking about the game itself, just the potential systems as an example for his explanation. Chill with the hates. :V
so basically the same way you should always tackle a complex problem. Break it down and take it part at a time. Just in this case, everyone takes a part and meets in the middle with the implementation groups.
Oof
Testing btw
But too many bugs to release yet
And Project management and quality of staff is a huge difference :D
Even the greatest games were made like I said
Oof
wanted to see it, but dw
Sure
Btw, how can I check your stream?
Advanced Company (Mein Lethal Company Mod) mit @zesicion und @xxXDerJokerXxx testen
But about to end now :D
I can publish the VOD if anyone is interested in that
But like I said, its in german
Haven't seen much of the mod yet aside from some of the teasers so a vod would be appreciated ๐
Lol, looking forward to seeing this mod progress
Btw, 32 players still lagged even with audiomixer stuff fixed. So its something else
Maybe Ill remove the bigger lobby stuff for now :<
Oww, dw
I think its because all 32 player objects are active, probably the skinnedmeshrenderers?
I will deactivate them and activate them according to actually connected clients
OK, can confirm. Deactivating the gameobjects of the other players helps my friends FPS
So I probably will use this as a solution
that's great
true :3
He wont be able to play with 32 players because of his PC
but people with beefier PCs will
So wait, is this supposed to be an all encompassing mod? Idk if I asked this before
As the mod is most likely incompatible with MoreCompany I decided to add bigger lobbies myself
I cant test it as MoreCompany doesnt support LAN
My bigger lobby solution does support LAN
I'd imagine so, how do you think it'll play with dungeon, ai changes/fixes, and other mods like Lethal progression?
AI Changes depends on how they are done
Dungeons should work fine
Lethal Progression will collide in certain skills
As long as Lethal Progression is using IL patching tho, they should work fine together
I'd uninstall Lethal Progression for this
That's probably the plan, assuming everything else works fine
Time is quality
Ig the main concern is how the clothing slots will play with something like reserved slots
can you add a bit more detail bout that?
i wanna add diversity minus their bleeding mechanic
My mod will impact those mods less than MoreCompany
Coilhead AI for example is only looking for 4 players
So I had to change some stuff
Same with the girl
Makes sense
so you config'd the coilhead and the ghost girl? i see.
I change < 4 to < StartOfRound.Instance.allPlayerScripts.length
ah then it should be fine with symbosis and diversity
They might replace the method and keep < 4 in there
Then it wont work with more than 4 players
Diversity does not change the coilheads
and if I'm not mistaken, neither is Symbiosis
diversity only adds 1 small feature to the ghost girl tho
Diveristy Adds:
- 4 changes to the Bracken
- 1 change to the enviroment
- 1 change to the spรญders
- 1 change to the Thumper
- 1 changer to the Little Girl
- 1 change to the player
Symbiosis Adds:
- 1 change to the Hoarding Bug
- 1 change to the flies
i meant to her specifically ๐ญ
Most bugs should be fixed
I will do some tests soon and then maybe I can finally prepare the release (finishing the readme)
32 players is still experimental tho.
But I also fixed stuff like Crawler being able to hit all 32 players at the same time
It was able to do so with all 4 players before, so should also be able to do this with 32 players :D
Fixed the AI bugs which occured in our playthrough yesterday
Fixed some other nasty bugs like the equipment stuff being still useable after death
or double jump being an endless jump xD
I have to look at the flippers for a last time tho
Yesterday it seemed like they didnt work like intended
wow
Good luck!
These are all transpiled methods btw:
[Message:AdvancedCompany] Patching GrabbableObject->Update...
[Message:AdvancedCompany] Patching HUDManager->MeetsScanNodeRequirements...
[Message:AdvancedCompany] Patching PlayerControllerB->SwitchToItemSlot...
[Message:AdvancedCompany] Patching ItemDropship->Update...
[Message:AdvancedCompany] Patching DressGirlAI->ChoosePlayerToHunt...
[Message:AdvancedCompany] Patching EnemyAI->GetClosestPlayer...
[Message:AdvancedCompany] Patching PlayerControllerB->SendNewPlayerValuesServerRpc...
[Message:AdvancedCompany] Patching PlayerControllerB->SpectateNextPlayer...
[Message:AdvancedCompany] Patching SpringManAI->DoAIInterval...
[Message:AdvancedCompany] Patching SpringManAI->Update...
[Message:AdvancedCompany] Patching HUDManager->SyncAllPlayerLevelsServerRpc...
[Message:AdvancedCompany] Patching StartOfRound->OnClientConnect...
[Message:AdvancedCompany] Patching StartOfRound->SyncShipUnlockablesServerRpc...
[Message:AdvancedCompany] Patching StartOfRound->SyncShipUnlockablesClientRpc...
[Message:AdvancedCompany] Patching GameNetworkManager->ConnectionApproval...
[Message:AdvancedCompany] Patching QuickMenuManager->AddUserToPlayerList...
[Message:AdvancedCompany] Patching PlayerControllerB->Update...
[Message:AdvancedCompany] Patching PlayerControllerB->Jump_performed...
[Message:AdvancedCompany] Patching PlayerControllerB->LateUpdate...
[Message:AdvancedCompany] Patching PlayerControllerB->PlayerHitGroundEffects...
[Message:AdvancedCompany] Patching StartOfRound->ResetShip...
[Message:AdvancedCompany] Patching StartOfRound->openingDoorsSequence...
[Message:AdvancedCompany] Patching Turret->Update...
[Message:AdvancedCompany] Patching ShotgunItem->ShootGun...
[Message:AdvancedCompany] Patching StormyWeather->LightningStrikeRandom...
[Message:AdvancedCompany] Patching StormyWeather->Update...
I patch a lot more than that with prefix/postfix tho
Player Voices had an error tho. Have to look into this too
You couldnt control the volume
In our play session
So flippers and player voices are the only things left for me to check
At least in LAN mode voice is now working 
Good!
Flippers probably wont take stamina into consideration for the first release
But dont get used to it :3
Ooh, interesting
By the way, does the Flipper work with both types of water?
The water from the lakes/rivers, and the water from the flooded weather
I would choose not to let them open the door.
I mean, with a little logic, with the force of submerged water they would not allow the doors to move
if there is a lot of problem with that dirty bug
But what if I enter the facility while balling
Good news
tested the flippers and audio channel stuff
everything is working
Release is very soon
I need to record some small video clips and convert them to gifs tho
Creating a good readme is hard tho :D
I can confirm that
I am at the Respec part of the README :D
I hope this is somewhat clear?
Basically the F key does exactly what everyone is feeling it should do.
When play testing the feedback on it was exactly that
It just works perfectly
Exactly as you want it to work :D
The Readme is soooooooooo long
Nice
I can understand it, so its ok
And I am pretty sure no other mod does it that way :D
And for me its the perfect way to handle flashlights 
with the night vision, nope
You will never ever have 2 flashlights activated at the same time in your inventory
well, yes there is a mod that does that, but with all that set, no
I see "(standard: f)", means that it's rebindable, yes?
Nearly everything is configurable
I mean everything
you can even deactivate the pro flashlight
or give Vow a travel price of 1000 credits
Or you can make the pro flashlight cost 10000 credits 
Experimentation 10k credits
I will modularize the game way more with my library
Making even more stuff configurable in the future
So you can have totally custom lobbies
I use a mod called Permanent moons, which makes that, when you buy a moon, you can travel to another place and return completely free.
To balance that, I want to increase the prices of moons.
Including deactivating certain moons
Or change the weather which can spawn
or enemies which can spawn
Nice, I prefer a complex and indepth config to a lite one
You will have extreme fine details in configuration with my library as I basically replace huge parts of the game with my own code
You can still use the standards anytime :P
But you will be able to go very in depth with the library
Including changing loot tables of moons
And spawn rates of certain loot
But like I said, thats for the librarization of the game
Are the default values the vanilla?
What I want to do is basically what bukkit is for Minecraft.
that's great
I rework the game in a way which makes it way more mod friendly
Yes, default values are somewhat vanilla
The weights are a bit off as they are actually something like 6.3lb
and 12.512lb
They only show 6lb or 13lb tho
So they are rounded rn, but will fix that later
It doesnt have a huge impact ^^
Some items are a little bit lighter, some are a little bit heavier
never more than 0.49lb
Love the custimization this mod has! Still hoping that one day we might get customized loot tables (or even enemy spawns) for specific dungeons, would be sick for some of the custom ones out there right now
Could do this as well later
Good point tho
I will also add the ability to add new moons and dungeons later. I know there is a library for it but I want it all in a neat package
And I am also willing to offer 10s of new moons
Or many new layouts
If the prices become compatible with the custom moons, I will add them to my Modpack
One layout idea is the Portal Testing Facility with actually working (but already opened) portals
Navigating those will be very fun x)
But you will have a way to safe yourself from enemies as they most likely wont be able to enter them due to NavMesh stuff
Bonus point if you can open and close some through the console like you would with the security doors lol
uuhhh
thats nice :D
But thats stuff for mid 2024 tbh. I am still a full time employee :3
But adding the functionality will come as soon as possible
And if it is getting adapted depends on the people already creating moons with the other library.
If they think I offer them a better or at least comparable solution they surely will create a compability mod
Library will also be 100% documented
And probably open source
My mod will at least become source available later
Dunno if I want to open source it because people might use my 3d models for their own stuff then :<
Or I have to exclude my creative work
True
some stuff is pretty self explanatory tho
Battery indicators
Underneath your items you can see a battery indicator:

ofc
Extend your deadline
If you feel you need a little bit more time you are able to extend the deadline by a single day once per quota (You can deactivate this functionality in the config). To do so, go to your terminal and enter the command "extend". The standard price for this is the current quota. With the "Deadline discount" perk you can reduce that cost.

This might be helpful :D
Some screenshots will be outdated tho. "Extend the quota" will correctly be replaced with "extend the deadline" XD
haha
I am at the final section. Configurability 
wow
I want to fix one bug :D
Night vision is delivered with an empty battery
its not a big deal tbh but still
But this small bug shows that I dont have any more severe bugs on my list
Oh, ok
:)
I always fix bugs by severity
Works now xD
I am a bit nervous, haha
I have to think about something to push back the release 
what?
I am always nervous when releasing my projects
Its like sending your child going to school alone for the first time
Do I need to create a team?
Should I click this? 
I was just kidding :3
oh no
How to report problems:
Step 1: Look at github issues if your problem was already reported:
https://github.com/FluffyFishGames/AdvancedCompany/issues
Step 2: If not, create a ticket and supply all needed information:
https://github.com/FluffyFishGames/AdvancedCompany/issues/new/choose
Step 3: Wait
There it is
Have fun! 
yeah and that's the more important part
holy shit, cant wait to try this out w/ my friends this looks awesome
Congrats bro
wonder what this mod is hmmmm ๐ค
Dunno, its probably shitty anyway

Oh btw
These are the mods I played it with
And everything worked fine I think
So these mods are tested compatible
Most important of course being YippeeMod 
So Advanced. Even clear type font with anti aliasing 
now we start with 3 normal slots, right?
Correct
Go to terminal, you will have 500XP which are enough to buy the fourth slot
Or you buy other stuff with the 500XP
thats up to you
cool
So you can decide to have it more vanilla or go another route first
I am so happy when I finish the library stuff. So much of the code is so... dirty
I mean its not as dirty as when I started this mod. But the mod clearly needs some refactoring now.
Everytime I see someone writing I am scared that the message will be: Broken! 
boots up just fine with morecompany, will test with friends if anything truly does become incompatible (ignore the slots, I forgot to disable reserved)
hahahaha
Its working
But I think the reserved slots SHOULD work
they only look a bit weird
I am not sure tho
Depends on if its changing anything with the inventory of the player
All mods changing itemSlots of the player objects will be incompatible by nature
I'll see rn
I need total control of the inventory for the perks system :)
im gonna do the funny and try to boot with 50 other mods 
50?
oooof
ok you are a bit ahead