#[Rework WIP] ghostCodes - Alpha testing via version 2.5.2

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molten dune
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will publish a rework when I have the time

true plover
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seems to work fine for me on v62 with around 125 mods total, might be some weird mod combination thats breaks it

molten dune
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feel free to keep using it if you'd like. I am just aware of too many issues to not have some sort of label attached to the mod to let people know the mod has issues

mellow glen
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Why does it say that this mod is deprecated on thunderstore?

mellow glen
pearl matrix
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Ghostcods

glacial gyro
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ghostcods

simple raven
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Ghost from cod

pearl matrix
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Cod of the ghots

true plover
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im curious, are there any new features planned too?

molten dune
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yes

pearl matrix
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what kind of issues are there with ghostcodes atm?

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is it playable or does it cause error spam/lag? bc if not I'd love to use it, just dont wanna break the game

true plover
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Just try it I guess, it seems to break in combination with other mods

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It mostly works for me

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A thing I haven't tested if it still interacts with those big steel doors actualy, but the light flickering with red lights does work on my end without seeing a ton of red text in the cmd

pure star
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Many issues happened to me while I was using ghostCodes, only a few errors were shown on the logs, but in my many playthrough with friends, the red lights didn't show once on multiplayer (6 players) but appeared a lot on solo, the ghost for some reason liked to open closed doors and deactivating turrets instead of going wild. Most of the haunting happened to those who stayed on the ship instead, the lights turning off, doors opening and closing, some events on the ship throws a lot of errors.

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The transmit events didn't appear on multiplayer also

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(On my modpack at least)

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But the thing that annoyed me the most was the ghost girl getting broken, the few times she appeared she didn't attack and the breathing was being looped and never cease until the day ended and everyone was in orbit

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I did use a mod that changed the ghost girl sfx to the death whistle but it shouldn't get looped

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The mod is very buggy atm

molten dune
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Yes generally i'm aware of a few different issues with the mod itself throwing errors here and there. Though this is heavily dependent on what you had set in your config which itself could cause issues with the different potential combinations. I know for the latest v62 update there is a good chance anything that interacted with regular doors might throw errors since that bit of the game was updated recently.

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Ultimately whether you want to play with ghostcodes or not is up to you, I'd just not recommend it if you're trying to have a stable play session

pure star
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keep cooking 🔥

molten dune
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a big part of the rework is just completely overhauling the config. I hate that it's so confusing and I had to make a damn flowchart to explain it 😭

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my plan is to replace GGEbypass and the like with just setting a primary mode and an optional secondary mode that will be active on moons specified in another config option

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hopefully cutting like 7 different config items into 3

pure star
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neat 🙏

pearl matrix
molten dune
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btw, im trying to put together a roadmap for ghostcodes. If anyone has any suggestions for new interactions feel free. I've already got some things i'm going to try with some of the vanilla cruiser functions

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roadmap is going to be private, as I dont want to overpromise

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[Rework WIP] ghostCodes

noble birch
molten dune
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that is already a thing in previous versions under the "ggPlayerLightsPercent" config item

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"Set the percentage chance that the ghostGirl will flicker a player's lights during a ghostCode event."

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this interaction was specific to only during hauntings

noble birch
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oh

molten dune
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I blame the fact that the config was confusing and used acronyms that were never explained lol

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yes

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thats why I changed the title to [Rework WIP] lol

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sorta, was a bit buggy so I deprecated it so people would know not to use it without knowing there's a risk of having issues

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hopefully once the rework is done the config will be easier to understand and I can add some new interactions 🙂

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it will have the same requirements as previous versions

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so if you have networking enabled everyone has to have it. If you have it disabled then a few limited modes will work if you are the host

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that's due to limitations of what I can do through code for each person's game while not causing desyncs between players

pure star
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The panic attack specially because it was the most unique thing that used the fear mechanic

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If someone stayed insane for too long he would start to become slow and the vision would get cloudy sometimes, at the end the player would have a heart attack

noble birch
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an actual insanity remaster would be good

coral rampart
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Asked Testy to fork that but he said he would redo the whole thing from the ground up and that would be too much for him at the moment .-.

molten dune
stark aurora
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Like a monster running at you like a braken or a thumper but when it reaches you it vanishes

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Kind of like a jump scare

pure star
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that probably would be too hard to code 🤔 , but i'm all in for auditory allucinations of Turrets pointing at you, landmine activating, bracken turning your neck, roaring thumper, coilhead noises

molten dune
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yeah sounding a lot like just remaking insanity remastered haha

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I think that sort of stuff is out of scope for this mod

pure star
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even the panic attack? 😭

molten dune
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the panic attack is a maybe

pure star
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i'm happy with a maybe rather than a no yoiled

molten dune
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it would only really make sense for that one to be during hauntings

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as a haunted terminal should not be causing you panic attacks while in the facility kekw

noble birch
# molten dune btw, im trying to put together a roadmap for ghostcodes. If anyone has any sugge...

actual suggestion, If the ship is haunted, make that there is a very low chance of scaring players with:

  • Corrupting the terminal, being unable to use it
  • Corrupting the store, unable to buy
  • Corrupting the credits, also unable to buy, see 0 credits (not real, will give the actual credits at the end of round)
  • Corrupting the cameras, being unable to see the main camera.
  • Corrupting the bodycam (openbodycam compat?) not being able to see the bodycam.
  • Corrupting the lever, unable to leave until auto leaves at 12pm (and/or meltdown)
  • Corrupting the hydraulic door, unable to close, or open and close randomly
molten dune
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oooooooooooooooo

pure star
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corrupting the bodycam is a dangerous one for me because i keep the camera disabled on my cfg and enabled on my friends cfg

molten dune
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will have to make sure I play nicely with malfunctions in some of those cases

pure star
molten dune
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great suggestions @noble birch, thanks you 😁

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I will say, the first one is funny because the reboot command basically does that but stops any more ghostcodes while it reboots kekw

noble birch
molten dune
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would these corruptions be a permanent until you leave the moon thing or on a timer

noble birch
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if possible ofc

molten dune
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ahhh gotcha. I mean, I gotta think of the other modes too where it's not based on hauntings but random intervals 😁

noble birch
molten dune
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hahaha that's so troll

molten dune
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these are good ideas tho, I appreciate it

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hard to think of them on my own when I only play lethal myself once every couple months 💀

noble birch
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you helped me a lot with the constellations :,]

pure star
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what about the hauting extending to scrap/equipments? Randomly turning on/off flashlights, boombox, radar-booster, clown horn, airhorn, hairdryer

molten dune
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definitely down to try to do something like that

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I already do with flashlights/walkies specifically

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lmao wait imagine you're playing solo looking around for scrap and you hear a fuckin clown horn go off 💀 💀 💀

noble birch
noble birch
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even shotguns 💀

molten dune
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might make two different ones for inside/outside grabbable objects

noble birch
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oh! I've got an idea

noble birch
pure star
noble birch
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at least 1 thing good for players

noble birch
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I like the idea

pure star
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that can also be annoying, because imagine you are going back to the ship after getting loot and when you get to the ship there's just a dog camping because the toy never stops making noise

noble birch
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to make sure it's not always enabled?

pure star
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maybe adding conditions, if there's no player at the ship and the toy/teeth is in it, doesn't make noise

pure star
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if it has, the toy must be kept at the players inventory to avoid making noises (if the GG is haunting ofc)

molten dune
molten dune
azure solstice
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But it was funny

molten dune
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yeah that's why I put quotes around bug haha

pure star
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Feature idea: Zeus wrath

molten dune
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LMAO

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i was thinking of trying to have like lightning striking where the ghostgirl is staring from while you're outside but it feels out of scope kekw

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plus idk if lightning even works if the weather isn't stormy/rainy

noble birch
molten dune
pure star
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THAT LOOKS SICK AS HELL

molten dune
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on a realistic note, prob will never be able to do that myself. There's a lot that goes into where the ghostgirl positions herself

coral rampart
pure star
molten dune
molten dune
molten dune
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Would we just want her to be standing/staring from outside the doors when ship takes off?

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based on a percentage chance of it happening I guess?

molten dune
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I'll see if it's something I can do

noble birch
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or just the haunted player?

molten dune
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haunted only

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not gonna mess with base-game's logic for who can/cant see ghostgirl

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also easier to do just the haunted person lol

noble birch
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agreed

noble birch
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so I'll not say about a chance of make the girl chase everyone

molten dune
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yeah that would require reworking a large portion of the game lol

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there is a mechanic I did add in the last update which lets you type another person's name in the terminal to make her haunt them though lol

noble birch
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haunted apparatus lol

molten dune
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like a percent chance if a ghostgirl exists and the app is taken that she will start haunting them? Regardless of whether or not she is already haunting someone?

noble birch
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yeah, that'd be goof

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good

molten dune
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i'll see if it's something I can do

noble birch
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Diverity bracken 3.0 lol (I forgot the Fiend)

molten dune
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reminds me of the fact that my function to flicker the lights in the facility would flip out the diversity bracken

noble birch
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interesting

molten dune
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because technically my code is just having whoever is haunted (or in the case of intervals mode, the host) flip the breaker at the facility

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I think the issue was fixed on diversity's end at some point or people just modified configs to deal with it

stark aurora
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Yo what if some lights whenever they flicker too much, the bulb just explodes n that room is just permanently dark?

pure star
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That would make every bulb explode in the rapid fire event

molten dune
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reminds me I need to fix that rapidfire can't turn on the lights if the apparatus is pulled lol

true plover
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I feel like turning off the terminal is too gameplay disruptive tbh (perhaps it should be with a configurable timer) a thing I want to see is some crazy interaction with old birds where their eyes flicker red too, I just couldn't think of a efficient idea what special thing they could do. One idea was to make a custom sprinting animation for them so the ghost girl basically pathfinds to the closest play quite fast and then just shoots rockets at them but I'm not sure how capable you are with making a unique attack/animation for such a thing. Still a old bird with red eye/light just charging at you would be some nightmare fuel lol

molten dune
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and of course, any interaction I add will be configurable however frequent you'd like

true plover
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Maybe I can think of a better idea for old birds 🤨 just giving them red eyes flickering eyes without anything would be kinda lame

molten dune
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I can look at the AI itself and see if there’s anything that might fit the theme of this mod

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Disabling old birds or making them go berserk would make sense in that it’s similar to disabling a turret or making it go berserk

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But idk if old birds have a “berserk” mode

true plover
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He still has a dashing animation, could also just use that to make him pathfind to the closest player once so he's not glued to a player permanently 😂

molten dune
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maybe Think

pearl matrix
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although my modding skills are very narrow

molten dune
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always down to add compatibility! Did you have anything in mind?

pearl matrix
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someone in my post suggested that slender could try to isolate players by closing doors and stuff

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like, the large doors that require a player on the ship

molten dune
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oh yeah you could definitely do that (probably even without my help)

pearl matrix
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do ghostcodes affect walkie talkies in any way?

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unfortunately I haven't played lc in months but I am currently making a new modpack and wanted to add ghostcodes as well

molten dune
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no worries, I haven't played much lately either lol

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mostly just make the mods

pearl matrix
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real

molten dune
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the walkies can garble voice and also play ghost girl sounds over them, but it's configurable

pearl matrix
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awesome

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maybe they could make static noise when slender hunts someone

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just brainstorming

molten dune
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ooooooooo

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that sounds cool

pearl matrix
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I have no idea how to modify walkie talkie sounds so

molten dune
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I know for toilheads compat was pretty easy to figure out, we just added the ability to mess with the turrets on their head lol

pearl matrix
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lol

pearl matrix
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honestly all I know about modding so far is how to add enemies, how to add items w/ a custom script and how to modify the weight of existing items ;_;

molten dune
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will note, that implementation has the issue of playing sound even if the walkie is off lol

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one of my planned bugfixes for the rework

pearl matrix
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sweet

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imma take a look at that interaction, thanks!

molten dune
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yeah no worries, feel free to yoink

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everything I do for lethal company is MIT

pearl matrix
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I really respect that

molten dune
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you could probably implement garbled walkies on your end and not have to rely on ghostcodes

pearl matrix
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but I am not a fan of yoinking code :P

molten dune
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you can always rewrite it in your own words? kekw

pearl matrix
molten dune
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it's really just a custom grabbable object

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once you can find it, you can modify any of it's properties or call basegame code as you'd like

pearl matrix
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well you see

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one sec

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I tried to make a mod that makes pill bottles edible once

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as in

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you snack a pill and get the drunkness effect from the TZP

molten dune
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and if you haven't already use BepinexAssemblyPublicizer so you dont run into issues of some game code being private

molten dune
pearl matrix
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I made a class like this

    internal class PillBottlePatch
    {
        private static AllItemsList allItems;

        [HarmonyPatch("Start")] // Method which should be patched
        [HarmonyPostfix]
        private static void CheckLargeAxle()
        {
            allItems = StartOfRound.Instance.allItemsList;
            foreach (Item item in allItems.itemsList)
            {
                Plugin.Logger.LogInfo($"Item List: {item.name}");
                if (item.name == "Cog1")
                {
                    Plugin.Logger.LogInfo("Patching Large Axle weight!!!!!!!!!!!!!!!!!");
                    // add PillBottleItem component
                    item.weight = 150f;
                    item.spawnPrefab.AddComponent<PillBottleItem>();
                    item.holdButtonUse = true;  // test
                    pillItem.grabbable = true;
                    pillItem.grabbableToEnemies = true;
                    pillItem.itemProperties = item;
                }
            }
        }
    }``` patched to the large axle for testing purposes but all I got was console spam of nullreference errors
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idk this whole patching stuff seems really complicated to me honestly

molten dune
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hmmm, I'd bet PillBottleItem was throwing null

pearl matrix
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I guess so yeah

molten dune
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I think you'd need to instantiate the class before referencing it

pearl matrix
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the weight change worked fine

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you see now I'd have to look up what instantiate even means :P

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Imma stick to enemy mods for now I think

molten dune
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hahahaha

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instantiate basically means like, hey this is my thing for this class. When I reference this thing from this class, this is the thing

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so that way you aren't getting null returns because it doesnt know what the thing is

pearl matrix
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hmm

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welp

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I'll probably get used to that eventually lol

molten dune
pearl matrix
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thanks

molten dune
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im sure one of the people here who actually studied C# would have a much better explanation than my hobbiest self kekw

limpid yacht
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can't wait for the rework

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this is one of my favorite mods

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I remember putting this in my modpack and not telling my friends and it legit scared the shit out of one of them

true plover
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will the flickering lights work on the new interior? the current deprecated version doesnt do anything atleast while on normal facility the light flickering works fine

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also any plan for adding support for this light flickering on the Mental hospital interior mod? that interior is so made for horror

molten dune
real ivy
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is the mod no longer being developed, or is this just until it gets updated?

real ivy
# coral rampart [Rework WIP]

okay, that doesn't actually answer my question, because I do not know if that was there before the deprecation or v61 update or not. For all I know, Darmuh could have decided to simply stop working on LC mods and marked it as deprecated in the middle of reworking the mod. So my question still stands; Is the mod rework being halted, or is the deprecation simply to mark that it doesn't work with current LC versions and will go away when the mod is updated.

coral rampart
real ivy
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last response was 2 days ago, and I have no clue as to timelines of these things due to being bedridden with a nasty sickness for 2 weeks. Thank you for answering my question, I hope I did not come off as hostile

coral rampart
real ivy
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thanks, I'm mostly better now, just waiting for the cough to leave and my voice to come back at this point

true plover
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stalking chat every day in hopes something is coming up Pinged

molten dune
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pinning this message for anyone else who happens across the thread asking about why the mod is deprecated #1188262321970229358 message

heavy atlasBOT
molten dune
real ivy
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Yeag, that's cool, take ya time, do ya thang, I'm happy to wait

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Any cool ideas for potential new features you might wanna leak, or nah?

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I personally can't really think of anything I'd want added, it was a great mod to play with already, probably one of the best ones in my modpack

molten dune
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We had a nice discussion earlier on in the thread if you'd like to read through it

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got a decent amount of good ideas

real ivy
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Looks good, very exciting

timber notch
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Ghostcodes has been one of my favorite mods of all time, and I'm eager to see it reworked with all sorts of new features. God speed, Darmuh 🙏🏻

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Someone previously suggested allowing the haunting to interact with scrap/tools, activating things like flashlights or even clown horns that are laying on the ground.

To add on to that, what if we could get scrap items being full on thrown at the haunt target? Paired with the Physics Items mod, could be great chaos...
Death by flying cookie mold pan.

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Configurable chance for nearby items that aren't held to be possessed and thrown, with damage based on weight. If no item is available, maybe it rolls a second %chance to force the player to drop an item, so it can possess and throw it.

molten dune
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hmmm, I'll have to think on this one. Sounds very complex so maybe not something for the first iteration of the rework. Also personally, I'd prefer things thrown in random directions vs targeting the hauntee directly as a stylistic decision.

timber notch
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Fair enough! Whichever way it's done will surely still be entertaining, but on the other hand... having rubber ducks thrown at your head would be peak 🙏🏻

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Then again, configurable settings in mods are a god send and Ghost Codes, or rather you, have been great when it comes to customization, so I imagine If players don't want to be crushed by a V-Type Engine, surely the option to disable scrap throwing would exist, right? If it were to be implemented, some options to alter the likelihood of random/targeted throwing would be cherished.

molten dune
timber notch
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Yeah, needing a tutorial on how the configs work is definitely a sign that something is a little too complicated. I'm not sure I ever fully figured out the problematic ones either 😆

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Ghostcodes has gone through a lot of changes over its lifetime, and I'm curious what the original goal of it was?
It seems that with each passing update it spirals out into an ever more encompassing overhaul.

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Though, I totally dig it. The Ghost Girl is a great enemy, and this mod cranks the spook factor up to 11.1 whenever she spawns. There's so much that can be added to a literal ghost

molten dune
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then it became a fun idea to have the ghost girl control the ghost codes since they're both haunted entity types, but I wanted the core mod to still work as-is

timber notch
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Oh, so... originally the ghost girl wasn't involved at all? It was just like... a terminal malfunction thing?

molten dune
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ultimately I think the core identity of this mod is that it's random. Sometimes ghostcodes can help and sometimes they can hurt. Just something to add to the chaos of LethalCompany giggle

molten dune
timber notch
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Hmm, pretty fascinating. Though, I do like the idea of the Ghost Girl haunting the ship and messing with things a fair deal more than just "spooky malfunction."

molten dune
timber notch
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I guess this inclusion of the Ghost Girl is part of the reason the configs are a bit confusing. It's kind of like, two mods in a trench coat.

molten dune
molten dune
timber notch
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Suffering from a little bit of feature bloat

molten dune
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a little bit, but manageable

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there is an argument for having both in the same mod. For the people who wanted ghostcodes to still have some play on moons that dont have a ghost girl or just low spawn chance percentages

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thats where GGEbypass came in

timber notch
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I always related Ghost Codes to the Ghost Girl herself, but once I realized what GGEbypass was doing, I became significantly less fearful of any Ghost Codes on those particular moons where the girl can't spawn.

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The mod had always been a Ghost Girl overhaul in my eyes, until I realized it was 2 mods in a trench coat lol

molten dune
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and that's totally fair, but at the time diversity was the major mod doing a ghostgirl overhaul

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and im sure there's an argument for a standalone ghostgirl overhaul mod lol

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who knows, maybe I go the LGU route and separate my mod into a bunch of different interconnected ones giggle

timber notch
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When was it that you decided to rework Ghost Codes?

molten dune
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I had planned to for a while since porting all of my mods over to my common shared library OpenLib

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The mod had remained relatively stable up till v60 so there wasnt a need to deprecate

timber notch
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Was there any particular thing that destabilized the mod? All I'm aware of was haunted doors becoming a vanilla thing

molten dune
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mostly that change in particular

timber notch
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Woah. Heck them doors, and whatever is haunting them!

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How dare they just be haunted for no reason smh.

timber notch
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So, with the goal of slimming down the config options for clear communication how do you plan on accomplishing that? Turning "7 options into 3" implies some things are going to be merged together, or perhaps removed. So, are any features on the chopping block, or are certain things going to be made less independent?
My first thought is that perhaps you might be moving away from the haunted terminal and more towards the Ghost Girl being the sole perpetrator of chaos

molten dune
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The 7 to 3 is literally just getting rid of all the yes/no options. Having one configuration option for defining the primary mode and then two more for a secondary mode & it's list of moons. I'll handle everything else on the backend

timber notch
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Sounds like it's not too much of a mess, atleast on the surface.

molten dune
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yep, point is to definitely clean the mess up overall haha

timber notch
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Sorry for pestering you so much 🥺 but I just really like the mod and think it's so cool

molten dune
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no worries! I appreciate the feedback. I will say this one is probably going to take some time because there is a lot of cleanup to do

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I dont have a specific time frame to provide, but when I do have some WIP stuff to show i'll drop it here

timber notch
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No rush on making things pretty. I'm sure it's all really time consuming lol.

With all your work adding things to our evil lady in red, have you ever considered making your own entirely separate enemy?

molten dune
timber notch
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Any ideas you'd like to nerd out about?

molten dune
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nothing at the moment sorry 😅

timber notch
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Fair enough

timber notch
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Hey! @molten dune 🙂
I return >:]

molten dune
timber notch
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Thinking about the mod some more, since I have very little else to do, I realized it doesn't actually make many changes to the Ghost Girl herself. It mostly adds a bunch of things that are sort of tangentially related to her since they occur when she is around but would still function on their own if she wasn't, such as with the GGEbypass

Got me wondering if you plan on messing with her actual behaviors in the future. You said making a whole new enemy wasn't really I'm your skill set, but seemed open to suggestions that involved adding new behaviors to the actual Ghost Girl

molten dune
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There's a decent amount of changes already:

  • Taking a shower will stop the ghost girl from chasing you (if enabled)
  • Type another player's name in the terminal to transfer the haunting to someone else (if enabled)
  • Ghost Girl chase sequence has a chance to flip the breakers in the facility (if enabled)
  • Emoting has a chance of stopping the ghost girl from chasing you (if enabled)

Outside of stuff like the above I really dont want to mess with the original game's behaviors.

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And then there is also the idea of having a set chance for the ghost girl to appear at the end of the ship when you're leaving sort of as a "final goodbye"

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though I'm not 100% sure I will get that working or not

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im open to other ideas of course, but ultimately need to weight the difficulty of implementing it with how much of the mod is actually going to be centered around the interaction. If that makes sense

noble birch
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I have given mines :]

timber notch
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:0 omg it's Moroxide!

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This cheeky little interaction was posted on da reddit just a little ago. The Ghost Gorl teleports behind the player and immediately kills them ☠️ supremely unlucky.

timber notch
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Do you know how it is she chooses her location when she teleports during a chase?

timber notch
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I've seen it but it doesn't explain it in depth. He stated "teleports to a closer node" but the video clearly shows that she teleported further away.

molten dune
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there's position nodes all throughout each level. That is likely the closest node to the player in that particular scenario

timber notch
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If that's really all there is to it, then I'm surprised there are so fewer nodes than I expected there to be. Then again, such a basic method also results in the clip I shared if you happen to be really close to a node when the teleport occurs

molten dune
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yeah I imagine the amount of position nodes is for efficiency's sake

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here's a picture of some outside nodes I remembered seeing #dev-general message

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so when it comes to the base-game behavior as mentioned in the video, I dont plan on changing much

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It's also a lot easier to just start/stop chases/haunts

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as well as change haunting targets

timber notch
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Fair enough. I don't think there are many behaviors that could be added, beyond perhaps like... a 'fake chase'

molten dune
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I could probably add some more sounds to be played when she is not staring/chasing

#

like a little giggle here or there while you cant see her

timber notch
#

Maybe maybe.
Anywhoozy, I don't think I have anything else to pester you about 🤐

molten dune
#

feel free to drop any suggestions you think of here 🫡

timber notch
#

With what's already in the mod, and prior suggestions that have been made, I don't think there is really all that much left that could possibly be covered.

#

Oh- wait... does she mess with Boombox at all?

What about the Television? Spooky ghost girl on TV?!?! OOooOoOh! 👻

#

What about... distorting the ship's radar monitor when viewing a haunted player? 👀

timber notch
#

Typically, the Ghost Girl isn't scannable... but what if upon scanning the ghost girl, the screen fills up with scan nodes for creatures and alerts that a new creature has been scanned. Though all the information on the scan nodes is gibberish, or things similar to the messages sent over the Signal Translator

molten dune
#

some interesting ideas. I do plan on having some new item interactions so maybe

gentle loom
#

Any idea when you'll re-release Ghost Codes

noble birch
gentle loom
#

To reiterate, how much time have you put into the Rework? this will give me an idea of when it could release, giving he works on it at the same rate.

noble birch
gentle loom
#

Suggesting ideas that is

#

For one, the ghost could gain the ability to jam doors, in which the door says "jammed" instead of "locked".

#

You would have to damage the door for it to unjam

#

That way, when she's chasing you, you can't keep running away (door jamming would most likely occur when the target is getting chased by the ghost girl or another monster.)

molten dune
timber notch
#

Hope youre having a great day, darmuh! 🥳☺️

molten dune
#

here's some crumbs. working on something that will make config management maybe a bit easier

timber notch
#

Oooh yummy crumbs

quick crow
#

oooo

hushed bane
#

nice

timber notch
#

It's looking nice!

#

The description for SoloAssist seems a little confusing.

Enable this to add insanity debuffs for single-player Insanity Mode

insanity debuffs
Makes it seem like turning that on would make solo harder? I think could be rephrased to make it clearer that is meant to help.

timber notch
#

"Enable this to reduce sanity drain..." etc etc.

#

An Insanity Debuff sounds like, ya'now... a debuff that makes you go insane faster.

molten dune
#

thats fair

timber notch
#

👍🏻👍🏻

true plover
timber notch
#

Darmuh 🥺🥺

molten dune
#

been busy with other stuff but this project isn't forgotten 🫡

river frigate
#

Does this still work in v64?

molten dune
#

Maybe, maybe not. Use at your own risk 👍

river frigate
quick crow
#

if it breaks the game will probably crash

stark aurora
#

I hope me and my friends can play this mod on spooky month

true plover
#

i also wouldnt mind some beta testing to maybe get it stable faster perceive

molten dune
#

we shall see

molten dune
#

been trying to work on this when I find the time (and my other projects aren't on fire)... here's a peek at my progress

gentle loom
#

Just wanted to say I love your "Darmuh Terminal Stuff" mod

#

I never realized you also work on this mod

molten dune
#

to be fair, this mod has been dead in the water for months lol

gentle loom
#

You should change the name of the OS from FORTUNE-9 OS PLUS to FORTUNE-9.3 OS

#

The 3 represents the version of the mod

molten dune
#

but might be cool to do as a default setting

gentle loom
#

I type a lot when I'm excited

molten dune
#

haha no worries

true plover
molten dune
#

^still a WIP while I adjust some things

coral rampart
molten dune
coral rampart
#

Cant wait to see your update btw :3

azure solstice
mellow glen
glacial gyro
#

I recently thought of haunted doors being somewhat creepier if they would open/close when not in your line of sight, and then do it again quick enough, without the door sound playing a second time, such that you wouldn't witness it if you don't react to the first door sound fast enough

molten dune
noble birch
#

Oof

#

I'm ok waiting, your health is more important

molten dune
molten dune
#

that said, I dont mind putting something out for the time being if people are fiending to have the mod back from deprecated status

#

it just wont have as much as I wanted/planned to add

true plover
#

Do you have any estimate on when you can deliver something? Having ghost codes functional again would be nice if your progress is slow and the new futures would take an additional 2 months I would rather have just a functional version in the meantime and if it's only like 2 weeks or so to make the new features then I wouldn't realy care

molten dune
#

I really dont have a timeline for either it just depends on when I have time to work on it. The functional release would be sooner since I could just focus on making sure things that already exist work as they should (and the few new features I've already started working on).

molten dune
# molten dune

Looks like we’re leaning towards less content & earlier release 👀

#

Gonna give the poll a few more days for any last min opinions

molten dune
molten dune
# molten dune
poll_question_text

Should I focus on releasing an alpha branch of ghostCodes with not much new content, but built to work with the latest version of the game?

victor_answer_votes

15

total_votes

24

victor_answer_id

1

victor_answer_text

Yes idc about having a bunch of new content

victor_answer_emoji_id

1181287712943259738

victor_answer_emoji_name

yoiled

#

ending the poll somewhat early, looks like most of you would like to see an update sooner rather than later so let me see if I can put something stable out there for public testing (maybe by the end of my weekend, tuesday)

#

would also be just soon enough for some halloween playtesting lol

true plover
molten dune
#

did some vanilla testing tonight with some unsuspecting randoms who joined my lobby. Things appear to be working for the most part, got some errors/things to check out but we're getting there

molten dune
molten dune
#

I said I'd post something by the end of my weekend so here yall go, the alpha version

#

[2.5.0]

  • Mod completely reworked and built to be used with OpenLib.
  • Compiled with new custom sounds for the terminal, ghost girl, etc.
  • New interactions added for the cruiser, haunted doors, ship, etc.
  • New mode system to handle having a secondary mode for specific moons
    • Secondary interactions config added for secondary mode when user requests this config.
  • Config has been split into multiple configs, each one is added in-game via LethalConfig.
  • While this mod is in an alpha state, setting extensive logging config item to true by default.
    • Feel free to disable this but understand that it will be more difficult for me to troubleshoot any issues you encounter.
  • For a more in-depth changelog, please see the diffs on github.
#

[Rework WIP] ghostCodes - Alpha testing via version 2.5.0

#

with this update the mod is no longer deprecated as I expect it to work with the current version of the game. If any errors/issues occur please feel free to report here or on the github page for this mod

#

I'll probably not be able to address any glaring issues until the 3rd, but minor issues I can probably fix before then.

true plover
#

finaly something to do beevil lets go and find bugs

mellow glen
true plover
formal raptor
#

hello, thanks for wonderful mod! I have one question, it is possible to make configurable on which moon will appear and her weight7

molten dune
# true plover

can you provide some context to this error? I can tell from the excerpt that the ghost girl had just started staring. What moon were you on at the time? Do you have the full log you can post?

true plover
#

i dont think i have the log of this exact session anymore but i see this error alot when shes trying to order stuff for the dropship

#

and i was on titan

#

i can mess around some more in like 30 minutes maybe

molten dune
# formal raptor hello, thanks for wonderful mod! I have one question, it is possible to make con...

This is technically not an enemy mod so there are no weights. The "Hauntings" mode adds on to the vanilla ghost girl enemy events where as the other two modes are always running. Maybe in the future I can set up the secondary mode "none" to be set for specific moons if you dont want ghostcodes to run at all on those moons (but this will already be the case for any moons where ghost girl does not spawn and hauntings are enabled)

molten dune
#

in my mind that type of error should only show up on a custom moon that hasn't spawned any but maybe I'm missing something

molten dune
# true plover

relevant code here, I guess I could add a check in this method to make sure that myTerminalObjects has values

#

the thing is, what calls this method already checks that 💀

true plover
#

i have absolute 0 idea about coding so i have no idea what im looking at, im just good at finding issues at this point

formal raptor
molten dune
molten dune
formal raptor
#

unfortunately, 0%

molten dune
#

this mod does not affect ghost girl spawn weights, I do remember it being a feature request before so maybe I'll add that as a feature in the future

formal raptor
#

thanks for the answers

true plover
#

do you still want anything regarding the error? like a full log or something

molten dune
#

yes a full log would be helpful to see if anything failed to initialize properly

true plover
#

been 15 minutes and i couldnt get it to pop up again

molten dune
#

which has been multiple weeks probably at this point Aware

true plover
#

also im full on trying it with my pack that has 156 mods

#

recently the mod updates have made things only worse

#

toomanyemotes throwing errors openbodycam throwing errors starship delivery throwing errors for several months now wich the creator seems to be aware of

#

i think csync throws some errors too

#

ive done nothing besides updating mods and trying new moons

molten dune
#

I do remember reading last night that a big morecompany update has changed something that requires any mod that has compiled with it to need a recompile

#

a couple of the mods you mentioned were some of them that needed updates

true plover
#

ah so its more company breaking everything again

#

who even is maintaining it now

#

or tries to

molten dune
#

I think it is changes generally for the better, it just required breaking some things

true plover
#

well my worries are always if people continue maintaining their mods or not cause not everyone is around forever

#

tho i dont worry about openbodycams

molten dune
#

yeah it's understandable

molten dune
#

FYI, default config is set so to the hauntings mode only so if you feel the mod isn't doing anything it's probably because no one has been haunted yet lol

digital agate
# true plover

@molten dune kinda looks to me like the TerminalAccessibleObject here may have been destroyed, that's the only way I can think that the C# runtime would allow StartCoroutine to run and then get a "null deref" on this

#

what you gotta keep in mind is that destroyed Unity Objects are not actually null, but rather they are marked in the Unity runtime as destroyed and will trigger NullReferenceExceptions when any Unity runtime methods are called

#

so doing a Callvirt on StartCoroutine goes through, then StartCoroutine calls IsObjectMonoBehaviour(this) and the Unity runtime says that it's null

#

(callvirt checks for a C# null)

digital agate
# true plover who even is maintaining it now

1A3 has made every change I'm aware of recently, and the breaking changes that were made recently were good changes

cosmetics stuff is at a point where it shouldn't be necessary for there to be another breaking change for a long time, even for mods that inject into that code like OpenBodyCams does

digital agate
# digital agate so doing a Callvirt on StartCoroutine goes through, then StartCoroutine calls Is...

to be clear:

  • Callvirt is an IL instruction
  • Callvirt is compiled whenever an instance method call is done and the instance it is called on may be null, since Callvirt has to check for null before dispatching to the virtual override that is relevant for the instance. It used to be that it would compile those to a plain Call, but that would result in a null deref inside the method that is called, but only if it tried to access this.
molten dune
digital agate
#

yeah

#

triggered mines for instance will destroy their TerminalAccessibleObject with GeneralImprovements installed because that's the only way the indicator gets taken off the map in the vanilla TerminalAccessibleObject code

molten dune
#

yeah that might be the culprit, I also have a function to trigger the mine explosion

digital agate
#

it really should be done in OnEnable() and OnDisable(), but that actually requires a patcher to add those methods to TerminalAccessibleObject

molten dune
#

I think I can probably just refresh 'myTerminalObjects' more frequently to fix this, I just didnt want the added overhead if it wasn't necessary

#

and luckily I don't think this error breaks anything other than the ghostcodes coroutine for that specific round

digital agate
#

honestly might be okay to just do an Object.FindObjectsByType(FindObjectsSortType.None)

#

just make sure you don't sort and it should have a decent run time

molten dune
digital agate
#

yeah

molten dune
#

is there a difference between having the sort type defined as none and not defining it at all?

digital agate
#

what you could do is track it with hooks into TerminalAccessibleObject if you see any concerning performance

#

if you're not using the method that specifies the sort mode, you will be sorting

molten dune
#

ohh, good to know

digital agate
#

FindObjectsOfType != FindObjectsByType

#

it really wouldn't be such a bad idea to just hook into TerminalAccessibleObject.Start() and TerminalAccessibleObject.OnDestroy() tbh

molten dune
#

oh whoops, glossed over that word

digital agate
#

it's okay, that is a Unity moment lol

#

it's very hard to remember which is which at first

molten dune
#

hahaha

molten dune
molten dune
azure solstice
molten dune
#

I am not promising that all of this will be done ofc, just stuff I want to try

fallow sleet
#

OMG I JUST ADDED THIS FOR TONIGHT DARMUH

molten dune
#

AAAA LETS GOOO

#

hopefully nothing breaks lol

molten dune
noble birch
#

yay

molten dune
#

the dropship idea wasn't too hard to implement

true plover
#

use handheld item at random - does this work with modded items? if so i kinda want like a blacklist for certain items xd

molten dune
#

I'm guessing you'd want to do a denylist by name?

true plover
#

yes because i have a scrap mod that adds like a duplicate of the airhorn as scrap that has a chance of just killing you on use

#

i dont want ghostcodes to just insta kill people lol

molten dune
#

oooo yeah, especially because that would kill the person calling the code (either the person being haunted or the host in other modes)

#

let me see if I can sneak that in really quick in a hotfix I'm putting out tonight

#

I won't be able to really test it though

#

I'm also recompiling Toilhead compat for the most recent version, I realized I haven't updated that mod in my references folder since version 1.2.2 (it's on version 1.7.2 now lol )

true plover
#

i havent noticed this feature at all when i was messing around, i just read about it in your to do list

molten dune
#

the toilhead compat?

true plover
#

the use held item thing

molten dune
#

ohhhhhh yeah, it's pretty rare by default

true plover
#

im never gonna use toilhead ngl xD

molten dune
#

I had to up it to 100% in order to make sure it actually worked

azure solstice
#

Toilhead is nice but I'm starting to get burn out on it

#

After you've died to a slayer masked for the millionth time it's no longer fun and is just annoying cus there's 0 counter-play

molten dune
#

I've only tried it a few times myself but the group I play with is just not good enough to deal with a coilhead that has a turret on it's head KEKW

true plover
#

toilhead was a funny idea but too strong in my opinion

#

my team wasnt even able to deal with the reverse coilhead from brutal company

azure solstice
#

I've never played with Brutal Company

#

It just doesn't interest me

true plover
#

i realy like the random effects of it like more trees or sometimes its a complete spider day with like 10 spiders

#

and yea it has like a coilhead with a demon like skin (red skin glowing eyes) and hes basically the reverse of normal coil

#

only moves when you look at him

molten dune
#

oooo, so kinda like a bracken

#

that's neat

true plover
#

also i wonder if the brutal company compatibility with ghostcodes still works now

#

since ghostcode rework

#

the normal brutal company minus doesnt realy seem to get updates anymore

#

only this weird version that forces the takey plush and some other plushy into my modpack

molten dune
#

was there some sort of specific compatibility they built in?

#

I wasn't aware of anything

true plover
#

yes

#

but that event was basically rip lets leave again concern it was super strong

molten dune
#

would depend on what they were referencing in my code, some stuff has remained relatively the same

true plover
#

well you land and it was already like 18pm on that day

#

and the rest was just

#

ghostcodes on insane steroids

#

ill install brutal company and mess around a bit today

molten dune
#

oh it was a time skip type deal

#

yeah i'd bet it's more likely their compat is broken lmao

#

anyway, just put together a little notouchitems list for you

#

will be in my hotfix I post within the next hour

true plover
#

i just looked it up and they dont lost ghostcodes anymore anyways

#

probably dropped because of being deprecated for so long

#

buuuuut

molten dune
#

yeah that would make sense

true plover
molten dune
#

huh, interesting

true plover
#

this is Brutal Company Minus Extra

#

the one that is being maintained actualy

molten dune
#

do they have a thread here?

true plover
#

good question

true plover
#

ghostcodes + diversity is probably the most cursed thing now agony i love it

molten dune
#

they've always been a great combo haha

#

let me know if you run into any issues 🙂

true plover
#

well i just got the error again from yesterday

#

if you still want a log lol

molten dune
#

is it the same one Zaggy and I were talking about earlier?

molten dune
#

that is the hotfix I'm planning to post tonight, taking Zaggy's advice

true plover
#

alright

#

yes its the same one

#

so you dont need a log anymore i assume

molten dune
#

might be helpful to have it just in case

#

is it something you think you can reproduce? I can throw the hotfix in here for you to test if you think you can cause it again

true plover
#

no i dont realy know what exactly triggers it

molten dune
#

no worries, Zaggy gave me a plausible theory to go off of earlier

#

so we'll just see if it happens again after the hotfix haha

true plover
#

does ghostcodes take config changes while playing or do i need to restart the game every time

molten dune
#

depends on the config

#

some stuff works automatically, like the interactions config is instant

#

some stuff needs a lobby reload in order to work properly (i.e the terminal commands)

#

to be safe, I'd just relaunch if you're not sure

#

[2.5.1]

  • Fixed SignalTranslator messages only being sent for specific interactions instead of being sent as it's own interaction.
  • Adjusted TerminalAccessibleObject filtering logic to address rare null ref errors
    • Per recommendation from Zaggy, the list this mod generates is now adjusted via game patches to TerminalAccessibleObject Start and OnDestroy
  • Adjusted MineBoom & TurretBerserk logic to generate a random number from all turrets or mines rather than all terminalaccessibleobjects.
    • This may make the turretberserk/mineboom chances feel higher than they were before.
    • On the flip side, this may make the blast door chances feel like they dropped (as previously if the turret or mine action was called on a non turret/mine object it would just call the code on the object which was usually a door)
  • Fixed/Adjusted ToilHead Compatibility
#

[Rework WIP] ghostCodes - Alpha testing via version 2.5.1

true plover
#

also i set the hauntheldscrap to 100 now it just does nothing for me right now

molten dune
#

stuff like the type writer, clown horn, air horn, etc.

#

basically any scrap that has an interaction that makes noise when you hold them and left click

true plover
#

yea i was running around for like 10 ingame hours with a airhorn and the ghostgirl

molten dune
#

I'd check in logs if you see something like this [Debug :ghostCodes] Action HauntHeldScrap was chosen!

#

the other one would be "HauntFactoryScrap"

true plover
#

been standing here for so long waiting for the hauntheldscrap to trigger that a friend joined me

#

11 ingame hours while haunted with the chance boosted to 100

molten dune
#

you might want to set other chances to 0

true plover
#

how do the modes work

#

like what exactly are they doing

#

primary /secondary

molten dune
#

Primary is the mode that runs by default

#

Secondary will run if a matching level name is detected from the SecondaryModeLevels list

#

I also have a failsafe that forces you off of hauntings mode if networking is disabled, since the mode requires networking

true plover
#

i surrender on this hauntheldscrap thing

molten dune
#

If you have a profile code I can take a look some time later this week

#

From my earlier testing it worked fine with the scrap I mentioned

true plover
#

ill try 1 more thing

#

0192e252-6fee-0431-9702-a7a7688c957c

mellow glen
molten dune
#

if you have any cool/funny clips or other content related to ghostcodes feel free to let me know to add it 🙂

molten dune
#

so uh, no one experiencing any issues since the latest hotfix??

#

other than the hauntedheldscrap issue I guess, still need to look into that one

#

if that's the case, while I look at the scrap thing I can go back to working on the newer stuff 😁

true plover
#

well, i dont realy have anyone to play with these days and theres atleast nothing i didnt post already so i guess

true plover
#

when i tried out the slaughterhouse interior today i noticed the light flickering doesnt seem to work there

#

i heard the audio for it but didnt realy see any flicker

#

not sure where the problem is but you said you wanna try to make it work on any interior so here iam

#

doesnt seem to work even on toystore

#

but wesley broke my toystore config again gotta retry in a bit

molten dune
#

Do those interiors have a electric box that spawns in them? I'd bet they just dont register their lights to RoundManager like vanilla does

#

So i'd have to find them and add them myself

true plover
#

toystore does have a breaker box

#

slaughterhouse i couldnt find it yet but it does have a apparatus

molten dune
true plover
#

wdym does it work like normal

#

it does turn off lights if you mean that

molten dune
#

if it can turn off lights then ghostcodes should work as well. They use the same listing of lights if i remember right

true plover
#

i general i have barely noticed the light flicker

#

i remember back then it used to do it without the ghost girl right?

#

when the ghost girl hunts me i do hear the audio queue for everything but theres just nothing happening

molten dune
true plover
#

i thought for a moment the lights work now but it was the diversity rework for the bracken that turned my lights off

#

ok i guess now i finaly understand what those modes mean then lol

molten dune
#

only insanity mode & hauntings mode do the flashing lights

#

hauntings it's when the ghost girl chases you, insanity mode it's when you reach max insanity

#

i'll have to take a look at the two interiors you're talking about and see whats up

true plover
#

so old ghostcodes was generally using insanity mode then? since i dont remember having modes back then

molten dune
#

old ghostcodes had different config items that complicated things a bit more

#

but generally it was the same

#

hauntings was just called "ghostgirlenhanced" back then

#

and then bypass would use insanity mode

true plover
#

ok so how can i make my insanity as bad as possible

#

or is that just a time thing

#

because i know 0 about insanity

molten dune
#

time alone yeah

#

time alone in the factory

#

and you'd want to disable soloassist if you're crazy

true plover
#

i already did that

molten dune
#

🫡

true plover
molten dune
#

yeah it'd be easier if I start with those

true plover
#

well ive been at the entrance room in toystore all the way until 22 o clock and absolutely nothing has been happening lol

molten dune
#

yeah sounds like it's not working

#

can you double check it works on vanilla facility interior?

true plover
#

will do

molten dune
#

tyty

true plover
#

the thing is in slaughterhouse while haunting mode with ghostgirl i atleast heard the audio for the light flicker

#

now it was just dead silence

molten dune
#

😵‍💫

true plover
#

just to be clear

#

standing still doing nothing doesnt affect sanity right?

molten dune
#

it does

#

your sanity goes up as long as you're inside the interior

true plover
#

yes iam inside i just wanna make sure if i just stand around inside it'll work

molten dune
#

yeah should work

true plover
#

so i dont have to sprint through the entire interior for a few minutes

molten dune
#

if you look at your logs you'll also see the insanity calculation logs lol

true plover
#

wtf

#

mouth dog at 10am on march

#

i should play lottery or smth

#

also ive never read anything about insanity in the logs befor

#

oh yea its working in facility

molten dune
#

ok yeah so sounds like something for me to look into

true plover
#

i think it actualy does work and its just wesleys bugged toystore rn

#

interval mode should still use doors tho right? im wondering if interval is kinda buggy and i just had to restart my game to realy apply insanity properly

molten dune
#

i mean it's really just dependent on whether or not the interior's lights are listed in allPoweredLightsAnimator (this is from vanilla)

molten dune
true plover
#

well, like i said i sat there till 22 o clock and i heard nothing on interval

#

not a single door

molten dune
#

i'd check your logs and see if codes were getting picked and used

true plover
#

im trying to figure out wth is wrong with wesleys interiors again for now cuz thats bothering me lol

#

ill try slaughterhouse later again

true plover
molten dune
true plover
#

im gonna try it on grand armory now

#

since toystore seems to be generally bugged

molten dune
#

If I had to guess, the animators are playing the sounds but the actual light is not hooked up to them like they would be in vanilla. But that's a huge guess lol

#

until I have a bit more insight into how the interiors are set up i'm kinda just shooting in the dark lol

true plover
#

im starting to feel like theres generally some jank somewhere in custom interior lights

#

like it flickers sometimes?

#

i think it can be seen in the video once too

#

but its not a normal flicker its like 1 or 2 frames maybe

molten dune
#

to be fair, what I do to the vanilla powered lights is also kinda jank

#

I'm basically calling a vanilla method every 0.2-0.6 seconds that normally would only get called once or twice every 5 mins or so

true plover
molten dune
#

oh yeah theres those big robots in that interior KEKW

#

interesting that the light turns off at the end there, they are usually supposed to turn on at the end

true plover
#

yes

#

ghostcodes is definetly trying to work with them but something is just not right

molten dune
#

there's something simple I'd like to try, but that will not be tonight

#

got work in 7 hours so i'm going to sleep lol

molten dune
true plover
#

oh also something small i noticed in grand armory

#

ghostcodes could open a locked door.. is that intended?

azure solstice
true plover
azure solstice
#

@molten dune the scraps being haunted and auto going off is global

#

you need to fix that

wild wasp
#

That's descriptive.

molten dune
#

if that's not what you mean then yeah I'll need a better explanation of what the issue is

azure solstice
#

There is a specific sound that plays that sounds like Biodiversity's Aloe that is global

#

Idk what sound that is but please delete it it's annoying lol

molten dune
#

thats the battery adjust sound

azure solstice
#

It's quite annoying

#

XD

molten dune
#

suggest a better sound then

azure solstice
#

Also I turned off the battery stuff

#

OwO

molten dune
#

for battery charge changing

#

were you playing haunting mode?

azure solstice
#

I have that as secondary

#

So maybe?

molten dune
#

then you'd wanna make sure everyone else has it disabled too

#

because the person being haunted's settings would be checked for interactions during hauntings mode

#

host enforced config settings is something I want to do but haven't gotten around to yet

molten dune
azure solstice
#

Also I think the haunted scrap stuff doesn't sync with some clients

molten dune
azure solstice
#

so something is weird in Multiplayer ig

molten dune
#

The only reason (that would make sense to me) for that to happen is Alecks had a mismatched config

#

like having the networking config item disabled

#

because if it works for one client it should work for all lol

azure solstice
molten dune
azure solstice
molten dune
#

I’ll take a look later for sure

#

I touched grass today lol

molten dune
#

thats a long lethal session lol

molten dune
#

I've been working on improving the lights flickering event and it's compatibility with customer interiors...

so far these are my notes from going thru different interiors individually to check the event


[Custom Interiors That Work]
- Skaarj Outpost (unreal interiors)
- Nali Haven (unreal interiors)

[Custom Interiors That Work w/minor issues]
- Black Mesa (a lot of lights in general resulting in a slower/uniform flicker)
- Rrajigar Mines (a lot of lights have null sound clips in their animators resulting in no sound & warning spam in logs)

[Custom Interiors That play sound but lights dont flicker]
- Toy Store
- Grand Armory
- SlaughterHouse (also has a large amount of lights)

[Custom Interiors with powered lights that dont play sound OR flicker]
- LC Office
- Dantor's Mental Hospital

[Custom Interiors without powered lights]
- Tomb
- Chizra Temple (unreal interiors)```
#

on the plus side, I've noticed most of these interiors use DoorLock for their doors which means the regular door haunting interactions are all working 🙂

#

I also noticed the "new" cave interior that zeekers added with the rapid lights effect is really neat. It has a unique sound for the light flicker event

molten dune
#

@modern hound apologies for the ping but figured I'd reach out to you here. It seems all of your interiors consistently have the issue of the "PoweredLight" animators playing the sound when setting it's trigger to "Flicker" but the actual light doesn't visually flicker (or if it does it's like a single frame). I even went and tested without ghostcodes by running the RoundManager FlickerLights method via UnityExplorer to triple check it wasn't some odd bug I was introducing in my code

#

@bitter spoke also pinging you here as I noticed SlaughterHouse does the same thing in my earlier testing

#

I'm not really sure what the fix is as I've never personally made an interior but I was able to confirm Black Mesa's lights worked per @digital agate's suggestion. So perhaps he can provide some insight into why this happens with your interiors? (sorry again for pinging everyone, feel free to ignore and respond later)

digital agate
#

I feel like there's a number of things that could be wrong

bitter spoke
#

In my experience the lights do actually flicker when the apparatus is pulled, so this is a niche issue

digital agate
#
  • Dead Light.enabled references in the flicker animation clip
  • The references were removed
  • Not using Constant mode for the Light.enabled keyframes
  • ??
digital agate
#

I forget if the flicker animation is played when the apparatus is pulled, or if it's something else

#

ah I guess it does

#

lemme look at it in UnityExplorer rq

molten dune
digital agate
#

right

#

switchpower doesn't make them flicker, so it should be fairly clear whether the animation is working in the case of pulling the apparatus

molten dune
#

true, they do have very different visuals

#

but I could see it being mistaken when the sound for flicker is played at the same time shrug

digital agate
#

yeah definitely

molten dune
#

and ofc, all the config items still work (like disabling the color change, adjusting the flicker rate, etc.)

digital agate
#

ooh that's pretty nice

molten dune
digital agate
#

the animation system is not friendly to programmers, so I don't really think so

molten dune
digital agate
#

@bitter spoke looks like this light has only a very brief window where it is disabled:

#

I tested by setting RandomFlickerSpeed to .001, and then it was actually possible to see it turn off

#

when it plays at normal speed, it only turns off for like less than .006 seconds lol

molten dune
#

glad to hear im not crazy lol

bitter spoke
#

I can look into it later but unless it's an easy fix it's not a priority of mine to make every light have a flicker anim tbh

digital agate
#

it depends on if you copied from vanilla and changed the Light.enabled reference rather than starting over with new animation clips

molten dune
digital agate
#

it might just be a matter of selecting all the Light.enabled keyframes, right clicking, going in Both and setting it to Constant

bitter spoke
#

I'm in bed atm and I'm supposed to be on break from Unity but spent the last two days trying to diagnose lag issues in Lunxara's pack

digital agate
#

it changes how it determines what value to use at a given sample point

#

oh fun lol

#

I'm guessing they come and go so you can't really profile them easily

molten dune
#

yea dont take any of this as urgent or anything like that

bitter spoke
#

Turns out, certain mods don't like the null enemy prefabs I use in JLL

#

And they don't have null checks so bad things happen

digital agate
#

as an example though, this is how the clip should look in the Curves view

#

or similar at least

#

this is basically a direct copy from vanilla though

molten dune
#

question for yall, is there one animation clip per each light? Or is the same animation clip reused for all of them?

bitter spoke
#

Yeah I can look into it later, I'll be completely honest, I copied vanilla lights and then adjusted the mesh for the actual models and the intensities for the lights and called it a day after that worked on Apparatus pull

digital agate
#

if the object structure is different though, they would be separate

#

for example:

molten dune
#

oh okay so definitely not the worst case scenario lol

bitter spoke
#

Anyways I'm gonna sleep now, I'm tired of thinking about modding for a couple of days, I wanna play video games

digital agate
#

and this is the animation controller

molten dune
molten dune
#

sorry if the ping was annoying just wanted to make sure you saw the message at some point 🙂

molten dune
bitter spoke
#

Nah you good, just unfortunate timing as I'm lying in bed and can't show you my stuff

molten dune
#

I should probably be asleep too it's 2AM KEKW

#

anyway, appreciate the discussion. Looking like I need to have some sort of backup method or something in the meantime. Will go back to the drawing board 🫡

digital agate
#

I wouldn't do that tbh

#

it is what it is, those animations should be working

#

especially since there's no way for you to tell if the animations will work

molten dune
#

Well, at the very least I think I’m just going to set up a local list of interiors to not run the lighting event on

#

Based on my own individual testing 😭

digital agate
#

yee makes sense

molten dune
#

Might make it configurable so that way if an interior fixes it then the player can just remove it from the list

#

Thinkin out loud

digital agate
#

beware of making the list directly controlled by the user though, then you can't change the defaults easily if new interiors release

#

I had to move away from that in CullFactory since the list had to change constantly

real ivy
molten dune
molten dune
quick crow
#

the slow fade to red instead of being instant is really good

digital agate
prisma roost
#

I didn't understand this meaning a bit

#

If you dance with TME and vanilla dance, does this have any effect?

#

Or should I shout into the microphone?

prisma roost
#

And the phenomena from the mod will only work when the girl appears? Or maybe without it by chance? (is there a config for this somewhere?)

true plover
#

change primary mode to insanity

#

and idk i didnt understand the emoting thing either

prisma roost
#

Is this fix still relevant?

smoky stratus
#

hello, i remember using this mod long ago and the default values were pretty aggressive

#

back then i tried balancing it myself but i didnt have much luck with figuring out a sweet spot

#

have the default values been changed any time recently?

prisma roost
#

You can generate the config again and check

smoky stratus
#

oh ive since removed that profile, been a long time

#

just wondering if there were balance changes for the default config since the start

prisma roost
#

Probably yes...

#

It used to be that events were always spammed, even if there was no girl

#

Now I think only when it is there (default settings)

#

Maybe I'm wrong, who knows

vague wave
prisma roost
#

But even if he stands, he won’t break anything, will he? :с

vague wave
#

Was fixed a while ago

#

I don’t think it’d break anything

prisma roost
#

Or some mods with general fixes

vague wave
#

Fixed the turnAmount statistic that the ghost girl uses not resetting for each round

Fixed hasBeenCriticallyInjured not being set back to false when being respawned

prisma roost
#

Wow, I didn't even notice

#

Thanks for the info!

molten dune
molten dune
vague wave
# prisma roost Thanks for the info!

No problem! I do a lot of research on this stuff, partially for my bugfix modpack, so if you have any other questions feel free to ask me haha

#

I learned recently the infinite exp bug can still occur

#

afaik not while unmodded though

smoky stratus
#

another question, is there any kind of compatibility with blackouthazards?

molten dune
noble birch
molten dune
smoky stratus
#

itd probably be cool if ghostcodes randomly turned a turret on for a few seconds anyway, thats good

molten dune
#

so i've figured out how to detect an interior's lighting that does not use poweredlight animators such as my example with tomb where the primary lighting is via torches. I can manipulate the color of the light still but it is a LOT more subtle than when used alongside the flicker animator. Does this look like a good solution for interiors that either dont have powered lights (and/or for the rare cases where the animators are not flickering properly)?

#

I think I may also experiment with || player effects like the adrenaline rush you get when an enemy is attacking you ||

#

affected vs unaffected (the fire itself is not a light so changing it would require some more targeted code)

true plover
#

The difference is so small I feel like I wouldnt even notice anything while actualy playing

molten dune
#

I agree, that's kinda how I feel with this specific example (especially with orange to red specifically). I need to test with a few other interiors I think

true plover
#

also i remembered something today and im not sure if it is any useful or not

#

i think the country road creature mod that monster causes light flickering too and if i remember correctly that was working on like all interiors

#

its been a while so im not fully certain and i forgot to check again when i came home today but maybe you wanna look around and maybe you can figure something out

#

otherwise if you dont have that time to spend i can go check tomorrow if it was truly working on all interiors

#

but i remember getting his flickering on mental hospital somehow

molten dune
#

that interior would be part of my list that says "Custom Interiors with powered lights that dont play sound OR flicker"

#

so I wonder if that enemy uses the flicker animation or just turns the lights off and on manually

true plover
molten dune
#

i'd have to peep their code to be sure tho

livid kindle
#

country road creature affects flashlights too, lowers brightness and changes the color to red

#

it might just be affecting any light source within a certain radius

quick crow
#

i wonder if it'd be possible to make the old bird's light flicker like the facility's lights

vague wave
molten dune
livid kindle
azure solstice
true plover
azure solstice
true plover
#

Oh that

#

I get that without the interior too

azure solstice
#

Yeah it's cus of Dantors, it has a corrupted asset somewhere in it's AssetBundle

azure solstice
true plover
#

Mh good to know

azure solstice
#

I personally had to get rid of SoundAPI in my pack, it uses up too much ram and during some situations causes lag

#

like during Vanilla Meteor Shower or when GhostCodes rapidly opens and closes doors and stuff

true plover
#

mh seems like LethalResonance is using it tho

#

so i kinda dont want to get rid of it

azure solstice
#

I love LR too but it's easy to live without it for now til SoundAPIV2 comes out

livid kindle
#

do you know when soundapi v2 is coming out

azure solstice
#

Noone knows

#

Bongo is working on it at his own pace

gentle loom
molten dune
quick crow
#

i can't get the rapid flicker hexcode config to work

molten dune
#

what are you setting it as?

quick crow
#

<color=#FF0000>"More"</color> to make it red

molten dune
#

you're trying to change the color of the lights in the rapid flicker event right?

quick crow
#

yeah

molten dune
#

what are you putting for the config item in your mod manager?

quick crow
#

what

molten dune
#

this config item

#

what are you setting it to?

quick crow
#

<color=#FF0000>"More"</color>

molten dune
#

yeah you dont need all that

quick crow
#

just FF0000 didn't work

molten dune
#

it would be #ff0000

#

but you can also just put "red" since that's a pretty basic hexcode

#

just use the alphanumeric combo provided next to the #

#

so for this one you'd put #2C2B2B in for the config item

wind marlin
#

I've been trying to test ghostcodes if it works, but when I spawn in a ghostgirl via imperium it doesn't show up - is this something on ghostcodes' end, or would it be something else?

#

oh nevermind, it finally showed up 🤔

#

very odd, I spawned it and it didn't show, I move around a bit and teleported it to me in the facility and it didn't show, then I go outside and mess around before teleporting it to me outside and it finally just shows up and stares at me

glacial nimbus
#
[22:32:54.0335234] [Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
ghostCodes.NetHandler.PlayGhostAudioonTerminal (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:260)
ghostCodes.NetHandler.GGTermAudioClientRpc (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:237)
ghostCodes.NetHandler.__rpc_handler_1150680842 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <5fb50136b93d4f2eb2acf0018ffed911>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
#

Has that been reported yet? SCaraara

molten dune
#

yes, I have a fix incoming soon ™️

prisma roost
#

After a murder, does a girl immediately choose a new victim?

prisma roost
#

Scary?

prisma roost
#

Where can I set GhostCodes to work only when a girl appears?

livid kindle
#

it will only trigger ghostcodes to activate when you're being haunted by the girl

prisma roost
#

Found

livid kindle
#

yea change the primary mode to hauntings

#

secondary mode will make it perform differently based on which moon you're on

molten dune
#

Thank you @livid kindle for helping out. You are 100% correct

molten dune
# prisma roost Scary?

wont break your game, just causes certain things to not work in this mod. I have a fix for this issue planned

digital agate
#

@molten dune do you toggle specific powered lights or just all the lights in the interior like vanilla does? I'm implementing an optimization in Black Mesa that would possibly break the former

molten dune
#

doing this in my dev branch, the version on thunderstore just calls the vanilla flicker method

digital agate
#

right, but do you selectively flicker them at all, or plan to?

molten dune
#

I set the animation trigger to "Flicker"

digital agate
#

also, the check for a light in the child of the animator seems unnecessary to me thonk you could just get all objects tagged PoweredLight and then get all child light components

molten dune
digital agate
#

isn't that okay?

molten dune
#

I was getting null ref errors if I remember right

#

for the color changing bit, because it uses the same list

digital agate
#

huh, but you shouldn't get any nulls using GetComponentsInChildren

molten dune
#

actually let me correct myself, allLightsFixed is a separate list specifically for the colors bit

digital agate
#

anyways, the thing I discovered is that the animators attached to the lights

  • run all the time
  • cost a lot of performance due to interacting with lights
    so I'm looking into making them all be controlled by one animator in the first tile, setting all my powered lights' enabled state from just the one
molten dune
#

oh that's interesting

digital agate
#

it appeared to be a pretty significant improvement in performance for Black Mesa specifically since we have so many lights

molten dune
#

that would definitely make the flicker animation for the entire facility much more static feeling though, like they would all flicker at the same rate :/

digital agate
#

I don't think the flicker rate even works

molten dune
digital agate
#

the variable in the animators is different than RoundManager sets

molten dune
#

right but if they all have the same animator wont they all flicker at the exact same time if the flicker animation is called?

digital agate
#

yeah

#

I'm thinking of making the animation into a coroutine

molten dune
#

yeah thats what I wanted to avoid

digital agate
#

or even an update function

molten dune
#

oh?

digital agate
#

then I can give them variability myself

molten dune
#

I'll see what you cook up. Definitely interested

#

funny enough I had the opposite idea that I thought about trying in the future of adding my own animator asset bundle to apply to interiors that dont have them lol

#

whether I was actually going to try it tho... KEKW

digital agate
#

yeah, that's why I initially thought to ping you here, it seems like you actually should prefer doing it the old fashioned way

molten dune
#

and what do you mean by old fashioned exactly? calling the vanilla method?

#

or, rather, not using an animator at all and enabling/disabling the lights manually lol

digital agate
#

setting them enabled if they don't have an animator

#

but then again, not sure how that would interact with my system

molten dune
#

I remember messing with that idea a little bit but either not having a sound to go with the flicker or when using the on/off animators instead of flicker it just doesnt sound right

digital agate
#

you also can't do that with vanilla-like interiors since the animators will override whatever you set

molten dune
#

I guess I could add my own sound as an asset bundle and go from there. I would also need to get a bit more creative with timings to recreate zeekers*(lol) animator style

digital agate
#

and Zeekers was also not consistent about using .enabled vs SetActive

molten dune
digital agate
#

but yeah as long as you're not trying to switch off like x lights near the player or something, my new system should work I think

#

I can make it have some sort of variation in timing later, but for now I'm evaluating the perf benefit

molten dune
#

yeah no worries, I think the ghostcodes feature is about as low priority as you can get

digital agate
#

preliminary fiddling with UnityExplorer showed that it was like a 50% improvement

#

combined with disabling door animators

molten dune
#

oh interesting, do the doorlock functions still work?

digital agate
#

uh

#

good point

#

I put the enable in the InteractTrigger, I guess I need to hook DoorLock?

molten dune
#

like this one, for example. I use it a decent amount lmao

digital agate
#

yeah okay I'll hook dat

molten dune
#

🫡

pure hearth
#
[Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
ghostCodes.NetHandler.PlayGhostAudioonTerminal (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:260)
ghostCodes.NetHandler.GGTermAudioClientRpc (System.Int32 num) (at ./NetworkedStuff/NetHandler.cs:237)
ghostCodes.NetHandler.__rpc_handler_1150680842 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <5fb50136b93d4f2eb2acf0018ffed911>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)