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

1 messages · Page 5 of 1

azure solstice
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Yeah I let him know about this, for now the solution is to turn off the mod's networking

keen vine
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Is the mod dead

molten dune
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no, just busy with other stuff

modest plover
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Dead? Does it not work or something?

molten dune
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as far as i'm aware the mod should work fine with just occasional errors thrown here and there that wouldn't cause anything noticeable

vocal grail
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hello I experience some issue with the mod. when something I activated from terminal via ghostcode the item I hold disappeared. i got it twice in the same round

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and when the ghostcodes "buys". some items from lethalthings got bought even if they are disabled

molten dune
molten dune
molten dune
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feel free to ignore this and reply whenever btw

grim hamlet
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that patch should be under a config toggle

synOnUse i belive

molten dune
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LobbyControl.PluginConfig.ItemSync.SyncOnUse.Value this one right?

grim hamlet
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i mean thoose are just patchfixes so feel free to force disabling it if you want.

they do work but a lot of items never call the use function so it's partially inert

modest plover
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Isn't SyncOnUse off by default?

livid kindle
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i believe so

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i haven't changed my lobbycontrol config at all and it's set false

stark aurora
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Is the reboot command broken?

molten dune
stark aurora
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Im spelling it right I feel like

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Grrrrrrrr

molten dune
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which mode are you in?

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actually, i'll probably have to look into this later. Can you send a profile code and i'll mess around with it?

stark aurora
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01938a04-5792-3481-9f82-b5b34df4c87b
@molten dune

vague wave
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It seems like Hauntings mode may not be functional?

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Primary Mode keeps changing from Hauntings to Insanity on its own

molten dune
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do you have networking enabled?

vague wave
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Networking disabled, singleplayer lobby

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Does it only work with networking?

molten dune
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yeah unfortunately hauntings mode requires everyone to have the mod

vague wave
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Ahhh crapbaskets

molten dune
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due to the way patching the girl works

vague wave
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Thanks for the quick reply!

molten dune
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no problem!

tight valve
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Any chance the way how the Death Note works could be improved?
My friend's steam name is "I think i can aim"
For some reason this triggers TerminalFormatter Filter Tag for Canyon to occur
We have TerminalConflictFix too

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Ik some mods use sub-menus for their commands, where they dont execute outside of it and other commands dont work in there
Such as TooManyEmote's emote store

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LethalInternship as well

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Maybe a sub-menu accessed via "DeathNote" or "Death Note"
And in there it 1) describes the mechanic briefly at the top and 2) then allows you to send a steam name

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The mechanic still works ofc for names that dont conflict. Like mine "ZetaArcade" worked for my friend, he could Death Note me

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But i cant to him lol

prisma roost
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I would completely disable this TAG, every time someone selects the moon or buys something, they switch to this mode

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and even leaves only one moon...

tight valve
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Unsure how you go about doing that in TerminalFormatter

tight valve
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Sure, if someones steam name is "Tag Canyon" then boowomp, GhostCodes taking priority would suck there lol
But even then, if GhostCodes has its own section for Death Ntoe then the issue could be avoided entirely

modest plover
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Does secondary mode work on all moons if no moon is specified? Or can you just specify "All"? I want both hauntings and insanity to be active.

timber notch
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👋🏻👋🏻 how is it going in here?

molten dune
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To be completely honest, I’m too busy to maintain a project of this size with frequent updates. A big issue I ran into the last time I was working on this was just the inconsistency of different modded interiors in how they are set up (in contrast to what I’d like to do to them). I have some changes staged for an update but it will take me a good chunk of time at my current rate

molten dune
molten dune
# tight valve Sure, if someones steam name is "Tag Canyon" then boowomp, GhostCodes taking pri...

I could easily do this as my library (OpenLib) already has and uses this feature in a few of my different mods (faux keywords). My issue is that my original vision for the death note commands was that it would be more of an Easter egg than a feature with its own menu and everything. That said, I think you’re right in that a menu would make the most sense for compatibility reasons (and just making it easier to use the feature). It’s certainly not balanced if it’s easier for one person to use over the other just based on names

tight valve
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If you could add that, it would be wonderful

molten dune
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I’ll see what I can do 🫡

tight valve
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We'll still use ghostCodes regardless though

timber notch
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Hiii Darmuh! 🩷 I haven't played LC in forever, but now I'm putting together a new mod list and wanted to come say hi to cool guy Darmuh and see hour you were doing!

azure solstice
molten dune
molten dune
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small update to fix some of the more common issues, had to revert some of my more experimental changes I had drafted

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[2.5.2]

  • Updated death note to use a menu system for fairness between player names.
    • To open the death note menu type leave me alone in the terminal while you are haunted.
    • Use arrow keys to navigate the menu and enter to select the player you wish to send the ghost girl to.
  • Added handling for some of the more common errors that have been reported, such as:
    • out of index sounds
    • out of index default terminal action
  • Updated lighting during rapid fire event to smoothly transition to your new color of choice.
    • also updated this to use all lights within the interior (dungeon) when powered lights could not be found
    • There is still issues with some modded interiors not having their animators set up as they are with vanilla interiors. Still determining how I will fix this.
  • Light flicker event now uses only two networked Rpcs (start/stop), the rest of the event is handled client side between each client.
    • This should hopefully improve performance by offloading the event off the network.
    • In the event that the player who called the start rpc can not call the stop rpc, the event should stop for everyone else.
  • Added NoTouchItems config item for the haunted scrap interactions.
    • This should allow you to filter out items that throw an error in logs when they are activated by a player not currently holding them.
    • I'd still like reports of which items cause this error so I might be able to find another way to fix this in the future.
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[Rework WIP] ghostCodes - Alpha testing via version 2.5.2

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yall might get one more hotfix out of me before the new year

molten dune
timber notch
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Pspspsp, hi Darmuh 👋🏻
I hope your day is going well!

stark aurora
molten dune
stark aurora
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I see

azure solstice
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@molten dune Just wanted to let you know the mod no longer seems to work at all when networking is disabled

molten dune
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what made you determine the mod wasnt working?

azure solstice
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Had it set to insanity mode with networking off like before

molten dune
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logs would still help to see what it is logging

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also it ofc depends on interiors and that sorta thing (what you have enabled in config)

azure solstice
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I mean it never once did anything, but there's the SQLite

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@vague wave You got a lot as well? Since you're testing

molten dune
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there some documentation somewhere on how to read the sqlite?

azure solstice
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I use Db Browser for SQLite, you can open it in that and then under Browse Data set table to logs

molten dune
azure solstice
molten dune
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ran your mod profile with debugging on and it is working. There's just a lot disabled and you have the random intervals set really high

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as for individual interactions im not sure if maybe there may be some that are not working as intended due to some sort of mod incompatibility

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but I did see haunted orders working and haunted doors in the facility working

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especially once I lowered these values specifically for testing

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I dont really have the time to test any further, so if you (or another invested individual) would like to test for specific interactions (with extensive logging config item enabled) not working that you think should be please feel free to let me know what you find and i'll look into it. Just saying "the mod doesn't work when networking is disabled" is too vague for me to look into without spending a lot of time chasing ghosts in the code (pun intended)

azure solstice
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Weird the haunted order and stuff never worked for me idk why lol

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Maybe it breaks in multi?

molten dune
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it's all host dependent when networking is disabled. So all that matters is that you are the host (others dont even need the mod installed in that case)

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thats what makes it vanilla compatible

azure solstice
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Yeah I just dunno why it wasn't working for me

molten dune
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also, || the haunted order stuff will not be chosen by the mod if no one is detected in the ship ||

azure solstice
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Oh ||So that was changed? I will say at one point I heard the purchase sound go off but it never made the dropship land||

molten dune
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|| its always been that way lmao ||

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|| and it doesnt make the dropship land instantly as far as i know ||

azure solstice
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||It should cus I use a mod that makes it land faster lol||

molten dune
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|| so if a real purchase comes thru, all that is haunted is the sound effect from the terminal at that point ||

molten dune
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|| to be honest idk if the ghost purchases is vanilla compatible even ||

azure solstice
molten dune
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|| yeah nvm, reviewing the code it is vanilla compatible ||

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|| it would depend on if any other mod that patches the dropship decides to check if there are no items in the dropship then ||

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but yeah, any individual interactions you see not working feel free to let me know what you find

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I did confirm that the core functions of the mod are working with networking disabled, further from that I need direction

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and ofc, theres a lot of interactions that require networking

azure solstice
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I mostly had networking off cus of the errors from before

molten dune
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and also there's mods out there (anticheat) which stop other mods from calling vanilla Rpcs, thus breaking the vanilla compatible stuff

molten dune
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or at the very least softly handled with returns so that nothing errors out

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I will say I know at least one interaction that probably still doesnt work in your profile MonitorsOnShip. Since the vanilla monitors are replaced by a mod that adds more. Though that is a known issue for a while now

azure solstice
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Yeah

molten dune
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and then ofc, with custom interiors you see a lot less vanilla hazards that have the TerminalAccessibleObject property. So you dont get those interactions either

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I could see why, with all of that combined with the high random intervals you felt the mod wasnt doing anything

azure solstice
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I mean it did a ton of stuff before, but after the update it did almost nothing lol

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Idk

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XD

molten dune
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eh, that's just the random element I'd say

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but who knows, if you find something else out feel free to lmk

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just fyi i'm gonna be gone from the 22nd till like january 6th

azure solstice
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Understandable

molten dune
novel spruce
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How dare

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False hope