#[Rework WIP] ghostCodes - Alpha testing via version 2.5.2
1 messages · Page 5 of 1
Is the mod dead
no, just busy with other stuff
Dead? Does it not work or something?
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
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
and when the ghostcodes "buys". some items from lethalthings got bought even if they are disabled
reading the log it looks like LobbyControl doesnt like the fact that an item is being activated by a non-player :/ This is the line it mentions erroring out at
If that's the case it sounds like lethalthings is still adding them to the item list. I can add a filter config item for the feature to stop ghostcodes from "buying" certain items
@grim hamlet, any idea how I can avoid making lobby control throw errors while still having fun with ghostly items?
feel free to ignore this and reply whenever btw
that patch should be under a config toggle
synOnUse i belive
ah, so should I recommend disabling the config item or would you be cool with me force-disabling it when my features are enabled?
LobbyControl.PluginConfig.ItemSync.SyncOnUse.Value this one right?
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
Isn't SyncOnUse off by default?
Is the reboot command broken?
not that i'm aware of
which mode are you in?
actually, i'll probably have to look into this later. Can you send a profile code and i'll mess around with it?
Yeah hold on
01938a04-5792-3481-9f82-b5b34df4c87b
@molten dune
It seems like Hauntings mode may not be functional?
Primary Mode keeps changing from Hauntings to Insanity on its own
do you have networking enabled?
yeah unfortunately hauntings mode requires everyone to have the mod
Ahhh crapbaskets
due to the way patching the girl works
Thanks for the quick reply!
no problem!
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
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
LethalInternship as well
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
The mechanic still works ofc for names that dont conflict. Like mine "ZetaArcade" worked for my friend, he could Death Note me
But i cant to him lol
I would completely disable this TAG, every time someone selects the moon or buys something, they switch to this mode
and even leaves only one moon...
Unsure how you go about doing that in TerminalFormatter
but you can escape it easily by doing filter none
The issue isnt that mod, moreso that GhostCodes doesn't take priority over it
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
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.
👋🏻👋🏻 how is it going in here?
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
No the modes are not designed to run concurrently
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
Ahh i see
If you could add that, it would be wonderful
I’ll see what I can do 🫡
No rush, but if you are able to complete it by say 20th~ then i can include a bingo challenge for it
"Death note Ghost Girl onto some1 else"
Trying to test the challenge was possible was how i came across the issue actually
We'll still use ghostCodes regardless though
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!
@molten dune any idea what causes this?
sorry read this when i was half asleep earlier. Yeah the cause is likely due to an interior that has no mines/turrets/doors that ghostcodes can interact with. I think I have it fixed in a dev branch im working on
small update to fix some of the more common issues, had to revert some of my more experimental changes I had drafted
[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 alonein 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.
- To open the death note menu type
- 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
NoTouchItemsconfig 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.
[Rework WIP] ghostCodes - Alpha testing via version 2.5.2
yall might get one more hotfix out of me before the new year
still not sure what caused this btw
Pspspsp, hi Darmuh 👋🏻
I hope your day is going well!
Is it just exclusive to my pack?
I just still need to look into it. Hadn’t gotten around to it yet
I see
@molten dune Just wanted to let you know the mod no longer seems to work at all when networking is disabled
logs?
what made you determine the mod wasnt working?
Logs prolly won't give much as I never got any errors it just never did anything at all during our play session tonight
Had it set to insanity mode with networking off like before
logs would still help to see what it is logging
also it ofc depends on interiors and that sorta thing (what you have enabled in config)
I mean it never once did anything, but there's the SQLite
@vague wave You got a lot as well? Since you're testing
there some documentation somewhere on how to read the sqlite?
I use Db Browser for SQLite, you can open it in that and then under Browse Data set table to logs
you were the host in this right?
Yeah
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
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
but I did see haunted orders working and haunted doors in the facility working
especially once I lowered these values specifically for testing
haunted order
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)
Weird the haunted order and stuff never worked for me idk why lol
Maybe it breaks in multi?
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)
thats what makes it vanilla compatible
Yeah I just dunno why it wasn't working for me
also, || the haunted order stuff will not be chosen by the mod if no one is detected in the ship ||
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||
|| its always been that way lmao ||
|| and it doesnt make the dropship land instantly as far as i know ||
||It should cus I use a mod that makes it land faster lol||
|| so if a real purchase comes thru, all that is haunted is the sound effect from the terminal at that point ||
|| right but the mod wouldnt be patching my code ||
|| to be honest idk if the ghost purchases is vanilla compatible even ||
||I mean it always worked before XD, and the haunted orders have always worked without networking so idk lol||
|| yeah nvm, reviewing the code it is vanilla compatible ||
|| it would depend on if any other mod that patches the dropship decides to check if there are no items in the dropship then ||
but yeah, any individual interactions you see not working feel free to let me know what you find
I did confirm that the core functions of the mod are working with networking disabled, further from that I need direction
and ofc, theres a lot of interactions that require networking
I mostly had networking off cus of the errors from before
and also there's mods out there (anticheat) which stop other mods from calling vanilla Rpcs, thus breaking the vanilla compatible stuff
those should all be resolved
or at the very least softly handled with returns so that nothing errors out
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
Yeah
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
I could see why, with all of that combined with the high random intervals you felt the mod wasnt doing anything
I mean it did a ton of stuff before, but after the update it did almost nothing lol
Idk
XD
eh, that's just the random element I'd say
but who knows, if you find something else out feel free to lmk
just fyi i'm gonna be gone from the 22nd till like january 6th
Understandable
moving discussion here - https://discord.com/channels/1168655651455639582/1327068908129095700