#Enhanced Radar Booster

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rich stirrup
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Getting this in log when people join

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No issues from what I see but figured I'd report it

rich stirrup
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I believe this may or may not have actually causing some weird desync issues - I cannot say for certain that it 100% did
After removing it though, some new desync issues I was experiencing stopped

plucky tree
# rich stirrup Getting this in log when people join

It possibly due to people who joining having older version of mod. Cause config sync is new thing in last 2 updates, first one had less values to sync, so it probably just trying to send more values to sync than client have on it mod version

rich stirrup
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Strange
Before anyone joins me I always have an up-to-date code
But with some new issues I've seen with configs (in general), it may be ideal for me to generate new configs
I'll give that a shot and report back anything else

plucky tree
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You being the host right?

rich stirrup
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Yep

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I know the importance of having things synced so I always ensure my group is as up-to-date as I can be with my mods / config before joining

plucky tree
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And are these people who join randoms or they with same modpack?

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oh

rich stirrup
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I don't have it as a formal modpack, but they always input latest code before joining

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But as I've mentioned, this could be a thunderstore side issue, but even though some configs update, somehow, some way, bugs still linger around until completely freshly generated files are made (not about this mod specifically, just in general)

plucky tree
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It could be on my end, since it first time I working with config sync

rich stirrup
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Either way, I play often enough and I enjoy the mod so I'll generate fresh files over here and report back any sillyness

plucky tree
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Also it prob could be useful to check logs of the ones who joining you, since it writes what config values they got after sync

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Oh, I think I already found the reason

plucky tree
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In last update I added one more config for disabling networking all at once, but didn't increase sync buffer size by 1

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pity it can't be done automatically to prevent such manual moments

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Do be surprised no one noticed before you

rich stirrup
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Just the slav kinda way

plucky tree
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Prob I would have noticed it and fixed earlier, when playing with friends, but we kinda didn't opened the game past week. So good thing you noticed

rich stirrup
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I also watch the logs fairly often for oddities anyhow

plucky tree
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So it should be fixed now. It may take some time for thunderstore to update, so if need it faster can just get from github

rich stirrup
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ye nw

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nobody around rn

sharp prawn
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I don't need CollectYourDead, but I just thought I'd make you aware of it

plucky tree
wary garden
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I assume this one's not getting any updates anymore, but i recently fell in love with vanilla radar boosters and this peaked my interest heheh

plucky tree
limpid pecan
wary garden
wary garden
limpid pecan
wary garden
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thank you so much mr. caballero de la luna... you are my savior

limpid pecan
wary garden
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HAHAHHA YEAH

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an incredibly annoying to type out nickname but a nickname nonetheless

limpid pecan
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XD

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Nah, damn long last name, I'll have to find another one. ๐Ÿ˜ญ

wary garden
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LMAO YOU CHANGED YOUR NICK TO IT

limpid pecan
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Yeah, but I'm back to normal.

wary garden
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the tp for the radar booster is a bit jank ngl

limpid pecan
wary garden
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like, janky, like it works but barely

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they pop into the tp even if the animation isn't over and take two tp presses to teleport

limpid pecan
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Well, the second thing doesn't happen to me.

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The first thing does happen to me, but I never cared, ah. The important thing is that it reaches the ship.

wary garden
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truee

plucky tree
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First one is sadly intended, since it was way safer and easier to sync with tp such way at the start of command.

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Second one never happened tbh. It might be cause sometimes just take time for RB to move between facility and ship, otherwise not sure.

wary garden
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either way love the mod lmao

wary garden
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what?? this updated today

plucky tree
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Was reported a compatibility issue. OpenBodyCams had checking for whenever RB considered inside the ship or not unlike Helmet Cameras, so they had issue, when RB getting teleported and still counts as on ship, so camera wasn't getting enabled.

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So fixed it and adjusted a bit sync of RB activation after teleportation. Hopefully everything works better now.

wary garden
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sick!! thank you bud

valid dagger
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hey after the update the radar booster does not teleport correctly. it inverse teleports but then just disappears

plucky tree
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Also do you mean that after pressing inverse teleporter button it disappear from the ship? Cause that sounds like what inverse teleporter suppose to do, by teleporting RB to random place in the facility.

valid dagger
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let me try again today, it may have been general improvements. it would teleport into the facility but then disappear, like you couldn't see it on the monitor at all and it couldnt be teleporter back

verbal condor
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I understand what you're saying. Just tried it myself. I think it's working up till the point it makes it into the facility, but instead of showing up turned on, it's showing up turned off. At least, that's what the minimap view is implying.

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that being said, I'm also running generalimprovements but the logs didn't show anything inherently wrong when the teleport happened. I'll try doing this again on a clean profile with just ERB and some extra starting money.

plucky tree
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Ye, that would be helpful

verbal condor
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i could send a video if you'd like, but unfortunately, the same situation happened. The camera view shows it as if it got turned off, and cycling the camera only shows myself.

plucky tree
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Is it happens only when you activate it before teleportation, cause in code it activates after teleportation, so that's maybe why it just turn off?

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Ye, it seems to be the case. For now just don't turn on RB in advance before teleportation and it will enable itself after teleportation.

verbal condor
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Can do, thanks for the solution! ๐Ÿซก

plucky tree
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Should be fixed now in v1.7.1.

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Seems like when I swapped to diff sync of RB activation it used logic of swapping current state instead of swapping to the one I called. So I adjusted it so it swap only when it differs from the state I want it in. Seems to work fine now on my tests.

valid dagger
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Hey i just updated and now the RB wont teleport at all. I have this in my logs:

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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnhancedRadarBooster.HarmonyPatches.beamOutRadarBooster (UnityEngine.Transform teleporterPosition, System.Random shipTeleporterSeed) (at <c092e98bc6cb4d468fb785a057c62267>:IL_00B0)
(wrapper dynamic-method) ShipTeleporter+<beamOutPlayer>d__30.DMD<ShipTeleporter+<beamOutPlayer>d__30::MoveNext>(ShipTeleporter/<beamOutPlayer>d__30)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

plucky tree
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This one do be weird, cause update didn't touch that part of code. Sounds like it couldn't get network object of RB for some reason.

valid dagger
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seems like it was goldscraps update for some strange reason. it broke other mods too

plucky tree
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Pity, but ig it also good in some sense, cause I wasn't sure what could have caused it on my end.

verbal condor
valid dagger
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Yeah I had to rollback too. It makes no sense to me how scarp mods interfere with teleporters either lol

plucky tree
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Probably cause for the game both RB and scrap goes from same class as GrabbableObject. So maybe there was change by that mod, that didn't check the difference before applying some logic.

valid dagger
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hey is there any chance of adding a feature to increase the range/brightness of the radar boosters light bulb?

plucky tree
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iirc stats of flash of bulb wasn't dictated openly in code, so doubt

valid dagger
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ah too bad. was worth a shot!

verbal condor
valid dagger
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oh awesome let me give it a shot

plucky tree
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Was thinking about color before by other request, but I think it was quite hard coded for me to adjust

astral pecan
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yoo

heavy gale
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best modTulipTalk

spring breach
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this mod sounds super cool, are there any known incompat with other mods?

heavy gale
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not that i know of.

dusk niche
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I'm getting a error when trying to teleport the radar booster back to the ship with Biodiversity enabled.
I click E to teleport it but it does nothing.

here is the error:

[Info   :com.github.biodiversitylc.Biodiversity] Recording teleport data.
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Biodiversity.Patches.ShipTeleporterPatch.ButtonPressed (ShipTeleporter __instance) (at ./Patches/ShipTeleporterPatch.cs:22)
(wrapper dynamic-method) ShipTeleporter.DMD<ShipTeleporter::PressTeleportButtonClientRpc>(ShipTeleporter)
(wrapper dynamic-method) ShipTeleporter.DMD<ShipTeleporter::PressTeleportButtonServerRpc>(ShipTeleporter)
ShipTeleporter.PressTeleportButtonOnLocalClient () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_001D)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent 1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00B7)
GameNetcodeStuff.PlayerControllerB.Interact_performed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_016D)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)

[Error  : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/Interact[/Keyboard/e]'
spring breach
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๐Ÿ˜ญ

dusk niche
heavy gale
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guess there was a slight incompat..

rugged turtle
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i could try testing later with BioD off and GI off and try and see which one causes the issue

dusk niche
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in my case it was biodiversity

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they say they know the issue

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but i have no idea if they fixed it

spring breach
dusk niche
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yay

rugged turtle
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oh awesome

plucky tree
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So do you still have issue or it was in the past?

rugged turtle
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I am gonna give it a test today
1 days without EnhancedLockpicker though, unplayable

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i love the mod

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It makes the Lockpicker so fun to use, trying to bait and chase enemies into areas to then seal them in with the lockpicker

plucky tree
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ye, still need to figure out what new changes in update cause the issue

oak hazel
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Getting a bunch of errors related to the teleporters and the radar booster :((

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When trying to teleport the radar booster away with the inverse:

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When trying to teleport the radar booster back to the ship:

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and while teleporting to the radar booster with the inverse works it still throws this error:

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And if inversing to a radar booster outside, it makes the game think you're inside

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It changes if you go back to the ship and then exit it but it's still broken
(I hear interior ambience and it's 12 am)

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It fixes itself if you TP yourself back to the ship

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Just tested and It's definetly not GI related either

plucky tree
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Thx, this should be very useful with how detailed you tested it.

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This update def broke a lot of mods, so I still going through all of them.

languid dove
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Sad to see the enhanced mods broken, they were probably some of the best mods I implemented into my mod pack

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I hope they get fixed soon

rugged turtle
heavy gale
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๐Ÿ˜”

plucky tree
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Hopium, I will be finally free for it really really soon

plucky tree
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Good news is that it was giving error only cause it wasn't rebuild for files from v70+. So that one got fixed.

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The thing about teleporting radar booster back that felt like not working, seems to be working, but for some reason teleporting it next to the ship instead of to teleporter itself. Possible that v70+ changed something about coordinates that causing this, so it require more investigation.

plucky tree
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I have so many not good words to describe how annoying this version changes was. I wasted so much time on this, cause v70+ decided to change some methods to work with global coordinates, while other with local ones. Which so much pain to track without proper change notes for each game version. So after reworking RB teleportation almost from 0 now it works.

plucky tree
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I really wanna crashout about all the things I encountered, but I rather not.

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For everyone who was concerned, now it updated to work with v72 with update 1.8.0: @heavy gale @rugged turtle @languid dove @oak hazel

spring breach
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thank you so much, i dont have coding knowledge so i can't do much but to trust your word haha, thanks for fixing it even with all the terrible changes and headaches โค๏ธ

wary garden
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@glossy moat good news vro...

wary garden
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YEAAAAAH

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adding this to biod intended so fast vro it's not even funny

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this AND daryl mod

rugged turtle
wary garden
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@plucky tree the game updated, I suspect this and enhanced lockpicker may have gotten borked?

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there were some networking changes... some rpc stuff I think? I'm not super versed into this stuff so idk exactly what changed

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there's some pins in #dev-general, that I know

plucky tree
wary garden
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Ah totally get it!

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Well most mods broke on monday when the update dropped since the game changed Unity versions

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There was a security update to all Unity versions and LC was forced to change its own, and with that came a slew of networking changes.

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The changes are for the best but it broke a lot of stuff

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Some people just had to... rebuild? (I think) their stuff under the new unity version but some people had to make more involved changes in order to fix their mods

inland egret
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@plucky tree enhanced radar booster doesn't work when I try to use teleporter or inverse teleport

wicked schooner
hybrid tiger
hybrid tiger
slim crater
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I think, yeah

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thx

inland egret
wicked schooner
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Truly weird

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As said, it did just work for me

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So idfk what's going on

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But updating will help for certain

tired sparrow
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Looking forward to when this works againnn

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Honestly a classic

plucky tree
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Finally had some time, so released an update for LC v73.

plucky tree
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So, thx, it was quite helpful.

wicked schooner
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Yep, v73 simply fried all networking

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Thanks a ton for the update! Really appreciate your work ^-^

languid dove
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@plucky tree Whenever you use the remote to flash a radar booster, the ships lights still turn on and off

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Would it be possible to add in a setting that disables toggling the ship lights if you click the remote while within range of a active radar booster? that way if you flash one, you're also not turning the ship lights on or off?

plucky tree
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Iirc it was pretty hardcoded, so all I could is to add radar booster to flash, rather than revamp ship light too. Overall anything possible, it just that I not playing LC anymore, so mostly maintaining existing features rather than keep adding new ones like in the past, when I did played LC.

inland egret
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Universal Radar still thinks the radar booster is outside when you use the radar booster with inverse teleport. This causes radar sprites to override each other.

inland egret
plucky tree
inland egret
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nope, but looks like when its outside the mod use a different height to show the map and when its inside it utilizes vanilla

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when a player grabs the radar booster its fixed

inland egret
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when the player/radar booster is outside it utilizes this

fossil totem
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Does anyone know if this mod still works in v81?

inland egret
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yes but the one about teleport near a radar booster doesn't work.

plucky tree
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Most likely the cause of new update moving things around againm hopefully rebuilding it to v81 would be enough to fix that.

spring breach
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๐Ÿ™

plucky tree
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Rebuild for v81.

wary garden
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oh fuuck yeah