#[BETA] Immersive Visor

1 messages · Page 2 of 1

green lava
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very minor and a lot of people remove the visor

carmine wren
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hopefully in 3 days since I know what to do now.

hallow dagger
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Careful with giving ETAs.

carmine wren
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I really should've yeah

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at least I won't get distracted playing games for a while now that I beat it.
And about the visor rim bug, I know I can't fix that in 3 days so I'm just going to ignore that for now

keen spoke
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And I was gonna say you're a freaking madlad

quiet light
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Well, regardless of when the next update is, I really look forward to it

trim patio
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this looks hella fucking nice

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im so impatient for the next update

lime thistle
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I thought this mod was abandoned since it had been so long but glad to see you’re working on it

hallow dagger
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It worked all this time either way.

lime thistle
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yes but it only has 1 feature

hallow dagger
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Cleaner visor is another.

little beacon
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glad to see this getting the updates!!

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this is still one of my fav mods

carmine wren
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I tried adding a bit of improvised shading on raindrops, but it might be too distracting to some

oblique spoke
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Personally, I think this is much better. But thats my own opinion only. Nice work tho!

carmine wren
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I see, this should be an option. thanks!

lime thistle
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I prefer the old version. Something about the highlights and shadow makes this feel off to me

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Ah it will be an option? Great

carmine wren
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I think I now learned why every screen raindrop effects in games ever made never had shadings on them.

trim patio
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thats very nice! when you look up the raindrops dont glide across your screen

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thats a hella nice detail

hallow dagger
# carmine wren

Fantastic as usual, but these oddly look like they're on the inside of the visor instead of the outside.

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But maybe I'm wrong and that's how they're supposed to look like when being behind the glass.

desert tinsel
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Yeah I noticed that too but didn't know how to word it

hallow dagger
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Maybe "inverting" their depth effect, or whatever it is, would produce better result?

carmine wren
lime thistle
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that looks a lot better imo

hallow dagger
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I think the shadow is the main culprit of them looking like they are on the inside of the glass.

lime thistle
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idk I feel like even in real life its hard to tell

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I think its fine

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hmm on second thought I can tell this one is from the inside because the reflection is upside down in each raindrop

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interesting

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nevermind that's the case whichever angle you see it from

hallow dagger
lime thistle
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on a side note, a suggestion - subtle condensation on the visor when on colder moons

valid cave
# carmine wren

Looks great!
Can't wait to see this in the game!

I think the raindrops are too sharp.
You usually don't focus on something that close to you, and you can see that helmet edges are blurry

clear moss
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this is nice too

vagrant oak
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reminds me of fallout 4 lol

chilly moth
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cool feature would be going underwater and back all the water flows off the visor when resurfacing

carmine wren
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won't take much to implement but kinda busy moving crack effect to post processing effect rn.

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will definetely do at some point

chilly moth
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ok

vagrant oak
round quest
lime thistle
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How is progress

carmine wren
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I don't know why does the link says 0.2.1

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internally it's just another mod so bug reports are welcomed.

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thunderstore's taking a bit of time updating I guess

twin grail
carmine wren
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Oh also texture for crack effect changed so it won't blind the center part with wider resolutions.

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real reason it changed is because I lost the source files and had to make everything again but, it's like that now.

lime thistle
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woop woop

golden sage
hallow dagger
carmine wren
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oh yeah that

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disable visor rim

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I worried that would happen

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@hallow dagger This might fix that issue. If you replace the mod's dll file with this one

lime thistle
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er

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rain does not seem to be wokring

carmine wren
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do you have any weather mods? or have raindrop effect option turned off in the config?

lime thistle
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I do have a weather mod. Disabling it now

hallow dagger
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Do these look a bit wide too?

lime thistle
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WeatherTweaks

twin grail
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with WeatherTweaks, works fine!

lime thistle
hallow dagger
carmine wren
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testing different resolutions only inside unity wasn't enough appearently

hallow dagger
lime thistle
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hmm still not showing the raindrops

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I'll try with immersive visor by itself

carmine wren
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which resolution are you playing at?

hallow dagger
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Do you have any other mods that affect visor?

hallow dagger
lime thistle
hallow dagger
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It is.

lime thistle
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I am making sure

chilly moth
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i was also wondering if it was possible to repair the visor if you get respawned mid game with like lategame upgrades intern command

little beacon
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Ohhh omgg this mod finally has an update!! 👀👀

carmine wren
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respawning mid-game was something I've never considered. I'll take note of it.

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things works fine in unity with 3440x1440

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maybe it's my mod code

hallow dagger
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wait, let me check something

twin grail
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just got drowned and after respawn I get the default visor, hmm

hallow dagger
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nevermind, looks wrong without lcuw even

carmine wren
hallow dagger
twin grail
carmine wren
hallow dagger
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No.

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the black bars at the edges is how LC looks by default on ultrawide btw, not the mod

lime thistle
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Crack works but not raindrops

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Interesting

carmine wren
chilly moth
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also the mask rim is supposed to be lit up by lights with this mod its pitch black

carmine wren
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or this?

hallow dagger
lime thistle
hallow dagger
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It's not that easy.

carmine wren
lime thistle
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ok I figured it out. it doesnt generate the particles on stormy weather which has rain sometimes

carmine wren
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it works in other weathers?

lime thistle
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yeah I'm in rainy weather atm

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working

lime thistle
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stormy weather has rain right?

hallow dagger
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You said you were testing it on its own.

lime thistle
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my bad, this test was done on my modpack

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I'm testing it with just weathertweaks and immersive visor now

hallow dagger
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I will work with WT. It does not change weather visuals.

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Just generation parameters.

carmine wren
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or maybe something was above you?

hallow dagger
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stormy with WT

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works as expected

lime thistle
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no I walk all around

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must be something else in the modpack

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interesting that it only breaksthe rain effect

hallow dagger
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hdlethalcompany or some visor mod

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maybe

lime thistle
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this might take a while

carmine wren
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@hallow dagger this one just logs the values when setting resFix value I use for the rim effect. It would help me locating the issue

hallow dagger
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[Error  :ImmersiveVisorLogSource] 3440
[Error  :ImmersiveVisorLogSource] 1440```
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This?

carmine wren
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oh yeah those

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values are correct

lime thistle
hallow dagger
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Yeah, cracks.

lime thistle
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yes, well I can't test rain

hallow dagger
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Cracks look correct btw. Don't seem to be widened like raindrops.

carmine wren
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I should do what I did with cracks to rain then

twin grail
hallow dagger
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You can use -screen-width <width> -screen-height <height> command line option to test different resolutions btw. @carmine wren

carmine wren
carmine wren
hallow dagger
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Game's properties on Steam.

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Called Launch Options.

twin grail
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or in launcher if you use it

carmine wren
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I think modman has launch options too

hallow dagger
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Either should work.

carmine wren
hallow dagger
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No.

carmine wren
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trying to replicate

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thanks

hallow dagger
carmine wren
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yeah got the bug now I should test

twin grail
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you mean mod?

chilly moth
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yea

twin grail
carmine wren
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I originally added resfix because I though things would cause problem when played on different res

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but it looks like adding that was a problem to begin with

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but still needs some testing

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and if my guess is right, all the people with wider monitor has that bug rn

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caused by the very thing that I made to prevent just that

hallow dagger
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It still doesn't look exactly right when compared to 16:9 screenshots.

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A bit widened.

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Stretched actually.

carmine wren
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It's normal but I guess I should probably change that too

lime thistle
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fixable?

carmine wren
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that's a known bug.

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originally thought not really fixable unless I do some wild things but now I have some ideas

lime thistle
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cool

chilly moth
carmine wren
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Testing with leathalemoteapi and this small screen draws visor lol

harsh badge
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I get a black screen at startup... Perhaps the config is old...

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I'll check it again now

harsh badge
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What could be the conflict?

carmine wren
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might be my asset bundle name

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not might it is

harsh badge
carmine wren
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I didn't know unity has problems loading assetbundles with same names, I should've known better.

lime thistle
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I was getting raindrop effects inside the ship as I was landing for a second

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weird

carmine wren
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was that your second~ time landing?

harsh badge
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I decided to install this mod for the first time, I was scared by the beta sign and the HD version

lime thistle
harsh badge
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And now I noticed that this mod is popular in many assemblies

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But compatibility with other mods is a question

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I have 211 mods (without unnecessary cosmetics and sounds)

hallow dagger
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Also, what HD version?

harsh badge
harsh badge
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And everything is visible

hallow dagger
harsh badge
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I'm on the plan

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most mods

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Changing mechanics

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Or adding monsters

hallow dagger
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You don't need HideModList without LC_API btw.

carmine wren
harsh badge
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I just thought he was spamming without it

lime thistle
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Something weird is going on here. When I enable LC_Office in my modpack, the rain particles stop appearing on stormy weather. However, when I tested just immersive visor with LC_Office, it was working. I am confused

harsh badge
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then I'll delete it

hallow dagger
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Mod list notification is LC_API feature.

harsh badge
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I did not know

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Then I'll get rid of him

hallow dagger
harsh badge
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Everything is fine

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Update :3 can be released

harsh badge
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Nice visual :0

carmine wren
twin grail
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sure

lime thistle
harsh badge
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Is this how it should be? When you're healing

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The split remains

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Seems realistic

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We're not changing our costumes.

carmine wren
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Oh the mod didn't consider healing.

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it takes total damage taken into account

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that's probably why

harsh badge
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I think it's better to leave it as is

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Or in the future, someday add a config

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So that the helmet can also be restored

carmine wren
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it was brought up at some point but I forgot. I'll take note

carmine wren
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good

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I should push this for now and fix other bugs in the meantime

chilly moth
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with the oxygen mod it makes it makes this perfect since if the helmet breaks you will die

lime thistle
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man wtf. Went through the whole modpack, disabling every mod one by one until it was only Immersive Visor, LC_Office and its dependants. Doesnt work on this profile but on the other it does

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something in the config it has to be

carmine wren
lime thistle
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I regenerated the LC_Office config and it worked, just confirming that now

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confirmed. seems to be this setting

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raindrops don't appear on stormy weather when that setting is off for whatever reason

carmine wren
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I don't know what I can do about it or even if that's really the source of an issue but I'll take note of it.

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strange things happens

lime thistle
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I assume its because Office has its own post processing

jovial radish
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does this still softlock you in space?

lime thistle
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it uh, never did

jovial radish
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did for me

toxic lotus
round quest
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😔

elfin locust
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I think that may just be an inherent limitation with post-processing, since I remember Chaos struggling with implementing his own post-processing for Diversity.

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Also i just tested on my modpack that has mods like lc office and diversity on it and all the effects including the raindrops work just fine. Love the rain overlay so much!

round quest
elfin locust
round quest
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ahh i see

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do you know what the issues are?

elfin locust
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A little bit of everything really. It kept conflicting with all sorts of other mods that impacted audio like skinwalkers, etc... and eventually the original modder discontinued support.

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I know a similar mod being made with similar features by a different mod author would be LethalSanity, but I believe it's currently a little buggy atm as well.

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Personally I'd recommend just waiting for Chaos to do his own overhaul of the sanity system if you're deadset on something like that.

green lava
elfin locust
round quest
elfin locust
golden sage
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wowie it even shows up on openbodycams

carmine wren
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I should probably make the post processing effect local to avoid things like that

golden sage
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maybe

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but I like this on openbodycams specifically

carmine wren
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yeah the rim part looks okay

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it probably shows raindrops and cracks too atm. That might take some fps

oblique spoke
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hey @carmine wren, I have tested your mod and it seems that when you take damage while the raining particles effect is active, the effect freezes. When you take a shelter, it suddenly disappears and vice versa. Is this only occurred only from my end or actually a bug?

carmine wren
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But that was for few particles freezing for some unknown reason

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does the whole effect freezes?

oblique spoke
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the visor damage effect is actually okay

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I think when an event of visor gets damaged, the raindrop animation suddenly stops working.

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but only for the animation tho.

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the effect is still responding to the rain.

carmine wren
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does that happen consistently? I'll try to replicate it and see what I can do about it

oblique spoke
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Trying to replicate again and see where it goes.

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Ouh another thing to note while testing it: I was jumping from the ledge to take some damage in offense map while the weather is currently raining. Just for your heads up if you wanna test this.

oblique spoke
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Now I cant even get the raindrops at all hahaha

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🥹

carmine wren
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could you send me the log?

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I failed to replicate it so far

oblique spoke
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from BepInEx console right

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?

carmine wren
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yes

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@oblique spoke do you use mac by any chance

oblique spoke
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nope

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windows

hallow dagger
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BepIn console is just an opened log essentially.

carmine wren
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this file

hallow dagger
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Mod Manager has a button to copy the log.

carmine wren
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sounds handy, didn't know

oblique spoke
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here is my modpack if you wanna test it 018e415f-30f0-b812-e2ad-3f9a079b4270

carmine wren
oblique spoke
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openbodycam mod?

carmine wren
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that's the name?

oblique spoke
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idk why i say openbodycam lol

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but yea this is the one

carmine wren
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at least on my end, with everything enabled, disabling that one made the rain visible at least

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need to check more

oblique spoke
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Nice!

carmine wren
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it would be nice if you could test how it goes on your end later

oblique spoke
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How come this mod is quite incompatible with helmet cam? Issit overwriting with the view from the monitor?

oblique spoke
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thanks for testing using my modpack tho... much appreciated!

magic valley
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So emotingapi and openbodycams compatible?

carmine wren
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openbodycams and helmet camera both are not compatible with raindrop effect from what I tested

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and I just noticed it draws rain on helmet camera and not the view the players looking at

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I should fix this first

opal stone
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with Office enabled the rain sliding off the helmet stops working, but if i look up i can see some raindrops, i think? i dont know if that was already in the game though

terse oak
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is it possible for a config option so raindrops disappear slower when you're out of the rain?

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like for 30s or so

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would be fun

carmine wren
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it's possible

terse oak
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muh immurshun

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😄

hallow dagger
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I wouldn't bother trying to work around Helmet Cameras mod. OBC is the go to that is superior to any other option.

hallow dagger
hallow dagger
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Yeah, considered switching to OBC.

unreal radish
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ngl

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like now it makes sense

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the visor also has a camera in it, so if the visor cracks, so does the camera

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if water gets on it water gets on the cam

hallow dagger
unreal radish
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making it optional would be nice

unreal radish
hallow dagger
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What?

unreal radish
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wdym what

hallow dagger
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I don't know what you're talking about. Just sounds like a repeat of what I already said.

unreal radish
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im saying what you said doesent disprove that the camera and the visor are the same. When you set the camera to head, that means the camera is integrated with the visor, and if you set it to body, there is a body cam are your body

hallow dagger
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I didn't say it to disprove anything. Just that it wouldn't make sense if camera was on body.

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Which is another thing to account for if you were to keep visor on cameras.

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And it's not as easy as "just making it an option".

oblique spoke
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Wait so the "bodycam" will display camera on your stomach/chest or above the visor like the tactical gear ones?

hallow dagger
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OBC has option that lets you pick camera position. Body or helmet.

oblique spoke
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Uuu thats so cool

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I always wondered if we can view it like that

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Ah I can see the config here

opal stone
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no idea what’s causing it, will go over all my mods later 🫠

hallow dagger
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Most likely something that deals with post processing or visor.

carmine wren
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because even I'm having problem with it right now.

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Also got reported another case of raindrop effect bug and that video also had OBC

hallow dagger
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It did work on my main profile when 0.3 just came out. I'll get back to you with my full mod list and response in about an hour.

oblique spoke
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oh nice, it works with stormy now

hallow dagger
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Maybe some options make it not work.

oblique spoke
carmine wren
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suspected that too so I'm thinking of just going through options

oblique spoke
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yea helmet_camera seems to be incompatible for some reason

carmine wren
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anything that puts another camera inside gameplay camera as a child seems to cause the issue

oblique spoke
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i see

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im going to try with openbody cams with general improvements now

glossy panther
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OpenBodyCams is fine?

carmine wren
oblique spoke
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Yea it doesnt work lmao

glossy panther
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No I'm asking

oblique spoke
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I just tried it

glossy panther
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Yea

oblique spoke
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@hallow dagger what config did you set for it to work?

hallow dagger
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Try the one that disables when target is on ship maybe?

oblique spoke
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what about the attachment mode? issit body or head?

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I feel like setting it to "body" works because it doesnt replicate the visor

carmine wren
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now I know for sure that camera inside camera is an issue

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unity does the same

oblique spoke
# carmine wren

Ouhh so it applies to the monitor instead of the player..?

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Interesting

hallow dagger
oblique spoke
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curious and curiouser

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Hey I tried using "body" and "disable camera on ship" and it works with those config

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setting everything to compatible

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this is stormy

lime thistle
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what's that lens effect mod?

oblique spoke
lime thistle
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ah ok

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ty

carmine wren
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I should try again

oblique spoke
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I'm going to try setting to "Head" again but maintain "disable camera on ship" and see where it goes

lime thistle
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hah. the helmet also shows up in these cameras from Office

oblique spoke
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I dont mind noticing that as long as it doesnt break the experience haha

carmine wren
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I'm defo changing visor post processing volume to local in next patch

hallow dagger
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Not everyone uses that option though.

oblique spoke
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So technically when we set the config to "disable on ship" it actually fully disables player's but ONLY the players view. It somehow makes sense when you showed us that it only renders on monitors only for the effect to run.

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Am I theoretically correct on this?

carmine wren
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when the effect begins, if there any camera that's enabled inside gameplayer camera in the game hierarchy, it snatches post processing effects that's set to 'beforePostProcessing'

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I think this is just how unity works but I'll have to find a workaround

oblique spoke
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Understood.

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Welp. It's nice to see the cause of the problem itself tho

lime thistle
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weird. now my rain isnt working

desert tinsel
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You had the issue too

carmine wren
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or turning off post processing for the helmet camera also works too

desert tinsel
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It was working right before I went to bed last night but when I woke up LethalLib needed to update so I don't know if that affected anything

carmine wren
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I updated on my side and that might be the issue

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I should test with older version also

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older one does the same

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if I bet on that people doesn't really change OBC's camera resolution, which is with default setting very crusty, I could just get away with disabling custom post processing effect for OBC's camera.

hallow dagger
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We could get OBC author here. Maybe they could assist.

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They are usually very helpful.

oblique spoke
hallow dagger
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@jolly geode I summon thee.

jolly geode
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hmm, this issue happens with Helmet_Cameras as well? not sure if I can fix it on my end then

jolly geode
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I specifically tried to keep that so that people can't just see straight through the fog on Rend/Dine/Titan

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also, there's a decent amount of people that I've seen crank up the resolution of the body cam

hallow dagger
jolly geode
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gotcha

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then I guess the question about Helmet_Cameras becomes more important

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also @oblique spoke @hallow dagger is the issue that the raindrops stop appearing while the body cam is rendering? I'm a little unclear from reading up above

jolly geode
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OpenBodyCams does put the camera in the hierarchy as a child of the main camera to inherit its vertical angle, so if it only happens with that, then that may be the issue, yeah

oblique spoke
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That is why when we set the config "Disable player pov when in ship" (smth like that) it works.

hallow dagger
opal stone
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huh i was about to ask because i have DisableCameraWhileTargetIsOnShip set to false and the raindrops worked

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just installed it on another modpack so i havent changed anything

desert tinsel
oblique spoke
hallow dagger
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Ultimately DisableCameraWhileTargetIsOnShip is not a solution, as I bet they will still break in MP.

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It's just that solo they never will as you'll never see the camera anyway.

oblique spoke
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I see.. trying to test with my friends later and see where it goes

jolly geode
hallow dagger
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Oh.

jolly geode
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any time you're outside the ship, that camera is inactive, and any time you're watching another player you're not going to be interacting with the shader volume on the local player

hallow dagger
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Right.

jolly geode
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theoretically anyway

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I don't understand what exactly causes this issue, need Woecust to give some more info I think

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although @oblique spoke you had Helmet_Cameras before, right? did that also have the same issue where the raindrops wouldn't appear on your player camera?

hallow dagger
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@carmine wren hmm, I can still see the old rain overlay when looking up.

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New raindrops and cracks are just gorgeous.

oblique spoke
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And when I turned that off, it instantly works

jolly geode
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interesting, then it's probably not related to the hierarchy at all

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I honestly don't have much of a clue how volumes work in Unity yet though

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I would've expected a global volume to just affect the body cam and the main camera both, and a local one to affect whatever cameras are in its area regardless of how many

hallow dagger
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Maybe next update that limits the effect to local player only will fix that. Or maybe they're already on to fixing both.

jolly geode
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possibly.. I would've expected global to work more reliably than local though

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guess we'll see

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it'd be nice if the rain shader was active on the body cam though, I think, as long as it didn't interfere with them on the main camera

jolly geode
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it looks like as soon as any second camera renders the raindrops, the solver breaks on that first camera

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not sure if it's possible to make it work for all cameras separately, but seems like that might be nice

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if not, it would probably be good to set the volume to its own layer to ensure that no other camera renders it

twin grail
carmine wren
# jolly geode it looks like as soon as any second camera renders the raindrops, the solver bre...

think I have a faint idea on why it might does this.
And it probably is because solver is made to handle only 1 camera instance at a time as you said.
I could get around it by having multiple solvers but I don't know of a way for a post processing volume script to know which camera it's rendering for at a time.
Along with the fact that solver computation is quite heavy on it's own (which is why it uses low res render texture for rainMap computation).
Though if there's a guarantee that there would be only maximum of 3 cameras using the raindrop effect the game might be able to handle it.
Still that would be after I figure out how to let the volume know what camera it's rendering for.

magic valley
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So this mod works with Openbodycams then considering the issues I'm seeing being talked about rn-

Though idk about emoteapi-

carmine wren
#

So currently, when finishing computing rain texture for one camera, solver just overwrites every render textures it's using when rendering next camera.

#

That would explain the freezing issue too actually

#

huh

jolly geode
#

yeah, I feel like there's a lot I don't understand with how this works to give real advice, but definitely the easiest solution is just to set the volume to some arbitrary layer that is unused by any other volumes in the game and then set the HDAdditionalCameraData.volumeLayerMask

#

but it would be a shame not to get the raindrops on other cameras

#

I think I would expect a max of 4 cameras rendering that would want raindrops, and likely only 2 really since nobody currently modifies the ship cameras to use the main camera's volume mask

jolly geode
magic valley
carmine wren
#

some people say setting DisableCameraWhileTargetIsOnShip to true fixes it but didn't on my end.

#

well everyone but me so far actually

twin grail
#

I temporarly made this patch in Woecust.ImmersiveVisor.PostProcessing.VisorRaindrop::Render, so EmotesAPI camera won't get the raindrop postprocess

jolly geode
#

in solo testing that setting generally does prevent it from rendering a frame, but once another player joins, all bets are off

#

oh yeah wait, in that function, couldn't you just have your RaindropSolver class be a component attached to the camera instead so that you can have an instance for each camera? or am I clueless lol

#

not sure about calling GetComponent() every frame though, idk the performance cost

carmine wren
#

It'd work. I should try that

#

Since volum's render() gives HDCamera data, I could just instance new less taxing solver whenever it's using a new camera.

#

at least I hope so

#

wait, It won't matter when watching other player's view but that would cause the body cam's raindrop not matching what the local player is seeing.

jolly geode
#

well, that works in my headcanon for it anyway

#

I attached the body cam to the side of the helmet, not behind the visor

carmine wren
#

oh then it doesn't matter

#

also now that I think about it

#

raindrop disappears pretty quick anyway

#

no one's weird enough to check if the rain pattern matches in the camera I think

jolly geode
#

yeah lol

magic valley
#

So rn Openbodycam is good?

jolly geode
#

not yet

magic valley
#

oof k

keen spoke
#

If that’s even possible

#

I’m busy atm but I skimmed the messages and it seems like that isn’t possible, or at least easily

solar lagoon
#

Something I noticed is that the visor doesn't get lit up anymore

#

it's always black

hallow dagger
#

Yes.

jolly geode
#

regardless of position in the world or object hierarchy

keen spoke
terse oak
#

is it possible to optimize raindrops somehow? my friend has integrated GPU and his fps tanks when it's raining 😄

#

can't say the same on my 3070

round quest
terse oak
#

just did, still 16 fps

#

i guess i'll turn it off completely

hallow dagger
#

Game's minimal requirement is GTX 1050.

lime thistle
#

is the default rain texture meant to be off when this is active cus its not

#

for me

lime thistle
#

sometimes it works other times it doesnt

#

very confusing

jolly geode
#

I believe we've figured out a solution so I'm sure it's in the works

#

multiple possible solutions actually

lime thistle
#

ah ok

magic valley
#

Okay before I start this works with the emotesapi mod right?

carmine wren
carmine wren
round quest
#

this might be an unpopular opinion but I liked the old crack effect more. The current one doesn't feel natural. The cracks are like 2 pillars on the side of your vision

carmine wren
#

That was actually something I whipped up quick because I lost the source file

#

I'm planning to make the effect takes on both side at once then them cracking bigger as player takes more damage

#

them appearing fully on one side after taking hit is going to change in updates after bug fix patches

round quest
#

ahh ok

twin grail
vagrant oak
twin grail
#
[Info   :ImmersiveVisorLogSource] Visor Damaged
IndexOutOfRangeException: Index was outside the bounds of the array.
  at Woecust.ImmersiveVisor.Visor.Damage (CauseOfDeath cause) [0x00060] in <400baa3049e5451998baadb1982dc29a>:IL_0060 
  at Woecust.ImmersiveVisor.Patches.PlayerControllerBPatch.DamageVisor (GameNetcodeStuff.PlayerControllerB& __instance, CauseOfDeath& causeOfDeath) [0x00018] in <400baa3049e5451998baadb1982dc29a>:IL_0018 
  at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::DamagePlayer>(GameNetcodeStuff.PlayerControllerB,int,bool,bool,CauseOfDeath,int,bool,UnityEngine.Vector3)
  at BaboonBirdAI.OnCollideWithPlayer (UnityEngine.Collider other) [0x000f0] in <af9b1eec498a45aebd42601d6ab85015>:IL_00F0 
  at EnemyAICollisionDetect.OnTriggerStay (UnityEngine.Collider other) [0x00041] in <af9b1eec498a45aebd42601d6ab85015>:IL_0041 

oof

twin grail
carmine wren
#

0.3.2 is getting uploaded. Just minor bug fixes along with the raindrop effect fix with OpenBodyCams. Also the fix for the bug that's right above this message

#

I tried to make body cam display rain with solutions I had in mind but failed for now. I'll keep trying but HDRP and multiple camera + post processing in unity is a mess

#

I hope I didn't break anything this time

twin grail
#

Render Pipeline itself is bad decision to make

#

Default render was better imo

carmine wren
#

well, at least I now know what I'm NOT doing when I make games next time

cobalt roost
#

are there any known issues or incompatibilities with this mod so i can avoid them?

carmine wren
#

so far just Helmet_Camera

#

other issues are resolved for now

cobalt roost
#

what about performance? i've seen some people say removing visors (even vanilla) improves their performance, but i honestly never tried and dont think it would add much.

carmine wren
#

doubt they were literally talking about visor but rather DOF effect

#

visor rim is now just post processing effect with this mod

#

though it won't react to lights because of that

cobalt roost
hallow dagger
#

There's no "visor glass" in IV anyway.

#

Other than cracks.

#

Same in vanilla actually. They're just always there and static.

cobalt roost
#

makes sense

#

thanks

carmine wren
chilly moth
#

wait so is the render back to the 0.2.4 version

carmine wren
jolly geode
#

(using a List<Camera> and List<RaindropSolver> makes the most sense to me given how few cameras there will be, finding one camera in a list of 2-5 cameras is going to take a negligible amount of time)

carmine wren
#

I did exatly that but didn't work

jolly geode
#

interesting, what did it do with that solution?

#

same issue where it would freeze?

carmine wren
#

Yeah

#

Like the rain wouldn't disappear sometimes but always freeze

jolly geode
#

gotcha, that's a shame

#

I do kinda want to get to the bottom of it, since I'm wondering if a similar issue is causing the custom pass that zeekers put on the main camera to create some flickering when a second camera renders at lower than the game framerate

#

but at some point I'll dig into that problem separately anyway, I want to see what happens if I duplicate the volume

twin grail
#

Wait

#

compute shader is static

carmine wren
#

That cause the problem?

twin grail
#

you probably need to initialize a new for each solver

twin grail
#

because you're overriding the texture pointer

#

and some properties

jolly geode
#

ahh yeah that makes sense

twin grail
#

I'll try to test rn

hallow dagger
#

Happens when going back to the menu.

carmine wren
#

Ahhhh

#

I'm outside now can't do much about rn

#

Still playable?

hallow dagger
#

Yeah. Main Menu is a bit scuffed, but it's okay.

#

In-game is fine.

twin grail
# hallow dagger Happens when going back to the menu.
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Woecust.ImmersiveVisor.PostProcessing.VisorRaindrop.Render (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera camera, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination) (at <782f38d8d43945d8be2a9166f430294f>:IL_0046)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline+<>c.<DoCustomPostProcess>b__928_0 (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+CustomPostProcessData data, UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext ctx) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_00F6)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphPass`1[PassData].Execute (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext renderGraphContext) (at <5894f473d04c4b32a09732d83eec5e98>:IL_0006)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at <5894f473d04c4b32a09732d83eec5e98>:IL_006F)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)

yeah

carmine wren
#

I hate myself

twin grail
#

it's my bad actually

#

my code cause null exception

carmine wren
#

Yeah for some reason volume doesn't like returning with not drawing anything

#

I had to make shader for just rendering the screen without doing anything and used that because of that

twin grail
#

looks like creating for each camera raindrop solver and compute shader fixes the issue

carmine wren
#

I should try that when I get home

hallow dagger
#

No rush. We could always roll back to an older version. Take your time.

twin grail
carmine wren
#

I forgot to make raindrop also ignore none main camera

#

Only did that to visor rim atm

hallow dagger
#

There's also old rain overlay that needs removing. Unless you intended for it to stay.

jolly geode
hallow dagger
#

And making rain/visor not stretch/squish and be independent of aspect ratio.

jolly geode
#

or does that camera for some reason include layer 1?

#

checking the line of sight from the rain occluder to the camera and checking the y value may be able to solve it if that's the case though

#

presumably the emote preview camera isn't in a place where it would see the sky

#

as an additional condition, it could check if the camera can see the rain effects

carmine wren
#

I'm wondering how that camera works with main camera displaying raindrops without any trouble

twin grail
#

but for body cams we need local visor for each player to update rain properites

carmine wren
#

Oh that's after you did that

#

I somehow forgot

jolly geode
#

does it need some collider? I thought it was just randomizing drops if it could see the sky essentially

twin grail
#

but it's only for local player

#

for integration with body cams need to create a visor for every player

jolly geode
#

can the updating not be done in the function call that is aware of which camera is being rendered?

#

sorry phone is fighting me here

twin grail
#

probably only if checking what currently body cams is rendering right now

#

not sure

carmine wren
#

It can

jolly geode
#

the rest of the shaders I'm not so sure about obviously

#

but personally I think it makes sense for the visor crack to be separate/limited to the local player's camera, not sure how best that could be done though

#

anyway, just trying to throw some ideas out there, but I gotta pass out now

carmine wren
#

It can do that but I'll just check cast all at once every .x seconds in Visor class. And just register camera from volume whenever it detects new camera currently rendering

pearl rain
#

After I updated to 0.3.2, the landing cutscene from Diversity became black screen.

#

idk if this log is helpful

jade breach
twin grail
#

Known issue, downgrade the ImmersiveVisor version

pearl rain
#

owh okay

hallow dagger
jade breach
#

Yeah for some reason I thought we were in Diversity cause I failed to look up

#

But I wasn't wrong

white kraken
#

v 32 breaks my ui

#

when I quit to menu the pause screen doest go away

carmine wren
#

Been reported, currently working on the fix

twin grail
#

Known issue, please read the thread

desert tinsel
#

So I have a fun conflict that wasn't there before. I have this third person mod installed (https://thunderstore.io/c/lethal-company/p/Verity/3rdPerson/), and whenever I press the button to go 3rd person my screen goes black and starts spamming this:

[Error : Unity Log] Render Graph Execution error
[Warning: Unity Log]
[Error : Unity Log] Render Graph Execution error at pass VisorRaindrop (70)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Woecust.ImmersiveVisor.PostProcessing.VisorRaindrop.Render (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera camera, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination) (at <782f38d8d43945d8be2a9166f430294f>:IL_0071)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline+<>c.<DoCustomPostProcess>b__928_0 (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+CustomPostProcessData data, UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext ctx) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_00F6)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphPass1[PassData].Execute (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext renderGraphContext) (at <5894f473d04c4b32a09732d83eec5e98>:IL_0006) UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at <5894f473d04c4b32a09732d83eec5e98>:IL_00DB) UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteRenderGraph () (at <5894f473d04c4b32a09732d83eec5e98>:IL_0029) UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.Execute () (at <5894f473d04c4b32a09732d83eec5e98>:IL_0049) UnityEngine.Logger:LogException(Exception, Object) AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0() AsyncLoggers.Wrappers.JobWrapper:LogWorker() AsyncLoggers.Wrappers.LogJob:Execute() Unity.Jobs.JobStruct1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)

quiet light
#

Perhaps I have somehow done something wrong, but the new raindrops seem to not work at all for me.

carmine wren
quiet light
#

Certainly, how should I do that?

carmine wren
#

actually, could you send me the code

#

this should do

quiet light
#

Ah, okay

solar lagoon
#

Apparently this mod is making this issue?

carmine wren
#

yes

#

been addressed and currently managed to fix in the local build

feral rover
#

is this mod compatible with VR? i can try it later but just curious if anyone has already done so

carmine wren
#

I don't think anyone tried ever since effects moving to post processing

feral rover
#

alright, i'll give it a try later. would be pretty cool if it is compatible

solar lagoon
#

I don't know what happened but I'm not seeing the rain on the visor anymore

carmine wren
#

I probably need more testing but as of now in local build,
Diversity Landing Incompatibility fixed
Main Menu bugging fixed
3rd person blackout fixed
OBC renders raindrops too

#

anymore info could you share on what happened when that happened?

solar lagoon
#

Just tried it again and now it works

#

weird

#

didn't change anything

carmine wren
#

current web version has tons of bugs so I hope it's somethign related I just fixed

#

I sort of need to test it more so It would be very appreciated if someone's brave enough to try it and give me feedback

#

the post processing volume spits error message when quitting to main menu but that part causes no issue. I'll try to get rid of that too in the meantime

hallow dagger
#

On it. What do you want tested?

hallow dagger
#

Won't be testing 3rd person one.

carmine wren
#

Also about rains getting stretched, I couldn't replicate it on my end. Even when playing with the same resolution as you. Got no idea why it does that

hallow dagger
#

Maybe I was full of shit.

#

It's hard to compare them considering their dynamic nature.

carmine wren
#

it did look stretched to me too

hallow dagger
#

Visor Rim is stretched too still.

carmine wren
#

oh that's how it's supposed to be. Thought people would prefer that more

#

should add an option

hallow dagger
hallow dagger
# carmine wren oh that's how it's supposed to be. Thought people would prefer that more

My view on how aspect ratio related placement of elements should work is that if you were to for example crop a screenshot from 21:9 to 16:9, it should looks indistinguishable from real 16:9. Sure, HUD elements can be exempt from that as that is a personal preference. But actual visuals should stay the same. Only the actual view should get wider or narrow.

#

Anyway, Diversity cutscene works as you can see.

#

Main Menu seems fine.

#

OBC works fine too. Raindrops show as expected.

carmine wren
#

nice to hear

#

3rd person one didn't work for the same reason as Diversity cutscene so It should work too

#

Thanks for the help

hallow dagger
#

👍

pine obsidian
#

Hello! Love this mod, been testing it a lot and have noticed there is an incompatability with TooManyEmotes and wasnt sure if it was reported, issue being raindrops either do not appear after emoting or stop moving when returning to first person

#

Also noticed on certain modded moons despite rain and thunderstorm weather there were no raindrops and vanilla image was used instead

carmine wren
#

vanilla images appear alongside with current rain as I didn't have time to find a way to disable it.

#

I'll try TooManyEmotes with local build and see how it goes, thanks

hallow dagger
#

Probably the same issue as 3rd person and Diversity cutscene?

desert tinsel
#

Personally I like the vanilla rain image appearing because it kind of looks like condensation building up during the rain

carmine wren
carmine wren
green lava
hallow dagger
hallow dagger
carmine wren
#

what?

#

did I put the values opposite

hallow dagger
carmine wren
#

I did

#

here

#

maybe I'm tired

hallow dagger
#

I can imagine.

#

At least my niche issue is not the only one. Or maybe it would've been better if it was.

#

But hey, considering how you mentioned this experience possibly helping you in your future game dev endeavours, it could be helpful I guess.

#

Strange.

#

The top is a perfect match.

#

The bottom part is a bit wider though for some reason.

carmine wren
#

That's because I'm using math that I don't understand

#

just a little tweak would do

split marten
#

i dont know if its immersive visor mod or strangerthings mod bug
when I got caught by the monster, the breaking sounds from visor keeps playing even when I died

#

dont have a record sorry

carmine wren
split marten
#

yes

#

until they pull the lever

carmine wren
#

Well, now the sounds only plays at the moment of visor breaking so hopefully that does something about it.

#

uploaded
as always it's going to take some time before appearing in mod manager

split marten
#

one more thing
when one of my friends exploded the little doll from lethalthings , openbodycam broke (with crack on the screen)
im also using GeneraIImprovements
it also got fixed when orbited

carmine wren
#

Oh I forgot about doing something about crack and other cameras

split marten
#

it happen inside the ship when I monitoring on the terminal with PicinPic in OBC

carmine wren
#

I don't know how that happened. Cracks supposed to only react to local player's damage

#

it doesn't record each player's damage and show them on OBC

#

0.3.3

-Views through OpenBodyCams now displays raindrops too. -Fixed camera blacking out / shaders not working when going third person through other mods. -Fixed main menu background not clearing when quitting to main menu. -Fixed visor breaking no matter the health and playing breaking sound effect on every hit taken. -Changed default visor condensation image to not appear when looking up in rainy weather. -Changed visor rim to not stretch on ultra wide resolutions.

https://thunderstore.io/c/lethal-company/p/Woecust/Immersive_Visor/

#

Now I sleep and hope I won't wake up to more bugs

green lava
#

Yall even have the same pfp lol

desert tinsel
crisp dove
#

Was using the mod yesterday and it made the game extremely laggy whenever it was raining. Just thought id report that. im using lots of other mods though so maybe it was caused by some incompatibility

carmine wren
#

Oh yeah it's taxing. Older GPU might have problems

#

I should focus on optimization on next patch really

pale storm
hallow dagger
vagrant oak
#

the rain drops are

#

SUPER

#

Laggy

hallow dagger
#

What are your specs?

vagrant oak
#

Laptop 😎

hallow dagger
#

That's not specs.

vagrant oak
hallow dagger
#

I'm serious, can you give me something? What processor? What GPU?

vagrant oak
#

um, hold on :P

#

fuck i thought i knew how to find it but i cant find it :P

crisp dove
vagrant oak
#

System Model HP Pavilion x360 2-in-1 Laptop 14-ek0xxx
Processor 12th Gen Intel(R) Core(TM) i5-1235U, 1300 Mhz, 10 Core(s), 12 Logical Processor(s)

carmine wren
crisp dove
carmine wren
#

Well, whatever it is, something considered great shouldn't have problem. I'll think of some ways to optimize in my sleep

crisp dove
#

he has an rtx 3060 nvida

#

so uh yea

hallow dagger
hallow dagger
carmine wren
#

Was that after the update or always like that

hallow dagger
#

Think it ran bad for folks with iGPUs ever since droplets were added.

crisp dove
#

wait oh shit i didnt realize there was an update today, time to test it again to see if it works, il be back

carmine wren
#

But then there's someone with 3060 having lags

hallow dagger
#

Maybe a conflict?

#

Anyway, I thought you were going to sleep.

carmine wren
#

I need to wake up in 5 hours anyway

solar lagoon
#

Will you make the visor be affected by light like it does in the original?

solar lagoon
#

Immersive visor is generating a lot of errors when using the jetpack

feral rover
carmine wren
carmine wren
#

I failed to replicate, any other things you did at the time? or maybe a mod list

#

also I tried jetpack for the first time, how the hell people control this thing lol

jade breach
#

Skill issue tbh

carmine wren
#

Very lazy blood decal generator I whipped up in 10 minutes with substance.
Just going to export few of these and draw them dynamically on screen and see how it goes.

little beacon
#

hell yeaahh! blood splatter would be a very nice feature

desert tinsel
#

So after messing with the update the 3rd person works. but it seems to under specific circumstances

#

Like if I do anything that causes my visor to crack then it gives me a blue screen when I try to go 3rd person

carmine wren
#

Think I know what's causing that. Thanks for the report

desert tinsel
#

No problem 👍

split marten
round quest
solar lagoon
twin grail
#
[Error  : Unity Log] Render Graph Execution error at pass VisorRim (75)
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Woecust.ImmersiveVisor.PostProcessing.VisorRim.Render (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera camera, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination) (at <0b64513074324f85bfe22120da884dac>:IL_000C)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline+<>c.<DoCustomPostProcess>b__928_0 (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+CustomPostProcessData data, UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext ctx) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_00F6)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphPass`1[PassData].Execute (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphContext renderGraphContext) (at <5894f473d04c4b32a09732d83eec5e98>:IL_0006)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at <5894f473d04c4b32a09732d83eec5e98>:IL_00DB)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteRenderGraph () (at <5894f473d04c4b32a09732d83eec5e98>:IL_0029)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.Execute () (at <5894f473d04c4b32a09732d83eec5e98>:IL_0049)
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0()
AsyncLoggers.Wrappers.JobWrapper:LogWorker()
AsyncLoggers.Wrappers.LogJob:Execute()
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
#

Happens when leaving the server

jolly geode
#

it doesn't appear to be a sampling issue, since the number of pixels stays consistent with and without the damage texture

#

however, the lower the resolution of the body cam, the smaller the rendered section is

#

it's cool to see the effect working on the body cams though, nice job!

alpine basin
#

Can we have an option to disable the openbodycams integration? It seems to cause a hell of a lot of lag

jolly geode
#

it's not really an integration, but perhaps if it causes low fps it could have an option to disable for all but the gameplay camera

alpine basin
#

Yeah like anytime the monitor is on it halfs the framerate

chilly moth
#

my screen is just bright blue when i died

#

and it spams the console

#

with a bunch of these

carmine wren
#

Current local build. Issues above 'should' be fixed now.
Cracks doesn't interrupt OBC cams,
option to show raindrops effect only on player view,
optimized raindrops effect (hopefully),
no more screen going wacky on death or 3rd person with cracks,
no error output on disconnecting,
visor rim stretches accurately.

carmine wren
#

0.3.4

Optimized raindrop effect. Fixed post processing volume error when quitting. Fixed visor crack interrupting OpenBodyCams, 3rd Person and other camera mods. Added an option to display raindrop only on player's view. Visor rim on ultrawide stretches more accurately.

chilly moth
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was there a reason why the cracks were changed?

carmine wren
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That was because I lost the source file for the crack

chilly moth
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like you lost the files or ownership

carmine wren
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I deleted it without knowing

chilly moth
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dang i really liked the 2.1 version lol

carmine wren
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I 'might' be able to just decompile previous version's assetbundle of mine and extract the texture

chilly moth
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yea that was my first thought on how to get them back

pearl rain
carmine wren
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I'll try to get it back or make something similar

chilly moth
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!

plain dome
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Would it be possible to keep the "vanilla" VisorRim instead of either disabling it or replacing it with the "black mask"? I personally like the way the light kinda shines on the visor and makes it look much more like an actual helmet than just a black mask if that makes sense

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(I can make a video/clip to show it if needed)

carmine wren
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I can

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but raindrops and cracks will be seen through the visor rim

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since it's drawn on top of the screen image

plain dome
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Hm, unless you can make some kind of "invisible mask" that "hides" those raindrops and cracks specifically in the mesh region?

carmine wren
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It's probably possible but my non-programmer brain might take some time figuring out. I can try

plain dome
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No worries! My brain is good at coming up with ideas, but unfortunately I lack the necessary skills to come up with the technical solutions so I feel you 😅

carmine wren
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like, I know it can be done. Just doesn't have the right knowledge yet.

oblique spoke
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I dragged this guy to the forum implicitly haha

carmine wren
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Oh I see that lol

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in the meantime, if you can take effects going through physical visor, I can add an option to bring it back.

plain dome
oblique spoke
carmine wren
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I wasn't fond of how it is now too

plain dome
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It's funny how usually in most games I don't like when helmets and HUDs are "too obstructive" but in Lethal Company I think it does help quite a lot actually with the overall ambience, like kinda in a claustrophobic way

carmine wren
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(Something I was trying back then)

plain dome
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ooo

carmine wren
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didn't go well though

plain dome
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looks neat!

plain dome
carmine wren
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It should be easier now that I know a bit more about shaders now

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it was hell of a mental gymnastic trying to get that work at the time cause I knew nothing

plain dome
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I mean, I think the reason why Zeeker used an actual mesh is that it's probably easier to have it react to the real-time lights than having to develop or use some kind of sfx/shader that does it, may actually also be more performance efficient? (Don't quote me on that tho)

oblique spoke
# carmine wren (Something I was trying back then)

Nice attempt tho. Personally , I feel like most of the people already okay with the vanilla visor rim because imo I feel like what makes this mod special is that it has "additional features" to the visor such as cracked screen, raindrops, blood splatter etc. I dont think we mind that much on changing how the visor look, again IMO.

carmine wren
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I completely get that. It was more that the effects back then didn't work well with default visor to make it more customizable.

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now it's okay

vagrant oak
carmine wren
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I use it to flashbang people on screen share

vagrant oak
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Question, do you get flashbanged?

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Nvm XD

hallow dagger
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@carmine wren happy to report that visor rim is now scaled perfectly. Thank you very much for your patience with this extremely niche issue!

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Oh, the raindrops look a bit different. Guess it's related to the optimisations? I like the look though.

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They're less "crisp" than before.

carmine wren
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I did get kinda greedy with custom visor though, after playing metroid prime

oblique spoke
hallow dagger
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Did you get rid of vanilla rain overlay?

carmine wren
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yes

hallow dagger
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Sick!

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Speaking of the sun. Is the issue with the sun itself? It's rendered over everything except meshes?

carmine wren
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Yes

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When I managed to bring back physical visor and sort out issues, it won't happen.

hallow dagger
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Maybe it could also be tackled at the core. By someone else in another mod. Weird in general that it has priority over everything like that.

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The sun I mean.

carmine wren
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another mod?

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I think Zeekerss did it to make the sun always at it's full color

jolly geode
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one issue that makes the visor model tricky to integrate with your shaders is that it lerps to the actual camera angle

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similar to how the UI does

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with that, I think a mask wouldn't work, and the depth of field means a mask would leave a weird sharp edge too

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not sure what the solution would be, since the visor model can't really be moved to the UI camera either and still have lighting

carmine wren
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I'm just hoping future me would come up with something to solve those problems

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Also about the last part,

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The way I did the lighting in the pitcture was like

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The mesh was attached to ui camera along with some lights

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And used shader to sample brightness + color of screen and used those to set light colors etc

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It was dumb but kinda worked I guess?

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And helmet lerping, I can just do some math to give shader rotating feeling

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  • some sighting of weird thing I tried at some point
hallow dagger
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Speaking of what Zaggy said, byproduct of current implementation is visor rim covering a bit of terminal due to it no longer zooming in with the rest of the view.

carmine wren
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Oh yeah there was that too

hallow dagger
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And coming back to what I said about how the sun works: even if it's intended, I think it doesn't work well. You can even clearly see it through the fog.

carmine wren
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thinking of all this, it might be just easier to handle lighting inside rim shader.
The more we think about it there's just more problems

hallow dagger
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So some kind of mod that maybe made the sun "blend" better with other effects would be welcome. Unless it completely breaks it and that's why it is how it is currently, because no other method would've worked.

carmine wren
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I might want to try. Just so I won't have problem with it later with my visor rim

hallow dagger
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Sun on sfDesat moons doesn't suffer from such issues btw.

carmine wren
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Custom sun?

empty steeple
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yeah

carmine wren
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I wonder what that planet does with eclipse

chilly moth
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did you ever find the old assets?

carmine wren
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Didn't yet. Trying to get blood splatter sorted for now

chilly moth
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alr

haughty imp
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Did the bug ever get fixed with this mod that caused players voices to be stuck to the ship intercom. We could only hear some players while on the ship. And we could hear them on the ship even while they were dead or in the facility.

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Uninstalling the mod fixed it

carmine wren
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When was it that happened?

haughty imp
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Like a month ago

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Constantly in 4+ groups. They would have to leave and rejoin to fix it.

carmine wren
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This mod went through whole rewrite since 3/14

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Not sure what was causing that but haven't been reported about it since

haughty imp
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Ok cool

pine obsidian
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Not sure if this has been reported yet but currently not having any cracks on my screen but am experiencing rain drops just fine

carmine wren
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I'll still look into it, thanks for the report

pine obsidian
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ill delete config maybe

carmine wren
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Very basic system is there now,
I just need to make directional textures use rainMap to erase the blood canvas.

elfin locust
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Yeah cracks aren't showing at any point, just checked

carmine wren
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probably should fix that first

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why is the video frozen

elfin locust
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The blood splatter effect looks good

oblique spoke
elfin locust
carmine wren
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strange, cracks seems to be working on my end

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I'll try with some other mods

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I think it's TooManyEmotes

pine obsidian
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I can test without it

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will send results

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yes without too many emotes the cracks appear

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used a test modpack with a fresh install

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will add too many emotes now

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definitely too many emotes

carmine wren
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not sure why it's only the crack that does this

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raindrops and crack both use the same camera check

pine obsidian
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it used to work in the past, not sure if maybe too many emotes updated

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i checked the OnlyMainCamera config option on both true and false and still the rain works but the cracks dont

carmine wren
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that option doesn't affect cracks only rains

pine obsidian
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just incase

elfin locust
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Toomanyemotes did get an update really recently

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I wonder why it's conflicting tho

carmine wren
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did rollback and same thing happened

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then it might be because of something I did

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have some guesses so I'm going to try them

keen spoke
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Dang that’s awesome

hallow dagger
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Why did you decide to go with a texture for blood instead of something similar to droplets, but less shiny/transparent?

carmine wren
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I can do that if I just swap shader I'm using to draw on screen

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I just needed to figure out a way to draw decals on screen

carmine wren
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can't tell if it looks better or not

carmine wren
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crack problem's sorted in local build

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I didn't know I'm supposed avoid using constructor with monobehaviour

solar lagoon
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Can you make a setting to adjust the time it takes for the droplets to dissappear?

carmine wren
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oh sure

carmine wren
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Would that be good enough

solar lagoon
carmine wren
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0.4.0 + 0.4.1

` changes

  • Added blood splatter effect (Very primitive at the moment).
  • Added an option to make raindrops last longer before fully disappearing.
  • Fixed crack effect not showing with certain mods.
  • Fixed blood splatter not scaling accurately.
  • Added blood splatter self option.
  • Added randomness to splatter position.
    `
    https://thunderstore.io/c/lethal-company/p/Woecust/Immersive_Visor/
strong hare
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very minor but i assume thats a typo lol

carmine wren
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I missed that for whole 4 months wow

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thanks

strong hare
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Happens

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I've been waiting a long time for the blood splatter effect. Cant wait to try it out with my friends later

carmine wren
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But reports are welcome

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Since I never do multiplayer test

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btw, 0.4.1 version is not there on r2modman yet, will have to download it manually from thunderstore atm

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I forgot to add CauseOfDeath check for damage/blood.

carmine wren
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I really should've checked more before pushing the update.
self splatter before 0.4.1 is locked into center and it looks horrible.

white kraken
carmine wren
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I would appreciate feedback on what I could change from it

white kraken
carmine wren
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I can try but can't gaurantee performance. Along with I won't have much control over how splatter would be shaped other than being blobby

hallow dagger
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Kind of what I said before. However it doesn't have to be as elaborate as rain. No need for it running down the visor or anything like that.

white kraken
hallow dagger
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This is what I have in mind.

carmine wren
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I can try

hallow dagger
carmine wren
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With current decals, rendering the same as rain didn't turn out well. Hence the current method. But if I don't drow decal as just flat map it may turn out well

hallow dagger
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Umm

carmine wren
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Oh btw, I'm not a programmer

hallow dagger
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Visor rim broke again.

carmine wren
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I mainly to modeling and texturing

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Again?

hallow dagger
carmine wren
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I changed some shader params so that might be why

hallow dagger
carmine wren
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Both

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I programmed for less than 6 months.
So don't expect much from a person like me

hallow dagger
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You're damn good for "not a programmer" then.

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Think splatters are a bit wide too.

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Honestly they're not that bad. It's just that rain is so good looking, that it makes them look not as good in comparison.

carmine wren
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Maybe I should just buy ultrawide monitor.

hallow dagger
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🤣

carmine wren
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Anyway, in the next update, I'll try to go from drawing the whole splatter to splattering drops on screen

keen spoke
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So what version is best for ultrawide users atm

carmine wren
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0.3.X

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I'll just fix it now

keen spoke
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Thanks! I haven’t gotten around to giving the new stuff a good test yet

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Most of my Lethal Company time as of late has been working on my modpack lol

carmine wren
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Always end up like that with games with mods

hallow dagger
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Mod for dozens of hours, play for a couple of minutes.

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Nothing more satisfying than seeing everything finally working together.

keen spoke
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fr

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Unfortunately it’s been a bit chaotic lately

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Lots of new moons/interiors releasing

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Trying to wait to post a “definitive version” is kinda pointless

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As new mods keep releasing, old mods update and announce new things, etc

white kraken
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to finishing mine

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just wanna make sure it has good performance

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so im fixing errors and ditching mods

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sad I had to ditch masked ai revamp

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just too buggy

keen spoke
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I’ve been working on v4 of my modpack for so long

white kraken
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just updated and why is the rim soo wide now

oblique spoke
hallow dagger
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So it's not even an ultrawide issue.

carmine wren
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Got no clue why those didn't appear on my end

oblique spoke
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I guess so

carmine wren
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I've got an idea but like what is going on with mine

oblique spoke
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you want me to send you my codes @carmine wren ?

carmine wren
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It's fine