#[BETA] Immersive Visor
1 messages · Page 2 of 1
hopefully in 3 days since I know what to do now.
Careful with giving ETAs.
I really should've yeah
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
For a second I thought that was you saying you beat Flandre in EoSD
And I was gonna say you're a freaking madlad
Well, regardless of when the next update is, I really look forward to it
I thought this mod was abandoned since it had been so long but glad to see you’re working on it
It worked all this time either way.
yes but it only has 1 feature
Cleaner visor is another.
I tried adding a bit of improvised shading on raindrops, but it might be too distracting to some
Personally, I think this is much better. But thats my own opinion only. Nice work tho!
I see, this should be an option. thanks!
I prefer the old version. Something about the highlights and shadow makes this feel off to me
Ah it will be an option? Great
I think I now learned why every screen raindrop effects in games ever made never had shadings on them.
thats very nice! when you look up the raindrops dont glide across your screen
thats a hella nice detail
i agree
Fantastic as usual, but these oddly look like they're on the inside of the visor instead of the outside.
But maybe I'm wrong and that's how they're supposed to look like when being behind the glass.
Yeah I noticed that too but didn't know how to word it
Maybe "inverting" their depth effect, or whatever it is, would produce better result?
I tried inverting the normal.
changes I made during the video in order are:
inverted
inverted + shadow
inverted + specular
current + specular
inverted + specular
inverted
current
that looks a lot better imo
I think the shadow is the main culprit of them looking like they are on the inside of the glass.
idk I feel like even in real life its hard to tell
I think its fine
hmm on second thought I can tell this one is from the inside because the reflection is upside down in each raindrop
interesting
nevermind that's the case whichever angle you see it from
That video is a bit hard to follow, but I don't blame you. Think getting rid of shadow should be enough.
However if you want more feedback, then creating screenshots of a static pattern with each variant you're considering would be easier to "digest". If that is possible or not too time consuming of course.
on a side note, a suggestion - subtle condensation on the visor when on colder moons
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
as someone who has seen a lot of first person graphic details,
this is perfect
this is nice too
reminds me of fallout 4 lol
cool feature would be going underwater and back all the water flows off the visor when resurfacing
won't take much to implement but kinda busy moving crack effect to post processing effect rn.
will definetely do at some point
ok
when is the blood splatter effect planned?
How is progress
0.3.0
- Added raindrop effecf
- Added visor rim effect. This disables the mesh that surrounds the camera and replace it with post processing effect.
- Changed crack effect pattern.
https://thunderstore.io/c/lethal-company/p/Woecust/Immersive_Visor/
I don't know why does the link says 0.2.1
internally it's just another mod so bug reports are welcomed.
thunderstore's taking a bit of time updating I guess
may take a while to get updating the mod
Oh also texture for crack effect changed so it won't blind the center part with wider resolutions.
real reason it changed is because I lost the source files and had to make everything again but, it's like that now.
woop woop
I read this as womp womp and it was really funny to me tbh
oh no
oh yeah that
disable visor rim
I worried that would happen
@hallow dagger This might fix that issue. If you replace the mod's dll file with this one
do you have any weather mods? or have raindrop effect option turned off in the config?
I do have a weather mod. Disabling it now
Do these look a bit wide too?
WeatherTweaks
with WeatherTweaks, works fine!
Sure, give me a bit.
oh
WeatherTweaks doesn't change weather visuals, so no wonder.
testing different resolutions only inside unity wasn't enough appearently
didn't fix it
which resolution are you playing at?
No need to. It works. Two screenshots above are the evidence.
Do you have any other mods that affect visor?
3440x1440
I am trying it by itself to see if its my modpack bruh
It is.
I am making sure
i was also wondering if it was possible to repair the visor if you get respawned mid game with like lategame upgrades intern command
Ohhh omgg this mod finally has an update!! 👀👀
respawning mid-game was something I've never considered. I'll take note of it.
things works fine in unity with 3440x1440
maybe it's my mod code
wait, let me check something
just got drowned and after respawn I get the default visor, hmm
nevermind, looks wrong without lcuw even
did you respawn mid game?
nope yes i did respawn in mid game
do you know how to use UnityExplore by any chance?
No.
the black bars at the edges is how LC looks by default on ultrawide btw, not the mod
how are the cracks? is it the same one as the one before?
also the mask rim is supposed to be lit up by lights with this mod its pitch black
or this?
Yes, because it's a shader. Not a model.
new
agreed. tis a good suggestion
It's not that easy.
could you share the log output?
ok I figured it out. it doesnt generate the particles on stormy weather which has rain sometimes
it works in other weathers?
this might be a weather tweaks thing I dont remember
stormy weather has rain right?
Works for me. 🤷
You said you were testing it on its own.
my bad, this test was done on my modpack
I'm testing it with just weathertweaks and immersive visor now
I will work with WT. It does not change weather visuals.
Just generation parameters.
or maybe something was above you?
no I walk all around
must be something else in the modpack
interesting that it only breaksthe rain effect
this might take a while
@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
[Error :ImmersiveVisorLogSource] 3440
[Error :ImmersiveVisorLogSource] 1440```
This?
reset visor on death so it doesnt appear during spectating
cracks?
Yeah, cracks.
yes, well I can't test rain
Cracks look correct btw. Don't seem to be widened like raindrops.
I should do what I did with cracks to rain then
Looks like LethalEmotesAPI returns the default visor when switching 3rd->1st person
You can use -screen-width <width> -screen-height <height> command line option to test different resolutions btw. @carmine wren
Thanks for letting me know where to look into!
Oh didn't know that thanks. Where should I put them?
or in launcher if you use it
I think modman has launch options too
Either should work.
do you have hdlethalcompany?
No.
I use LCUltrawide, but I tested without it here ☝️
yeah got the bug now I should test
whoa what moon does that!
you mean mod?
yea
https://thunderstore.io/c/lethal-company/p/sfDesat/Celestial_Tint/ with https://thunderstore.io/c/lethal-company/p/Wolf11221/SpaceShipDoor/
I originally added resfix because I though things would cause problem when played on different res
but it looks like adding that was a problem to begin with
but still needs some testing
@hallow dagger could you help me testing this one
and if my guess is right, all the people with wider monitor has that bug rn
caused by the very thing that I made to prevent just that
It still doesn't look exactly right when compared to 16:9 screenshots.
A bit widened.
Stretched actually.
It's normal but I guess I should probably change that too
that's a known bug.
originally thought not really fixable unless I do some wild things but now I have some ideas
cool
this bug proves the sun is fake!!! its just our visors!!!
Testing with leathalemoteapi and this small screen draws visor lol
I get a black screen at startup... Perhaps the config is old...
I'll check it again now
018e3f19-5247-3da3-e6f4-0873eb8fefe2
What could be the conflict?
might be my asset bundle name
not might it is
@harsh badge Could you check if this works?
I'll check now
I didn't know unity has problems loading assetbundles with same names, I should've known better.
was that your second~ time landing?
I decided to install this mod for the first time, I was scared by the beta sign and the HD version
first time new save
And now I noticed that this mod is popular in many assemblies
But compatibility with other mods is a question
I have 211 mods (without unnecessary cosmetics and sounds)
You're playing a game that is in beta.
Also, what HD version?
No HD version
Everything is fine, with this patch the screen disappearance has disappeared
And everything is visible
without unnecessary cosmetics and sounds
LandMineFartReverb
Well this is necessary xD
I'm on the plan
most mods
Changing mechanics
Or adding monsters
You don't need HideModList without LC_API btw.
that might be because game's default rain check (used to occlude rain ambience) goes through the ship for a second
But it works
I just thought he was spamming without it
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
then I'll delete it
Mod list notification is LC_API feature.
Damn it
I did not know
Then I'll get rid of him
Not related to office. Worked with office for me without issues.
Nice visual :0
Could you help me trying this one on your end and see if the issue persist?
sure
well it has to do with something incompatible with LC_Office because when I enable it it stops
Is this how it should be? When you're healing
The split remains
Seems realistic
We're not changing our costumes.
Oh the mod didn't consider healing.
it takes total damage taken into account
that's probably why
I think it's better to leave it as is
Or in the future, someday add a config
So that the helmet can also be restored
it was brought up at some point but I forgot. I'll take note
fixed!
with the oxygen mod it makes it makes this perfect since if the helmet breaks you will die
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
something in the config it has to be
the modpack you originally used is the only one that cause the issue then?
I regenerated the LC_Office config and it worked, just confirming that now
confirmed. seems to be this setting
raindrops don't appear on stormy weather when that setting is off for whatever reason
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.
strange things happens
I assume its because Office has its own post processing
does this still softlock you in space?
it uh, never did
did for me
yeah its not working for me either, the raindrop effect doesnt work with any other mods that use post processing like insanity remastered
😔
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.
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!
so it is most likely insanity remastered fork then
The original insanity remastered was riddled with problems and the fork seems to suffer from a lot of the same issues.
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.
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.
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.
also has some conflicts which is why it was kinda buggy in my pack but the creator seems dedicated so i think they will be fixed
Yeah I believe the mod author for that is fairly active so I'm sure they'll work out the bugs soon enough
i tried the mod with just the insanity fork and it worked so i guess its another mod in my modpack
That's modding for you, trial and error until you can isolate which mods are bumping heads is tough.
wowie it even shows up on openbodycams
I should probably make the post processing effect local to avoid things like that
yeah the rim part looks okay
it probably shows raindrops and cracks too atm. That might take some fps
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?
raineffect does that and could never find a reason. The effect disappearing was specifically made for that as a quick fix to reset the effect
But that was for few particles freezing for some unknown reason
does the whole effect freezes?
I see
Only for the raindrop effect
the visor damage effect is actually okay
I think when an event of visor gets damaged, the raindrop animation suddenly stops working.
but only for the animation tho.
the effect is still responding to the rain.
does that happen consistently? I'll try to replicate it and see what I can do about it
Trying to replicate again and see where it goes.
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.
BepIn console is just an opened log essentially.
this file
Mod Manager has a button to copy the log.
sounds handy, didn't know
You know what.. I just send the whole log output XD
here is my modpack if you wanna test it 018e415f-30f0-b812-e2ad-3f9a079b4270
it was helmet camera. not sure why my mod is struggles with that one yet though.
openbodycam mod?
at least on my end, with everything enabled, disabling that one made the rain visible at least
need to check more
Nice!
it would be nice if you could test how it goes on your end later
How come this mod is quite incompatible with helmet cam? Issit overwriting with the view from the monitor?
Sure! Later I'll check
thanks for testing using my modpack tho... much appreciated!
So emotingapi and openbodycams compatible?
openbodycams and helmet camera both are not compatible with raindrop effect from what I tested
and I just noticed it draws rain on helmet camera and not the view the players looking at
I should fix this first
😭
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
is it possible for a config option so raindrops disappear slower when you're out of the rain?
like for 30s or so
would be fun
it's possible
Raindrops worked for me with OBC. I'll check again when I get back home.
I wouldn't bother trying to work around Helmet Cameras mod. OBC is the go to that is superior to any other option.
Not an issue with Office but something else.
Interesting..
Yeah, considered switching to OBC.
tbh thats pretty immersive tho ng;
ngl
like now it makes sense
the visor also has a camera in it, so if the visor cracks, so does the camera
if water gets on it water gets on the cam
That is if we assume that the camera and visor are the same. OBC also has an option that switches to a bodycam instead of helmet. So ultimately I think it's better to keep cameras clean.
making it optional would be nice
thats when your camera is on the body rather than the visor
What?
wdym what
I don't know what you're talking about. Just sounds like a repeat of what I already said.
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
I didn't say it to disprove anything. Just that it wouldn't make sense if camera was on body.
Which is another thing to account for if you were to keep visor on cameras.
And it's not as easy as "just making it an option".
Wait so the "bodycam" will display camera on your stomach/chest or above the visor like the tactical gear ones?
depends on option
OBC has option that lets you pick camera position. Body or helmet.
Uuu thats so cool
I always wondered if we can view it like that
Ah I can see the config here
yeah, found out couple minutes later, turned Office on and off and the visor doesn’t work even if it’s off
no idea what’s causing it, will go over all my mods later 🫠
Most likely something that deals with post processing or visor.
does your raindrop effect still works with OBC?
because even I'm having problem with it right now.
Also got reported another case of raindrop effect bug and that video also had OBC
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.
oh nice, it works with stormy now
Maybe some options make it not work.
tried damaging the visor and the animation still works too..
suspected that too so I'm thinking of just going through options
yea helmet_camera seems to be incompatible for some reason
anything that puts another camera inside gameplay camera as a child seems to cause the issue
OpenBodyCams is fine?
it works?
Yea it doesnt work lmao
No I'm asking
I just tried it
Yea
@hallow dagger what config did you set for it to work?
Try the one that disables when target is on ship maybe?
what about the attachment mode? issit body or head?
I feel like setting it to "body" works because it doesnt replicate the visor
Ouhh so it applies to the monitor instead of the player..?
Interesting
Nah. I use helmet. I also have all compatability options off.
curious and curiouser
Hey I tried using "body" and "disable camera on ship" and it works with those config
setting everything to compatible
this is stormy
what's that lens effect mod?
Ouh that is reshade body cam
I'm going to try setting to "Head" again but maintain "disable camera on ship" and see where it goes
wth XD
I dont mind noticing that as long as it doesnt break the experience haha
I'm defo changing visor post processing volume to local in next patch
It works!
Not everyone uses that option though.
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.
Am I theoretically correct on this?
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'
I think this is just how unity works but I'll have to find a workaround
weird. now my rain isnt working
You had the issue too
or turning off post processing for the helmet camera also works too
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
I updated on my side and that might be the issue
I should test with older version also
older one does the same
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.
We could get OBC author here. Maybe they could assist.
They are usually very helpful.
IMHO ppl are using OBC is either wanted the compatibility or just wanna get a quick view of the monitor itself. I feel like I dont need that much res for it as long as I can see other's perspective and that should be suffice lol
@jolly geode I summon thee.
hmm, this issue happens with Helmet_Cameras as well? not sure if I can fix it on my end then
doesn't the custom post processing affect the fog shader?
I specifically tried to keep that so that people can't just see straight through the fog on Rend/Dine/Titan
also, there's a decent amount of people that I've seen crank up the resolution of the body cam
Wasn't expecting you to. Just thought that maybe you had some tips to solving it on IV end.
gotcha
then I guess the question about Helmet_Cameras becomes more important
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
also this is the reason I ask whether Helmet_Cameras also exhibits the same issue, since it only puts the camera at the root
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
Technically this explains it all. When we enable some monitor that projects the view of ourselves, it somehow applies to that effect itself rather than the actual player's pov. hence, the hierarchy.
That is why when we set the config "Disable player pov when in ship" (smth like that) it works.
When DisableCameraWhileTargetIsOnShip is on everything works fine. When it's off raindrops don't appear.
huh i was about to ask because i have DisableCameraWhileTargetIsOnShip set to false and the raindrops worked
just installed it on another modpack so i havent changed anything
Seems like it started working again for me
hmm... this wasn't the case for me.
Ultimately DisableCameraWhileTargetIsOnShip is not a solution, as I bet they will still break in MP.
It's just that solo they never will as you'll never see the camera anyway.
I see.. trying to test with my friends later and see where it goes
I would assume it would work, judging by what Woecust said, since it should only interfere when viewing yourself on the camera
Oh.
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
Right.
theoretically anyway
I don't understand what exactly causes this issue, need Woecust to give some more info I think
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?
@carmine wren hmm, I can still see the old rain overlay when looking up.
New raindrops and cracks are just gorgeous.
Yup.. I havent noticed that much tho because during that time I didn't know whats the actual cause of this issue based on my modpack.
And when I turned that off, it instantly works
interesting, then it's probably not related to the hierarchy at all
I honestly don't have much of a clue how volumes work in Unity yet though
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
Maybe next update that limits the effect to local player only will fix that. Or maybe they're already on to fixing both.
possibly.. I would've expected global to work more reliably than local though
guess we'll see
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
it looks like as soon as any second camera renders the raindrops, the solver breaks on that first camera
not sure if it's possible to make it work for all cameras separately, but seems like that might be nice
if not, it would probably be good to set the volume to its own layer to ensure that no other camera renders it
😄
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.
So this mod works with Openbodycams then considering the issues I'm seeing being talked about rn-
Though idk about emoteapi-
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
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
currently it has issues with OpenBodyCams
oh dang
some people say setting DisableCameraWhileTargetIsOnShip to true fixes it but didn't on my end.
well everyone but me so far actually
I temporarly made this patch in Woecust.ImmersiveVisor.PostProcessing.VisorRaindrop::Render, so EmotesAPI camera won't get the raindrop postprocess
yeah, problem is that I think if it renders even one frame it'll bug the raindrops lol
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
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.
well, that works in my headcanon for it anyway
I attached the body cam to the side of the helmet, not behind the visor
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
yeah lol
So rn Openbodycam is good?
not yet
oof k
I think you can choose in OpenBodyCams whether you use a head cam or a body cam— maybe head cams could have the effects and body cams don’t?
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
Yes.
no, that's not how it works, the effect will be on any camera that includes layer 1 in its volume mask
regardless of position in the world or object hierarchy
Yeah I realized that after catching up in messages haha
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
right now you can just turn off some visual settings in the config
Game's minimal requirement is GTX 1050.
you might be encountering the issue we were discussing before, if other cameras render with certain parameters it'll break, most commonly when you have a body camera mod
I believe we've figured out a solution so I'm sure it's in the works
multiple possible solutions actually
ah ok
Okay before I start this works with the emotesapi mod right?
I can think of a few ways to optimize it. I'll try
It should be okay. And if it cause some problems, bug report would be appreciated
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
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
ahh ok
works fine, but raindrops are currently bugged with the emotesAPI camera preview, see #1191113181653905423 message
btw what is that weird little colored guy?
[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
hm?
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
well, at least I now know what I'm NOT doing when I make games next time
are there any known issues or incompatibilities with this mod so i can avoid them?
should use OBC anyways
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.
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
the light shining on the visor glass?
There's no "visor glass" in IV anyway.
Other than cracks.
Same in vanilla actually. They're just always there and static.
I did hear integrated GPU having problem with raindrop effect as it uses GPU(compute shader) to calculate the raindrop map.
wait so is the render back to the 0.2.4 version
What render?
what did you try with regard to making the solver per-camera? I think it would probably be fine to just make a Dictionary or a couple of Lists to map a Camera instance to a RaindropSolver so each can have its own instance, does that cause issues?
(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)
I did exatly that but didn't work
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
That cause the problem?
you probably need to initialize a new for each solver
yeah probably
because you're overriding the texture pointer
and some properties
ahh yeah that makes sense
I'll try to test rn
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
I hate myself
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
looks like creating for each camera raindrop solver and compute shader fixes the issue
I should try that when I get home
No rush. We could always roll back to an older version. Take your time.
But still need some sort of whitelisting or blacklisting cameras
I forgot to make raindrop also ignore none main camera
Only did that to visor rim atm
There's also old rain overlay that needs removing. Unless you intended for it to stay.
just make it create them for all cameras with volume layer masks that include the main volume on layer 1
And making rain/visor not stretch/squish and be independent of aspect ratio.
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
I'm wondering how that camera works with main camera displaying raindrops without any trouble
I'm just answering to this, so it is possible to render main and body cams without raindrop issues
but for body cams we need local visor for each player to update rain properites
what does that mean exactly?
does it need some collider? I thought it was just randomizing drops if it could see the sky essentially
Visor component is currently doing Linecast to the sky
but it's only for local player
for integration with body cams need to create a visor for every player
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
It can
what I'm trying to get at here is that my understanding is all the rain shader needs to know is whether the sky is unobstructed, which can be determined from the camera position when Render() is called
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
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
After I updated to 0.3.2, the landing cutscene from Diversity became black screen.
idk if this log is helpful
Seems like a conflict with #1191113181653905423
Known issue, downgrade the ImmersiveVisor version
owh okay
Well yes, we're in that thread already.
Yeah for some reason I thought we were in Diversity cause I failed to look up
But I wasn't wrong
Been reported, currently working on the fix
Known issue, please read the thread
ok
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)
Perhaps I have somehow done something wrong, but the new raindrops seem to not work at all for me.
could you send me the mod list
Certainly, how should I do that?
Ah, okay
Apparently this mod is making this issue?
is this mod compatible with VR? i can try it later but just curious if anyone has already done so
I don't think anyone tried ever since effects moving to post processing
alright, i'll give it a try later. would be pretty cool if it is compatible
I don't know what happened but I'm not seeing the rain on the visor anymore
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?
current web version has tons of bugs so I hope it's somethign related I just fixed
this is the current local build
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
On it. What do you want tested?
these for now.
Won't be testing 3rd person one.
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
Maybe I was full of shit.
It's hard to compare them considering their dynamic nature.
it did look stretched to me too
Visor Rim is stretched too still.
oh that's how it's supposed to be. Thought people would prefer that more
should add an option
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.
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
👍
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
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
Probably the same issue as 3rd person and Diversity cutscene?
Personally I like the vanilla rain image appearing because it kind of looks like condensation building up during the rain
confirmed to work with local build. fix will be pushed in next patch
Could you check if this looks okay? this one adjust rim stretches depending on resolution ( RenderTexture size for the main camera to be exact)
Ok awesome!
love this way of working. actually testing the mods with the community just like matty does with lobbycontrol
Only issue is that it only appears when you look up.
It's even more stretched now.
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.
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
did the sound effect keep playing when you were spectating too?
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
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
Oh I forgot about doing something about crack and other cameras
it happen inside the ship when I monitoring on the terminal with PicinPic in OBC
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
@pale storm i think you can relate
Yall even have the same pfp lol
Yeah true
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
Oh yeah it's taxing. Older GPU might have problems
I should focus on optimization on next patch really
What are your specs?
lmao it's even the same words 😭
Still the case.
What are your specs?
Laptop 😎
That's not specs.
dog shit for short
I'm serious, can you give me something? What processor? What GPU?
mine aren't great so i made a friend with a great pc test it out and he had the same issue
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)
That's an issue. My 1660s holds at least. What GPU does he use?
il ask em cuz i dont remember exactly
Well, whatever it is, something considered great shouldn't have problem. I'll think of some ways to optimize in my sleep
So no dGPU. Below LC's spec. Although if it runs well without IV, I guess there is a case to be made that it could use some optimising.
I'm on 3070 and droplets change nothing about my performance.
Was that after the update or always like that
Think it ran bad for folks with iGPUs ever since droplets were added.
wait oh shit i didnt realize there was an update today, time to test it again to see if it works, il be back
But then there's someone with 3060 having lags
I need to wake up in 5 hours anyway
Will you make the visor be affected by light like it does in the original?
yea rn its pitch black
Immersive visor is generating a lot of errors when using the jetpack
completely incompatible. just causes the screen to be black
Shame, can't do much since I don't know how VR and post processing works together
of all the things, how jetpack. I'll check what's up with that
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
Skill issue tbh
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.
hell yeaahh! blood splatter would be a very nice feature
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
Think I know what's causing that. Thanks for the report
No problem 👍
this is what i mean and cant see their pov
what is the mod with all the monitors and info?
GeneralImprovements
[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
I'm encountering this too, as long as the damage texture is visible, it seems to restrict the body cam to the bottom left of the camera's actaul frustum somehow
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!
Can we have an option to disable the openbodycams integration? It seems to cause a hell of a lot of lag
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
Yeah like anytime the monitor is on it halfs the framerate
my screen is just bright blue when i died
and it spams the console
with a bunch of these
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.
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.
was there a reason why the cracks were changed?
That was because I lost the source file for the crack
like you lost the files or ownership
I deleted it without knowing
dang i really liked the 2.1 version lol
I 'might' be able to just decompile previous version's assetbundle of mine and extract the texture
yea that was my first thought on how to get them back
Same
I'll try to get it back or make something similar
!
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
(I can make a video/clip to show it if needed)
I can
but raindrops and cracks will be seen through the visor rim
since it's drawn on top of the screen image
Hm, unless you can make some kind of "invisible mask" that "hides" those raindrops and cracks specifically in the mesh region?
It's probably possible but my non-programmer brain might take some time figuring out. I can try
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 😅
like, I know it can be done. Just doesn't have the right knowledge yet.
I dragged this guy to the forum implicitly haha
Oh I see that lol
in the meantime, if you can take effects going through physical visor, I can add an option to bring it back.
Oh yeah I think I can work with a temporary solution like this for sure!
Take your time man, we're just giving suggestions to the mod lol
I wasn't fond of how it is now too
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
(Something I was trying back then)
ooo
didn't go well though
looks neat!
oh?
It should be easier now that I know a bit more about shaders now
it was hell of a mental gymnastic trying to get that work at the time cause I knew nothing
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)
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.
I completely get that. It was more that the effects back then didn't work well with default visor to make it more customizable.
now it's okay
Light mode 💀
I use it to flashbang people on screen share
I see..
@carmine wren happy to report that visor rim is now scaled perfectly. Thank you very much for your patience with this extremely niche issue!
Oh, the raindrops look a bit different. Guess it's related to the optimisations? I like the look though.
They're less "crisp" than before.
I did get kinda greedy with custom visor though, after playing metroid prime
I noticed this as well! I thought i was full of myself when I checked the latest version since the last version was a bit "brighter" if I can describe it lmao
Did you get rid of vanilla rain overlay?
yes
Sick!
Speaking of the sun. Is the issue with the sun itself? It's rendered over everything except meshes?
Yes
When I managed to bring back physical visor and sort out issues, it won't happen.
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.
The sun I mean.
one issue that makes the visor model tricky to integrate with your shaders is that it lerps to the actual camera angle
similar to how the UI does
with that, I think a mask wouldn't work, and the depth of field means a mask would leave a weird sharp edge too
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
I'm just hoping future me would come up with something to solve those problems
Also about the last part,
The way I did the lighting in the pitcture was like
The mesh was attached to ui camera along with some lights
And used shader to sample brightness + color of screen and used those to set light colors etc
It was dumb but kinda worked I guess?
And helmet lerping, I can just do some math to give shader rotating feeling
- some sighting of weird thing I tried at some point
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.
Oh yeah there was that too
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.
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
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.
I might want to try. Just so I won't have problem with it later with my visor rim
Sun on sfDesat moons doesn't suffer from such issues btw.
Custom sun?
yeah
I wonder what that planet does with eclipse
did you ever find the old assets?
Didn't yet. Trying to get blood splatter sorted for now
alr
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.
Uninstalling the mod fixed it
When was it that happened?
Like a month ago
Constantly in 4+ groups. They would have to leave and rejoin to fix it.
This mod went through whole rewrite since 3/14
Not sure what was causing that but haven't been reported about it since
Ok cool
Not sure if this has been reported yet but currently not having any cracks on my screen but am experiencing rain drops just fine
same
Cracks now only happen when the health goes below 75 and 35 for each level
I'll still look into it, thanks for the report
of course, i ment that there are no cracks on my visor what so ever no matter my health, i was at 20 hitpoints and they didnt show up
ill delete config maybe
Very basic system is there now,
I just need to make directional textures use rainMap to erase the blood canvas.
Yeah cracks aren't showing at any point, just checked
probably should fix that first
why is the video frozen
- reference I used for this
https://www.reddit.com/r/lethalcompany/comments/199nbof/this_game_is_too_scary_for_me/
The blood splatter effect looks good
Actually, I also encountered this problem as well from my end. I thought it was due to incompatibility with TooManyEmotes’ 3rd Person FOV or something so thats why I don’t mind. But since multiple ppl reported the same issue regarding this, I also stepping in.
this looks really good!!!
I know it's not relevant to the blood splatter but when he rounded the corner and there was a second nutcracker I audibly gasped. 🤣
strange, cracks seems to be working on my end
I'll try with some other mods
I think it's TooManyEmotes
I can test without it
will send results
yes without too many emotes the cracks appear
used a test modpack with a fresh install
will add too many emotes now
definitely too many emotes
not sure why it's only the crack that does this
raindrops and crack both use the same camera check
it used to work in the past, not sure if maybe too many emotes updated
i checked the OnlyMainCamera config option on both true and false and still the rain works but the cracks dont
that option doesn't affect cracks only rains
just incase
did rollback and same thing happened
then it might be because of something I did
have some guesses so I'm going to try them
Dang that’s awesome
Why did you decide to go with a texture for blood instead of something similar to droplets, but less shiny/transparent?
I can do that if I just swap shader I'm using to draw on screen
I just needed to figure out a way to draw decals on screen
can't tell if it looks better or not
crack problem's sorted in local build
I didn't know I'm supposed avoid using constructor with monobehaviour
Can you make a setting to adjust the time it takes for the droplets to dissappear?
oh sure
But because of how solver works now, it should only have effect on 'after' rain has been occluded (inside factory, under roof, etc.)
Would that be good enough
Yeah thats exactly what I was talking about
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/
very minor but i assume thats a typo lol
Happens
I've been waiting a long time for the blood splatter effect. Cant wait to try it out with my friends later
But reports are welcome
Since I never do multiplayer test
btw, 0.4.1 version is not there on r2modman yet, will have to download it manually from thunderstore atm
I forgot to add CauseOfDeath check for damage/blood.
Very sexy
I really should've checked more before pushing the update.
self splatter before 0.4.1 is locked into center and it looks horrible.
Im sorry but the blood looks really cheesy, love the mod tho
I would appreciate feedback on what I could change from it
I was expecting something more similer to the rain with it splattering onto the screen more fluidly, although idk how hard that would be to add
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
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.
maybe somthing like that as a toggleable in the config
Can't you make current splatter have similar refraction to droplets?
This is what I have in mind.
I can try
Configs can be even more annoying to add, not to mention having to maintain more stuff. It's not really a solution.
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
Umm
Oh btw, I'm not a programmer
Visor rim broke again.
I changed some shader params so that might be why
Is that in regards to config or shaders?
Both
I programmed for less than 6 months.
So don't expect much from a person like me
You're damn good for "not a programmer" then.
Think splatters are a bit wide too.
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.
Maybe I should just buy ultrawide monitor.
🤣
Anyway, in the next update, I'll try to go from drawing the whole splatter to splattering drops on screen
So what version is best for ultrawide users atm
Thanks! I haven’t gotten around to giving the new stuff a good test yet
Most of my Lethal Company time as of late has been working on my modpack lol
Always end up like that with games with mods
Mod for dozens of hours, play for a couple of minutes.
Nothing more satisfying than seeing everything finally working together.
fr
Unfortunately it’s been a bit chaotic lately
Lots of new moons/interiors releasing
Trying to wait to post a “definitive version” is kinda pointless
As new mods keep releasing, old mods update and announce new things, etc
im getting pretty close
to finishing mine
just wanna make sure it has good performance
so im fixing errors and ditching mods
sad I had to ditch masked ai revamp
just too buggy
I’ve been working on v4 of my modpack for so long
just updated and why is the rim soo wide now
yup can confirm from my end as well
So it's not even an ultrawide issue.
Got no clue why those didn't appear on my end
I guess so
I've got an idea but like what is going on with mine
you want me to send you my codes @carmine wren ?
It's fine