#[WIP] Hadal Laboratories (Underwater Dungeon Mod)
1 messages · Page 3 of 1
I'm so excited to see this release
we need some underwater moons to accompany this too, maybe a full diving suit along with it
similar in appearance to the super old diving suits that were made of like, bronze or copper or whatever they were made of
Aquatis, Maritopia, and Atlantica are all aquatic moons
Lategame Upgrades has a diving suit item
I think the sentiment was a completely underwater moon where something like the diving suit would either be extremely helpful or required for the occasion
also, you know the little area at the bottom of maritopia? that could be turned into a diving area to an entrance
exactly
I think for a completely submerged moon it's be nice if it was like, starts you in a station and main doesnt need the suit, but like 2 of 3 fire exits for a map or smth like that effectively needs a suit for access
yeah
ic
I've heard that lategame upgrades breaks like, every mod so I have been hesitant on adding it to my pack
ehh I'd distrust the opposite
The concern I have is how it'll be handled cause I'd prefer it not acting like an additional hidden cost for a moon
I mean, even the other way around, still would be hesitant on adding it to my pack
have a warning in the terminal indicating the amount of water or something
Big mod that adds a lotta different facets, not surprised if any issues crop up
I suppose I could make a test version of my pack and put lategame in it just for testing purposes though
When I used LGU I'd only use some pieces of it, like diving suit, wheelbarrow/cart, and night vision
The difference is that lgu is delicately constructed, mods like AC are not
I never mentioned ac
I know what you are 
I don't use AC at all
then what are you complaining about? lgu causes no issues unless you have something like lethal utils player overrides or infinite sprint or similar
I'm going to go see primus this summer, good band
oh ok! wasn't quite sure what was incompatible or not
is that part of the tour with pusifer and a perfect circle?
no, it's the tour with coheed
ah, I'm seeing those 3 but i forgor when
Guess I'm prob safe cause I don't got anything enabled that affects the player
not a big fan of coheed cause the vocalist sounds awful to me, but I'm excited for primus
this still in wip? 💔
oof
yeah currently no artist afaik
iirc it's less art related and more art-tech related
yeah, I talked with the dev, a lot of it has to do with making the glass be see through but visible on both sides
Its not over yet
toe ban? In the hadal chanlle???
tolian my goat fr
Will it be comprised of hd assets or assets that fit LC's aesthetic?
@rustic goblet
here's one of the concepts
sorry havent had any time on personal computer, had to go right from work yesterday to gfs 😓
yea no offense to tolian but they tend to use stuff that doesnt really fit the game along with too strong of post processing
so all that I ask for is to not have that happen 
i think it's over yet
why?
no reports of status at all
👀
🍿
Tolian the savior
low key bioshock vibes
lovin the look of this
gg
im so rock hard now holy
damn taking over hadal laboratories!?
tolian you have salvaged or taken in so many mods its insane!
Tolian's deck of mods grows by the day
@native urchin
really reminds me of leviathan a custom zombies map in call of duty black ops
No one remembers the og in WaW😭
I don't recall there being an underwater-esc map among the WaW Zombie maps, the maps I remember were like uhh
- Some lil run-down building in the middle of nowhere
- An asylum
- A swamp
- Some big complex that has teleporters that link to different places
Ahh that explains the discrepancy
Never played WaW on PC back in the day, only on consoles w
yeah cod on PC used to be a wildly different experience than console
I heard quite a bit of the BO3 modding stuff, didn't know it extended that far back to WaW
Makes sense that it does, I was just not familiar with it
Glad to know you are still working on this.
It's looking great!
Oh right new patreon post is out i forgot
Zeeekerss wants to add a underwater interior i think
Very window based
time to speed up
Spoiler tags 
uh oh
more CullFactory work
we should just sell the mod to zeekers tolian 🤔
liquidation only :troll
lol I can’t wait for you guys to see liquidation and it’s interior and btw there is no water there.
It def is very unique tho
This actually looks so cool, and so horrifying at the same time.
I gotta interrogate you about how you got the hdrp transparency stuff working it's been a constant thorn in my side for multiple things
zeekerss mentioned months back about how he noticed a big demand for a water moon
and the update after that had a unfinished level file called Liquidation
more recently he's implied interest in a underwater/glass based interior
I actually sent him some shots of this interior incase he was interested in reaching out to yall but he didn't respond
zeekers copying all of our interiors, and weather conditions
jk
lol
ah i see thanks
Yeah I know about that but every time the entire model goes partially transparent instead of just the parts with alpha, and then there's a bunch of weird draw depth issues
i separated the glass from the entire model
you should have the transparent parts separated ideally
as far as sorting goes... that's never perfect and you just need to split up the parts that need to sort on top of each other
this is what I did it for the dome on Arcadia as well
guess I'll have to learn to do some proper model editing
I forgot to mention, if you really need to have solid parts connected to transparent ones (don't do this if you can avoid it though), then you can use alpha testing to make the opaque parts sort properly
still have to split up the stuff that needs to sort on top of itself though, unless you want only one layer to show, in which case you can do a depth prepass or depth write
both of those will make it so that other transparent objects may not display behind yours though
Very quick and simple Angler concept someone could use (would also work for a Rush enemy naturally): upon spawning, it'll create a straight path down one route. The path could be long or short, but at minimum it'll have to pass through 3 rooms. It cannot deviate from the path at all through any means, and will despawn once it reaches the end of its path. Anyone caught within its path (lights will flicker in the respective rooms it'll pass through), they'll die instantly. The enemy would be incredibly rare (though paired with this map, could be more common here) and likely only spawn once per moon (again, could be multiple on this map)
Repeat the behavior for a Frogger/Ambush enemy, but it rebounds a random amount of times
Hadal blacksite? PRESSURE IN LETHAL COMPANY?!?!
small curiosity, Zeal (the creator of Pressure) is keen to try this interior in Lethal Company
There isn't water on liquidation?
Yea which is suprising
It actually very dry
You seen it?
the moon doesn't even exist.
When a doors one is made eventually, make it EXACTLY like the game (with a few minor twists)
Will there also be a shop where we can buy scrap for research (new item that doesnt take up inventory slots)
Yea some might say it’s not a reliable source
But it was in a dream
Damn you’ve dreamed about lethal company?
I dreamed of liquation and its interior
bro's source his dream
that shit is wild
Damn this mod looks lit af
bruh isn't he gonna take a hiatus?
did I miss the hiatus?
I think he just has burnout from non-stop LC, he wants to work on his singleplayer game then come back and maybe work on it then
I get that but it doesn’t really seem like he stopped
I haven't seen anything from zeekers after v64, unless I've missed something it seems like he's off it for now
yeah he cookin dark place
is that also a horror game
no shot you add the trenches of the (non descript presssure area) to this if so Pretty please make a lucy?
voice of the void?
Damn that looks delicious
Hope this won't be as cumbersome to navigate as Hyperion Stayion and TeraSpace!
naming this piece ||"OSHAViolationFan"||
hopefully the glass will make it easier to navigate while still being challenging
also sry forgot to disable @ 😬
fr
Better pray harder then
perfect for WesleysMoons Atlantica
Aquatis, Submersion, and Maritipia
I'm still excited for this, even after months
make this mod come with a raveyard interior
Never said anything about underwater
Just windows and glass
And let's just say a funky aquarium with glass walls does not bring any new gameplay
People keep saying it's an underwater interior
I don't understand
It'd make much more sense to have the windows WITHIN the interior
Have a monster see you from 10 miles away
Watch your friends get mauled through layers of unshatterable glass and be powerless to do anything about it
Etc.
yum
imagine coil heads seeing you almost anywhere in the map lol
Tolian and I are still working away on the mod
imagine this on Gorgonzola...
what
modded moon, 130 Gorgonzola. cheese moon.
No way pressure interior
Oh god imagine if they made the water a variable like Wesley did for the armory
Cheese instead of water there
if only...
that's a good idea
Any update on this mod? I'm still really excited for it
i hope it comes with a minigame
I don't know what this is referencing or how this is supposed to be funny, but fuck it I hope it'll come with a minigame too
thats the correct mentality!
A recent roblox game called Pressure, a Door's like game but in an underwater facility called Hadal Blacksite (not related to this mod) there's a popular monster called Pandemonium that has a Minigame when encountered
Really cool game btw, one of the best room design in Roblox
Makes sense, thanks for the info! Don't play Roblox though unfortunately
is this still being worked on?
brrrr
The water’s cold 🥶
like fondue?
latest asset
I would say what it is but it'd spoil it 💀
I also finished the interior for the moon base landing pads
just helping tolian decorate the interior
This gonna go so crazy
i thought this was dead loll
make sure the rooms dont has TOO much polygons i dont want my pc dying
but that looks really cool
i like the wires
its relatively optimized but yea it might not run on a potato
nowadays its mostly about textures and less about poly count, assuming poly count isnt out of control
anyone got sound suggestions for hadal labs? I already found some good ones but curious if anyone knows some secret really good underwater facility sounds
If it's supposed to be an underwater base you could have an occasional monster growl outside the walls
Idk tbh
glad it's still being worked on though!
@weary flame something you're interested in?
I special in auditory effects, we exactly would you be looking for? Dm me
Oh i was thinking more like online resources, I'll definitely keep you in mind though I appreciate it 😄
I can send you what I've compiled so far online if you want
IS THIS A MOON???
If this moon is covered with water then will there be special outside monsters such as 'ogopogo' from 'biodiversity mod'
that'll be on biodiversity devs to make sure ogo works with it
would be cool
I wonder if the ogopogo already is designed to work with any body of water
tbh I think so\
Iirc Ogo spawns at the center of a placed water plane? So it really just depends where that center is. I think.
Don't take my word 100% on that.
I believe that's right but at the same time he doesn't behave well on moons the devs haven't confirmed him to work on. I imagine they'd have to see how he performs on this moon and then let people know if he works here
Oh my god the Soon(tm) interior has finally had a public release. 
I must be sleeping still.
Holy shiiiit!
@rustic goblet congrats! I cant wait to check it out when im back! 
Couple of questions:
- Could you do a version with lava instead of water for Volcanic tag?
- Whats version is it? Did you ran the patcher recently so its v68-9?
lava tag thing would actually be awesome to see lol
-
i have a lot of stuff i didn't add in the release, i'd be happy to add lava in the future
-
yep, i ran the patcher on version 69
I like the interior a lot but I'm getting 50 less fps on it.
are there any errors in the console?\
no but this is getting spammed [20:14:18.4400751] [Info : Unity Log] FrontCollider
and it looks like when I run I get even less
but the interior looks really good
do you use the interior with the moon or not?
I tested again and I'm not getting that spammed but I still have 50 fps while I normally have 110 fps
Aaand it’s all over my screen 😂
Clean up on aisle My Eyes
😭
can i get the log?
yeah one sec
Personally I'm not having fps issues at all, but I did get myself stuck between tiles
This is banging though you guys cooked hard
More clear where I am
@rustic goblet I tested in a fresh save with no other mods and its fine
I think it was a mod conflict
you mean the fps drop?
yeah
i will try to fix this in the next update
Swag 🙏
i'll write it up later😅
found some small bugs: a guardrail is missing a collider, the main door can't be scanned, and the dropship doesn't have music?
don't know if the last one is intentional
uh oh, I never blocked culling for Hadal it seems like
I'm surprised not to see people mentioning that yet lol
i'll fix it in the next update
Do I post more moon related bugs here or in the tolian thread?
Bet it’s the moon it comes with
are you having issues with the gordion abyss moon?
Some small bugs
yee here is good then
it's early release so there's bound to be problems
but yea the more people tracking down bugs the better
You guys should post in showcase and zeekerss server
Looks like an overlapping tile bug
Love how one of the rarest ambient noisies played in that recording
Wtf
Insanity ambient
It's like a loud blowing into a mic, except muffled
odd
I didn't even know that's a "rare" ambient
I kinda don't pay attention to that kind of thing lmao
btw i think im the only one to run into this issue but make sure to use "gord" as the code to launch the moon, we'll have to figure out what to name it since the names overlap with gordion
the 'lore' idea behind that was to put the ocean moon on the same moon as the company building since it's an ocean moon
Gordionabyss works too
icic
are mobs pathing ok for you guys? I think the smaller non glass metal sections are having pathing issues
that poor driftwood is scared of heights help him
now that u mention it I did have some mobs get stuck
no
thats what he gets
for not being ported to code rebirth
not his fault for them being too busy with adding 700 gals
He should get ported and remodelled
And then someone can finally work on the cactus variant
never!
i doubt to see cactus anytime in the future
i dont think anyones willing to actually work on his concept, model and whatever at the moment
Baseeed
I just played on hadal to see how it plays, and while i get it's in early release there's a few things i think i should bring up
1: the lighting on some tiles aren't aligned, particularly on the 90 degree turns that are in opposite directions
2: i'm not sure if these doors are supposed to be openable? but for the time being they seem to behave like endcap rooms
3: there are some clipping issues with some rooms, which others have mentioned
4: some rooms have areas where you might get stuck, you'd probably want to put a kill trigger in those rooms or something (specifically the bottom area of the stair rooms)
5: every enemy that spawned while i was testing was stuck and couldn't move, which i think is from not having an applicable navmesh to use
issues aside i'm very impressed with what it is right now, and will be keeping up with its progress
very good job on this
TURRETS CAN SEE AND SHOOT YOU THROUGH THIS?!
All three fire exits are blocked... Does this interior just not have fire exits?
@fallow wren
Aside from that, this is your most vanilla-like, and probably best interior. Please keep it that way.
who is purple
Culling issue
They're fine for me
Except for snare fleas
...and masked
i also got the snare flea being stuck. the things i noticed were spore lizard (saw it stuck in the wall) and thumper (couldn't see it but heard its walking noise very slowly which meant it was stuck)
doesnt look like they could fit through anyways
i heard the thumper slow walk too
unimportant
That’s certainly a way to degrade yourself lmao
culling will be turned off once I get the interior to generate so I can test the blacklist
CullFactory can't work with this interior
not as-is anyway, and I don't really want to rework it to handle the fog distance outside tiles rn
@native urchin sorry to ping you for this, but installing Hadal pretty much alone I'm seeing this:
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Object.get_name () (at <e27997765c1848b09d8073e5d642717a>:0)
LethalLevelLoader.Tools.ContentRestorer.RestoreAudioAssetReferencesInParent (UnityEngine.GameObject parent) (at ./Tools/ContentRestorer.cs:104)
LethalLevelLoader.Patches.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode) (at ./General/Patches.cs:550)
UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <e27997765c1848b09d8073e5d642717a>:0)
I'm assuming it's finding some reverb presets in the assets that are then destroyed by LLL upon being replaced?
not sure if this is something that needs to be fixed on the assets side or if it's an LLL bug
@ionic mica bad
you don't need any of this door stuff
FloodWeather floodWeather = UnityEngine.Object.Instantiate<FloodWeather>(UnityEngine.Object.FindObjectOfType<FloodWeather>(true));
you can just do
GameObject floodWeatherObject = new GameObject("LabWater");
FloodWeather floodWeather = floodWeatherObject.AddComponent<FloodWeather>();
no clue why that's happening from glancing at code. it'll be on them though
are the reverb presets that survived the vanilla ones? how is it finding non-vanilla ones if this isn't an LLL bug?
I'm not sure how this would be prevented
unless mods are not allowed to include any new reverb presets? (i.e. they have to be named the same as the vanilla reverb presets?)
can the moon be made seperate from the interior?
the moon isn't very big, I imagine it can just be disabled
i'd really rather they just be seperate mods entirely
Bad initial answer on my behalf,
It'll be on them in the sense of figuring out what is and isn't custom content sucks and by nature of other mods not having this issue it will be on them to fix and not me 😛
Been a fat minute since i've messed with this but i'm guessing it's somehow a mix of the interior being loaded as a seperate non lethal bundle for some reason (they will want to change this) and their reverbpresets perhaps being named the same as vanilla ones?
I mean, from what I can tell, it doesn't seem to care about whether the reverb triggers are from mod content or not
doesn't Resources.FindObjectsOfTypeAll() find assets that are indirectly referenced by asset bundles? if so, I would expect any mod that includes any reverb triggers to cause this, but I don't know how often that would happen
it's also possible that the order that they are collected by TryScrapeVanillaContent in matters, since if the reverb triggers' presets are found before it hits a null, it shouldn't throw
surely this isn't the first interior to contain reverb presets right
I mean, it doesn't seem like it should be all that common to need those
I would expect moons would be more likely to
and since those are in scenes, they are probably not found by LLL until after the scene loads, which never happens since the hook is in StartOfRound.Awake() from what I can tell
uh oh
well
I can let tolian know to remove the reverb triggers for now if he can find them I guess
you can see the moon above the entrance room
also main entrance doesn't use the vanilla main entrance model and has no distinction from the three identical doors in the same room
the elevator takes way too long and has no lighting
all the foliage looks kinda weird and doesn't really fit lethal company
dead ends shouldn't be doors
the stairs tile has no variety, it's just the weird crystal room
there's a floating light in the stairs tile
saw rooms colliding with eachother, was a dead end from a previous room with a fan and a tube going upwards
the cramped tile archetype feels way too rare. even on titan, it only generated 8 tiles (really small compared to the rest of the interior)
Gonna be honest, how did Tolian think Hadal was in a good state to be released when it can't even generate fire exits 😭
Ohmygod
the gordion abyss description is really weird and broken?
the risk level is in the description instead of in the hazard level
not hidden
it might aswell be hidden because i had to try 10 different keywords to route to it
So to be clear this is really rude actually
i just make the models 😭
there is no difference between the three decoration doors on gordion abyss and the actual entrance
i don't know who's still actively involved mans 😭
early release did you even read?
i think tolian is the main once making the interior itself
to be fair fire exits are a kinda critical part of the interior
I don't see anything relating to that on the mod's page, but it's still pretty rough
the interior on gordion abyss is really far to the side instead of under it like every other moon?
it released as v0.0.1, fair to assume there will be issues
if that is the case then @rustic goblet
this still has door stuff from lethallib days that you can straight up kill, just make sure the doors are named right in the project like your other interiors
you might need to remove reverbpresets from the interior for now until i can fix something, apologies for that
Aside from that, I got cool screenshots of deep-sea creachures
that's a barber/clay surgeon actually hope this helps
The leviathans
Oh wait I forgot earth leviathans have leviathan in their name
That was supposed to be a Subnautica reference, but whatever
barbers don't appear in subnautica hope this helps
tolian is doing interior decorating and unity implementation im doing all of the tileset models and texturing
no one else is actively working on hadal afaik at least not directly
my brother in christ its early release
this interiors been up in the air for almost a year we're just glad to have iut
theres always 1
This was funnier in my head
That tile is fire
I think I remember seeing the untextured demo for these
I LOVE those tiles, haven't seen em yet but it feels like something that came right from the base game
Yuh
Agree
Is main's glass supposed to be black, or is AggressiveMaterialFix fucking shit up again?...
I'M CRYIG
Sigh.., why must you do this AGF
Proud to be Expendable
does this mod adds a moon?
Yes
yee just played it with my crew, pretty fun
what's the name of that moon?
still lots to add and fix, Tolian and I will probably take a break for a bit though once we fix a few things
Gordian Abyss
but the code is Gord, there's a conflict with the name since it's on the same moon as the company building
I- huh??
There should rlly be more visual & auditory differences between glass and water in this interior...
Certain entities also can't go thru tiles
does appear nav mesh links are broken
Dude
Most scrap can't even be transferred out of the facility; it just phases through the elevator upon takeoff
What the genuine fuck, man...
I thought I might've been a little too rude earlier, but no, I have to disable this mod now because it's almost unusable
There's no way to take scrap out of the facility, and fire exits don't even exist in this interior either as an alternate method
let me just say
while i think shroud is being a little too bluntly harsh
i agree
when youre making something modded, especially a specific concept like an interior, you should check if things are broken or dont work, like navmesh, fire exits, etc
and while i understand that you can forget to test something, or not have time to properly test every little thing
for the former: its baffling to me how the fire exits not generating, and especially the fact the elevator doesnt work properly for transfering, is an issue i cannot understand how anyone misses
and for the latter: either get other people to do it, or make a disclaimer its not fully done yet
and no, saying it is a beta does not indicate this, it primarily indicates there is to be expected issues, but generally, not ones as major as the things broken about this interior
while i think shroud is being a little too bluntly harsh
No, lol
If something is a buggy mess, that's what it is, I'm sorry
Your not sorry
whatsoever
If your going to be some sort of an "honest asshole" just don't bother posting
its baffling to me how the fire exits not generating, and especially the fact the elevator doesnt work properly for transfering, is an issue i cannot understand how anyone misses
What mods have you developed?
That's not an argument 😭
I was asking them
batby
my point is, it is extremely easy to notice those two things, and some how, they were not
i dont need to develop mods to know this
My point is funny enough it's not extremely easy to notice that in all cases. And you wouldn't know that because you have not gone through that process
a critic doesn't need to be a good cook to be a critique well
you both are genuinely terrible at critiquing things.
you have to play the interior yourself to know if it works properly or not before releasing it
are you saying just
dont do that
Play Hadal Laboratories and tell me that you have fun playing it, and that it fits well into the gameplay of Lethal Company
No I'm not, I'm saying your not entitled to be baffled at something you don't have experience in
I don't fucking care oh my god
if you don't like the mod, don't play it.
If you have suggestions or have found issues in the mod and you wish to communicate them, communicate them in a productive and kind manner
well in my case specifically, youre saying i shouldnt because i havent developed any mods
but if i did, i would play it in game myself, and missing the fact fire exits dont generate at all would be kind of silly
thats all im saying anymore
it's baffling how both of you refuse to even acknowledge your attitudes here
This is why we never released any early builds. Tolian is probably painfully aware of issues. Easier to do multiplayer testing with mods on thunderstore (If I had to guess why its there). If you don't like it just don't play and move on. If you find some issues, document and report them. The sense of entitlement is crazy.
Don't let a few bad eggs ruin the vibe. Ya'll doing great
look
im sorry
the interior looks fantastic, i really like it overall
im not criticizing the development of it, or trying to entitle myself, i was simply saying i felt like this was not playtested well, and was criticizing the playtesting, not the development
im sorry
Ok but like
semi-respectfully
what value is in letting the world know you think this beta mod was not playtested well
Maybe it's because of the mountains of bugs, Idk
Y'know, much like the base game itself
I was asking them
just the fire exits not being there and the elevator not properly bringing loot up
when i said its not hard to miss it, thats what i meant
if you play it, you should notice that
Your misunderstanding my question
I'm not asking if you think the mod was playtested well
oh
I'm asking what value exists in you expressing that opinion in the way that you have
can i not just
say something
No, you can't express yer feelin's, not around these parks
shush
You absolutely can, Just like you can see someone in public, think the are unattractive and then go tell them that.
If you are expressing your opinion that you think the mod hasn't been playtested well just to kinda think outloud, I would suggest thinking about how people can interpret those words
well my mistake was more so i didnt make it clear i wasnt talking about development
No it was not
Your mistake is that you and shroud both provide unconstructive, rude feedback
i wasnt trying to do either, i tend to not really write in a more complex way, which yeah, can change how people view words
and sometimes i dont think about possible ways people can see it
like now
but yeah, im sorry
I personally definitely appreciate that kind of response and I'd be surprised if the main team doesn't feel the same way.
It's totally fine to find objective and subjective issues in a mod and want to communicate that. Authors want to hear that kind of thing so they can improve their work and users want to see those improvements (that's why this mod is even public right now).
In order for both parties to get what they want though the communication that happens has to be productive, and the feedback constructive.
Being baffled at something not being tested and fixed or even the opinion that something wasn't tested well at best isn't productive information that they can take and improve the mod from and at worst it's pretty discouraging.
Knowing the fire exits are broken, how exactly they are broken and other pieces of context like what other mods were used and such is super productive as they can consider and work with that info
We all want the same thing here
i suppose part of me speaking was from how much low effort mods ive seen
i frequently check for new modded moons and the most recent ones that really impressed me was demonmaes
i mean resh is pretty neat, i feel that dev can get somewhere
i also really like quasara
but then theres stuff like gextradus
Mods don't have to be good. They are free and come with no real expectations.
You'd be suprised how much effort low effort mods take
thats an interesting viewpoint
I respect anyone who can get a moon out on the thunderstore
i have never thought of that
And it's fine if you think their bad too! Your entitled to use the mods you want! But you don't necessarily have to express those views, especially directly where the author is.
Also while all of what's being discussed here really applies to mods of any quality, this mod is really high quality dispite any current issues
I genuinely did not think this mod was going to be released in any form to be completely honest
Not because of the talent behind the team by any means but purely the technical challenges involved in the very nature of a transparent interior
i didnt know tolian took over the project, thats how behind i was
bruh the whole point of a beta is to playtest and give constructive feedback/bug report. being rude isn't helping anyone
yeah, I don't think that Tolian was expecting anyone to pick this mod up and immediately play high quota with their friends on it lol
There's a lot of issues that have been described here that are either
- tricky to debug (without knowing the game inside and out or being able to read the base game and dependencies' code easily)
- take a lot of random experimentation to find
- caused by interactions with other mods that have previously assumed certain things about how modded content behaves
Also, transparency like Shroud mentioned is something that is to this day an unsolved thing in real-time rendering, so don't expect to never see glitches with regard to that. They can try to reduce the artifacts around that, but there's a limit to how well that can be done without totally killing performance.
Reporting issues is valuable. Finding these issues and then complaining that the mod is unusable is not useful.
If one of you wants to try making the LC elevator code work without knowing how that code works, feel free to try lol
im really loving the current state of the interior
for an extremely wip interior im amazed
It's worth noting that the only reason why the Black Mesa elevators didn't exhibit the same issue was because I was there to debug the issue and figure out what was going wrong to cause items and enemies to phase through it
I tried this earlier and it’s so awesome! Been hyped for this since it was first teased months ago. Also, ||I appreciated the Gyo reference|| lol
Also just in general the iteration time for testing can be pretty brutal depending on what your testing
yeah, we were kinda lucky with Black Mesa in that I spent like two weeks reworking the barnacle so Zac and Crab were forced to do a lot of testing waiting for me to finish lmao
and even after all that we still had some fairly serious issues at the last minute!
It seems you fundamentally misunderstand what a beta is supposed to mean. In most cases, a beta should be near feature complete, and primarily needs testing done. That’s the condition Hadal is in rn
we already cleared up my statements
it's just unfortunate when this kind of thing happens, because it is exactly why some modders stop making mods
I don't want to see Tolian feel that way
he makes some good stuff
Also I didn’t run into a single issue when I played
idk if I was just lucky or what
I actually got a same scrap day too lol, had all air horns 
airhorn day 
i also did for my first time trying it
oh wait a second
forget every apology i made
the moon this mod adds copypasted assurances loot table
my day is officially ruined 😡
(please understand im joking)
better than what the loot table was for Black Mesa 2.0.0 lol
..what was it..?
which lasted for months
forget your day!
i got 4 golden whoopie cushions from this interior 😈
my day is officially rich
most items on the same weights but with "industrial" stuff weighted higher, meaning everything was too got dang heavy and there were tons of two handers
so it was experimentation
well.. kinda I guess?
this is how i could tell btw
we love the 111 spawn weight bottles
are you talking about the vanilla dank fart sound?
I'm assuming that Tolian would have to make a separate ambience list if he wanted to remove that
No it was literally just a blast of loud static that lasted about a second or so
thats a rare vanilla game ambient noise
Really??
I have 400+ hours and I don’t think I’ve ever gotten it wtf
ive heard it like 12 times and i hated every time of it
it's fairly recent afaik
afaik it can only play on exp, vow, offense, and titan
My bf and I thought our headphones/mic’s messed up bc it was that loud
i havent heard it anywhere else
actually i think i did on march once
but only once
Looked up a comp of all the ambient sounds, and yep that was it
Good lord
I’ve probably had it several times and just don’t remember

what about the sea rhinocerous
we need the protective undergarments for those fuckers
Does this have any of the entities from pressure?
its not the hadal blacksite from pressure
Wait what
"hadal" is a sector designation no specific company in the world owns
I am are have stupid?
Nah
They just happen the have the same designation
And are both underwater
Yeah
Coincidence?
Yep
Hadal refers to underwater
hadal sectors specifically refer to sectors built around or inside of bodies of water
OhOkSoIAmDumb
it is not a coincidence, but theyre not the same thing
gonna read up tomorrow but prob gonna move all mod discussion to our discord for dev so we can cut out peeps who like to shit on stuff
if i had to say anything else, the water on the moon needs sfx
i assume more darkened lighting will be done later, which i am excited to see
is there supposed to be water in the starting room?
i be drownin before i can get to the elevator
naur dw friend
would be better if those people either learn up or scare off than you guys scare off
if you guys aren't comfortable with communicating here that's not a problem that should be solved by not doing it here
…Good morning ya’ll 
woke up 5 minutes ago and i see it's time to get to bug fixing
Same, same. Have fun ^^
ill be up for another 5-ish hours hit me up if you need anything from me
oh yeah Tolian while you're here, if I understand correctly, items like to phase through the elevator
the solution for that is to put the colliders for at the very least the floor/ceiling of the elevator onto a parent object to the PlayerPhysicsRegion
so for Black Mesa's elevator we match vanilla and have this object contain the colliders that items will sit on:
Thats interesting
since ours is square, we're also able to put the walls on that object, but I assume yours is a cylinder (haven't seen it yet), so maybe it's easier for you to just do a box collider for the floor (and maybe the ceiling if you can get on that)
it is a cylinder yeah
I fixed elevators in another way
did
oh? then that's curious that they would phase through it 
now
ahh, gotcha lol
now
it might be lost in a non @ message so repeating but if you don't mind can you let the main bundle be a lethalbundle and let lll pick it up rather than manually giving lll it
this guy is freakin fast 
will let it load up async
also disable the gameobject for the ship landing so it isnt playing music while its landing
idk if thats actually a thing on the abyss, i just thought itd be funny to mention that
we really need that to be a sticker here
I agree with you, but this one comment just reminds me of Matan asking that girl to name ten books lmao
Weird how the message shown in the reply doesn’t display the one I was replying to 😭
Also I remember LC office having the same issue with their elevator a bit ago
I think that was caused by LC_API tho
Maybe shroud has that installed
qhar
wha
Which part are you confused about
Where the reference is from or the relation to what I replied to
This mod does break all elevators with scrap
I’m 99% sure
that wasnt office's problem
its not this lol
I’m just trying to find small ways of helping, it’s the same issue in a different mod, maybe the cause from it in LC API is similar to the cause from it in hadal, idk I just woke up
its not
Okieee
I know, it broke all elevators from every mod was my point, I just couldn’t remember what mod it was properly until now
I just remember my testing had something to do with LC office
I wasn’t in this server around that time so I was testing stuff myself
i get capped at 30 annoyingly
just caught up on reading, appreciate you purple
also batby wise af, comparing mod commenting to walking up to someone and calling them ugly is a good analogy heheh
I think it dungeon generation
when it was low fps I went down and there were tile sets that were clipping
like a tube would be going through the area where the elevator was
yee clipping is a known issue
hopefully it's not something i have to fix on the tileset models 😬
but its weird sometimes I get 50 fps other times I get 130
try and gather info on where or what happens when you get lower frames
also maybe check a resource monitor to see what computer component is taking a hit? not sure how helpful that would be but I imagine some things are CPU bottlenecked where others are GPU, not sure if LC ever can throttle most GPUs though 🤔
I wonder if the topside lobby is culled when you're in the facility, the exterior moon and interior top side lobby doesn't have custom colliders
this was with a modpack of 224 mods
💀
it could also be a enemy but I dont know
the reason I think its dungeon generation was because I went through every mod
and none were causing it
it was weird
This interior looks fire 🔥 lol
I haven't got to test it yet but it's beautiful from the ss I saw
can i get a log?
yeah give me a sec
without all due respect if you released it in a pretty broken state im not sure why you and batby are so upset about people pointing out bugs
sure they could have gone about it better but at the end of the day there giving feedback because they genuinely like the mod and want to see it in a good state so they are making sure the issues are made aware of. I doubt they would bother if they thought the mod was actually bad
dude can we just move on
everyone already agrees not to be an ass when giving feedback, that's the TLDR
also feels like you haven't read the full conversation
Why is the dungeon underwater. I dont like underwater? 2/10
So don’t play it
No, I have to play it
Then don’t complain
The devs should obvously cater to me.
probably upset because one if not two of them that was mentioning them where being very rude regarding it. Scroll up and you'll see what I mean 😭
pretty sure Tolian is aware
A spicy bug report
heheh naw you're good it
the bug reporters I mean
I'm working on the Hadal discord, you guys can find it on the R2 web page for hadal if yall want to join there
nice
hopefully this doesn't come across as advertising, but it'll be more useful for organizing feedback and discussion than this thread
anyone know if it's frowned upon to advertise discords here?
whats there really to move on from its not like some big drama happened
was just a discussion on feedback for mods
#rules message
tldr
You get timed out if you send one
rip
even if its to the server were currently in? trolley~2
Idk
probably automated
ye
probably the same bot as looking for players
meow
why did it pin 😭
and send it twice
Lmao
sorry for accidental flood didnt expect that
all g
Each trigger word it detects spawns a warning lol
Humiliation ritual
lol i guess that's one way to cheese pins on
anyways back on the topic of the mod it does look very cool
one small piece of feedback I have is that the doors being deadends is kind of confusing as thats not what the brain is used to for interiors
yea I believe the plan is to have the doors openable, I don't think they will be endcaps forever
the worst part is I could edit the message to anything I want @jade mesa you might wanna fix that 😅
at least that wasn't my intention, will have to see what Tolian has in mind
alr
My only critque towards the current fire exits is that their lights should be red to keep consistency with the vanilla interiors, and that the entering/exiting sound should be changed a bit due to being immersion-breaking from just how different is sound design is compared to the base game's sound design. Aside from that, I still love this interior, and it's very well-made.
I see why on my first point now.
I should've explored further before giving that, my bad.
Being able to see earth leviathans through the central window is so cool, please never change that. It feels like I'm observing marine life from within.
Anyways though, another critique I have is that the main entrance's exit door should identifiable from the identical non-exit doors here. Changing the main entrance's exit door light to green, and the rest to red would be good.
My critique is that people 100 years in the past couldn't experience this epic interior
i'll do that in the next update
Be nice and get yourself a TARDIS for them then~
If you enter the middle of the crystal containers tile, you fall into here.
hmm better to remove the collider or make the collider bigger, hmm the first option sounds more logical🧐
Why not make it glass, or is it glass already?
WTF LMAO
They thought they were sneaky...
as an option, but i've already come up with a solution
Fair.
the opening valve rod thing could be yellow too
The what?
Mayb
Pawsy doesn't like you
Pawsy can eat shit 😈
Where are my
This tiny sea slug’s bunny ears are actually rhinophores, or chemosensory scent/taste organs that help them detect chemicals in the water and make their way across the ocean floor. They can be found from Japan, where photos of them have become popular.
Certainly among my worst Titan rounds yet...
A turret? Hadal?
Raaa i cant stop thinking about the home of minigames
qhar
This is the wildest room i have ever seen especially with the boosted fire rate.
Instagram: https://www.instagram.com/isekailiia/
.
.
.
.
.
#roblox #robloxpressure
This-
o
OH MY GOD I JUST GOT IT RN
made me fucking freeze for a second
not to mention i've been consistently getting an ambience i've never heard before beforehand and afterwards
sounds like an unedited/deeper version of the masked's possession sfx
got it like probably more than 3-4 times
i hate that sound so much lol, ive gotten it too on this interior, it seems more common
whats even worse is one time while testing mods alone, i was on the ship and heard a girl say "hey" and immediately quit the game
turne out thats also a really rare sound that plays
"hey" is not as rare as the "mic blowing noise"
i hear that one like every 2 sessions
one noise ive heard multiple times i dont really see anyone talk about is "Insanity Alarm"
4:19 timestamp https://youtu.be/71P4GcCQul8?si=R8qNn_i6dKg5Y83p
Updated this video to include new interior sounds from v62 and below! Yippie!
i believe its mineshaft exclusive and the rarest noise you can hear of the mineshaft sounds
Isnt this a ghost girl noise
Also wait a female saying hey?
no it isnt
its a random ambient sound and means nothing
It’s just there to freak you out
Someone needa make a ghost girl reskin
Of this
the one i find scary is the baby crying or the bug-like chirr chirr
i wanna use the chirping thing for a new enemy sound tbh
omg pressure skin mod would go hard
just make bracken a png of pandemonium
i think thumper should be pandemonium
they both chase on sight and scream when they see you
nah wall dweller fits most for bracken
yeah
agreed
lootbugs are seabunnies but evil
giants could be candlebearers
maybe
Oh good lord how long have you been typing for or is it a bug…
ghost girl - imaginary friend
bracken - wall dweller
maneater - sea bunnies
coilhead - candlebearer/abstract art
thumper - eyefestation (both are sharks)
hoarding bug - squiddles
nutcracker - good people (couldn't really think of something)
forest giant - candlebrute??
barber - any node monster
bunker spider - puddle of voidmass different color + spidery..
hygrodere - puddles of voidmass
butler - divine
worm - bottomfeeder
jester - pandemonium
snareflea - parasite
spore lizard -
oh.
got some ideas
those would work design wise but they dont really make sense in some cases
jester and pande is cool tho
Squiddle might work better for barber
huh, that was the only time ive heard it lol, ive never heard the insanity alarm though
spore lizard as the pressure game logo
Nutcracker not good people, mimics good people mask (replace the masks model itself)
yeah but mask skins dont work since 90% of lc palyers use mirage
True
But theres still the mask item
Also some suits for with a mod like it
Sebastian solace(both fish and human)
EVERY SINGLE expendable suit in the game
there is a nutcracker suit
?
in pressure theres a direct refrence to nutcrackers
a suit for expendables
oh
uh
oh i think I know what happened
I had a gal from coderebirth enabled and I think she pressed the button to send the elevator backup which made me fall trough
yeah I put her back and it worked
also cullfactory causes a bit of flickering
add this interior to the cullfactory blacklist
Could've sworn one of CullFactory's recent updates already added this interior to the blacklist
it was supposed to
I wasn't able to test whether it worked 😅
if one of you has logs of loading the interior successfully I can check that I got the name right
I checked it with UnityExplorer, but CullFactory logs would tell me for sure
I would expect CullFactory to cause not flickering, but entire missing tiles in your vision through walls
Since people are talking about pressure here, I’ve already found ||candlebearer, candlebrute, sea bunnies, divine, and that guy in the water who follows you around.|| Are there any other monsters in the update?
I’d prefer not to hear what they are if there are any, just would like to confirm if I’ve found them all or not
There's an Endless-exclusive entity that uncommonly spawns in it
You may have known them originally as the ||Death Angel||, as they were once admin-exclusive
Oh wait so ||death angel|| actually spawns now?
he has a new name
Yeah, and their name now is the ||Harbinger||.
Did they change in any way at all? Or do they work the same
Apparently, they were gonna be named Lady Death as some point, but they became separate characters.
And do they have a document
They work the same, and their document is the same as well aside from their name change.
guys is that a reference to this guy.....
Is the document like obtainable in the documents menu?
I knew you would say that
I don't believe so, no
Damn
||Harbinger|| isn't canon
At least I don't think
Might be another ||Glitch|| situation
So they’re still impossible to survive other than rushing?
I'm not sure if they home in on you like og A-60, but if they work like Pandemonium themself, then you should be able to avoid them by staying out of their los
its possible to reach a state the devs would consider you "beat" it, but the minigame is still endless
I know they used to always move towards you
"beating" it requires reaching the 9th phase of the minigame
Kind of like how that one kid beat Tetris lol
which no one has done yet
Guess it’s just something to find for myself though
They do have a badge though
So you might have somewhat of an incentive to actually go out and look for them
I’ve seen the ||candlebrute and sea bunnies|| but nobody else in my group have
Am I right in thinking ||candlebrute can’t be frozen by light||
Slowed, not frozen
Makes sense
When I found it I couldn’t so I just juked it until I got the keycard
I’ll need to get my group on for endless
And get them to find the ||candlebrute and sea bunnies||
I’m also pretty lucky since last time I was on I died to a trenchbleeder, been wanting to get that document
what
Glitch from DOORS looks like Jerma
Idk man its the only gif of glitch that even somewhat makes sense and it doesnt
I can see it
oh that reminds me lol
🦠 Subscribe for daily Jerma985 clips! 🦠
- Original broadcast by: https://twitch.tv/jerma985
- Clipped by: Geefchips
- Game: Just Chatting
#TwitchClips #Jerma985
lmao
what are some moon weights that people are experimenting with? 🤔
👀
definitely gotta check it out
This is probably already on your radar, but there's a TON of scrap that likes spawning in the floor
Generally in the more open rooms, but occasionally hallways as well
I also found there was this glass that I could incidentally get stuck in but could not get out of, and the glass wasn't visible from the outside. It was also blocking a bit more of the dungeon behind it.
that's a room clipping into another
you know whats funny
this can happen in vanilla in mineshaft
sometimes one of those rooms that has a giant hole at the ceiling can clip into main entrance
that's been fixed
DunGen…..
I opened a support request with aegon to see if they can help.
I know RosiePies encountered the issue of overlapping generated tiles when working on Sector-0/Cozy Office, could ask her regarding it on steps to resolve it
in hadal it seems to happen a lot on the endcap pieces
when buck and I were working on the older version the solution we didn't want to have to use is to use flat endcaps to hopefully fix it
actually now that i think of it even the curved turning pieces can intersect
Is it an issue with tile sizes or nah?
I would think if everything was scaled to fit a grid then in theory there should be no problems
it's because the doorways are less deep than the blockers
tile bounds are limited to being exactly on the depth of doorways
I was thinking about how this could be solved and what makes the most sense to me is to have a buffer space that DunGen makes sure is clear around the edge of a tile so that those deep blockers can exist without clipping
@dense hearth do you think this is something that would be appropriate for DunGenPlus to allow? if there isn't another solution I'm not thinking of
it's kinda tangential to anything you've done thus far I think, but could be useful for a lot of people I think
when was that? I would kinda figure this would require code changes or a bit of a hack to get working, so I don't really expect much from them
This morning lol
ah gotcha
well it'll be interesting to see if anything comes of that, but I have a feeling it won't
I don't know if anyone has tried that before though tbf
I'm confused to whats being asked
Oh you mean that doorways have to be the ends of the tile bounds?
currently, yeah
I was hoping it was fairly easy to just expand the bounds used to test tile intersection by some value on sides that don't have doorways yet
I suppose it might be a bit trickier than I initially thought though, since that's a property of the TileProxy/Tile, you'd probably have to use a transpiler to replace the getter call or something
since I assume the bounds might be used in other places where that expansion could cause issues (though I don't know where)
just to be clear about what I'm talking about:
- Tile bounds have to match exactly the door position currently
- Blockers could potentially extend out instead to create a little cubby in place of the door
- Would be nice to expand the tile bounds in the direction of that door when testing intersections with other tiles to ensure they don't clip and trap people
If I'm reading this correctly, you'd like for the bounds to expand for it's potential popout blockers?
Actually let me draw this on ms paint
yee
I think so, but lemme draw a visual for Hadal's case to be clearer
the concave sections are quite a bit larger than your example which makes it a little clearer I think
but same idea I think, just not totally clear to me if we're talking about the same thing when the tiles are perfectly lined up
You either want two things, either
A) You want the position of the doorway to not be on the edge of a tile
B) you want the bounds to expand when an unused doorway decides to use a blocker that extends out of the tile's bounds
am i correct of what I interpreted?
ah, yeah, I was mainly imagining A, but either would probably work now that I think about it
can you not do something like
where the doorway is still at the edge of the tile bounds, but the "doorway" that's not aligned with the edge will spawn in different props depending on whenever it's a blocker or doorway
that was one thing I was thinking of, but I think it would require cutting up the assets
and probably also extending the hallways
currently the space between the visuals and the tile bounds aren't filled by anything if there is a connection, the tiles will just touch each other on the visual edge
i say that option above since I don't think it's possible to extend the tile bounds based on blockers
to connect them with the doorways extended out, there has to be a connector that extends it
it is possible to add extra variables so the doorway can spawn its blockers and connectors at different positions. but you can do that already by offseting the prefabs
yeah, I'm thinking the easier thing to do would be to change the tile bounds that are used to test for tile collisions
I can at least add this feature and see if it helps you out
I don't think it does solve this
as it is, the tiles assume that they will be completely adjacent
so my idea was that if a doorway is unused and not currently being used for a potential connection, it would have its bounds expanded to accommodate the blocker
were it to instead cater to how DunGen works, it would require a connector:
as I understand it, adjusting blocker or connector positions would still result in this last example instead of the first
to expand on this, why I see this working is because any doorway that is not already connected or trying to connect to a tile will accommodate the blocker so that if it doesn't create another tile there, it will have room to fit the blocker with no clipping
downside is, that kinda precludes the paths from connecting back into themselves, so I guess that to have the best of both worlds would require a lot more work
basically that, I can probably expand the bounds according to the blockers, but it would also mean that accidental intersecting doorways can't occur
I can work both in together, but that's a whole new algorithm all together
would you like me to instead of bound expansion to see if it's a good idea first?
also did branch-cap tilesets not work? it sounds like the solution to your issue
branch caps should also work I think, but then it has to have local branches maxed out no? the branch length helps with making the branches look believable maybe, but it's a shame to take away the control of being able to limit the number of branches instead
Ahh I understand okay
I guess it depends on what @ionic mica and @rustic goblet want to do, probably mainly Rhen since it would be more work for them to make connectors if we don't find a solution that takes the concave blockers into account
haven't caught up but yea I really don't want to redo any of the modules lol
dunno if it would necessarily be a redo, but more like a new tile that just covers the distance from the edge of a tile to the end of its cap essentially
@dense hearth oh also another reason why branch caps wouldn't be ideal is because it would mean that there would have to be a blocker that is just flat to use when tiles block the cap, could look kinda rough
understandable
@ionic mica for reference, this is basically the two options I'm thinking that you have assets-wise, where the first one would require no assets changes, but some changes to DunGen to get working, and the second would work with no DunGen changes but asset changes
reading now one sec
hmmmm
in your second example would you be able to walk between A and B?
yeah
it would just be a slight extension to the hallway
oh maybe im not understanding
technically B would also have the connector on the opposite side too
top case is when the tiles connect, bottom case is when A has no tile connected
I think I understand, so it basically needs a new tile piece for the situtation where it thinks it can use the dome but doing so would cause the intersection?
making a new tile piece like that wouldn't be too hard
that doesn't sound right no
I might be stupid then lol

