#[WIP] Hadal Laboratories (Underwater Dungeon Mod)

1 messages · Page 3 of 1

rustic peak
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oh alr

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Thx

old cove
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I'm so excited to see this release

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we need some underwater moons to accompany this too, maybe a full diving suit along with it

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similar in appearance to the super old diving suits that were made of like, bronze or copper or whatever they were made of

covert scarab
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Lategame Upgrades has a diving suit item

warm musk
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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

old cove
warm musk
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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

covert scarab
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ic

old cove
covert scarab
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ehh I'd distrust the opposite

warm musk
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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

old cove
old cove
warm musk
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Big mod that adds a lotta different facets, not surprised if any issues crop up

old cove
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I suppose I could make a test version of my pack and put lategame in it just for testing purposes though

warm musk
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When I used LGU I'd only use some pieces of it, like diving suit, wheelbarrow/cart, and night vision

covert scarab
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The difference is that lgu is delicately constructed, mods like AC are not

covert scarab
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I know what you are lookie_lobes

old cove
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I don't use AC at all

covert scarab
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then what are you complaining about? lgu causes no issues unless you have something like lethal utils player overrides or infinite sprint or similar

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I'm going to go see primus this summer, good band

old cove
old cove
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IN AUGUST

covert scarab
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is that part of the tour with pusifer and a perfect circle?

old cove
covert scarab
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ah, I'm seeing those 3 but i forgor when

warm musk
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Guess I'm prob safe cause I don't got anything enabled that affects the player

old cove
#

not a big fan of coheed cause the vocalist sounds awful to me, but I'm excited for primus

delicate cedar
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this still in wip? 💔

tulip haven
covert scarab
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yeah currently no artist afaik

native urchin
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iirc it's less art related and more art-tech related

covert scarab
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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

rustic goblet
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Its not over yet

covert scarab
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toe ban? In the hadal chanlle???

novel temple
spring flint
ionic mica
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@rustic goblet

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here's one of the concepts

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sorry havent had any time on personal computer, had to go right from work yesterday to gfs 😓

sudden lance
maiden crown
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i think it's over yet

rustic goblet
maiden crown
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no reports of status at all

ionic mica
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👀

obsidian falcon
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🍿

rustic goblet
storm nebula
desert wind
old cove
spring flint
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Literal peak

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Great job

stark surge
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gg

fathom swan
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im so rock hard now holy

random saffron
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tolian you have salvaged or taken in so many mods its insane!

warm musk
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Tolian's deck of mods grows by the day

runic nacelle
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@native urchin

torpid schooner
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really reminds me of leviathan a custom zombies map in call of duty black ops

drowsy girder
warm musk
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I don't recall there being an underwater-esc map among the WaW Zombie maps, the maps I remember were like uhh

  1. Some lil run-down building in the middle of nowhere
  2. An asylum
  3. A swamp
  4. Some big complex that has teleporters that link to different places
silk venture
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WaW has loads of modded maps like the one above on PC

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same with Blops 3 on PC

warm musk
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Ahh that explains the discrepancy

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Never played WaW on PC back in the day, only on consoles w

silk venture
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yeah cod on PC used to be a wildly different experience than console

warm musk
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I heard quite a bit of the BO3 modding stuff, didn't know it extended that far back to WaW

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Makes sense that it does, I was just not familiar with it

silk venture
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yeah I was in a small subsection of the cod4 modding scene

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was lots of fun

rustic goblet
tulip haven
# rustic goblet

Glad to know you are still working on this.
It's looking great!

native urchin
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Zeeekerss wants to add a underwater interior i think

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Very window based

rustic goblet
stable gate
echo ermine
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more CullFactory work

ionic mica
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we should just sell the mod to zeekers tolian 🤔

ionic mica
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don't think I've shared this before

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for the submarine room

sterile blaze
rustic peak
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lol I can’t wait for you guys to see liquidation and it’s interior and btw there is no water there.

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It def is very unique tho

autumn cave
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This actually looks so cool, and so horrifying at the same time.

simple nest
# rustic goblet

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

ionic mica
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it needs to be a separate mesh with its own material iirc

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what is liquidation?

native urchin
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and the update after that had a unfinished level file called Liquidation

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more recently he's implied interest in a underwater/glass based interior

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I actually sent him some shots of this interior incase he was interested in reaching out to yall but he didn't respond

rustic peak
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jk

ionic mica
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lol

simple nest
# rustic goblet

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

rustic goblet
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i separated the glass from the entire model

echo ermine
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you should have the transparent parts separated ideally

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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

desert wind
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this is what I did it for the dome on Arcadia as well

simple nest
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guess I'll have to learn to do some proper model editing

echo ermine
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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

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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

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both of those will make it so that other transparent objects may not display behind yours though

surreal meadow
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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)

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Repeat the behavior for a Frogger/Ambush enemy, but it rebounds a random amount of times

rose sonnet
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Hadal blacksite? PRESSURE IN LETHAL COMPANY?!?!

tulip haven
rustic peak
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It actually very dry

fleet dome
lavish grove
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the moon doesn't even exist.

rose sonnet
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When a doors one is made eventually, make it EXACTLY like the game (with a few minor twists)

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Will there also be a shop where we can buy scrap for research (new item that doesnt take up inventory slots)

rustic peak
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But it was in a dream

fleet dome
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Damn you’ve dreamed about lethal company?

rustic peak
grand helm
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that shit is wild

covert token
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Damn this mod looks lit af

rose sonnet
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B

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U

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M and P

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Bump

covert scarab
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did I miss the hiatus?

simple nest
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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

covert scarab
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I get that but it doesn’t really seem like he stopped

simple nest
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I haven't seen anything from zeekers after v64, unless I've missed something it seems like he's off it for now

native urchin
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yeah he cookin dark place

rustic peak
grand helm
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it probably is

rustic goblet
hallow atlas
# rustic goblet

no shot you add the trenches of the (non descript presssure area) to this if so Pretty please make a lucy?

upbeat ledge
wintry pewter
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Damn that looks delicious

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Hope this won't be as cumbersome to navigate as Hyperion Stayion and TeraSpace!

ionic mica
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naming this piece ||"OSHAViolationFan"||

ionic mica
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also sry forgot to disable @ 😬

ionic mica
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fr

elder stag
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perfect for WesleysMoons Atlantica

covert scarab
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Aquatis, Submersion, and Maritipia

indigo oxide
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I'm still excited for this, even after months

rose sonnet
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make this mod come with a raveyard interior

worldly garnet
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And let's just say a funky aquarium with glass walls does not bring any new gameplay

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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.

rustic goblet
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yum

ionic mica
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imagine coil heads seeing you almost anywhere in the map lol

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Tolian and I are still working away on the mod

raven ice
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imagine this on Gorgonzola...

ionic mica
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what

raven ice
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modded moon, 130 Gorgonzola. cheese moon.

copper smelt
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No way pressure interior

covert scarab
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Cheese instead of water there

raven ice
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if only...

lost dagger
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Any update on this mod? I'm still really excited for it

lost dagger
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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

tulip haven
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Really cool game btw, one of the best room design in Roblox

lost dagger
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Makes sense, thanks for the info! Don't play Roblox though unfortunately

hybrid radish
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is this still being worked on?

rustic goblet
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brrrr

ashen mural
ionic mica
ionic mica
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latest asset

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I would say what it is but it'd spoil it 💀

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I also finished the interior for the moon base landing pads

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just helping tolian decorate the interior

stray heath
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This gonna go so crazy

steep nacelle
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i thought this was dead loll

steep nacelle
# ionic mica

make sure the rooms dont has TOO much polygons i dont want my pc dying

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but that looks really cool

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i like the wires

ionic mica
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its relatively optimized but yea it might not run on a potato

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nowadays its mostly about textures and less about poly count, assuming poly count isnt out of control

ionic mica
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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

hybrid radish
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If it's supposed to be an underwater base you could have an occasional monster growl outside the walls

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Idk tbh

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glad it's still being worked on though!

jovial ridge
weary flame
ionic mica
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Oh i was thinking more like online resources, I'll definitely keep you in mind though I appreciate it 😄

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I can send you what I've compiled so far online if you want

rustic goblet
hybrid radish
woeful vigil
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If this moon is covered with water then will there be special outside monsters such as 'ogopogo' from 'biodiversity mod'

nimble thunder
ionic mica
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would be cool

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I wonder if the ogopogo already is designed to work with any body of water

jagged tendon
nimble thunder
tulip haven
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OH

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Finally!

jagged tendon
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Oh my god the Soon(tm) interior has finally had a public release. concern

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I must be sleeping still.

stable gate
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Holy shiiiit!

stable gate
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@rustic goblet congrats! I cant wait to check it out when im back! pikaBelieveinChu
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?
hybrid radish
rustic goblet
sick swallow
rustic goblet
sick swallow
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no but this is getting spammed [20:14:18.4400751] [Info : Unity Log] FrontCollider

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and it looks like when I run I get even less

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but the interior looks really good

rustic goblet
sick swallow
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no

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on experimentation

sick swallow
stray heath
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Imma check this out and see what I get

spring flint
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Clean up on aisle My Eyes

sudden lance
sick swallow
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yeah one sec

spring flint
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Tolian

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What are the loot tables in this interior like

stray heath
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Personally I'm not having fps issues at all, but I did get myself stuck between tiles

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This is banging though you guys cooked hard

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More clear where I am

sick swallow
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@rustic goblet I tested in a fresh save with no other mods and its fine

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I think it was a mod conflict

sick swallow
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yeah

rustic goblet
stray heath
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Swag 🙏

rustic goblet
compact sparrow
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found some small bugs: a guardrail is missing a collider, the main door can't be scanned, and the dropship doesn't have music?

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don't know if the last one is intentional

echo ermine
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uh oh, I never blocked culling for Hadal it seems like

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I'm surprised not to see people mentioning that yet lol

rustic goblet
compact sparrow
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Do I post more moon related bugs here or in the tolian thread?

ionic mica
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is it hadal related

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if not the tolian thread is better

compact sparrow
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Bet it’s the moon it comes with

ionic mica
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are you having issues with the gordion abyss moon?

compact sparrow
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Some small bugs

ionic mica
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yee here is good then

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it's early release so there's bound to be problems

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but yea the more people tracking down bugs the better

native urchin
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Congrats guys

ionic mica
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lol

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thanks broski

native urchin
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You guys should post in showcase and zeekerss server

compact sparrow
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enemies spawn here and get stuck

warm musk
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Looks like an overlapping tile bug

spring flint
compact sparrow
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its rare 😭

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I heard it like every 2 mins

spring flint
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Wtf

ionic mica
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what is the sound?

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sounds like a shotgun blast lol

spring flint
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Insanity ambient

compact sparrow
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i have no idea lol

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it sounds like someone blowing on the mic

warm musk
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It's like a loud blowing into a mic, except muffled

ionic mica
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odd

warm musk
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I didn't even know that's a "rare" ambient

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I kinda don't pay attention to that kind of thing lmao

stray heath
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It is a rare sound I believe, I got that too and thought I was lucky

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Huh

ionic mica
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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

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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

compact sparrow
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Gordionabyss works too

ionic mica
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icic

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are mobs pathing ok for you guys? I think the smaller non glass metal sections are having pathing issues

steep nacelle
compact sparrow
compact sparrow
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thats what he gets

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for not being ported to code rebirth

steep nacelle
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not his fault for them being too busy with adding 700 gals

nova yacht
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He should get ported and remodelled

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And then someone can finally work on the cactus variant

nova yacht
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It’s like the best one but it’s been slept on

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So tragic

steep nacelle
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i doubt to see cactus anytime in the future

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i dont think anyones willing to actually work on his concept, model and whatever at the moment

nova yacht
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Why everyone sleeping on

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Elite design

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Elite concept

nimble thunder
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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

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1: the lighting on some tiles aren't aligned, particularly on the 90 degree turns that are in opposite directions

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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

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3: there are some clipping issues with some rooms, which others have mentioned

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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)

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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

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issues aside i'm very impressed with what it is right now, and will be keeping up with its progress

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very good job on this

spring flint
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TURRETS CAN SEE AND SHOOT YOU THROUGH THIS?!

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All three fire exits are blocked... Does this interior just not have fire exits?

spring flint
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Aside from that, this is your most vanilla-like, and probably best interior. Please keep it that way.

ionic mica
#

who is purple

spring flint
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Culling issue

spring flint
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Except for snare fleas

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...and masked

compact sparrow
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ive had them get stuck on the doors

nimble thunder
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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)

compact sparrow
#

doesnt look like they could fit through anyways

fallow wren
spring flint
#

That’s certainly a way to degrade yourself lmao

echo ermine
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CullFactory can't work with this interior

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not as-is anyway, and I don't really want to rework it to handle the fog distance outside tiles rn

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@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?

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not sure if this is something that needs to be fixed on the assets side or if it's an LLL bug

native urchin
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@ionic mica bad

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you don't need any of this door stuff

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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>();

native urchin
echo ermine
#

are the reverb presets that survived the vanilla ones? how is it finding non-vanilla ones if this isn't an LLL bug?

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I'm not sure how this would be prevented thonk 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?)

maiden crown
#

can the moon be made seperate from the interior?

echo ermine
#

the moon isn't very big, I imagine it can just be disabled

maiden crown
#

i'd really rather they just be seperate mods entirely

native urchin
# echo ermine I'm not sure how this would be prevented <:thonk:842761533063036938> unless mods...

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?

echo ermine
#

I mean, from what I can tell, it doesn't seem to care about whether the reverb triggers are from mod content or not

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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

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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

native urchin
#

surely this isn't the first interior to contain reverb presets right

echo ermine
#

I mean, it doesn't seem like it should be all that common to need those

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I would expect moons would be more likely to

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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

native urchin
#

well this won't be getting fixed for atleast a week

echo ermine
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uh oh

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well

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I can let tolian know to remove the reverb triggers for now if he can find them I guess

native urchin
#

yeee

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about to be away from pc for abit

echo ermine
#

yeah fair fair

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new years

maiden crown
#

you can see the moon above the entrance room

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also main entrance doesn't use the vanilla main entrance model and has no distinction from the three identical doors in the same room

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the elevator takes way too long and has no lighting

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all the foliage looks kinda weird and doesn't really fit lethal company

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dead ends shouldn't be doors

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the stairs tile has no variety, it's just the weird crystal room

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there's a floating light in the stairs tile

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saw rooms colliding with eachother, was a dead end from a previous room with a fan and a tube going upwards

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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)

spring flint
#

Gonna be honest, how did Tolian think Hadal was in a good state to be released when it can't even generate fire exits 😭

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Ohmygod

maiden crown
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the gordion abyss description is really weird and broken?

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the risk level is in the description instead of in the hazard level

spring flint
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Yeah, it is

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Also, isn't it a hidden moon

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Shouldn't you be spoilering that

maiden crown
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not hidden

spring flint
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Oh

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Huh

maiden crown
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it might aswell be hidden because i had to try 10 different keywords to route to it

native urchin
ionic mica
maiden crown
#

there is no difference between the three decoration doors on gordion abyss and the actual entrance

native urchin
ionic mica
maiden crown
maiden crown
spring flint
maiden crown
#

the interior on gordion abyss is really far to the side instead of under it like every other moon?

echo ermine
#

it released as v0.0.1, fair to assume there will be issues

native urchin
# native urchin <@249969537066205185> bad

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

spring flint
#

Aside from that, I got cool screenshots of deep-sea creachures

maiden crown
#

that's a barber/clay surgeon actually hope this helps

spring flint
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The leviathans

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Oh wait I forgot earth leviathans have leviathan in their name

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That was supposed to be a Subnautica reference, but whatever

maiden crown
#

barbers don't appear in subnautica hope this helps

spring flint
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Yes they do

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It came to me in a dream

ionic mica
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tolian is doing interior decorating and unity implementation im doing all of the tileset models and texturing

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no one else is actively working on hadal afaik at least not directly

nimble thunder
spring flint
nimble thunder
#

this interiors been up in the air for almost a year we're just glad to have iut

ionic mica
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theres always 1

spring flint
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This was funnier in my head

spring flint
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Oh yeah, this is definitely my favorite interior

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What the fuck-

compact sparrow
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That tile is fire

stray heath
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I LOVE those tiles, haven't seen em yet but it feels like something that came right from the base game

spring flint
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Yuh

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Agree

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Is main's glass supposed to be black, or is AggressiveMaterialFix fucking shit up again?...

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I'M CRYIG

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Sigh.., why must you do this AGF

tall cave
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Tolian and Rhen my goats

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its beautiful

spring flint
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Proud to be Expendable

tulip haven
#

does this mod adds a moon?

spring flint
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Yes

tulip haven
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I see, thanks

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I'm testing it rn

ionic mica
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yee just played it with my crew, pretty fun

tulip haven
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what's the name of that moon?

ionic mica
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still lots to add and fix, Tolian and I will probably take a break for a bit though once we fix a few things

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Gordian Abyss

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but the code is Gord, there's a conflict with the name since it's on the same moon as the company building

tulip haven
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I get it

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thanks

spring flint
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I- huh??

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There should rlly be more visual & auditory differences between glass and water in this interior...

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Certain entities also can't go thru tiles

tall cave
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does appear nav mesh links are broken

spring flint
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Most scrap can't even be transferred out of the facility; it just phases through the elevator upon takeoff

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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

fallow wren
#

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

spring flint
#

If something is a buggy mess, that's what it is, I'm sorry

native urchin
#

whatsoever

#

If your going to be some sort of an "honest asshole" just don't bother posting

native urchin
spring flint
#

That's not an argument 😭

native urchin
#

I was asking them

fallow wren
#

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

native urchin
#

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.

fallow wren
#

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

spring flint
#

Play Hadal Laboratories and tell me that you have fun playing it, and that it fits well into the gameplay of Lethal Company

native urchin
#

No I'm not, I'm saying your not entitled to be baffled at something you don't have experience in

native urchin
#

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

fallow wren
#

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

native urchin
#

it's baffling how both of you refuse to even acknowledge your attitudes here

tall cave
#

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.

native urchin
#

Don't let a few bad eggs ruin the vibe. Ya'll doing great

fallow wren
#

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

native urchin
#

Ok but like

spring flint
native urchin
#

semi-respectfully

#

what value is in letting the world know you think this beta mod was not playtested well

spring flint
#

Maybe it's because of the mountains of bugs, Idk

#

Y'know, much like the base game itself

native urchin
#

I was asking them

fallow wren
#

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

native urchin
#

Your misunderstanding my question

#

I'm not asking if you think the mod was playtested well

fallow wren
#

oh

native urchin
#

I'm asking what value exists in you expressing that opinion in the way that you have

fallow wren
#

can i not just
say something

spring flint
#

No, you can't express yer feelin's, not around these parks

fallow wren
#

shush

native urchin
#

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

fallow wren
#

well my mistake was more so i didnt make it clear i wasnt talking about development

native urchin
#

No it was not

#

Your mistake is that you and shroud both provide unconstructive, rude feedback

fallow wren
#

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

native urchin
#

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

fallow wren
#

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

native urchin
#

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

fallow wren
#

thats an interesting viewpoint

native urchin
#

I respect anyone who can get a moon out on the thunderstore

fallow wren
#

i have never thought of that

native urchin
#

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

fallow wren
#

i didnt know tolian took over the project, thats how behind i was

mental vector
echo ermine
#

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

steep nacelle
#

im really loving the current state of the interior

#

for an extremely wip interior im amazed

echo ermine
#

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

ashen mural
#

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

native urchin
echo ermine
#

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!

ashen mural
fallow wren
#

we already cleared up my statements

ashen mural
#

Sorry still catching up, my bad

#

Am eepy so brain sucks

echo ermine
#

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

ashen mural
#

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 giggle

echo ermine
#

airhorn day PagManXmas

steep nacelle
fallow wren
#

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)

echo ermine
#

better than what the loot table was for Black Mesa 2.0.0 lol

fallow wren
#

..what was it..?

echo ermine
#

which lasted for months

steep nacelle
#

my day is officially rich

echo ermine
#

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

fallow wren
#

so it was experimentation

echo ermine
#

well.. kinda I guess?

ashen mural
#

One thing I’ll note that the like

#

Blast of static ambient sound isn’t the nicest

fallow wren
#

we love the 111 spawn weight bottles

echo ermine
#

I'm assuming that Tolian would have to make a separate ambience list if he wanted to remove that

ashen mural
fallow wren
ashen mural
#

Really??

echo ermine
#

that does sound like what I'm referring to

#

yeah

#

it is vanilla

ashen mural
#

I have 400+ hours and I don’t think I’ve ever gotten it wtf

fallow wren
#

ive heard it like 12 times and i hated every time of it

echo ermine
#

it's fairly recent afaik

fallow wren
#

it only plays on specific moons

#

its also pre v-50

echo ermine
#

oh wat

#

I wonder if it's weighted higher now

fallow wren
#

afaik it can only play on exp, vow, offense, and titan

ashen mural
#

My bf and I thought our headphones/mic’s messed up bc it was that loud

fallow wren
#

i havent heard it anywhere else

#

actually i think i did on march once

#

but only once

pallid dawn
#

code rebirth beartraps can spawn on the water :p

#

to catch sea bears ofcourse

ashen mural
#

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

pallid dawn
fallow wren
#

what about the sea rhinocerous

#

we need the protective undergarments for those fuckers

rose sonnet
#

Does this have any of the entities from pressure?

rose sonnet
#

Wait what

fallow wren
#

"hadal" is a sector designation no specific company in the world owns

rose sonnet
#

I am are have stupid?

ashen mural
#

They just happen the have the same designation

rose sonnet
#

And are both underwater

ashen mural
#

Yeah

rose sonnet
#

Coincidence?

ashen mural
#

Yep

ashen mural
#

Hadal refers to underwater

fallow wren
#

hadal sectors specifically refer to sectors built around or inside of bodies of water

rose sonnet
ashen mural
fallow wren
#

it is not a coincidence, but theyre not the same thing

ionic mica
#

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

fallow wren
#

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

ionic mica
#

yee

#

ope battery dead

#

until tomorrow

fallow wren
#

wtf

#

bros talking with nothing

#

insane

pallid dawn
#

is there supposed to be water in the starting room?

#

i be drownin before i can get to the elevator

native urchin
#

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

stable gate
#

…Good morning ya’ll AnimatedPlink

rustic goblet
#

woke up 5 minutes ago and i see it's time to get to bug fixing

stable gate
native urchin
echo ermine
#

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:

echo ermine
#

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)

fallow wren
#

it is a cylinder yeah

stable gate
#

I fixed elevators in another way

echo ermine
#

oh? then that's curious that they would phase through it thonk

echo ermine
#

ahh, gotcha lol

fallow wren
#

now

native urchin
#

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

echo ermine
#

this guy is freakin fast WICKED

native urchin
#

will let it load up async

fallow wren
#

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

nova yacht
#

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

nova yacht
#

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

native urchin
#

that wasnt office's problem

fallow wren
#

its not this lol

nova yacht
#

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

native urchin
#

its not

nova yacht
#

Okieee

nova yacht
#

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

nova yacht
ionic mica
#

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

sick swallow
#

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

ionic mica
#

yee clipping is a known issue

#

hopefully it's not something i have to fix on the tileset models 😬

sick swallow
#

but its weird sometimes I get 50 fps other times I get 130

ionic mica
#

try and gather info on where or what happens when you get lower frames

sick swallow
#

I think its the whole place

#

also something was spamming that I said before

ionic mica
#

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 🤔

sick swallow
#

[20:14:18.4400751] [Info : Unity Log] FrontCollider

#

that was spamming

ionic mica
#

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

sick swallow
ionic mica
#

💀

sick swallow
#

it could also be a enemy but I dont know

sick swallow
# ionic mica 💀

the reason I think its dungeon generation was because I went through every mod

#

and none were causing it

#

it was weird

ionic mica
#

odf

#

odd

hybrid radish
#

This interior looks fire 🔥 lol

#

I haven't got to test it yet but it's beautiful from the ss I saw

rustic goblet
sick swallow
sudden lance
# ionic mica gonna read up tomorrow but prob gonna move all mod discussion to our discord for...

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

ionic mica
#

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

jovial ridge
#

Why is the dungeon underwater. I dont like underwater? 2/10

sick swallow
jovial ridge
sick swallow
#

Then don’t complain

jovial ridge
ionic mica
#

it's a legit complaint

#

well

#

it's not really a complaint lol

#

more of a bug report

hybrid radish
ionic mica
#

pretty sure Tolian is aware

jovial ridge
#

A spicy bug report

ionic mica
#

heheh naw you're good it

hybrid radish
#

the bug reporters I mean

ionic mica
#

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

steep nacelle
#

nice

ionic mica
#

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?

sudden lance
jovial ridge
ionic mica
#

ye just saw it thx

#

I assume that means no discord links lol

sick swallow
ionic mica
#

rip

sudden lance
sick swallow
#

Idk

ionic mica
#

probably automated

sudden lance
#

ye

#

probably the same bot as looking for players

#

meow

#

why did it pin 😭

#

and send it twice

jovial ridge
#

Lmao

sudden lance
#

sorry for accidental flood didnt expect that

ionic mica
#

all g

jovial ridge
#

Each trigger word it detects spawns a warning lol

sudden lance
#

but why did it pin my message lmao

#

insane pins

jovial ridge
#

Humiliation ritual

ionic mica
#

lol i guess that's one way to cheese pins on

sudden lance
#

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

ionic mica
#

yea I believe the plan is to have the doors openable, I don't think they will be endcaps forever

sudden lance
ionic mica
#

at least that wasn't my intention, will have to see what Tolian has in mind

sudden lance
#

alr

spring flint
#

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.

spring flint
#

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.

hybrid radish
#

My critique is that people 100 years in the past couldn't experience this epic interior

rustic goblet
spring flint
spring flint
#

If you enter the middle of the crystal containers tile, you fall into here.

rustic goblet
spring flint
#

Why not make it glass, or is it glass already?

#

WTF LMAO

#

They thought they were sneaky...

rustic goblet
spring flint
#

Fair.

native urchin
spring flint
#

The what?

native urchin
#

or full white

spring flint
#

Mayb

sudden lance
#

what

#

your a few hours late pal

jade mesa
#

Pawsy doesn't like you

spring flint
#

Pawsy can eat shit 😈

rose sonnet
#

Where are my

spring flint
#

Certainly among my worst Titan rounds yet...

rapid folio
rose sonnet
#

Raaa i cant stop thinking about the home of minigames

spring flint
#

qhar

rose sonnet
spring flint
#

o

spring flint
#

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

spring flint
#

got it like probably more than 3-4 times

pallid dawn
#

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

fallow wren
#

"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"

#

i believe its mineshaft exclusive and the rarest noise you can hear of the mineshaft sounds

fallow wren
#

its a random ambient sound and means nothing

nova yacht
#

It’s just there to freak you out

nova yacht
#

Of this

fallow bolt
#

i wanna use the chirping thing for a new enemy sound tbh

ivory hemlock
#

just make bracken a png of pandemonium

fallow bolt
#

they both chase on sight and scream when they see you

ivory hemlock
#

nah wall dweller fits most for bracken

fallow bolt
#

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…

ivory hemlock
#

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 -

fallow bolt
#

oh.

ivory hemlock
#

got some ideas

fallow bolt
#

those would work design wise but they dont really make sense in some cases

#

jester and pande is cool tho

ivory hemlock
#

Squiddle might work better for barber

pallid dawn
maiden crown
rose sonnet
ivory hemlock
#

yeah but mask skins dont work since 90% of lc palyers use mirage

rose sonnet
#

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

ivory hemlock
#

there is a nutcracker suit

hybrid radish
ivory hemlock
#

a suit for expendables

hybrid radish
#

oh

ivory hemlock
#

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

nimble thunder
warm musk
#

Could've sworn one of CullFactory's recent updates already added this interior to the blacklist

echo ermine
#

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

copper smelt
#

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

spring flint
#

You may have known them originally as the ||Death Angel||, as they were once admin-exclusive

copper smelt
#

Oh wait so ||death angel|| actually spawns now?

fallow wren
#

he has a new name

spring flint
#

Yeah, and their name now is the ||Harbinger||.

copper smelt
#

Did they change in any way at all? Or do they work the same

spring flint
#

Apparently, they were gonna be named Lady Death as some point, but they became separate characters.

copper smelt
#

And do they have a document

spring flint
fallow wren
copper smelt
#

Is the document like obtainable in the documents menu?

spring flint
spring flint
copper smelt
#

Damn

spring flint
#

||Harbinger|| isn't canon

#

At least I don't think

#

Might be another ||Glitch|| situation

copper smelt
#

So they’re still impossible to survive other than rushing?

spring flint
#

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

fallow wren
#

its possible to reach a state the devs would consider you "beat" it, but the minigame is still endless

copper smelt
#

I know they used to always move towards you

fallow wren
#

"beating" it requires reaching the 9th phase of the minigame

spring flint
fallow wren
#

which no one has done yet

copper smelt
#

Guess it’s just something to find for myself though

spring flint
#

They do have a badge though

#

So you might have somewhat of an incentive to actually go out and look for them

copper smelt
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I’ve seen the ||candlebrute and sea bunnies|| but nobody else in my group have

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Am I right in thinking ||candlebrute can’t be frozen by light||

spring flint
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Slowed, not frozen

copper smelt
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Makes sense

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When I found it I couldn’t so I just juked it until I got the keycard

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I’ll need to get my group on for endless

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And get them to find the ||candlebrute and sea bunnies||

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I’m also pretty lucky since last time I was on I died to a trenchbleeder, been wanting to get that document

spring flint
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WHAT THE FUYCK

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@vale bay

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HOW IS THIS TRUE

vale bay
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what

spring flint
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Glitch from DOORS looks like Jerma

rose sonnet
vale bay
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uhhh

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idk

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he looks more like ellis from l4d2 to me

spring flint
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I can see it

vale bay
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oh that reminds me lol

spring flint
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lmao

tulip quartz
#

what are some moon weights that people are experimenting with? 🤔

fleet dome
#

definitely gotta check it out

light aurora
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This is probably already on your radar, but there's a TON of scrap that likes spawning in the floor

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Generally in the more open rooms, but occasionally hallways as well

light aurora
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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.

maiden crown
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that's a room clipping into another

fallow wren
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you know whats funny

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this can happen in vanilla in mineshaft

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sometimes one of those rooms that has a giant hole at the ceiling can clip into main entrance

maiden crown
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that's been fixed

fallow wren
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wtf

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damn

rustic goblet
tall cave
warm musk
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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

ionic mica
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in hadal it seems to happen a lot on the endcap pieces

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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

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actually now that i think of it even the curved turning pieces can intersect

stray heath
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Is it an issue with tile sizes or nah?

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I would think if everything was scaled to fit a grid then in theory there should be no problems

echo ermine
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it's because the doorways are less deep than the blockers

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tile bounds are limited to being exactly on the depth of doorways

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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

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@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

echo ermine
echo ermine
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ah gotcha

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well it'll be interesting to see if anything comes of that, but I have a feeling it won't

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I don't know if anyone has tried that before though tbf

dense hearth
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Oh you mean that doorways have to be the ends of the tile bounds?

echo ermine
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currently, yeah

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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

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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

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since I assume the bounds might be used in other places where that expansion could cause issues (though I don't know where)

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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
dense hearth
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If I'm reading this correctly, you'd like for the bounds to expand for it's potential popout blockers?

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Actually let me draw this on ms paint

echo ermine
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yee

dense hearth
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this is not perfect example but this visually what you mean?

echo ermine
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I think so, but lemme draw a visual for Hadal's case to be clearer

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the concave sections are quite a bit larger than your example which makes it a little clearer I think

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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

dense hearth
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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

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am i correct of what I interpreted?

echo ermine
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ah, yeah, I was mainly imagining A, but either would probably work now that I think about it

dense hearth
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can you not do something like

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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

echo ermine
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that was one thing I was thinking of, but I think it would require cutting up the assets

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and probably also extending the hallways

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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

dense hearth
#

i say that option above since I don't think it's possible to extend the tile bounds based on blockers

echo ermine
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to connect them with the doorways extended out, there has to be a connector that extends it

dense hearth
#

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

echo ermine
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yeah, I'm thinking the easier thing to do would be to change the tile bounds that are used to test for tile collisions

dense hearth
echo ermine
#

I don't think it does solve this

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as it is, the tiles assume that they will be completely adjacent

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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

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were it to instead cater to how DunGen works, it would require a connector:

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as I understand it, adjusting blocker or connector positions would still result in this last example instead of the first

echo ermine
# echo ermine so my idea was that if a doorway is unused and not currently being used for a po...

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

dense hearth
#

basically that, I can probably expand the bounds according to the blockers, but it would also mean that accidental intersecting doorways can't occur

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I can work both in together, but that's a whole new algorithm all together

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would you like me to instead of bound expansion to see if it's a good idea first?

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also did branch-cap tilesets not work? it sounds like the solution to your issue

old parrot
#

hadal blacksite???

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pressure????

echo ermine
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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

dense hearth
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Ahh I understand okay

echo ermine
ionic mica
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haven't caught up but yea I really don't want to redo any of the modules lol

echo ermine
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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

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@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

dense hearth
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understandable

echo ermine
#

@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

ionic mica
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reading now one sec

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hmmmm

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in your second example would you be able to walk between A and B?

echo ermine
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yeah

ionic mica
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ah

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yea not ideal

echo ermine
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it would just be a slight extension to the hallway

ionic mica
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oh maybe im not understanding

echo ermine
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technically B would also have the connector on the opposite side too

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top case is when the tiles connect, bottom case is when A has no tile connected

ionic mica
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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?

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making a new tile piece like that wouldn't be too hard

echo ermine
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that doesn't sound right no

ionic mica
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I might be stupid then lol

echo ermine
ionic mica
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I think I'll need more context on what the different things are on your illustration

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ah