#Lethal Level Loader [Custom Content Loading API]
1 messages · Page 23 of 1
?
I know it’s not your responsibility to worry about moons that’ve been abandoned by their devs, but I wonder if this could cause problems, granted only visually. I know it’s not a big deal, and probably if a moon’s been abandoned it has more, bigger issues than this.
When you say “nicer check”, do you mean the code is easier to do/nicer to read and understand or that you think the logic behind it is stronger? Because I’m just thinking, again with limited understanding, that the shader setup doesn’t in my mind inherently suggest an attempt at using vanilla water. It could be any water. However, the VowWater material name is very clearly an attempt to use a vanilla Lethal Company asset.
I definitely like the idea of easily being able to use vanilla water and am not trying to pester you to do it a certain way. I’m also still not sure of the best way ¯_(ツ)_/¯
i think the logic behind it is stronger
the shader setup does inherently suggest an attempt at using vanilla water because they are, since afaik that asset is the same one zeekerss uses, just configured differently
i agree with the material suggestion, just wanted a vibe check before making up my mind on it
i think the new lll update is causing desyuncs with my friend and i
i'd need log from both people
@vernal grove what was desynced
moons on screen, interiors too
my friend would type in solace and it would turn into gloom for him
meanwhile i had solace on my screen
like on the one infront of the lever?
yes
what's this about interiors
he got normal facility when i got mansion, though he did mention that there was a single wall that was mansion on his end
also lethalnetworkapi may be a suspect
since it recently got an update
this had also occured when loadstone was installed but i dont have loadstone anymore so idk what is causing it now
he's also getting this weird error of the game saying "your save files may not be compatible with v55" for some unknown reason
remove centralconfig
if that's causing an issue than that would be so odd
its not odd at all
i mean, i get why but i have nothing crazy enabled
it's not your fault
if i remove central config that fucks up my entire pack balancing
I'm sorry to hear that
I probably won't be looking at logs including the mod in the future
unfortunate
hopefully it pulls a lethal quantities and just does stuff better
but i really dont understand lq and tbh i really dont feel like fucking around with all of my balancing in a completely new program
it is the one causing it unfoprtunately
:D
I was worried it might have been a loadstone issue, but I didn't see it popping up in either of the logs
yeah im glad loadstone is ok!
I was getting some reports of Desyncs in the previous version, but I identified the cause and the reports seem to have stopped, so I was worried that the issue wasn't actually fixed
That’s terminal formatter
what were you using it for? i dont have this issue
very basic stuff
oh fr?
huh
it worked when I uninstalled central config so idk
also it started the quota on acidir for some unknown reason
enemy spawns, interior spawns,
moon hidden and unhidden stuff
also some scrap stuff in the future
I will look into this more when I wake up tomorrow to check and see if there is a setting in particular causing this
probably interior stuff
i do not configure CC for anything interior related
It's not an issue with TerminalFormatter I can tell you that much, if Batby said it was CentralConfig then it was CentralConfig
just wondering, does interior generation differ from vanilla at all when LLL is installed?
assuming the user hasnt installed anything else/changed any settings
nope
i know little context but you're so real for this
alrighty ty!
i dont really care either way was just curious
It’s random
Got an offset issue with the store before
Haven’t personally seen it on moons
odd, I noticed that on toystore too
oh wait nvm I just woke up and read the message wrong
Weirdly ln i started having desync when LQ was disabled
I had to test with it off
So when i turned it off
We started getting desync
Hi, what's the command to check the chance of an interior spawning for a moon in the terminal?
simulate moonName i think
Perfect, thank you
im an idiot, I kept building bundles, and adding it to the wrong modpack. and I was so confused as to why nothing was changing lmapo
GOD I FEEL THAT THOUGH
I think I’ve said it before but yeah, several times I’ve bundled and then forgotten to put the bundle in the pack. Batby just needs to get good and make LLL able to read minds and yell at us for forgetting to save, rebuild the bundle, etc.
Or better yet, if it just knows, it can go ahead and do it automatically
you know you guys can just build to the modpack location
That is true but doesn’t help when I forget to actually build the bundle. Also I feel like that’d make it more difficult to test in editor which I don’t do much anymore but will sometimes as a first try to make sure it loads
They don't have dlls etc, how would they do that?
Oh wait no I'm a dumbass
Forgot the assetbundle builder has a filepath
I'm too used to setting up the csproj.user for building into proper paths lol
Oh I guess one reason I keep it within the Unity project is because I have it backed up so if my laptop commits “be no more” I can get the bundles back. Though actually as long as the project’s intact building the bundle isn’t hard.
I might move it, but I do like keeping the stuff together.
if you weren't using smelly windows you could just symlink the bundle into the game directory so you're building in the editor and the game at the same time
I do that with all my mods instead of setting up a build output dir I just symlink them into the bepinex folder, haha
you can symlink in windows too :p
I even symlinked a modpack into the regular lethal company steamapps folder so it would startup on steam launch
yea but aren't windows symlinks both fake and not very good?
you can do a soft link or hard link, it's pretty good imo but depending on what you do it is not going to be reliable in all cases
you know your cooking when you have 5 different vs projects open
yes but mainly your gpu
This is true 
@zenith flax Will be you okay if I will PR to reduce GC allocations?
Yeah, possible I might tweak it for general maintance and readability depending on what your cooking but will def consider it
i figured my string sins would come back to get me eventually
in my defense if it took you this long to eliminate my ass it can't be that badddd
because I was mostly testing my modpack where I don't have a lot of moons and content for LLL
fair
Looks like clamping rarity was not working in ConfigHelper.ConvertToStringWithRarityList
clamped value just ignored
and in other methods it also ignored
https://github.com/IAmBatby/LethalLevelLoader/pull/128
Also, you can use Vector2Int to remove RoundToInt calls. I didn't changed in PR because that method is public
In level matching properties is there a way to suprass the weight limit of 300?
Progress report:
From ~13s to ~6s execution time
From 250MB to ~100MB GC allocations
is that the clamping for stuff like spawn weight etc for enemies and whatnot?
yeah
might weirdly be on purpose, the editor doesnt allow the person to go above 300 (atleast with the slider) but batby was fine when i mentioned going above when i coded a config with LLL
but ig im curious to see what he says
ye in unity editor there's limit in 300, but within LLL config you can set it to any values
because of clamping value is not working properly
im hoping that clamping stays broken 
set inspector to debug mode
rework later™️
is it really notable
https://github.com/IAmBatby/LethalLevelLoader/pull/129
Still a lot can be optimized, but that's enough for now
@rough edge will peep when i can tyvm
i assume a bulk of the remaining 100mb is a lot of the finding of assets and stuff?
That's a huge optimization pr let's gooo ^^
Looking forward to you merging this
Are there any plans on making spawn curves editable
Edits of pre-existing moons doesn't change much when the spawn curve is the same
probably not
sob
😔
nice sneaky update
cbf talking about a tweak to a system people only know because it breaks sometimes 😭

@zenith flax only bugs i can still find with the LLL bestiary is, the text previously in the terminal before typing it is still there sometimes, and that for some entries the text is just halfway through the top of the terminal without the ability to scroll
yep
you know i came across a page about asset bundles on the unity blog
and i did just realize something
assets from asset bundles stay loaded forever
and you cant unload specific assets unless you dont need the whole bundle anymore
i wonder how this would affect people wanting to use a lot of moons and interior mods
i wonder how this would affect that Jazztronauts 2 project...
theres also this which i never knew about
im gonna do a test on the facility dx stuff
do i need a dll to go along with the bundle?
Mhm, a helluva lot
Wut are they doing
Cuz if its stuff like multiple moons, enemies etc, u can probably do all that with less than 50mb
they PLAN on loading basically any existing moon or interior or whatnot
which means a lot of different mods content
Huh, like a modpack...?
nah
its complicated, based off of a gmod gamemode called jazztronauts
im not even sure its possible
Icic
Goonronauts
Hey, @zenith flax , found a little quirk with the current extended footstep surface implementation. I was using your tip about reducing assetbundle size by setting low quality settings for NavMesh (since it is being rebaked when the level starts anyway). Apparently (if I understand the code correctly) it only rebakes when at least one of the spawnable outside objects was placed. However, it order to use the new footstep feature, terrain must be untagged which prevents those random objects from being spawned, so it never gets rebaked.
Not a huge deal, but just letting you now.
my brain for some reason is struggling with processing this, could you shoot me some screenshots of the inspectors of the objects in question
This is what I meant
Every vanilla SpawanableOutsideObject is unable to be placed on Untagged terrain which is a requirement for the ExtendedFootstepSurface to function -> Mesh doesn't get rebaked
yeah it's not a big deal, just wanted to tell so it wouldn't cause any other problems down the line
Hi, how you setup the spawnrate for the newest outside enemy of v56 with the LLL config?
I dont think you setup vanilla configs with LLL nor are there any enemy configs
This is what I mean
I'll try that but it's kinda weird that not even vanilla moons have it in their spawns, this is Vow for example
does it have anything to do with the fact that this creature works with the weed mechanic?
Oh yeah actually I dont think it's part of any of these spawn cycles
I think it has its own spawning cycle but it might be included in outside technically? I'm not sure here
Can you configure it for each moons?
I think so?
Tried it and took a look at the config file but it doesn't do that sadly
Any idea of what names the vine shrouds have in the LLL config?
I'll stop bothering you but thank you for your help
My phone was crashing trying to copypaste but seems like an important error @zenith flax, no scrap generated in the interior and this is the error directly after the scene started loading
Full log
hey @zenith flax, low priority but I've got an issue to report. There's a feature in my terminal mod that allows for changing the terminal font & font size that is failing to update (Terminal instance).screenText.textComponent.fontSize with LLL present. I'm assuming it's because LLL caches the default font size at StartOfRound Awake and is setting the font size to this whenever RefreshMoonsCataloguePage is called. Is there any way I can build soft compatibility to LLL to either A) Update the cached font size to the user's configured size from my mod or B) subscribe to an event where RefreshMoonsCataloguePage is called to update the font size to the user's configured size from my mod after?
I'm also going to post this on your github just in-case this gets missed. It's not a huge deal but I would like to resolve it in some way so the customization feature works regardless of vanilla or LLL
If that value is cached and used, why not set that value whenever the user sets a value on ur end?

I can try that, but it's not publicly accessible at the moment
And I don't want to access stuff in LLL without permission
internal static float defaultTerminalFontSize;
but that is basically the idea I had with my proposed option A, if batby is okay with making this float public
okay rather than make an issue I made a PR to request the cached defaultTerminalFontSize be publicized so other mods can access/modify it. Again not super urgent but would appreciate a look https://github.com/IAmBatby/LethalLevelLoader/pull/131
review process may take 4-6 business days
understandable, it's a huge project to maintain
Are the Free and Paid tags not automatically assigned to moons, and if not, is there a reason for that?
No they are not
cuz mods can fw that probably
does LLL support custom logic for rarity? thatd be cool....
u know like a function you can set that takes in the selectable level and returns a rarity number. so u can mess with the values it depends on yourself. and it runs before it chooses the dungeon
hell that would make it possible for the rarity of the interior or item or somethig could depend on like
how much equipment the players have on the ship. and stuff like that
good morning?
late by 2 hours smh
I’m available for today if update drops 🙂
any thoughts on my lil PR? 🥺
I think zeeks said another week
v60 dropping on my birthday might not be great news for anyone wanting to play modded asap lol
It dropping is your birthday present 🙃
(Also happy early birthday)
better mute the server before your bday lol
Does LLL support bee hives spawning (Without the bees themselves) inside the facility? If so, what's the LLL-given name to the hive?
Wdym
I'm not developing any interior
I'm using LLL's config to spawn them inside on Offense
How is this done? I'm curious
Btw @zenith flax I noticed some new issues with csproj build stuff so I made a PR to fix them: https://github.com/IAmBatby/LethalLevelLoader/pull/134
Getting unusual interior desync, and I don't know what mod's causing it
Are you using any new interiors?
Tolians interior had an issue with desyncs before, tho i think those are fixed 🤔
Happened with the Manor, so it isn't with new interiors
what kinda mods
Yeah tolians tomb made vanilla interior desync before
What I have installed are: Scoopy's Variety Mod, LC Office, OneShot moons, and OneShot interiors
any config esque mods?
I enabled CentralConfig's dungeon stuff, but then quickly disabled it afterwards, which these issues began manifesting
oh yeah
These issues shouldn't have manifested because I disabled the dungeon options
with no disrespect to you i wont be checking reports w/ central config
Fair
Yeah, CentralConfig is known to break stuff and I at least recommend to use LethalQuantities or LethalCompanyVariables instead, and for stuff that LLL can touch I recommend just modifying LLL's config directly as it's the best way to keep things synced
I genuinely am not far off marking it as an incompatability tbh
it's just difficult because of the inherint power dynamic of being it's dependent
It... only started this today
There was no desync yesterday and beyond
I reset my CentralConfig's config too, but there still was desync
I wonder if it's the config of the OneShot interiors themselves
Doesn't marking it as an incompatibility forces LLL to not load?
I've not had any desyncs and I have the Oneshot Interiors
So doubtful
Well, I enabled Content Configuration and Dynamic Dungeon Size restriction on them
So it might be something there
That still wouldn't cause desyncs
You have another mod causing it
It's not the interiors
is there desync without central config
I know Diversity caused interior desyncs for my group before
Cus it's not been recompiled
No, but there was no desync yesterday
So I have no idea what the fuck happened
test without it
Alright
Oh you're using CentralConfig
yeah that's known to cause desyncs
Sigh
Use Lethal Quantities or LethalCompanyVariables as Nikki suggested
It shouldn't even do that because all I'm doing is changing the moon's entry and ranking
Always configure interiors through LLL
Do those allow
this?
You don't need to touch that stuff with moons anyways
That is for moon devs to configure
...I want to.
It's better to play moons the way that devs intend you to
That is the sole reason I got it because of to apply the moons into my modpack's headcanon.
Less issues
😕
If there's certain aspects of a mod that I don't like, the mod shouldn't annihilate itself upon configuration
correct
That's kind of the point of modding
central config is poorly made
This
And the sad thing is it all boils down to Lass never heeding your warnings
Since CentralConfig is busted, could LLL one day have the option to change moon difficulty ranking and entries
RIP
Like I said stuff like that is for the moon devs to configure not the user
If you dislike something about a moon mod you should give feedback
Kind of defeats the point of modding, but oh well
Central Config allows users to change things it shouldn't which ends up causing things to explode and break
It doesn't.
There's some things that the end user just isn't supposed to mess with
wanna state Lunxara is speaking for themselves here, i don't neccasarily agree with the same reasoning even though we share a conclusion
I personally dislike having config options mostly, but I think configuring anything you want when modding is completely reasonable
I can agree with this, I think a mod could probably be made to allow touching some of this stuff without it being so invasive that it causes things to explode
The way Central Config handles things just isn't it though
I wouldn't think changing the difficulty ranking and moon entry would cause the moon to combust
no just the mod in general will tend to do that
Yeah, Central Config wasn't made with compatiblity in mind. It also has multiple Harmony prefix return falses, which is a sure way to break compatiblity
If a mod is coded well then no it won't, Central Config is just messy
I can't remember if Lethal Quantities might let you change that it might
central config is the equivalent to being young and not knowing a stove is hot so you grip the pan with your whole hand
and LQ is much more reliable
Also saying I shouldn't configure a mod to my liking is like I shouldn't config a game to my liking
What is the point of playing it if I don't like way things are going
LQ does let you change that
There wouldn't be
There you go, LQ will allow you to change what you want
Real?
Without bricking things
yes
I'm sorry CentralConfig, but I'm leaving you out on the New York streets to rot
😔
Can I create store furniture via LLL?
nein
ok then LL can do?
si
k
this is all LLL can do (and vehicles i think)
just wanted to create a birthday cake for my friend 🙂
aw cute, yeah just look for unlockables on LL
@thick patrol had some troubles with the unlockables index, so if you accidently make a suit it's because theres an index thats incorrect
i think this is the index
LethalQuantities lets you directly set a moon's difficulty rating and description
You can even shy away from the conventional letter grades if you really wanted to for difficulty and assign something ridiculous like "Exotic Butters" for the FNAF map if you really wanted to
(Be warned about doing something like that if you play with mods that have some correlation with the difficulty grades)
As for changing the moon's entry, what do you mean by this? Do you mean by setting the price to route to it? (which can be done via LQ & LLL) or do you mean by you can assign your own unique way to "unlock" a moon you assign as locked?
As an example for vanilla maps, let's say instead of discovering the name of Artifice thru Adamance, you're now forced to pick up the story log(s) from Rend, Dine, and Titan respectively
Unique way to allow someone to set up their own conditions to "unlock" moons sounds cool in theory but my golly that feels like it'd be a nightmare to make sure it works reliably especially if it starts to cross between different map makers' stuff
is there a way to use lethal level loader to allow modded interiors on modded moons? i hope this isnt a dumb question
yeah thats what the tag matching stuff is for
you can also mention the moons by name
does the rarity matter? like if i put moon:30 for over 10 interiors does it override? since the odds go from 0-300
that's not how the rarity works
10 interiors at 30 weight is an equal chance for all
LLL fixes manor not working on march right? If I manually add march to the manor moon pool, will it work okay?
Yes
cool, thx
I have the Manor on March
Welcome
batby ur so cool 4 that
Real
I guess I have a reason to include LLL in my pack now lol
In the event of a conflict (like a moon called X has the Y tag and the interior is configured for X:10 and Y:20) the higher value is used (in this case 20).
I don’t know that the odds are exactly capped. I’m under the impression that if a moon has interior A at 20, B at 10, and C at 10, A has a 20/40 chance. Each is its weight out of the total weight. Maybe I’m wrong about how it works though.
i figured it out and now everything works perfectly
theres a bug report in zeekerss cord about what i do to fix that
Hello hello, finally able to return to some modding and updating ze mods
Only thing holding the update back currently is the Shovel Scraps
can Wind them Up for a strike, but it will hold there forever and you cannot change item or drop the item at all.
Wondering what I am missing
Here is the setup for the Item Asset and the Prefab that I have
.... I fixed it somehow. I think it was the missing sounds
I use CentralConfig for enemy overrides as it is THE ONLY viable option atm and it works fine. But yes bottom line use LLL cfg for as much as you can
LQ cannot control enemy rarity effectively rn
There’s a couple other things that don’t work as intended in the Global section either but I can’t remember rn
Just chiming in bc laying it out as “That mod is broken and sucks, use this better working alternative” is oversimplifying it
It’s the only alternative for half the shit currently til bananapuncher updates LethalQuantities
I’ve never had issues with CentralConfig as of my last configuration I’ve stuck with, but I don’t do ANYTHING involving interior / dungen with it
ive seen issues with CC and after additionally reviewing the codebase I would suggest not using it
I don't use CC for anything else aside from modifying the moon's databank entry, so I should be good
Everything else is for LLL
I get it but as someone who scrubs message history in this server for reference of possible issues I just wanted to add my 2 cents bc someone would be wasting their time trying to rely on LQ completely
this isn't neccasarily true but if things are working for you that is good to hear
They are thankfully
General Settings - Is Level Registered In Terminal = true
For some reason I was thinking this is ExtendedLevel.IsLocked. Apparently it's not. Is this settings reflected in another field?
Hello, made a new Moon. Testing it I am getting this error
Can't quite see what is up with the ItemDropship in the moon to do with this. Any ideas?
Is it the new dropship from version 56 with the cruiser? If your project was patched prior to that Lethal Company version being released then that dropship no longer works.
Oh, I see you got it in a different channel.
All good, the info also helps
Am I correct in understanding that
if (stringWithRarity.Name.Sanitized().Contains(comparingString.Sanitized()) || comparingString.Sanitized().Contains(stringWithRarity.Name.Sanitized()))
means that when configuring probabilities of dungeons per moon in the 'Dungeon Injection Settings - Manual Level Names List' part of the LLL config that it will see it as a 'match' if either
- the moon name is a substring of a key in the dungeons
- the key name is a substring of the moon
?
Weird-ass anomaly on Manor Refuge
not a me issue
? What
it's not caused by LLL he means
LLL makes the Manor compatible with more than one fire exit, so I don't get that
This was the only instance I've ever encountered this anyway
im aware but as someone who has an understanding on what the game does and what i do
This not a me
that's a vanilla issue right?
yeah pretty sure thats just a visual issue that rarley happens even in vanilla
I know it's been mentioned that moon devs can create empty item objects (and similar) that, as long as they are named the same way vanilla ones are, will be swapped for the vanilla ones on loading. My question is, is there a way to somewhat hybridize this? For testing, I wanted to create a custom outside spawnable map object that references a vanilla prefab, but unless I did something wrong the thing spawned but was my empty copy of the prefab (or, well, it was a cube just for visualization reasons). I'm guessing it's because it checks the object names and since there's no vanilla one even though the prefab was named the same as a vanilla one, the overriding function didn't occur.
Is LLL compatible with vanilla clients?
considering how much it changes, i wanna say no

what feature of LLL would even be useful in vanilla
Balance of vanilla moons
LC in terms of progression, scrap, and entity variety is flawed as fuck, so I use LLL to adjust it to my liking
I had a vanilla $700 Titan.
i see
For reference, this is Vow's average on Titan.
you won't find a vanilla compatible mod that will let you alter that stuff because it's not possible
Things like FairAI and FairGiants alters the AI of hazards and forest keepers, but still works with vanilla clients, so I expected the same thing here since I don't think it adds or removes any content
That's just the tip of the iceberg of my game changing host-only mods anyway
you can get away with host-only for some things, but anything related to generation or randomness won't work as the game relies on seeds that it is expecting to generate the same way every time across different clients
Is there anything that is known to not be working properly in LLL's config currently?
Are the size settings for interiors working? They weren't working for the last couple of versions
Just a kinda vibe check, been busy last weekish so not too much time to work on stuff. Will have to update for v60 anyway so will implement a lot of prs and suggestions then
Very no
Not sure tbh
😭
Foggy weather variables are not functioning, they don't change anything, been testing this for quite while now - foggy weather just happens
do you know what the variables do?
Yeah no i just yap about nothing(?) yeah i do thats why im reporting the issue
nice sarcasm
The fogs density changes randomly - changing the variables does nothing
so can you let me know what the variables do for foggy?
It should change the density of the fog but it does jack shit
I tried multiple way to change the variables- 0-0, 0-1, -1-0, 99-99, 999-999, i think im currently using 969-999 all look the same (aside from the fog density changing randomly but its not related to my variables)
from looking at the code, the max for weathervariable1 is 4
so no real point from u testing 999
though im not seeing any clamping in weather variable 2, which also controls it, so 4,999, should give something like 500 as a random
anyway, minimum is 0.05 and max is 4 for weather variable 1 (for foggy) from what i can tell
I’ll look into it when im back at my pc thanks Xu ♥️
:/ yw
what do i do if i wanna access my assetbundle thru the code
i copied my old code for doing that cuz im used to it but it actually broke the game cause of loading the bundle twice
if im using LLL do i need to access my asset bundle another way
I usually look at how example enemy does it tbh
Though for CR I do soke weird stuff
Some*
well no thats the thing
tahts just the default way of loading an asset bundle
the problem is LLL already loads the asset bundle
if you tell it to do it twice it gets real upset
and the game doesnt even start
Lol ic
I'm no expert on LLL, but you can remove the .lethalbundle extension from the name and LLL will not load it.
And to register your ExtendedMod, use
public static void RegisterExtendedMod(ExtendedMod extendedMod) from PatchedContent
i mean is that really the best method
i could just ask LLL for a reference to my bundle couldnt i
i mean if it has that feature
i know it has a list of all AssetBundle instances but its private
I dunno, but from what it seems from the source code, the automatic asset bundle loading basically does the following:
- Loads the bundles async
- From a bundle, loads every
ExtendedModasset and feeds them toRegisterExtendedModto register the bundle's contents if ExtendedMods exist in the asset bundle, or as a fallback, it loads everyExtendedContentin the bundle - success
Ofc there's a bit more internal stuff happening, but basically this manual method is almost the same
If you patch into the method that loads bundles, could you grab the bundle during that time and do whatever u need to do?
check the dungeon plus code
well i could do that if i wanted to anyway
i was just talking about it here in case batby had an actual way they wanted it done
oh, true
i guess i could just find hte one with my bundles' name on it
Listener allows u to check for a specific bundle
Lemme find my code rq
AssetBundleLoader.AddOnExtendedModLoadedListener(OnExtendedModRegistered, "XuXiaolan", "ImmersiveScraps");
AssetBundleLoader.AddOnLethalBundleLoadedListener(OnLethalBundleLoaded, "immersivescrapassets.lethalbundle");
whats those do
Listeners that do exactly as their name suggest
Ignore the horrible horrible code
I was just really really lazy that day
well yeah i know about listeners and stuff
i just mean like does it store it in a variable or what
i guess lemme go see
oh you dont do anything with the asset bundle lol
or wait
are the other properties you're putting into the listener like a filter or something
i didnt think it would just come with a filter
interesting
my mistake i didnt put it together
Ye allg
It's stored in the balls
Oh really? I haven’t checked
I know the enemy and scrap stuff isn’t implemented ?
Wdym?
Like it shows enemy config options in LLL but they don’t actually do anything
Gotcha
@zenith flax i tried experimenting and doing my silly material shader patch on other objects and it didnt seem to work
so like, you know how i did it like this
this works
i tried replicating it like
but it didnt seem to work
the mods i decided to download to test were LCOffice and Ganimedes
they have custom scrap and custom enemy
Not via LLL
ye
do you know any mods that actually use ExtendedItem and ExtendedEnemyType
i mean it would work but i wanna come up with code that patches just the custom stuff
Xu’s mods are registered with LLL iirc
is ganimedes not v56 comaptible
isnt this a v56 issue
i guess i shoulda used a more recent moon for the test
Yeah for Ganimedes you need CompanyCruiserFix
You can test on mine ig, tho my ExtendedEnemyType is just a halfimplemented enemy since i dont have a code for my Oni, just using the masked’s code - but i do have some ExtendedItems there ^^
though for scenes i have to do it like this
cant do it preeptively like with the prefabs
Yuuup
does LLL know if something is lethallib or not
Not yet
Ye wrong person aha
ok so enemies is SpawnableEnemy and theres a public list
batbyyyyyy good newssss
confirmed working method with lethallib
once we perfect the method its probably gonna be added to lethallib right?
though i should probably submit the lethallib part of this to lethallib
though it depends is Evaisa still even doing lethallib
i assume so cause it still works on v56
I can push updates to LL but @tired solar been more ontop of it
love to hear it though
when you need to acess the hierarchy of something i assume people tend to just use the transform
i realized i could put a lot of what im doing into a function
so then the actual processing part comes out more like this
etc.
Yeah if there's some LL stuff I can take a look at it
Is there a place where I can find the tags of each moon?
isnt this forcing a shader on items etc?
you'd have to check with the moon creator probably, i saw CC display em at some point but idk
Oh, I thought vanilla moons had tags applied to them
oh they do too, pins in this channel
Oh, good to know
It’s forcing them to use the runtime shader instead of the assetrip of it
Which turns out can have a noticeable difference
does it look for specifically hdrp/lit to replace?
it looks for the runtime version of whatever it’s currently using
It should be safe to rollout for everything
hmm, so if im using a custom shader, it wont just blow up at me?
If it’s good code it will be fine ye
as long as you didnt decide to name it HDRP/Lit
i dunno anybody who would decide hmmm today im gonna edit the built in shader for my mod
i guess the main issue is if like
someone downloads a custom shader and then edits it
without renaming it
one edit might supercede the other
but to that i say
this is a flaw with you and not I
maybe add a disclaimer on the LLL wiki to make sure to rename a shader if youve edited it
seems like thatd be enough
opt out instead of opt in feels a little weird tbh but idk
i wouldnt usually think to rename my custom shaders to accomodate your scripts if you know what i mean
define default shaders
that doesn't really answer my question lol, like again, if im downloading a custom shader and edit it, my first thought wouldnt be to rename it
but thats why im asking what u mean by default shader
your misunderstanding
if you make a new project
theres default shaders
if your downloading a custom shader, thats not default
ah those, honestly didnt even know u could edit those
you can copy and paste em yeah
though the situation i was talking about was like
downloading a custom shader
and then editing it
and then not renaming it after that
then if someone else uses that shader it might conflict
how so?
also @zenith flax i saw this and was wondering about something weather related
a big limitation in custom weathers is that mooners cant select custom weathers themselves, which is a bit of a problem, but what if the weather selection was like a sort of string and with enumutils injecting into the vanilla enum list for the weathers you could try and match that or something like that?
i wouldn't have that in LLL right now anything
because lll custom weathers would work like other stuff where they go into moons
but like, we have weather registry, are u still gonna try to make lll extendedweathers?
whats this in response to
Xu.
it's also kind of for the better that it makes things less central, like it'd be better if there was a sort of soft compat rather than a new extendedthing
weathers in LC are one of the less dynamically coded aspects of the game, arent they
yes
these problems are just consequences of that
yes
the only thing you can do with weathers is store which weather it is, all the other aspects of it are kinda strewn about the games various classes
thats what i noticed when going over all the custom content lists
i cant hope to find anything like a "weather prefab" to fix the materials of
oh yeah that reminds me actually
one last piece of the rendererfix
maybe have a new scriptable people can include in their projects
where they can manually have prefabs fixed if theyre placed in it
and added to the bundle
why
in case somebody needs something fixed but it's like, spawned through code or something
actually hm in that case
it would be better to just expose the fixer function
huh
since they would also have to load the asset too
im just going to run it on all the assets in every bundle i find?
im not sure if thats possible, the only reason it works with LLL custom content is that when the game spawns the tile or enemy or item it uses the version of it stored in the enemytype or dungeonflow tilesets, etc.
and they use materials
whatas the secondary prefab?
dunno
the materials exist as a class instance in those objects
well no i mean an instance of the Material class
when you say asset do you mean before its loaded from the bundle
no
because when you load it from the bundle it becomes an instance, in the c# sense
that is not relevant information
it is to me, though i guess i just dont know what you're planning
what would the code look like?
load assetbundle
find all materials in assetbundle
fix em'
interesting I'll look into that
actually. would it be all that complicated to set up my own local version of LLL to build. or can i just download the source from github and modify it
id have to write this code in a very specific spot
i remember u wanted a comparison between default shaders and lc shaders (hdrp/lit ofc)
wait its a problem for more than just lightmapping?
thats crazy
didnt actually notice
what mod is this btw i wanna see if the fix thing works on it
im still not really convinced i'd call it a problem since using nomnom's patcher it gives the proper settings and fixes it but up to you
this is an old screenshot, fixed using nomnom's patcher
ohhhhh
fair
i guess the issues would be more subtle then
like just lightmapping stuff
anyway yeah sorry for the confusion batby maybe theres just something about assetbundles id missed ill test out that method
i do think youd still have to do it before all the extendedmods and etc. are loaded from the bundle
since theyd be taking copies of that data
aslong as the bundle is loaded it doesnt matter
mhm actually
migbt be valid concern
not 100% sure
actually thats the question that confused me
i thought when you grabbed an asset from the assetbundle, it was turning the asset data into like, c# class instance
but if you load the whole bundle
it might just have all the c# stuff just sitting in it
you cant grab something from a bundle without loading it all
i thought it was that you can't unload a bundle without unloading the whole thing
both
About the shader changing stuff, does it change every material using HDRP/Lit to use some other shader from the game? If so, I'd like to see how it affects how modded stuff like enemies and items look with it
loading the bundle file seems to be a different process than loading an asset from the bundle
thats the pitch yeah
you load assets from loaded bundles
imagine unzipping a zip
its not some other shader, its just the HDRP/Lit the game uses, instead of the one the asset bundle packaged
which i assume the errors are due to differences in those two
what concerns me is that devs have created their enemies materials etc in mind with those differences
though its not just the lit shader, it matches every shader with identical names
oh no not materials
i don't mind
the items and enemies will look insanely different, it's not about the material settings
this is a reasonable change at worst
The thing is, that modded item and enemy has been made with HDRP/Lit they used in mind, so alterning the shader will kinda fuck up those modders' visions of what the thing should look like
this is a destructive change at worst
well the problem is they were never supposed to look like that to begin with
they were still made to look like that is the thing
they were made wrong
it's better to supply the right shader like how nomnom did it in his patcher
you cant decide for a dev how their stuff should look like
i mean thankfully nomnom took care of all the big stuff
no one's questioning the literal ability
i dont know if theres any issues with tue shaders other than lightmapping
which wont change how the model looks all that much
im not leaving in a fixable problem just because people are accustomed to the problem
it changes a lot when u look at the screenshot i sent a bit back
i dont know if i would call this a "problem"
people are using the wrong shaders
this doesnt affect colors
with noticable differences
the screenshot i sent has vanilla lc shader on the left, and default unity shader on the right
Okay so question, if Example Enemy used a shader named "exampleenemytoilet" for example, which uses HDRP/Lit, probably Unity's default version of it I'd assume, the HDRP/Lit for this would be changed, right? And the material would look different
yeah and nomnoms patch makes them mote consistent rigjt
it depends, if you used nomnom's patch
99% of enemies will not have used nomnom's patch
the one in unity would look like it would in LC for the most part
tough shit 👍
example i could test?
pretty sure giant speicmens doesnt use nomnom's patch
so it would change it, and change how I intended my toilet material to look like, after tuning it so I'm happy with it. If a mod comes and says that this is wrong and "fixes" my material for me, I wouldn't be a fan of it
ill check it out then
your material is wrong
its using the wrong shader
im sorry your not a fan of it
i understand where your coming from
im not going to pretend its not a problem
there is no wrong when creating a design though, it's just a preference you're forcing
its using a flawed copy of something it would otherwise want to use the real version of
its wrong
without an opt in system, you dont know that though
actually i have a tangent to something thats more objective. is there a performance impact to having a dozen HDRP/Lit shaders going around instead of just 1
yes, the shader is wrong, but if it was made with the wrong shader in mind to look as the modder intended, "fixing" it will make it also wrong
just off this im probably going to lock in my descision if its true
this could totally break batches
IIRC nomnom's patches, like
I would assume yes
change your unity project settings for HDRP right
before any assumptions, you'd benefit from profiling
so they match what zeekerss was using?
@rough edge might actually know the answer to this one
yes
but a lot of stuff doesnt use nomnom's patch
how would i profile btw
uhh theres a profiler thing in #1175883003474485369
we are curious if assetrip copies of default unity shaders are breaking material batches by have difs
the alternative is having an opt-in imo, but whats ur idea?
i selected the meshrenderer in unity explorer and it refreshed the shader somehow
im not sure it coulda somehow automatically ran the Shader.Find process or something
but maybe it did something else, who knows
also i think opt in may be a good idea, however, comprimise
allow forcing it to run on all mods or certain mod's assets anyways
on the user side thru configuration
that is a weird compromise what
no
though i do also think batby could be right too
i mean people have had to update their mods for other reasons
giving users control on what dev content looks like without the dev's approval is even worse lol
Anyways, so a shader being "wrong" isn't something gamebreaking, it's just a visual change. And if the visual change by changing the shader is truly like in the image I'm replying to, it looks like it's changing wayyy too much.
In the end, what does this achieve? Will users benefit from this? I don't think so. It just changes how things will look, and modders will be confused as to why their stuff looks different with some mod installed.
update their mods? this isnt just an update, they'd need to lose their original design entirely
no this is just an update
finish one conversation where users want to change my content drastically to another conversation where the api wants to forcefully change my content drastically breh
lll's goal is to allow the implementation of custom content in a way that can get it as close to vanilla as possibe
i mean i do understand, if people adjusted their colors to account for this difference
this is in line with my goals
they would have to figure out which color looks right again
Creating new problems, fun
and how exactly are people gonna adjust? and it's a bigger change than just "change the colours", stuff might need to be remade from scratch, and how are devs gonna even be able to change in according to this? this is a runtime change.
if they have the right shaders in the project the runtime changes shouldn't matter
whats the point of runtime changes if the assumption is that they have the right shaders
the same way you would if you didn't use nomnom's patch and then you switched to using it
because LLL doesn't neccasarily rely on that
a lot of people don't use nomnom's patcher, because it comes with everything in the game and not everyone's pc etc can handle that.
example enemy uses stubbed scripts and most enemy mods come from example enemy, you can't be expecting most people to switch to another option AND lose their designs for no actual good reason
maybe something that would help would be a lite version of nomnom's patch thats just the visual setting changes so people can
yeah
the good reason is that their content is broken in my opinion
and i can fix it
so i will fix it
art is subjective?
can we not
literally their assets as a mod
are flawed
the end result relies on broken settings
im not saying the end result they managed to make is the problem here
i mean its more of someone drawing on a grey canvas instead of a white one
there is nothing broken, it's just that their settings dont 100% align with vanilla, whether that was intentional at the start, their end result is being forced to change
your defending a audience that doesn't exist
you know no one is doing it intentionally
i know people are being forced to change
thats a good thing
is there even any way to tell if someone's used nomnom's patcher or not
the point isnt that its intentional or not
no it is
if someone was doing it intentionally i would consider their argument
if there was id be willing to see if theres some formula that can be applied to their material to account for the diffrrence
no the point is that people have made a design and you want to change something that doesnt need changing which changes their design
idk tbh
i think it does need changing and i think it warrants them to change their design
you could try checking the settings of the shader itself internally and check that
i think as an api you have no right to tell people what their stuff should look like, this should not be integrated into LLL at the minimum
I just think tampering with other people's materials isn't it.
If you want people to fix this issue, make them aware of it, rather than forcefully changing their materials to be "correct", without taking into account how their materials end up looking.
its not tampering with other peoples materials, its tampering with their shaders to replace their flawed copy with the real one. LLL does this all the time.
no one would be unhappy with this if we caught it earlier
i mean you could see eye to eye a little more on this. like. imagine hypothetically that zeekerss decided to tweak visual settings for LC for one of the updates
where does LLL currently do this?
and whoops, now every person who's made content has to change their design so they can go back to the design they're happy with
in the way it restores references to stuff in selectablelevels etc.
that isn't a stylistic change though
then they either do it or stop making mods tbh
thats the problem resulting from the point
i dont care about the visual end result
the visual end result relies on a core problem i want to fix
if that means people uptop have to change
thats fine
then as the api guy, you shouldnt be making destructive changes on a problem you're putting on a pedestal and calling a core problem
you asked about my audience, but im curious about your audience on who really thinks this is a core problem
do you know any scrap mods that you can say for sure didnt have nomnom's patch used
i wanna see if my fix actually behaves like nomnom's patch
uhh dunno tbh, i only know 100% about enemy mods
me
lol, you want to change the visuals because they're "wrong", yet you don't care about the end result? Why do you care about the visuals then? Just because it technically uses the wrong shader? That's it? Because it's technically wrong? And you don't even care about the visuals really?
I care about the ability to reach vanilla parity
if Noosh rips the vanilla dungeon and chucks it back into LLL it should look the same
simple as that
also, is this only for LLL shit or si this every single thing LL LLL or whatever
not sure, ideally i'd love to run it on everything but
Forced vanilla parity? Modding is about doing whatever we want with the game
how do you do it intentionally though if what you do intentionally is wrong if you happen to have a "wrong" shader that's still "fixed" for you? You need to know that some mod modifies your shaders in a specific case to be intentional in this case
idk just like make it optional and that makes both parties happy
nah
ok but drastic changes should be a config
esp if the mod doesnt even use your api
most enemy mods dont use LLL
they shouldnt have to be affected by this change
okay I need to stay calm here
gamebreaking api updates can necessitate mod updates.
it would be diffrent if they used LLL but they literally dont
we need some actual pros and cons over here honestly
the main ones that im thinking of are like
PROS:
- you can copy stuff from vanilla without any problems
- on that note, consistency in general
- performance, probably
- no lighting issues
CONS: - specifically projects that didn't use nomnom's patcher might need adjustments to materials, need to check
- on that note, mods that arent maintained anymore might have problems, though updates to LC might have done that already
this isn't confirmed to be happening yet chill
if your api is forcing people to conform to a style of visual just because you want them to you're stupid
I am being chill
it doesn't matter if its intentional or not, this is like baby shit
this isn't whats happening but ok
what did I say that was not chill
im saying most enemy mods use LL so why should they be forced into a change by an API they dont use
im saying that hasn't been confirmed to be happening whatsoever
yeah it makes no sense
right now the default assumption here should be lll content
non lll content is a whole step after this
well it seemed like it would be affecting all mods until you specified
then you've made a false assumption at some point in reading the discussion
I just hopped on because of word of mouth but you know my thoughts already
@quiet stream tone down the aggression or im never going to read anything you say again
respectfully
i'm for using what's closest to vanilla I think that's cool, I just don't want it to be inforced
meh ok
i appreciate that
as far as I remember, batby, didn't you say you optimally wanted to do this to every mod?
ideally but not as a base pitch
yeah, so bringing LL into the discussion is still very relevant
this is what sparked the whole all mods, keep in mind most enemies do use LL, don't use nomnom's patcher, don't have the exact correct settings for hdrp/lit, and while i plan on changing the settigns to be more vanilla like in example enemy, at the peak of popularity and all current enemy mods will not have it changed because i don't see a need for pushing for nomnom's patcher when making an enemy
if you wanna have it affect every mod then it should be optional for mods outside your api
my point is
99% of mods are relying on a copy of default shaders that are either accurate or inaccurate to what those shaders should actually be in the context of these all being mods for a basegame
this can have notable visual affects and possibly pretty notable performance implications
right now, unless proven otherwise, no one is doing this intentionally. what people are doing intentionally is changing their use of these shaders to create the visuals they intend to create
As an API dev who's goal is to allow as much parity to default basegame content as possible, I do see this as a problem because as lethal company mods if they are using shaders that should be the same as lethal company shaders then they should be those shaders.
I understand the issue of this fix changing how current custom content looks due to them being created with those flaws in mind. In my personal opinion if your intentional end result relies on unintentional flaws, It's a reasonable expectation for me to assume your down to either live with this change or update your content to reflect how it should look with the correct shaders, or use custom shaders
batby im on your side in some aspects
but i assume the opposing perspective is
you're kinda pulling a half life source
i dont think thats a good idea
what i do think is that like
i have no idea what that means
it should not be a forced update
you should make it be an optional upgrade people can do to there mods
and then after that it'd be over
how the fuck is he determining what "needs" to use a lethal shader
what if you have something that very much needs to be using the default shader
????
why would you want to do that
thats so unessisary
what?
your complaining that modders aren't doing things in the most optimal fashion so you get to just break it all
I don't think doing this willingly is very cool
^^^
it doesn't even have to be old mods that you're breaking, you could be breaking the visuals of either WIP mods or currently releasing mods
how the fuck are you* I was sending over my buddys message
me and them work on an enemy mod
im aware
our stuff looks really good with our current setting, and I feel like if you messed with them, if the redwood giant in giantspecimens thread is anything to go by, we would not be very happy
.
mods that use your api should be uneffected
you are basically throwing your weight around
at this point
I don't think you should decide what other people's content looks like if you do want to pursue pushing this change for any non-LLL mods in the future
are you serious rn
and then you say its not up for discussion yet
it kind of does because it effects way more people
nothing you say about non lll content to me right now is being considered
it is not on my mind in any meaningful way
the fact it may be coming later is discussion worthy, why even bring it up if you're not up for discussing it?
because someone asked me jesus christ
im literally sitting here talking to people about this and ya'll wanna talk about the one thing im specifically telling you guys doesn't need to be discussed right now
It weeds out the unupdated mods
Noosh do you have a pic of before and after since you were the mainly doing it? @sour spindle
I think if it would be opt-in by mod authors that's ok, otherwise seems like causing more problems than it solves
it def wont be opt in or opt out unless i get a notable argument that changes my mind
it should be opt in for mods that dont use your api
i'd prefer an opt-out for all mods made past the update and opt in for everything else, for LLL mods
because they arnt using your stuff they shouldnt be effected by it
I think the assumption of consent that you use to justify changing all of these mods is flawed, modders should at the minimum be able to opt in. Them using a flawed but functional process is not an immediate consent to having their mod broken to force a change in the name of a more idealistic process. I think encouraging change towards a more optimized and "good" implementation of shades is fine but this is something that can be done over time, with an opt in, rather than making sweeping changes and forcing everyone to catch up.
ok so i am no longer listening to you about this because for the forth time you just won't listen to what im telling you
also the patch for LethalLib materials was an experiment by me
how would you feel if LL suddently made a big change on how interior and moon shaders work
????
i'll be asking evaisa about it seperately
what is your issue what
if they want to use it
my issue is im not fucking talking about non lll stuff
someone asked me about it
i said i would love to
if i ever wanted to i would have a discussion about it
this isn't it
this is the forth time ive had to say it
Can we do a pros-cons? Like a detailed one
then I think it makes sense to talk about it if everbody seems to want to
just so it gets over with
i dont give a fuck
I can profile the game to see if there's is shader batches problem
im explicitly telling you nothing will happen until a conversation for that happens
i dont want that convo rn
i dont care if you do
make your own api and talk about it idk
im just making the suggestion to talk about it because that seems to be whats on everybodys mind
also what is happening??
im telling you i dont care about your suggestions right now
I would assume eba isn't interested in LL or LC modding currently, so anyways I'm kinda the main maintainer of LL rn
@rough edge peoples assets rely on flawed copies of unity default shaders and i wanna fix it but it will adjust how said content looks as it was designed for the flaws in mind
which, everyone thinks that is insane ^
Raising the bar for how shaders are implemented isn't a zero sum game, it's something that can be done over time, in a way that ensures mods aren't broken or fundamentaly changed without them asking
not really
i still think the fix is for me to copy the settings in templates like example enemy and whatnot and push for htem to be used there, where projects start, rather than in runtime, where proejcts are post dev
how complicated it would it be to change to the new shaders?
if you're using nomnom's patcher then you're fine, but 99% of enemy's do not
oh alr thx
knowing batby he will probably create an easy solution for enemies
there is no real easy solution for this, the solution is to suck it up and recreate your enemy design
Tested with immersive scrap.
Yes, new batch cause is because of using new shader
uhh in terms of numbers like what does this mean for the non nerds?
im gonna respond to this in dev gen
bad performance
i assume its related not only to batching but also because the HD render pipeline settings the "wrong" version uses has a lot less performant settings than the one zeekerss put in LC
I think a valid argument is that it stifles creativity and the possibilities for unique looking moons and other LLL made things if you just force everyone into what you're saying; just because you don't know of anyone currently who's willingly not trying to be LC doesn't mean there won't be in the future, why would this be something you do on purpose?
There's also a ton of moons and interiors that don't play into the aesthetics of the game at all, take almost every single Tolian creation for example, and that's 100% of purpose. He turns up the bloom on his moons, he has very outlandish designs for his interiors and they all fall back on a very different aesthetic than base game's.
This is all LLL content.
I'm worried that doing something like this will squash any possibilities for moons that go for more outlandish or surrealist designs and colors in the future, this is stuff that could happen, it doesn't mean that it never will.
Another moon that really doesn't try abiding by the game's aesthetic is StarlancerZero, or Anomaly
None of this limits anything
i doubt thsi change will affect them changing the bloom
thats probably done through a trigger that puts an override on the volume settings
and not through the materials on the objects
will this visually effect moons/interiors to look more like the vanilla game?
no not really
this only changes meterials
if you're using volume overrides those arent changed
the game uses volume overrides a bunch
its what makes specific areas look different
nah yeah I just mentioned that to show that there's stuff that don't really wanna go w the lc-look
but i'm not a moon guy, I shouldn't really care as long as my textures on my enemy models are messed with
lemme load up starlancer zero and Anomaly and Tolian
lemme see if they get affected
and I have shit to do today other than argue about dumb stuff
im probs not gonna look here but sure!
thanku
do you have one of tolian's moons in particular so i can save on downloading @quiet stream
aquatis has insane bloom now right?
not last time I checked
also what mod is Anomaly from
uuuh spectralis or smth?
I think
that's starlancer zero
ohh ok
anomaly is the route word I think
i didnt know you meant the same thing
yeye sorry