#Scarlet Devil Mansion v2.2(紅魔館)
1 messages · Page 5 of 1
Ahh yeah, you're good. It's an older term, and/or more Computer Science than lay term.
yw 🙂
Released the update with the not evil netcode, more configs, and a preset for smaller lobbies. Also I made the branching paths a bit shorter on average.
Also I'm sorry to say but for those using AC, I temporarily removed the code that let my dungeon's custom features work with AC. The dungeon should still work (I hope), but the custom items, enemies, and some of the configs won't work.
Some of the new configs I added requires me to add some code to get it to work with AC, but with the whole current AC and LLL shebang, I'll wait for things to cool down (and more importantly the code).
I will get the AC combability code working again for v1.3 don't wory. These current updates are mostly housekeeping and preparation for v1.3
I'm having the flashlight too issue even with reservedcore disabled. I pick up a D. Proflashlight and I can no longer interact with anything. It also turns into 2 different flashlights in my inventory. Not sure what is conflicting with it.
this is what pops up when i pick up a flashlight
basically the end of it and then my game will either close or hang after a few seconds
018ded10-e174-ae95-336f-27ead7382a29
ty, i will be checking this tonight
I said two tongue emotes a day, and you did actually followed through. Respect
are these properties now defunct, in favor of the DunGen block properties? I should delete these from the config file right?
They are still used, they were just renamed and/or placed into different sections
my config has both
You probably have to create a new config file
To get rid of the useless configurations
Since bepinix doesn't do it automatically for us
kk
Having the same issue with this guy, tried for both Green flashlight and Pro flashlight and it seems that it broke our inventory (even after respawned from getting killed doesn’t resolve the issue).
So wait, Scarlet Devil Mansion requires OdinSerializer now? I previously rejected LC_Office from my mod profile due to what I considered excessive additional dependencies including OdinSerializer, though the primary concern was LethalNetworkAPI. I understand if there's a security concern with the vanilla .NET serializer, but upon reading the linked articles about the security threat, it seems to be a design issue with the concept of serializing and deserializing in the context of .NET classes that is considered a Hard Problem to solve which is why Microsoft is giving up. So I looked into OdinSerializer and I see literally nothing about security. I googled for other places talking about OdinSerializer and I see literally nothing about security. So whatever vulnerability BinaryFormatter has, OdinSerializer probably also has it. OdinSerializer explicitly supports polymorphism, which is where in principle this vulnerability lives. If anything, OdinSerializer is probably less secure because it has the same vulnerabilities as BinaryFormatter plus whatever mistakes might have been made by its small devteam.
If we're to take this as a legitimate concern (and we should, since it appears to be used to send network data between clients, so a malicious client could hypothetically send a malware payload to pwn any other connected clients), then I don't think the lesson is "switch to another flavor of .NET serialization that hasn't even tried to ameliorate this security issue and indeed seems to be completely unaware of its existence", but instead to not use class-augmented serialization in the first place. The lesson, then, is to use something that cannot remotely execute code at all, like JSON (if using some flavor of Json.NET then you need to be sure to use TypeNameHandling.None or else it behaves the same way as BinaryFormatter/OdinSerializer and has the exact same vulnerability) or DataContractSerializer (what CSync uses).
You can take this up with Lordfirespeed and Albino. I have no real concern over security but I've been told to switch and I just wanna make funny touhou dungeon mod.
Oh no, that's fair, and you were right to switch. Especially if not using BinaryFormatter is considered a requirement now. I'm just concerned that the switch was like a new coat of paint that didn't really solve the security problem. If you were to switch to Unity.JSON or DataContractSerializer, then the vulnerability would probably be fixed for real, and you wouldn't need the extra dependency added to mod lists. Personally, I don't play in public servers, so the threat of one of my friends taking remote control of my computer isn't all that scary. Though I do try to minimize the number of APIs in my modlist because each one increases the surface area for potential slowdowns and desyncs.
I'm usually apprehensive about pinging people outside of direct replies, especially moderators, but your status does say "feel free to DM me" so hopefully this is okay. I may be totally off-base, but I'm not sure switching from BinaryFormatter to OdinSerializer is really accomplishing anything except adding a dependency. Can you take a look at my concerns here?
Hey there! Please refer to the official responses here for the best understanding:
https://learn.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide
https://github.com/dotnet/announcements/issues/293
Put simply, it's enough of an issue that Microsoft and .NET are removing it entirely.
(And yes, always feel free to ping/DM me.)
Yes. I read both of those articles. Did you read my big messages above? I'm reasonably confident that OdinSerializer has the exact same vulnerability.
Checking...
https://github.com/TeamSirenix/odin-serializer/security
It does not appear that the vulernabilities are known to exist against odin-serializer (I tired to search for a few, but not sure, that's not an outright confirmation.) https://odininspector.com/odin-serializer (see the comparison checkmarks)
Versus BinaryFormatter which had a few:
https://nvd.nist.gov/vuln/detail/CVE-2020-25258
https://nvd.nist.gov/vuln/detail/CVE-2021-29508
and in the wild: https://starlabs.sg/advisories/23/23-3513/
Odin Serializer seems to have many different paths of serialization, including Binary, but also Text. Now, all binary serialization isn't bad, only the C#/dotnet implementation(s).
Short answer: I don't know, maybe? But not reported/known to be vulnerable.
I completely understand. I don't like that my dependencies keep increasing. But it's either I spend 5 mins switching flavours of serializors, or I spend an unknown amount of time to send it json style or whatever.
NewstonSoft.JSON is the other option lol
I know I'm probably mostly overreacting with the unknown amount of time. But time is a precious resource as I'm mostly a one-man team.
but odin-serializer does it beter iirc
but like, in the scale of 300 mod packs, does +1 dep matter much?
If that json thing can serialize a class with class data variables inside, then that's all that I really need
Well I personally don't play with 300 mods. My current list is 33. But anyway, I've spent the past couple of hours looking through OdinSerializer's API documentation and source code (I started looking before my first message, decided the situation was unclear, and then redoubled my effort afterward) and I'm no closer to an answer. Scarlet Devil Mansion passes a null SerializationContext, which looks like the correct thing to do, but from what I can understand it doesn't mean no SerializationContext, it means the library creates its own SerializationContext through means I don't fully understand. Does that context allow for binding type names and enabling malicious class initializers or getters to run? Who knows. I just hope people smarter than me take a second look at this issue and consider for the future instead recommending DataContractSerializer, which is known to be safe (when used correctly, that is restricting the Type that can be serialized) and doesn't require a dependency. Or NewstonSoft.JSON, or Unity.JSON. I don't even know which would be the best solution.
As far as I know, I give Odin a class, it gives me bytes. The class has 1 string, a bunch of data value types. Can it be hijacked idk? I just use the base feature that Odin gives me
I guess it's also possible that Lordfirespeed will chime in and point out that I'm being foolish. If that is the case, so be it. I can live with another dependency, especially if the appeal of OdinSerializer is that it's easy for modders to use. Should I ping him? Should someone else?
Ping whoever is awake lol. They usually respond
I feel like I'm already being too much of a bother, so I'll just accept using OdinSerializer. Oh, and thanks for the awesome interior as well as all the config settings for it.
Nah I signed up for pain and suffering by opening this thread so I see what people want (pain refers to bug fixing, feature adding, fluff reduction)
I use OdinSerializet for two functions and that's it. It's really not that necessary
Did you figure this out?
Tonight I will (it is tonight now for me)
Now I finally got to see the error in front of me, I'm both surprised and not surprised at all. I just gotta figure out which mod is the culript.
Its... MoreCompany's fault?
For the nerds interested, I use the PlayerController's Awake() function to create the colored lights. I use Awake cause it should only ever be called once. And somehow MoreCompany used a technique that would make it be called twice.
This is the 2nd time More Company has done unspeakable things to my ass
Woaw
Your poor ass
For real
what exactly did it do to call awake a second time?
not sure if it would be relevant to any of my mods, but it does sound a bit concerning
It creates extra players but duplicating the last Player gameobject
As such, every player past the base game's 4 players gets two Awake/Start/OnEnable() functions
wait, does instantiating from an existing object do that??
Yuh
I have the boring logs to prove but
Flashlight Index 0. Count: 2
0: flashlight
1: bbBulbLight
2: laserLight
Created helmet light for scarlet flashlight at index 3
Flashlight Index 1. Count: 3
0: flashlight
1: bbBulbLight
2: laserLight
3: scarletlight0
Created helmet light for scarlet flashlight at index 4
Did you know there are three lights on each player, now you know
Well, I just add two on top of it, nothing crazy
oh yeah, I've seen em while I was working on body cams
Until
but I wonder what the stack trace for those two calls is? Awake() should be called where the object is instantiated
[Info :MoreCompany] ResizePlayerCache: 7
[Info :MoreCompany] Resizing player cache from 4 to 7 with difference of 3
Flashlight Index 0. Count: 8
0: flashlight
1: bbBulbLight
2: laserLight
3: scarletlight0
4: scarletlight1
Created helmet light for scarlet flashlight at index 5
Flashlight Index 1. Count: 9
0: flashlight
1: bbBulbLight
2: laserLight
3: scarletlight0
4: scarletlight1
5: scarletlight0
Created helmet light for scarlet flashlight at index 6
calling awake() upon instantiating an object seems like it would break a lot of assumptions
It resizes the player count, by just instantiating (copying) an already instantiated player, which means that Awake() is effeciently called twice on these players.
Awake() and Start() is always called on a freshly made monobehaviour script, no matter how it was created
ohhh wait I think I get your point now
- original 4 players awake(), instantiate their flashlights
- expanded lobby code runs, duplicates one of the 4 players with existing flashlights
- awake() is called on the duplicated players, creating more flashlights
yuh
I got the impression that the Awake() was being called twice after Instantiate()
but that may have been me misreading something
Well ya you right. My wording isn't the clearest
Well, I just gotta add some extra checks now
And more fallbacks!
the most foolproof way would be to make a component that spawns those
that way you can only add them once
You can fall back, I promise I'll catch you :p
makes it easier to get a reference to the instance of a flashlight's light for each player too, I would presume
yo lads i know this is extreamly unrelated but anyone know any mods for a monster hunting pack
Nopez
Do you mean to create a component on the playerController, and I use that to create the flashlights and to also reference whether or not it's been created/called?
yeah pretty much, but since you can only have one of a component, you don't even have to check whether it's been created
Ya your right, that's a whole bunch smarter actually
if you do
__instance.AddComponent<ColoredFlashlights>() from Awake(), it'll only create one instance of the component on that
but there's no need to check that unless some other mod interferes
if you add the component in Awake() and never remove it, there will always be one instance of the component on all players
AddComponent<> doesn't check if the same component already exists I'm pretty sure. You can have duplicate Components on the same gameobject even if it isn't the most recommended thing in the world to do
I know I use duplicate box colliders every so often on the same gameobject
Maybe it's [DisallowMultipleComponentAttribute] you are thinking about? I can see that prevent component duplication.
But you have to specify that a component can't be duplicated. Not the other way around
At least, I'm like 95% sure I can't say for 100% sure
I wasn't aware of that attribute actually
I suppose had I seen that before I would've known it does allow duplicates lol
Unity documentation likes to omit very important details pretty often unfortunately
tbf, I rarely ever use that attribute
I just inheritely know that I shouldn't add duplicate scripts in 99% of cases
same
but GetComponent is cheap, nothing to worry
@shut lake @meager acorn @silver hare @strange umbra Fixed the flashlight bug. While I said earlier it was a buggy interaction with MoreCompany, considering Aeniema was using AC, it may just be a weird interaction with how lobby player increase mods work. Nerd shit aside, it's been fixed. The fix will be out in a bit.
🥳
Alright for real this will be the last patch for v1.2. Considering how much work is ahead of me for v1.3 (especially with two level loaders now), it will be a fat minute until then.
Like, how are you supposed to find these bugs in the first place
Who has literally 4 friends on standby to find these bugs before pushing them out
Friend advantage too strong
I did check if I could just use Unity's in-built JSON thingy but maybe I'm doing something wrong, but it just refuses to serialize my data classes
I can try again later, but if I can't serialize my data classes, then it just ain't gonna work
Here to make a bug report: friends too OP. Pls nerf the rate in which others obtain friends to level the playing field.
(but really, solid work on updating this even more - even after ye wanna take a step back for a tad bit 😅 )
i only got like 15 days until I become completely and utterly busy
So I'm making those days count until then
and only when you're 2 days into super-busy: "DEV, SUPER GAMEBREAKING BUG~"
... - w-
I dont typically leave in super gamebreaking, computer destructing, balls shattering bugs that take days to fix
i say that but the flashlight one and the painting was one of those
but i realized the issue, it was fixed quickly
Rude, i never asked for the balls shattering bugs to be fixed
but the rest, understandable 👍
thats it
demonic paintings now have a 10% of spawning in a already pissed up jester
😭
actually that would be creepy
to spawn in a jester that forces to start winding up immediately
oh you didn't notice?
i haven't played in like... many days... due to the nuclear fallout of what happened in the server XD
may God pray upon you when it happens, wink wink
I guess I could also set like.... ... I guess like I could still balance interior generation rates 'n such.... even if the pack can't be played... till replacement mods come out of the woodwork... (hopefully)
what chu on about
o- o
As in I could still balance interior generation rates by simulating with LLL
I haven't truly gone in to type "simulate" and every single different moon to make it feel right
I sort of expected every moon to have more-or-less same weight distribution by default
Awesome, thanks for your hard work. I was going to try testing it out, but if the bug requires 5+ people on, that's going to take up some time I don't think anyone else will want to use lol. Will just have to see what happens when it comes up.
i know someone has a google sheets thing that automatically "simulates" for you on the fly
Oh don't worry about, I believe you were using MoreCompany right? The bug happens when the lobby size is 5+
Yeah, I'd have to update the pack and convince all the guys to go running around looking for the flashlight shit so we can do some testing and I don't think that'll sound very appealing sadly
Oh you fine. Like I said it's only when the lobby size is 5+, not actual player size, just when the lobby has been decided to be 5 players max
Or its better to say that it used to happen. It shouldn't happen again, and if bugs arise again I put a killswitch for the colored flashlight to act like a normal one
That specifically and only that? kind of weird but alright, i'll take your word for it
good idea though
The bug was just unexpected code/mod interaction. Which is why it sounds so weird
Yeah, you have a point there
btw yall can enjoy this wip image (minutes before a bracken snapped my neck during testing)
(he cannot the roman numerals)
semi unrelated but my lord would a bloodborne esque dungeon go hard
That's awesome
I heard this isnt working with AC, is there any reason why
that would go crazy
likely a bug with AC's fork of LLL
It's really a case of, I need to add more code to AC for a recent feature I added, but it was in the middle of the AC/LLL thingy, and I heard another feature wasn't working with AC already, and how does AC work exactly with LLL now, etc. There were too many problems at the same time so I just said f' it. I'll disable the AC features, say it probably doesn't work so people don't play it and get a buggy experienc. But in a week's time, I'll do it again all correct and right once everything settles down.
Since these last updates don't have any real new features, just housekeeping stuff and bug fixing, yall wouldn't lose much anyway (except maybe the bug fixing)
But all that housekeeping stuff is done now and the AC's LLL code looks calmed down now too, I can go back and get it all working
I do estimate that it will be 3-4 days until v1.3, which will have two new dungeon door features (one fun, one pain), and AC/LLL compatiblity working. I do apologize for the wait.
@covert tartan I hope that makes sense
I think JSON only works on objects, not classes, which is what makes it more secure than a (de)serializer that supports classes. You can serialize an instance of a class, but it won't retain any of its classiness in JSON form, though Unity's JsonUtility allows you to specify a class on the deserialization end. That said, I also think JSON is slower than binary serializers. The option that's both fast and secure is probably DataContractSerializer, which is what Owen3H's CSync uses. Incidentally, maybe you were doing everything correctly with JsonUtility but the reason it wasn't working is that you're hitting the bug fixed by the FixPluginTypesSerialization mod. But I dunno. 🤷♀️ Whatever the case, I don't think worrying about this is a priority. I'd rather see 1.3 released with AC compatibility. 🙂
Objects/classes I use them interchangeably even though I know they are not. What matters though is Odin works and it's safer
My friend (Loud)
https://medal.tv/games/lethal-company/clips/1Y5IeJw_Lynl1T/d1337EmPbqhk?invite=cr-MSxrUEQsNDg4NTQ5Nyw
Watch Guys i fcked up!!! (insane play) and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Was funnier because he was using a Marisa skin
Truly a moment
only take it if you really have nothing to do
i had a friend with me and we took both sakuya's and remilia's
sakuya being in basement, and was lucky remilia was near fire exit
yeahhh, i mean its like apparatus
you typically wanna get it last
Doesn't the black mist on the doorways get removed after a couple of seconds?
Also your friend got lucky that it was a Nutcracker. For my case, a winding Jester spawned and I was a bit far from the Main Entrance. Good thing I stumbled upon a familiar area and managed to blitz to the main entrance with a popped Jester just an inch away from me before I got out. Truly one of the scariest LC Modded experience I've had
Yes
He didnt know tho, hence his panic
Thats proly the worst outcome, i think
actually, that reminds me
Perhaps you could add a config option to list the names of entities to spawn from taking the paintings?
(Could go one step further and let people specifiy weights like how you would with the interior spawn chances on different moons but thats not neccesary)
That would then mean we could add custom enemies to be able to spawn
I'd love it where taking the painting could spawn a herobrine or a Shy Guy
@tranquil frigate
Or along a similar vein, is it possible to have coilheads not spawn on the map, only the knights? They do the same thing so I'd rather have just the knights since they're more thematic.
o, that too
I havent seen a normal coilhead on the scarlet mansion tho tbf
only the knights
i have
coilheads can spawn, knights are coilheads but reskinned
i think it could be a slight conflict tho possibly
since i have the scp 173 one
only seen one actual coilhead spawn and knights are common
I've seen normal coils
i am positive the scp173 is only the chance for scp 173
and doesnt play around with coilhead chances
so it should be too much of a conflict and if it does, nothing should happen since a override should happen?
Ah
oh 4 out of 5 times i took the painting btw
3 knights, 1 coilhead
the last one being a thumper
Yeah I think the times I've seen coilheads has been from paintings
Not sure if it was all of them
I have had 2 mimics, my friend had the nutcracker and thats all i can remember
yea that my only encounter
mimic would be bad if no shovel and friend
yeah
i mean you can duke them, its not the end of the world but yeah
the issue with them is they can go outside
true, tho i have lethalescape on
For me the main issue is the fact you dont get the body back
Ya it's not a hard feature to add, but I will have to add it after v1.3.0 if ya don't mind.
The painting enemies are spawned from a random list of approved enemies, if that enemy can spawn from that moon
And it doesn't account for any spawn weight, so technically all enemies are equally weighted
As such, when I add those configs, it will just be editing a string of the enemies that can spawn and kill you, along with their weights if you want to edit that.
Does that include modded enemies
it can include modded enemies, it just compares the enemy's internal name
|| "knight","crawler", "nutcracker", "springman","maskedplayerenemy", "jester" || the current enemy list. the config will just be you expanding this to your heart's content
My friends are evil and wanna set his charge-up time to 0
That combined with him spawning here would be awful lol
ye thats fine, that will be awesome!
By the way
Do the knights still spawn if coilhead rarity is set to 0?
And is there a way to make ALL spawned coilheads into knights instead?
No as it's not an interaction I expected to happen. They will spawn at a low 10 rarity if coil-heads don't exist on the moon, but the same isn't true if the coil-heads rarity is 0 (they just steal rarity)
There is no way rn, but it will be added for v1.3.1
wheres the config file?
yeah, not showing on the config folder tho
Two things. One make sure you run the game first with my mod. Two, I use three different names (Alice [Thunderstore], ImoutoSama [Mod], LadyRaphtalia [Discord]) and the mod name in code isn't the even the full name of the mod in Thunderstore (ScarletDevilMansion vs ScarletMansion).
So I don't blame you for it being hard to find
@tranquil frigate Just leaving this idea here.
https://thunderstore.io/c/lethal-company/p/Catalyss/FlandreGhostGirl/
I have yet to see the ghost girl in SDM so if you have already done something like this. Oooopsy. 😛
I so want to add her
I keep promising her
But the person I asked to help me get the original Flandre model from my prev games, so she can be renderered properly in LC is just too busy.
And while I'm half decent in programming I think
I am such dogwater when it comes to shaders
interesting
She will drag you to her basement and make you play her stage 👍
Hey there, there appears to be some kind of error when Lethal Things and ScarletDevilMansion are installed: #1178456016254414878 message
a setting to disable the knights or reduce their spawn chance would be nice
We had a similar issue error with Lethal in the past, if you post your full mod list I can see where it went all wrong
Sure, here's the profile as a code: 018dfd8b-4a87-27eb-0057-f8590a580f60
Here's the modlist: https://pastebin.com/r2nS8CJ2
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
But I must say that my first impression is that my mod can't be causing the bug. But at this point who knows
Ty
I'm not sure where the bug is coming from tbh but I just brought it up to both involved mod authors since it doesn't happen if SDM is disabled
Not sure if there's any actual consequences to the error though
lmao
So let me just ask
oh sorry you see my stupid abc shit
i screenshotted too fast
(Updated the ss)
Does SDM have some weird interactions with CullFactory when I turn this on
I didn't see nothing so all good
Uhh I'm not too sure, this is probably more of a @timid surge question. My dungeon is close to a vanilla dungeon so if it works for vanilla it should work with those settings
@weak stag @cloud adder btw btw, i forgot to ask. I would love to have your feedback on the recent dungeon generation (if you were playing after v1.2.10).
My gamer friends are too busy being gamers for other games so I can't test my own dungeon atm
Whats the main differences?
I played recently and i didnt feel much difference, not that thats bad at all
I noticed like, there was more rooms nestled together in like a grid-shape rather longer branching paths? but that could have just been that specific generation idk
The main changes I made recently is fixing the scrap spawn to be better spread out (and not spawn primarily in the upper floors), and making the dungeon a bit more smaller
The grid-shape makes more sense, I decreased the hallway tiles spawn chance in general (especially for branching paths), but I'm not sure how that feels fun/gameplay wise yet
ooo interesting, i'll be sure to try today
I will wait with anticipation. 😄
@tranquil frigate Searching for a nutcracker and he blasted me through a wall, or door? Anyways he was cheatin
Nutcrackers are able to do this too on Vanilla mansion doors.
there should be a fix for this maybe?
I think this was a good idea, it felt kind of easy to get lost with so many hallways, especially when they're dark. As for the scrap though, it seems really hard to find sometimes on default settings. I had originally turned scrap spawn rate up a bit, but when you came out with the presets I decided to try out the new default just to see what that was like in hopes things had improved. The dungeon layout seemed less confusing but there'd be several times where I'd run all the way to the end of paths and find nothing. Maybe that's how it's supposed to be, I don't know.
Unfortunately the doors, even in the base game, are nothing but fake.
You can also see this happen with coilheads, it's strange. I can see what I can do but I do warn you that it may be impossible within the scope of my mod
That's a bit of shame. I know from my own recent testing the scarp distribution seemed better, but perhaps it's still a bit strange.
Had one player in party desync when the map was SDM. He had facility layout while everyone else had SDM. He would just fall through the world of the facility out of bounds, get teleported back to the entrance, and repeat.
Was able to teleport him back so he was a loot runner that day but still unfortunate.
I know base game scrap distribution can be equally dog sometimes too so I don't know if its a LC problem or my dungeon problem, but I'll see what things I could modify to improve it a bit.
I hear that problem ever so often. I believe it's a particularly mod in fault, don't know which but you can try asking here https://discord.com/channels/1168655651455639582/1193461151636398080
https://discord.com/channels/1168655651455639582/1204994881161007155
I don't know which one is the "correct" thread but they should know
Thanks I'll try asking
i have to no idea what im doing with graphs
I checked the distance that scrap would spawn in Experimentation. It looks like 60% of all loot spawns within 60 distance from the entrance, which I believe is about the same distance as two mayors back to back.
And go figure, most scrap spawns in the middle, center floors
But I know for a fact that regular dungeon scrap like to spawn at the entrance too, to which my map does very rarely
its done by getcomponentsoftype which sorts through the scene in order
so if the main entrance is the first thing made the randomscrapspawns in that room will be the first in that list
i think
let me see
you could probably normalize it abit by sorting that list by distance and using a function or two if you catch my drift
randomScrapSpawn = list4[this.AnomalyRandom.Next(0, list4.Count)];
this function implies that the scrap spawns are still chosen at random
what I believe the issue is, the tiles that connect after the mayor are always hallways (which have a low chance for loot), then it has a chance 50/50 chance of connecting that hallway tile with another hallway tile (again low chance for loot) or room tile (high chance for loot). It takes a while to even reach a room that will spawn high amounts of loot.
I also had to reduce the spawn range for each scrap spawn, since if I don't, the randomly chosen position loves to connect to the upper floors and all the scrap will spawn there. The scrap spawn for base game LC has a huge spawn range, which is why you will see scrap randomly in hallways.
So when we combine all this, scrap is gonna naturally spawn further away from the entrance, which is a huge contrast to base game LC.
And it creates the feeling of little loot
I'm not entirely sure how I can address this without changing the whole dungeon at its core, but I'll be thinking about it. I know I can encourage scrap to spawn closer to the entrance, so I may start there.
These will be changes I will try for v1.3.1, I know I promised something else that update but I'll do that as well
Yeah I've been able to see coilheads and brackens through doors before, but my understanding was that bullets were blocked, I recall Zeekers making it so turrets no longer shoot through them if you're hiding behind one 👀
i would have to see what turrets do differently than the shotgun
my doors are exactly (basically anyway) the same as the base game doors, so i carry over any base game bugs
@uncut geyser yuh, the turret and shotgun work completely differently. the shotgun ignores the InteractObject layer (how you interact duhh) and the door collider is actually just one InteractObject collider blocking you
If I were to guess, it's so enemies can see though doors to get you, it just has the unfortunate side effect with the shotgun being able to shoot through doors
That makes me wonder if the mod to make the shotgun fire pellets fixes that
It's difficult to say. The bug is deep enough to be annoying to fix
I will remedy it on my end by not fixing it all, and instead having the door being blast opened
doors are soon to become a suggestion
for both sides (shovel not yet implemented)
wtf
i can jumpscare my crew now
but does the shotgun shoot went past the destroyed door ?
it works the exact same way as vanilla, so yes
the shotgun just has code now to destroy my doors specifically
cool
if only the knight would stop the funi step sound while breaking doors, but i guess at that point u gonna be far away enough to not hear it
is it just the knight or other mob can do that too ?
the coil head is the same thing
hell both the coil head and knight can techinically break doors even when they are staying still
can even locked doors break or would that be OP?
All doors can break. Locked doors instead break 50% slower (though I could adjust this).
a config for that def would be great
How can I not say the funny c word
Yuh, I know a few mods like using locked doors as the ultimate enemy prank tool. So I'm trying to accomindate that a bit
Ill add the shovel interaction tomorrow, and fix the AC mod integration.
Maybe a day or two the update comes out, depends on the moon's orientation
I actually like that locked doors can be bypassed with a shovel, gives SDM more mechanical uniqueness
to add on to this, every time you break a door. remilia gets more angry
so like a event, it becomes more tough
oh- my- fucking- god .... XD .... That is so evil and cool.
make this configurable
all in due time. However, I must make you guys try out the feature (to catch bugs and see if its even fun), before I give you the option to disable it.
i also mean how much damage before it breaks and whatnot is what i mean
Oh I should had worded that better
The multiplier speed that locked doors break would be able to be set to 0, meaning that locked doors don't break open and its becomes the vanilla feature where locked doors are impassible by monsters.
The regular speed for doors to break open in general? I suppose I can expose that too
yea, the regular and locked doors settings would be nice to have
The vanilla mansion can spawn loot in the entrance foyer, but I've never seen SDM spawn loot in the entrance foyer (even after numerous tests with insane loot multipliers just to be sure). Changing that could help the loot distribution. I'd also suggest allowing a bit of loot to spawn in the garden when it returns, since vanilla fire exits are sometimes attached directly to loot rooms. With zero chance for loot, the garden, cool as it may be, is just a big huge room of nothing to trudge through, and this makes entering by the fire exit less attractive if you know or suspect an SDM interior.
Incidentally, speaking of the entrance foyer, can the chandelier light be brightened up and made yellowish like other mansion light sources? It's really dim right now (SDM as a whole feels a lot dimmer than other interiors, and not just in terms of light distribution but also, I dunno, the albedo of the surface materials?), and the vanilla standard is for entrances to be very bright so they're recognizable from a distance.
Valid points that I never considered. I'll add these changes for v1.3.1
But ya this, and loading issue reasons, is why I removed the garden tile. It was added back when I just adding tiles to construct the feel of the dungeon.
Oh and thanks for the write up, two heads better than one
I really liked the look of the garden tile, though I'm still not sure how the interior copes with moons like March that have multiple fire exits. I did test a few times and got a few of those "entrance blocked" messages, but that could have been mod incompatibilities, and I didn't test it extensively. The garden was removed before I had much of a chance to play with it.
Oh that's cause the garden's existence forced a single exit door. I was never planning to extend my dungeon past the snow maps until it happened. So I reverted back to normal fire exits (though I need better visuals for the exits)
I may consider the original garden tile as an alternative entrance tile, but I'll consider it later
Fair enough. And you may choose to stick with that decision and that's fine. A mansion doesn't belong on March anyway, in my opinion (it's the only vanilla moon with a 0% mansion chance). However, keep in mind that multiple fire exits is exceedingly common for modded moons. I have several of them and I don't think a single one of them has only one fire exit. And I love putting SDM on some of them...
Yuh custom moons love multiple fire exits. It's also the reason I just had to have normal fire exits
Better in the long run
Making the garden a possible room for one fire exit could solve that problem and also ward away the dungeon generation stall if it has trouble placing the garden: then it can just not place it.
I believe it's better to rework the garden tile when i re-add it. I gave it multiple doorways back when I was crazy with the multiple branching paths
I had to cut down on it to keep the dungeon' size down
So if it's gonna have multiple doorways, well aint that just the entrance tiles?
Or make the garden tiles much smaller and act as an alternative looking hallway path
Another thing to consider if the regular fire exits stick around is their appearance. Being a pitch-black rectangle in the darkest interior leads to me often losing track of a fire exit within 15 seconds of entering by one. Then I stumble around trying to find it again. I don't think it would be too jarring to just use the vanilla red exits with the red lights above them. The vanilla mansion does it and it's fine. It would also make SDM compatible with mimics (unless it somehow is already and they just appear black?).
Ya that's my point earlier with the fire exit textures/visuals being bad
I still don't want to resort to copying the og fire exits just yet. But I can add a feature where the mimics mod can copy the og fire exits just for that mod compatibility
Like a config setting to use the OG fire exits in SDM, so that Mimics are indistinguishable? That'd be cool.
It'll be 1.3.2 feature, or really any version past that one
Shovel added, AC integration works. I was too worried by apologies AC bois.
I gotta test out the netcode before I release the patch
maybe add a lil force to the debris
it does! but i think its getting stuck on each other so the forces cancel out
im missing some advanced TRS math to get it right, if that sounds like nonsense because it is nonsense to me too
Hey, I dont know if this is normal or not but im getting funky errors in my console and I just wanna make sure things are alright
Here's my entire log
AC? Use 1.2.10 until LadyRaphtalia readds AC compatiblity code (i heard that's coming in 1.3.0 iirc)
I'm looking to get the update out tonight (my tonight in 8 hours or so), which will have the AC compatibility code
Any way you could make the upgraded flashlights work with reserved flashlight slot? The laser pointer works in the slot so I don't know if it's as simple as a tag or something on the item
I wanted to too, but I immediately threw up my hands when I saw the code.
Not that the code was bad
But there was a lot of moving parts and I didn't want to deal with it
I think the dev is here? So I'll try giving them an ask for an ez solution
That's disappointing, it's not as easy as internally marking your flashlight as a flashlight?
It's by FlipMods, but I couldn't find anything here
Ahh they may been the peeps with the separate discord
thats a rip
I'll try giving them an ask later but that mod compatibility isn't a priority sorry to say
I figured as much, was hoping it wasn't a complicated thing to implement
v1.3.0 update is out. Features destructible doors and AC compatibility
Next few updates will be dungeon fixing/tuning and mod compatibility fixes
Then mostly new tiles from there
Actually would make for a good detail if the vanilla mansion doors were destructible, considering they appear to be wood-like and all that . < .
Oh do you mean like my mod should add that feature or you just saying that as a wishful thought?
Just saying it as a sort of wishful thought for some other mod
seamless dungeon looks to offer some amazing features in this vein
maybe talk to him since he's handling door stuff already
another cool one is for the bracken to have a new phase 0 where he camps the doors and follows the players in to pick them off.
and yeah it'd make more sense if the monsters broke doors down instead of opening them except for the masked
spiders shouldn't be able to open doors period they just have nubs and they dont have the shape to rotate a fixed object lol
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ScarletMansion.GamePatch.DoorLockPatch.OnTriggerStayPatch (DoorLock& __instance, UnityEngine.Collider other) (at C:/Users/Jose Garcia/Desktop/LethalCompany Modding/ScarletMansion/ScarletMansion/GamePatch/DoorLockPatch.cs:27)
(wrapper dynamic-method) DoorLock.DMDDoorLock::OnTriggerStay(DoorLock,UnityEngine.Collider)
thanks
WHOOPS
i have a 70mb logoutput. 99% come from this
not their fault
i made a bad oopsie
hotfix be out in a fat second
pushed the hotfix, my apologies @frozen nacelle
I'm glad you brought a fun dungeon. Thank you for repairing it in a timely manner
👏
🫡
While I have these last 9 days before the updates become unpredictable, besides the changes (loot, increasing the brightness a bit) I'll be making today, what are some things yall would like prioritized
Btw, the flashlight modders were in this discord (I'm blind). They said that they will give me ez integration code when they get the time.
I'm hyped, I'm glad it should be easy
I'd like the config option to use the vanilla red fire exits with the red lights. Both to make it easier to find them and also to make it compatible with the Mimics mod. I have no idea how involved that'd be, but I'm hoping it's straightforward.
Should be ez
A few suggestions of things to add:
- I think someone might've mentioned it before, but the option to disable coilheads and just have the knights (to keep the theming) would be good, unless you plan to make that a permanent thing.
- The ability to customize the door breaking – enable/disable and if it can be done with shovels. Shovels might be seen as an overly easy way to get through locked doors. It’d also be good to make clear what enemies can break doors (and possibly make that customizable) as well.
- The ability to customize what enemies can spawn when you take one of the demonic paintings and the spawn chances. As funny as the possibility of an angered jester spawning is, I think it’s a bit too evil. If it can somehow be made compatible with FacilityMeltdown that’d be convenient, but if not I understand.
- The ability to customize the spawn chance of the decoration crystals. It’s possible people with mods that add new types of scrap (like myself) may need to increase the weight of them appearing to reliably find them. I’m pretty sure this is the case since, as far as I can remember, my group has only been able to find them once out of our handful of playthroughs.
Those are all good suggestions. I'm all for more config options. Even though I personally would prefer to leave shovel bashing doors enabled. Mansions (including SDM) spawn more doorframes that seem to be more likely to contain doors, which means more chance of locked doors. By contrast, most facility interiors are like 60% tunnel maze by volume, which means 60% less chance of locked doors. This is why the key spawns on facility feel fair, but key spawns in mansions always seem far too stingy. I feel like being able to break down the doors is a fair tradeoff, and I wish there was a mod that added it to vanilla mansions.
I haven't seen an already angry jester, though an already-cranking jester would be straightforward. I wonder which one it can actually spawn? My rule for grabbing a painting is the same as my rule for grabbing an apparatus: "have I memorized the shortest path to an exit?" If the answer is yes, then a cranking jester won't catch me. If the answer is no, then I'm not grabbing it anyway. An angry jester from painting is likely instadeath for the same reason I feel a thumper from painting is kinda unfair unless you have a shovel: the shadowy door barriers stick around too long. I've had enough time for the thumper to charge at me three times and the doors were still blocked, leading to my death. In a small space, it becomes impossible to maintain the cadence of dodging a thumper with no room for it to accelerate.
All good suggestions, and easy to add configs for. FacilityMeltdown integration may or may not be easy, I'll have to ask the dev and see what they say. Worst case they give me a function to call from which is still easy
The barriers open exactly when the enemy spawns, and they spawn facing you to forcefully start a chase. If I made the barriers open faster, the spawned enemies would never be able to start a chase.
If the doors didn't open when the thumper spawned, then that's a horrid bug. Please let me know when it happens again
I figured that's what they're supposed to do, but I can guarantee I died inside a barrier-locked room. Maybe a mod incompatibility?
That's my guess, I even added like 30 fail safes so the gates always reopen
I assume the bug was recent? If so link me your mod list so I can find out why
I intended the bedroom to start trouble for you, not for it to kill you straightup lol
I haven't managed to play with my group recently, so it happened on SDM 1.2.8. For all I know it's already fixed. And I do think it only happened the one time. I was confused because I thought I remembered it opening instantly on a preceding run.
Ohh maybe it's an old bug then, I did have a patch to fix it
If it happens again though, i need you to yell at me and to get the mods to yell at me
And also post the logs
Incidentally, is there a reason why you condensed the changelog? I remember there being specific version notes for each version, including one version that removed AC compatibility (I don't remember which version it was, and the changelog no longer says).
Just realized it doesn't exactly make sense for one of the paintings to cause a meltdown since they're not like an apparatus whatsoever lmao, but I suppose you can just use your imagination. Maybe you could have some unique event/voiceline for it, though that may work better as a separate mod.
Oh it's just to shrink the changelog to the important, relevant bits between major versions. You make a lot of small tweaks between the small updates that can just condensed into one single line
Your weight has went from 10 to 25. Hopefuly I spot it a bit more on random moons :3
It will most likely be calling the meltdown after the walls come down. It doesn't need a lore reason as it's just for the bros who want it
Why not 99999 😠
Mods
CUZ
Destroy this dude
None of them are listening, you live for now
Don't mind me, writing a list of what I'll be doing in a public place so I can be accountable:
Another adjustment of the scrap spawn, primarily so scrap spawns near the entrance
Knight/Coil-head config
Deco-crystal config
Breakable door config (shovel, shotgun, enemy dmg multiplier for locked doors)
Fix pivot of breakable door pieces
Bedroom event enemy config
Fire exits config
Brighten up lights a bit (especially mayor)
Better lighting actually (with a pro nearby)
Fix door map radar size
Painting price config
Add shoulder flashlight spot
Fix lighting with the two 24x24 library tiles
Fix weird ass FlashlightDim bug
Whatever the heck happened to JDS bug
Fix LethalResance bug
Wall placeable paintings
Grabblable portraits
Mod combability:
ReserveYourFlashlight (I wonder if I could hack a fix)
FacilityMeltdown
<@&1173795317469159444> pin dis plz i would love you
based
fuck kittenji beat me
The mod was called ReservedFlashlightSlot not ReserveYourFlashlight, unless you're talking about another mod😅
Yw
I just searched for ReserveYourFlashlight on thunderstore yep
Pushed the update with some of the configs that were asked for. Also item (and turret) spawns for the mayor room
is there new config stuff
see the list above for the things I added. Ima work down that list while adding a few more polished rooms (next the library)
Pretty much everything seems to be working okay with the latest update, however when our group tested the new flashlight once again it does work now but still doesn't go into the reserved slot. So yeah, thankfully it doesn't seem to break anything now, though it still isn't 100% compatible. There were 3 of us this time rather than 5 so I don't think it'd be a similar error to last time. Here's the code: 018e1659-b300-2536-aef3-5a7bf35dd2f3 I'll also take this opportunity to say inverse teleporting in and not having a clue how to find the way out is an absolute nightmare and has resulted in us all getting lost and dying more than once, not sure if there'd be some way to build in a way for experienced players to find their way back to main like regular mansion has (hints/things to look for, for example how doors opening outward typically means main is that way) because that'd be a real lifesaver.
First issue with the flashlights, that's expected. I'm waiting on code from ReserveFlashlight so I easily add the compatibility on my end.
Second issue, skill issue
But for real, I'm down to create hints, just still lost on how to exactly without it being extremely obvious
I was going to make the floor textures be based on the floor of the dungeon, so you can somewhat know if you need to go up or down
I wanted cabinets and dressers to open as it's a clear marker for what you walked past, but then I would have to put loot in there and that sounds really annoying for the player to open every single one
I may turn the table portraits into items so players can grab it and leave it as markers, and bring it to the ship (they have no value though)
And I'll be adding a few new fun props everywhere, to which I can give them subtle hints for map navigation as well
Oh and the door opening inwards/outwards pointing towards the entrance may already be a thing. Which is the world's biggest hint
I just now tested and the doors DO seem to consistently open toward the main entrance just like vanilla mansions. Which is good. Though I can't exclude the possibility of some edge case I didn't see.
This will only work for the doors of a room's doorway. There are a few doors that are inside the room that won't follow the above
But I think overtime you will get an idea on what those doors are, and to ignore them
If you mean there are tiles that are subdivided into smaller rooms, then perhaps it would be possible to make those internal doors point toward the main entrance as well, when the tile is placed. That said, tiles that consist of numerous rooms is another contributor to the tendency for modded interiors to be larger than vanilla. For example, I think SCP Dungeon Interior thinks it's generating a vanilla sized facility (in terms of how many tiles it places), but its tiles are typically like twice the size of vanilla tiles, and, well...
Anyway, the changelog says the brightness patch has already happened, but I think it's still quite dim.
Vanilla on left, SDM on right. The big issue seems to be that the darkness itself seems to more aggressively eat into the light. Notice how in vanilla the light reaches far and fades out gracefully, but in SDM it barely reaches at all before suddenly stopping at a hard edge to pitch blackness. This connects to another thing that I had trouble capturing with screenshots, which is that the vanilla mansion is navigable without a flashlight just from the default player radius light, but SDM kinda isn't, because it feels like the default player radius light doesn't reach as far or illuminate as much. It's hard to judge the color of a monochrome interior in the dark, but while I intuitively imagine it to be white or light gray, I can't help but think it's actually a very dark gray?
It's also possible there's a postprocess filter situation I'm unaware of. For example, even the parts of the vanilla screenshot that are nominally pitch black like parts of the bookcases are still a much brighter shade of gray than the pitch black in the SDM screenshots. Likewise, I find that monsters and scrap are less well illuminated in Scarlet Devil Mansion.
As I sent the message about a postprocess filter, and I began to think about what else this situation resembles, I suddenly thought I might have made a very silly mistake. What this resembles is how some modded moons have postprocess effects like the bloom on Maritopia and EchoReach which accidentally also make their interiors brighter. So what if it's the moons? Well I'm only using vanilla moons for this testing. I've been forcing SDM on Assurance so it's fast to test, and I was testing the vanilla mansion on Dine because I can get to its entrance very quickly. Having them on different moons lets me visit both in the same session without restarting. But what if Dine and Assurance have different interior brightnesses somehow? Well I just forced SDM on Dine and the screenshot is identical, so much so that it's almost pointless to post it. So it's not the moons.
It just occurred to me that I was wearing a headlamp in the vanilla mansion screenshots. It wasn't actually turned on, but I guess that's hard to tell from the screenshots, so it's still suspicious. Here's a fresh screenshot of the vanilla mansion on Dine with no light source in my inventory.
I'm a complete dumbass when it comes to lighting so like a monkey on a typewriter, I've been throwing my shit at the typewriter in hopes that the lighting will look right.
I can spend another day with lighting, probably with someone who understands it, and see if I can get something better
Maybe it'd be possible to mark the hallways that lead to main in some way, like a slight change in the flooring, furniture, or lighting fixtures? Maybe some people would think that's too obvious, but I suppose the subtlety could always be adjusted.
I think fire exit and main should be visible on monitor
They are, they just pitifully small. I'll make them bigger
in fairness lighting is hard as hell and dungeons are probably the worst for iteration workflow time
I don't know what to make of this specifically. Is this a conflict, does the snare flea turn into a knight when the dungeon is generated, or is it neither of this? . ,.
its neither of that
my knight has special loading rules since its not tied onto any moon, it only spawns when my dungeon loads
dont know what would happen if you do whatever you doing
I is usin' LethalQuantities to control enemy power levels, modify moons, etc
I just assumed Knight would be its own thing
but does knight's loading latch onto centipede somehow?
or is it somewhat attached to something - so thus I shouldn't fear for how this is called Knight(Centipede) o -o
I have no idea why it latched onto the centipede, they are not related at all
should I then take this to the quantities dev to see if something is being picked up incorrectly . ,.?
You can try. You should also mention that while I do load in the Enemy using LethalLib, it's not tied to any moon and it's directly injected into the moon's enemy list when my dungeon loads.
Also this bit of code one sec
I should also show this here I guess
One has in parenthesis (Centipede), and one has (Knight).
their IDs when moused over are correct
so I'mma 99% assume nothing wrong will happen
but I'm wondering why Knight latches itself onto Centipede name of sorts o -o
Don't know, maybe you have a mod that names their Centipede a knight or something?
Or it copies the Centipede enemy file, and it only changes the display name to Knight?
the only mod that ... touches Centipedes would either be Mirage doing the mimicking of voices, or Diversity and their change in centipede head-removal o- o
and I suppose the AI mods such as pathfindlagfix and starlancer AI
[Warning:ImoutoSama.ScarletMansion] Player 3 already has Scarlet player script. Skipping
How did this happen
but I don't think those would cause some sort of name conflict
I'll look at in depth in a bit, but you can ignore that issue
OK
var type = ScriptableObject.Instantiate(springItem.enemyType);
type.name = "Knight";
type.enemyPrefab = knight.enemy;
type.enemyName = "Knight";
knight.enemyType = type;
knight.enemy.GetComponentInChildren<KnightVariant>().enemyType = type;
Enemies.RegisterEnemy(type, 0, Levels.LevelTypes.None, knight.terminalNode, knight.terminalKeyword);
you can share that code to the LethalQuantity devs if they ask
I has already given them a message link to in here to read from where I showed ye this o ,o
But I think it's a case of some mod copies the Centipede for their own new enemy and they call in Knight internally or externally
I wonder if I could notice it in the console
ya i looked, it's fine. I will put in a message that says that you should ignore it
That one is awful- lemmie find the better log...
can't see anything in terms of what'd cause some sort of name mixup here.. I'll see if I can force more info out of the mods
The issue seems more with LethalQualities so I recommend bringing it up more with them
Well I wouldn't call it in an issue, but you know what I mean
Yeh, ID's are fine
which ID in this case is the only thing that matters in terms of enemy spawning/handling in the grand scheme of things, right?
all things that mess with enemies will be looking for ID
just an odd bug I've noticed is all o -o
actually the opposite, the enemy id I believe is only used for enemy scanning
the real enemy id that's used for enemy spawning is based on the moons
well that doesn't make me feel good -w-'
I'll... ... save myself the hassle and first force this "Knight(Centipede)" to be guaranteed on all moons to see if it spawns centipede or not
before I try to dabble in the rest of all the data
the name is a little weird, i have to use the scan node instead of the enemyName or type name, since it's the only one which follows the in-game name for the vanilla enemies. i have no clue what's up with the centipede knight scan node though
@tranquil frigate do you have a convenient list of values for each preset? Just asking just in case you happen to have it (I know I can just compare them through LethalConfig however. Just curious if there is a convenient list is all)
I do not. I only have the values that change based off of the default values.
And it's in code form
Ah I see that's fine then! I'll do manual tracking through LethalConfig
no wait what am i doing
give me 5 mins
ignore all that, i can make something easy to read
@hard mirage ~~https://pastebin.com/QjYawaby~~ <- Ignore this
https://pastebin.com/Qr4kzpx6 <- use this, its cleaner
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
It looks like some bad code still exists, but should be more than enough to get an idea
@rigid wasp How knowledgeable are you with lighting? I seem to know what you are doing as opposed to me where I don't.
Scarlet Devil Mansion v1.3(紅魔館)
whats the problem?
I believe/know that my dungeon is aggresively dark. One of my players described it as the darkness is actively trying to eat the light. https://thunderstore.io/c/lethal-company/p/Alice/ScarletDevilMansion/
If you go the Dungeon Layout section and look at the dungeon screenshots, you can see screenshots of the dungeon currently and see what I mean.
My question is mostly, is there something that strikes you immediately to why my dungeon is so dark
I think the Facility dungeon has see-through exterior walls. That could be causing the darkness. I dont know if that would work, but maybe the indirect light can't reach your dungeon
I dont know if that is causing the problem though
I'm not entirely sure it's the see-through exterior walls. Other custom dungeons don't have the same issue as me. And I've seen them same regular exterior walls (as far as I know)
But I would understand the indirect light part. I do remember there was a time where I had it before I placed a ceiling onto of my room tiles
I now from the spacestation map. I would see the facility underneath and it did not have a double sided roof. and its fully lit up if you go inside
Oh if that's what you mean, my roof is only one-sided. I copied it from what facility was doing
oh ok than that is probably not the problem
I would need to check in game again to know if I set up the renderer/layers correctly for the roof tile. But that's it.
This one is what I think is the issue if only because I don't understand it really.
That is the only thing I could think of that could be causing this
I set all my materials to something like 0.2 metal, 0.2 smooth
I don't see why that would cause issues, but I'm asking to know if that would make a difference
i dont think it would. I mean you can try if setting it to 1 changes things
fosho
And you can try if removing the roof entirely would fix it. like for one build remove the roof of the main entrance
ask away
this is how I do the lighting for rooms, area rectangle. but I do get this light bleeding effect. I have noticed that this happens with the base game too, but I ask if this is normal/removable.
Have you messed with the shadow settings. maybe Light Leak Bias changes it or Near Plane
Or try lowering the Fade Distance
I have no yet, but I somehow disabled the shadows to appear on my scene view.
I need to fix that first, one sec
I uhh, think I figured it out
@rigid wasp
the area light's rectange sizex/y is not at all what I thought it meant
oh ok they dont bleed through the wall anymore?
ya, it looks like I was making a light source as big as the whole room
instead of, well, a simple light bulb
may have fixed the lighting, that's step 1 I think
nice
Im exited for the light changes, theyll have a big gameplay and visual impact
I recently noticed how important the bright small spotlights in the vanilla interiors are for the presentation and for how you memorize the layout.
If there was a mapevent that changes the position of the spotlights in the facilities maze I would become totally lost since they act as waypoints. Pulling the apparatus already kindof does this
I like the winding jester, but I think it should only punish the player taking the painting. after it kills one player or after the painting is extracted it should dissapear. The monster could have a ghostly opaque texture to indicate that change.
Im fine with the thumper, or maybe even a braken (requires testing? )
Id be fine with a girl spawning but the room might be too small and idk how the ghost girls AI would handle that. And I assume eventually youll want to reskin the ghost girl to flandre
Glad to see the lighting situation might be improving. I'm not using many modded interiors, but I'd like to clarify that Scarlet Devil Mansion is not the only interior that has this problem or some variation of it. Scoopy's castle dungeon is also extremely dark, though I only just realized that (I hadn't been using it because it generates very oversized interiors and Scoopy is MIA, but right now I'm trying to just use the max size override and limit it to specific moons). There might be other interiors with lighting problems, but I'm not using them. There's a few reasons why practically all of my activity here is in this one thread for SDM, and the primary one is because SDM is my favorite interior.
Upon further testing, I found that the vanilla Facility has the same crushing devouring darkness that SDM does, but it has brighter more reflective wall materials (I guess?), so the player (or a light source) can get further away from them before they totally black out. More importantly, I found that in vanilla Facility, vanilla Mansion, and SCP Dungeon Interior, the black level (the color value of the darkest pixels onscreen) increases when you're near a light source. With some experimentation, this feels like some kind of extended lens flare effect that happens even if the light source is behind you. The lights in SDM do it too, but I think they're just not bright enough for the effect to be substantial. For example, I can get the lens flare to manifest in the SDM foyer by jumping off the mezzanine toward the chandelier. The lens flare becomes noticeable around the peak of the jump. So really the light source just isn't bright enough. There might also be settings that control how far the light "reaches" independent of its "brightness" (depending on the realism of the lighting system being used), but that chandelier light just isn't very bright anyway.
One thing that's worth considering is how shadows work in the vanilla mansion. The vanilla game culls shadows very aggressively for performance, which is why when you first enter a vanilla mansion, the far wall behind the staircase is bright, but then as you move forward it suddenly darkens (with a fade) as the shadows cast from the further chandelier load in. Regarding the earlier mentioned light bleed phenomenon, I expect that distant light sources will bleed through walls because they're too far from the camera for the wall's shadow to render, and there's not much that can be done about that aside from using CullFactory to have fewer unseen lights rendering at all.
In this screenshot, the railing casts two overlapping shadows from the two chandelier light sources.
In this screenshot, I'm slightly further away, so the far chandelier stops creating shadows.
The bookcases, pillars, and staircase in the vanilla Mansion interior cast shadows away from the chandeliers, with the area under the staircase being notably quite dark. By contrast, the chandelier in SDM produces no visible shadows. It does create a kind of ambient glow on the upper parts tough.
Here's a screenshot showing flat lighting on the middle landing and upper mezzanine, as well as no real shadows being cast by the railing (perhaps because the light source is a big rectangular box instead of a point?):
Here's a screenshot showing the light not reaching the entrance door, though some light hits the middle of the ground floor and the upper wall above the entrance door:
Here's a screenshot showing the pillar not casting a shadow from the chandelier (but it does kinda seem to be casting a mis-sized shadow from the candle on the table...):
Here's a screenshot of another pillar with no candle nearby (though it has the same little light seam suggestive of a shadow so it wasn't the candle causing that on the other pillar):
I just noticed the seam in the lighting isn't noticeable in that scaled down jpeg. Here's a high-quality close-up:
Notably in the pillar screenshots, the only light source (aside from the candle) is the player proximity light. It's pitch black around those pillars otherwise, which explains the lack of shadow: the chandelier light simply isn't reaching that area. I'm not sure what the seam in the lighting is, but it's presumably not actually a shadow because the only light is coming from the player.
I do think the surface material properties are also playing a role, so even when you have a light source, the interior reflects it differently. Here's a screenshot of a random catwalk tile lit by a pro flashlight in vanilla Facility:
And here's a screenshot of a random hallway in SDM lit by a pro flashlight (I looked around but couldn't find a straight shot with a door at the end):
Aside from the darkness in SDM being more closed in, even the parts that are lit are washed out. In particular, the reflected lighting is so dim that the lit areas are actually dominated by the overlaid flashlight cone effect, to a distracting degree. I remember watching one video (but I can't find it now, and I tried) where someone was using a flashlight in Scarlet Devil Mansion and they said "it's almost worse with the flashlight on".
I used to feel that way in the garden tile. The flashlight made it harder to see in that tile especially.
I have to agree, though I figured the overwhelming darkness was just a theming choice. If it can be changed so things aren't so pitch-black though, that'd be awesome. I did see that lighting changes are in the works, so I look forward to the changes.
I'll respond to you 3 in an hour or so
But basically yes, I agree, lighting not good
Appreciate the entire write up. You know I always considered the blinding flashlight light of the hallways to be a "feature" but seeing it next to vanilla, ya I should probably cut back on that.
But the lights you see in the room and mayor currently, those are gone. So no longer an issue
I do agree that the jester should probably only kill its target, but it's not on my priority list unfortunately. I do wonder if I can create a ghostly texture of the enemies spawned by my painting event but again not a priority. Cool idea though never thought of it.
I have a different plan for Flandre (not with that little girl mod but with my own flandre model) but I definitely am not gonna make it to implementing her this month. Maybe next month but this mod's development is very unknown next month
The garden was because I gave it a thick fog to hide the fact that the garden tile had nothing of real interest lol. One of the many reasons to why I have to rework it
I'm glad. I hoped the screenshots would be helpful. The vanilla Facility's walls are reflecting more than twice as intensely (average RGB value of 180 in the middle of the cone at least on the higlights, because they're also shinier) than SDM's walls (average RGB value of 80 in the middle of the cone). In fact, even the dark bands between the highlights in the Facility screenshot are brighter than the brightest parts of the SDM screenshot. Hopefully seeing the stark difference will demonstrate the need for a big change, not just a tiny tweak.
@tranquil frigate Gotta say, I can't provide the same feedback as other people but damn, the optimization was noticeable
Game loaded faster, ran faster, before if SDM loaded I could tell, now it's just another interior in terms of load time
Thx. Any feedback is fine, small or large. Doesn't have to be in depth, it can just be game feel (X sucks fat d for example. Y is not as fun as you imagined Mr. Dev plz fix for example)
3 days ago?
Definitely a cool new feature, I use DoorBreach but seeing it be a custom thing on an interior is awesome (if it's not already, some configurability for how many hits would be cool though).
I've been asked about configuration about the doors. It will come relatively(tm) soon
I will try definitely try to add it before my 2 week break
Any chance on the flashlight slot fix before your break?
I will add it as soon as the Reserved modder gets the code in
Even if it releases during my break, I'll try to get it in real quick
Awesome! Can't wait 😄
why should it be fixed? Its not that crazy to imagine a litteral shotgun going trough a door.
The nutcracker still shouldn't be able to see you through the closed door. But I like the idea of shotguns blasting the door to pieces in one shot
true
Could we get an option to change the power level of Knights in the config?
If there a particular reason you'd want to? There are effectively coil-head reskins
I'm not sure how mods that modify the coil-heads' stats would work with my knight, so the knight's may not receive those changes, but I can adjust my mod to allow those mods
I guess I can use LethalQuantities for that
Just found this that was posted a few hours ago, you could have something similar, just a minor design change for either side of the doorframe. It'd be subtle and experienced/observant players would be able to pick up on the meaning. https://youtu.be/oW0tkMYPUzc
Today I just wanted to show you guys how to find your way back to main without the need of doors. This strategy was discovered a while ago but and I think that it is worth making a video about!
My twitch: https://twitch.tv/siniik
Holy god damn shit- that is knowledge
Didn't even pick up on the door aspect, let alone the frame
w o w
I heard it already exists. Its a base game feature due to how the dungeon generation works
I'm kinda guessing that that'll get patched at some point by randomizing the doors' direction
at least I personally would patch it if I was zeekers, maybe they would feel differently
it's part of the game at the moment so I see no problem exploiting it but it's very metagamey
its quite a relatively easy thing to "fix"
but until zeekers changes it, i aint do nuthin
Finished the update with the new approach to lighting.
I'm not the happiest with it, but if I keep staring at the same pixels of varying brightness levels I'm going to go crazy.
I'll do another run of improvements next patch
Also new library room variants (RIP 2nd floor library for just this patch)
the doors don't seem to work like that on SDM, and door frames are symmetrical. so can't really use it here at least from my short test
The door frames are symmetrical but the way that doors open/close, are they consistent with the direction to the entrance?
the direction wasn't consistent. unless they somehow completely looped around and back to main but I'm not sure if that's possible
also I didn't have noclip so I couldn't explore past locked doors
but I already can tell that following the door's direction would only help me find main 50% of the time 😄
50% sound like it a coin flip, so it don't work
hi, i have adjusted the weight of this map on some moons to 0, but i checked the % it still able to spawn on those moons, is this a bug?
this is the weight of Asteroid-13
The most recent dungeonn name is Scarlet Devil Mansion, which is not found in the picture you showed me, which does seem correct
it is not haunted mansion?
I have never called my dungeon "Haunted Mansion" so it is not that. I'm pretty sure that's the vanilla mansion dungeon actually
understand, thank you so much
New update. Polished the lighting a bit more. It's getting closer to how I would like it.
Also I added FacilityMeltdown compatibility. Enjoy. I added a config to disable the enemy spawn from the painting event if you think both the enemy and meltdown is too much together.
Also lights go red
I don't want to be a constant bother, but...
This is a fresh profile with no other mods and default config (aside from adding forced spawn on Assurance, Rend, and Dine, so I could look at it quickly). Two chandeliers now instead of one, and they seem to shine brightly on the pillars that are right next to them, but the rest of the room is actually less well lit than before. Notice even the landing (the raised flat part where the stairs change direction) is pitch black now. I think these light sources really just need to be cranked up dramatically, like 10x brightness or something.
It's a far cry from the vanilla Mansion as depicted in the screenshots I sent previously.
so wait does the apparatus spawn in the scarlet mansion now or am i missing somn
i think its the apparatus equivalent
the apparatus equiv (the painting) has an option to use the FacilityMeltdown if that's your thing
Oh boy cant wait to not tell anyone about this :)
Im looking for a balance between bright enough for the map to navigate-able and dark enough to fit the theme. You're gonna have to bear with me as I slowly adjust the values (The changes have become stable enough that I should be able to finally adjust these in-game now and see what the actual effects are). If I were to increase the values by 10x, it will actually become stupidly bright which is not what I'm looking for.
That being said, the map will never be as bright as the vanilla mansion. But I am trying to meet halfway there
Fair enough.
@tranquil frigate quick question, how does the meltdown compat works with multiple paintings
lets say I have 3 paintings in the map, if I grab one does the meltdown happen, or do I grab all 3 and it triggers
The first one
Sounds good, I do have to ask though, is there some function built into it where it temporarily traps you in the room you take the painting from, and if so can we get some way to disable that? I wasn't there to witness it myself, but someone else in my group reported something like that happening, so I figured I'd check. (I'm suspecting he was just making excuses lol) This was prior to this update and entirely possible something just spawned and blocked the way
So by just taking any of the cursed paintings trigger the meltdown sequence if you have it activated?
And looking at the config for the new FacilityMeltdown stuff, it looks like there's just SpawnEnemy (for your mod) and then Activate Facility Meltdown (for when the painting is pulled)... so when I have the meltdown activated, is that spawning enemies as well, and I should therefore have the previous option disabled? Also, will enabling that option automatically make FacilityMeltdown take over the "apparatus" (painting) value?
I can add it as it's mostly a simple code change
The ActivateFacilityMeltdown toggle just calls the sequence and nothing else. It does not edit the painting price.
Both enemy spawns and facility meltdown can be called at the same time, but if you have a preference you can edit it
loaforcssoundapi breaks after the update with facilitymeltdown installed
Hmm?
What chu mean? You have an error log?
the sounds replaced with it don't play
I don't know what you mean. I only call the function provided by FacilityMeltdown. I did nothing special.
well, when i roll back to the previous update, all lethal resonance sounds work again, but on the latest version the sounds it replaced wouldnt even play
I do nothing special with sound so I'm equally confused. I can check again when I'm on computer to see if I can find a correlation
soundapi is a precarious beast (i mean all sound replacements are) so good luck!
By chance do you know if soundapi will replace all sounds no matter the mod?
yes it will pick up every sound
whether it gets replaced is whether or not there is a sound to replace it
Since I did add a soft dependency to FacilityMeltdown, it's possible? my mod loads later and which somehow? causes a race-condition type issue?
nope, if you have no code relating to soundapi, meltdown doesn't either. it's most likely just some random issue with soundapi itself
Yuh probably.
[Info :ainavt.lc.lethalconfig] Registered config "Scarlet Mansion/Lighting/2 Lights Weight"
[Debug :me.loaforc.soundapi] Parsingambience_music.jsonas a sound replacer
[Info :ImoutoSama.ScarletMansion] Loading asset SDMLevel
Discord phone plz
nah thats normal cause soundapi loads stuff on a background thread
Sounds good, thanks. And if you can either have a setting for how much a painting is worth or have an option for it to refer to FacilityMeltdown that'd be great too. In the meantime I'll see if I have the same reported issues with LethalResonance and such when I get a chance
LethalResonance seems to be working okay for me, I did get a lag spike at one point but I'm pretty sure that was just a memory issue. As far as everything else, facility meltdown activation is working fine, and it's nice to see item spawns close to the entrance. Huge difference. Lighting is improved to a certain extent, it's easier to see where it is lit, but if it's not lit it's basically pitch black.
Would you say that the new lighting (with brightness/range numbers that I will be tweaking next update) is better than the previous one? Or you rather see the final tweaks before you give a good answer. Your honest answer if you can
I think its darker than before to be honest
In 13.2 and earlier I was generally content with the lighting situation, granted I used config
Hallway Lights Weight = 999
Chandelier Lights Weight = 999
0 Lights Weight = 0
1 Light Weight = 0
2 Lights Weight = 3
Essentially forcing the most lit up mansion possible.
Imo I don't think it's really necessary to make it brighter than it was in 13.2. Its okay if the dungeon is just a bit darker than base. Some areas are pitch black but that happens in base too sometimes. I think the difference is that in base, scanning will illuminate the area enough for you to get around, but for some reason in SDM the scan is just really unhelpful for navigation. You can walk into a pitchblack hallway and scan, and you can't tell if there's a turn, a wall, or a doorway, until you walk forward and bump into the wall more or less.
Any gamers here spend 2 hours of code refactoring to save the 1 minute inconvenience of adding new functionality
Makes me think that I should add wall candles to the hallways as well. Since my dungeon is very packed, I have a high chance of reaching the light/shadow cap so I can't just add more lights (every time I try, unity complains). But since the small candle lights are really cheap, they should be enough visual detail to make hallways easier to walk through.
Wait actually
@timid surge by chance, does CullFactory cull lights now? I feel like that I read that it did but I want to verify from the source
all the time
question, when you finally get the lights/detail the way ya want, would you ever consider making more custom scrap ?
i think the painting was a very neat idea
I would love it, but they take a fair amount of time surprisingly (as I'm only person workin on this mod full time and I'm only a coder).
I want to add a magic book from a particular person's library as both a scrap item, and a potential escape option
Thats fair, i don't know much about the touhou series but i think just seeing an apple named "Bad Apple" that plays like a single note of bad apple when you click e or something would be funny
it was supposed to cull static lights from the start, but it should be actually doing it as of 1.9.1 I think
why, did you notice some issue there?
Oh no, I just see a potential solution to my problem if the light culling does work.
if you're talking about increasing the number of lights, yeah, it should help with that I think
I reach the light/shadow limit quite quickly, but I could maybe avoid it with CullFactory
May just make it manitory
it's worth noting that I haven't really tested to make sure that it resolves that limit issue since the update that changed how I cull lights though
it used to use Light.enabled but there was some issue in vanilla mansion that caused that to do nothing
LC_Office used to reach the light limit very easily on March in its older versions, but I think Piggy shrunk it so it's not a good test for that anymore unfortunately
but obviously you could test by just cranking up your interior scale and light chances I guess
I have ways to force lights and really see
I'll try it tomorrow and see what happens
sounds good, lemme know if it still hits the limit
it uses the light's culling mask currently, which seems to not be explicitly supported by HDRP, despite the fact that it works
if it works though, it's perfect for me since it allows me to change a setting that nobody in the editor is able to touch 😎
much less chance of conflicts that way
oh idk I'm sure someone else would've done it eventually lol
I'm glad I've been able to get it working well though
Suppose so. Still black magic that you doing though
Real
I remember why I didn't add this lighting originally, the shadows like popping in/out for some reason and I can't understand why
but i fix that next patch
interesting, is that even without CullFactory?
that's without. Shadows at the edge of the screen are popping in/out so I'm theorizing that the walls/props outside of the screen are being culled which means its shadows are disabled (which are in front of the screen)
this one i'm truly stumped on
so the light just shines through the off-screen wall fully suddenly when you look at a certain angle?
not sure I'm understanding, if the light isn't shining through a wall that's supposed to occlude it, perhaps a video could clarify
if you're looking for help brainstorming anyway
a video would be much clearer yuh, ill get that video tomorrow too
The slot mods got an update 😛
Was it the one you were waiting for? @tranquil frigate
The new screenshots look great. That said, I do think the problem with running into a cap of light sources (which is probably also a performance concern) can be addressed as a side effect of a different problem I've mentioned before. The vanilla interiors don't actually have all that many lights, but they don't need many lights, partially because each individual light is brighter, but perhaps more so because the surfaces are more reflective. This connects directly to the last part of what Hack McGraw said:
I'm pretty sure the scan emits light, just like the player emits a tiny bit of light around them (in both cases only visible to that player). In other interiors, this is enough to see by because the surfaces reflect a good deal of light. In SDM, it doesn't work as well because the surfaces absorb too much light, reflecting very little.
yeah reserved slot got an update
It's kind of hard to say honestly, I think it'd be best to wait until the final changes to say anything for sure, but there definitely was a noticeable difference in the contrast (I suppose that's the best way to put it) since areas were either lighter or darker. I see you pushed out a new lighting update though, so I'll take a look at that. I also see some others have mentioned it, but ReservedFlashlightSlot has just released v2.0.0 which allows you to add new items to the reserved slot. Hopefully it should be much easier to incorporate the compatibility now since the changelog claims you can just add an item's "translated name" to the slot.
Ahh I feel like I remember you talking about that forever ago
It hella confuses me
Probably has a simple fix though
hopefully has a simple fix
Whenever I edit certain SDM config settings via LethalConfig, they always reset to default whenever I close and boot up the game again, while others do properly save
So far the ones I've found to do this are: "Painting Count", "Painting Extra Loot Min", "Painting Extra Loot Max", and all the settings under "Lighting"
Does anyone else have this issue, or lack thereof?
Did you select "Custom" for Preset settings? I know they revert back if you leave it on "Default"
OOOOHH
That's exactly it
Ty
Ahh yes, the settings get reset if the preset is not set to custom
Sorry that wasn't the clearest
Out of curiousity, is there any benefit of setting it to "Default"?
To keep up to date to what I think is "best" default settings
It's mostly for people who don't want to touch the configs
Which is fair enough
Mmmmm I see, thank you
Do we need to add the flashlights ourselves to ReservedFlashlightSlot? Or are you doing something on your end?
There is a place in the config to add custom items
Somehow i made this dungeon a lucky kinda dungeon with the scrap multiplier 
Not sure what you mean, but the current version of ReservedFlashlightSlot is very buggy atm
#1177039162428366848
Look at the bottom of the flashlight config. @tranquil frigate was waiting for an update to ReservedItemSlots to allow for custom flashlights and such
My question is if this mod is gonna add functionality or if we will have to edit the config ourselves to make it work
I'll be doing it programmatically, just give me a day to get it in
Oh ya it is having difficulty right now. I'll still add it since it's a simple compatibility patch for me
You're good😅 I just wanted to know the all of the flashlight names if we have to do it ourselves. I'll just wait for the update, take your time. You are on a break after all😁
Looks like the update came at a good time then
i still have this issue after the update, when i install v1.3.4 or v1.3.5 all of the sounds from lethal resonance stop playing, while v1.3.3 works fine
oh i have yet to look into it, i have a lot of other things in the priority list sorry
@timid surge dis what i mean about shadow popping
im truly lost to why this is a thing, dying for help
All I can think of is adding area lights in those spots
Vanilla interiors have shadow pop-in as well, but they gracefully fade in and out. Previously I posted screenshots demonstrating it, but perhaps a video is better.
However, this doesn't explain the shadow pop-out demonstrated in the video LadyRaphtalia posted, where the shadows disappear when you get too close. I have no idea what causes that, but I'd hazard a guess that the words "near clipping plane" figures into the answer somehow. 🤷♀️
I'm not exactly sure why it's doing this, but I think it might be a bug with HDRP area lights where it ignores part of the shadow map near the edges of the camera frustum 
it becomes quite a bit less noticeable when cranking up the shadow map resolution, but it still occurs even then
I'm thinking maybe it's better to use spot/point lights instead, you can probably throw in multiple point lights to make it appear to cover more of an area
Google so far has given me nothing on this issue though :(
to be fair, though, I'm not really sure how a shadow map for an area light would even work
another option perhaps would be to use large area lights without shadow maps on a very low intensity, then put in some spot/point lights for shadows
this page about HDRP shadows seems to claim that shadows are supported for area lights, but it also mentions dynamic rescaling of the shadow maps of lights based on the camera's angle, so I'm guessing maybe that has something to do with it
oddly though, using the frame debugger to look at the shadow maps, it didn't look like they moved, so I'm not sure where exactly it's messing up
I think a big factor causing the entry room's shadows to be all messed up is the fact that the shadow cone value is set so high, I believe the area lights only ever use one shadow map, so the shadow map resolution for the chandeliers is spread across a massive area and the pixels end up being massive
still not an excuse for it to essentially cull visible parts of the shadow map, but something to be aware of
I'm thinking that to get a similar effect, you could use one or more medium-resolution spot lights with wide cones (they only use one shadow map and should cost a lot less than a point light), or a point light and area light in combination
For what it's worth, based on how the vanilla interior lights look and behave, I'm pretty sure they're all point lights. I don't think it ever uses area lights. Like I assume the fancy lamp (scrap item) is also a point light, and they're functionally equivalent in behavior. I imagine each chandelier in the vanilla Mansion foyer has a single point light in the rope it's hanging from and the rope is set to not cast shadows. I think that's how I'd do it if I wanted a result that looks exactly like the vanilla Mansion foyer, anyway.
And I get that SDM is intended to look different and I'm fine with that. I'm just suggesting that maybe it's a bad idea to be using area lights at all. But I don't actually know the technical details of what's going on here. And maybe I'm totally wrong and vanilla interiors do use area lights.
the factory interior uses mostly spot lights, and mansion I believe is mostly point lights
(edit: and they don't ever use area lights)
I did discover that setting the HDRenderPipelineAsset's Area Shadow Filtering Quality to High fixes the issue with these giant pixels disappearing
that in combination with a 512x512 shadow map seems to make things look a lot better with the area light in the entry
unsure of the performance cost though, I'm running it in editor so it runs like crap anyway
I'll see if I can find where this option exists in the actual scripting APIs with UnityExplorer
looks like setting it in the release build just causes it to spam an error
I think Batby or Noop Nomnom would have to look into making that work
I don't know enough about working with the existing assets
(not sure how much Batby has done regarding that, but I figure at least Noop (I may be stupid) Nomnom might have some idea if it's possible)
for ref, this is what I tried in UnityEngine
var renderPipelineAsset = (UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset)UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
var renderSettings = renderPipelineAsset.currentPlatformRenderPipelineSettings;
var hdShadows = renderSettings.hdShadowInitParams;
hdShadows.areaShadowFilteringQuality = UnityEngine.Rendering.HighDefinition.HDAreaShadowFilteringQuality.High;
renderSettings.hdShadowInitParams = hdShadows;
renderPipelineAsset.currentPlatformRenderPipelineSettings = renderSettings;
UnityEngine.Rendering.RenderPipelineManager.CleanupRenderPipeline();
UnityEngine.Rendering.RenderPipelineManager.PrepareRenderPipeline(renderPipelineAsset);
@thorny orchid
Ah yes HDRP settings huh?
I'd suggest you use my GraphicsAPI. If you don't want dependencies you can take a look into it's source code.
It's documented as well
does that somehow take care of bundling shaders that are not included in the release build?
Sadly no. That's still something I'm figuring out.
If you got ideas on how to That would be amazing
I wish I did, I don't know enough about Unity to know if it's possible to build and include a second HDRP asset
I feel like it... might make sense for that to be possible? but then obviously you have to switch between that and the default one to switch the option, which isn't exactly reasonable
You can change the HDRP asset pretty easily though it might break if the build doesn't have the required assets for the new settings
considering that there would be permutations of other options as well
right, but what I mean is building all the shaders and everything and bundling that with a mod to be used instead of the default built-in one
not just changing settings and then switching the asset instance
not sure if that's possible, I don't know how the shaders are handled
I posted a message in https://discord.com/channels/1168655651455639582/1199473521265475745 since I figure Nomnom might have some idea about this
Yeah for that I don't really know sadly.
it's a shame I can't switch it on easily, it would be nice to test to see the performance impact to find out if this is even worth doing
annoying that the medium quality has such obvious and ugly artifacts
Oh if you didn't know you can change quality settings too
Not available to elaborate but i have a warmup shaders function in like lll 1.0 in my assetbundleloader script. Might have a lead or two
oh interesting
I'm aware you can change some at least, but I haven't really had to change too many so idk what all is built into LC's release
but if my testing was any indication, high quality area lights was not one of them
Is that the setting you are trying to change?
yes
Or atleast achieve
#1195583267546595389 message
this code specifically needs to actually work properly at runtime
What settings is it in the HRDP settings?
hm, did you read my messages above?
it doesn't seem to include the shader, it spams a compute shader error
something about a kernel
Also from when I looked at this the code actually relevant mostly looks like conditionals using the so as reference. A lot of stuff can be manipulated with transpilers
Probably because of UnityEngine.Rendering.RenderPipelineManager.PrepareRenderPipeline(renderPipelineAsset); That somehow "remake" the whole settings which cause unity to go brrr
At least on my end that's what usually happened
nah that works
I'll do some testing and let you know if I achieve something
if I change it to set it to medium from high after it breaks, everything works again
but sure, lemme know if you figure something out
I was so certain that the game used area lights. It's why I've been using them since day one since I thought they worked
does this interior still harm the frame rate super hard? last i played everyone got 40 fps
to be fair, they can really result in some nice lighting, one would hope they would work
I wonder if Batby might be able to cook something up with shader variant collections
https://docs.unity3d.com/Manual/shadow-distance.html
I remember seeing this during my research. I don't know if it is the answer (I have yet to try it). The "Reduce shadow flickering" section.
Do you think it's the answer from just your gut feeling?
hmm, I wouldn't really think so since we're not that far away from the origin in the dungeon, but possibly it may have some influence?
I think the flickering it's referring to there is from floating-point precision issues at large coordinate values
I may be wrong though, and I'm also not sure what effect that would have on the area light filtering, so it is probably worth checking
normally I would expect it to present as similar to z-fighting but only affecting the shadows
nope, just tested it in the editor and it didn't make a difference :(
Nah you right. I was mad coping but 200 distance wouldn't make a difference for float calculations
I'll do a bit more research, but maybe it's just area light issues after all. I'll switch to normal lights then
multiple large spot lights might be able to kind of achieve a similar effect, though at more cost
would sure be nice to get area lights working though
I feel like it would unlock some cool effects for interiors
I mean, they technically already work when you don't use shadows for them, but in an interior that kinda makes lighting in the next room look weird
If your framerate is getting beat up, I recommend using CullFactory as that will reduce the amount of models that the game has to render.
we use that now. but before even with it frame rate was getting beat up. we played SDM like 2 months ago and haven't tried it since
Oh ya that's 2 months ago. A lot of changed since then
The lag has not. The mansion has become smaller but the map still has more models to render (technically) compared to other dungeons
Which is where CullFactory helps a ton
i'll have to test it with my modpack sometime when i don't have streams planned then
Fosho
im planning to try this and lc office again. however lc office makes me skittish because it uses network API and i think that was causing issues in my game
A smarter person than me could tell you if that's the source of your issues or not.
I never used network API, I write my netcode functions directly
@timid surge btw i found something https://forum.unity.com/threads/point-lights-and-occlusion-culling.901922/
im really not sure anymore since it seems LC likes to meltdown for any reason when mods are involved
if im reading this right, it's a known issue
not really LC's fault per say, you got a lot of mods of various quality trying to not break on just themselves. combining them together is only inviting problems
something something skill issue. you gotta slowly add/remove mods to find the ones that work
point taken. but it makes me wonder how content creators and streamers get by with big 120+ mod packs and i only got 40 and not having issues all the time per say but just having random hiccups we gotta work around or reset for
might get better now that AC is gone tho.
that thread looks like it was initially reporting an issue with the legacy render pipeline, but I do see one mention of area lights which is possibly on HDRP
i wouldn't be surprised if it's fixed in a later version though regardless
i saw a potential solution to it, may as well try
sure, why not
occlusion culling of lights would generally just disable the whole light rather than a part of the shadow map though
and frustum culling as well, which is probably what would actually have an effect in your case
i keep seeing that, but is that something that i would be able to edit? as I assume it's just the regular player camera ya?
well actually i dont know what frustum culling is referring to exactly. I think you are referring to the viewport-ish thing that the game uses to start culling but i could be wrong
yeah, a frustum just represents the area of geometry that's visible within the camera
including near and far planes in Unity
and importantly not including occluding geometry
it must also somehow take into account the influence of light similar to how CullFactory does, so that lights that have influence within the camera's frustum remain active
ima be real with you chief. you lost me
otherwise stuff like what was reported in that thread would happen, and I haven't observed anything like that in LC
ah damn lol
but i understand that i should fix try this hacky fix, and then mess with the near plane of the camera
and see if it helps
near plane... maybe idk
so i did not understand that correctly
well
essentially I was just explaining why I think it's unlikely that culling is the culprit, at least not frustum or occlusion
it might be some optimization specifically in the area light shader that's doing this
basically, if the light is still doing something it seems like the frustum culling is working properly, since the light should be either on or off
it is possible that the near plane has some influence though, since the bug seems to interact with the nearest points to the camera
you could try cranking that up to some unreasonably high value like 1 and see if it improves things
fuck it, point lights
New update. Changed the lighting again. Should be better now (How many times have I said that. Also messed up two library rooms WHOOPS). Added a new 2f library room, ReservedFlashlightSlot compatibility and door damage configs.
Also CullFactory is mandatory now. My dungeon depends on it too much with how the rooms are packed in like sardines.
I feel like CullFactory is just kinda mandatory with a bunch of interiors, the boost in performance is nothing short of black magic
Also I don't know how many people here use AC. The current mod compability will remain but I won't be updating it if it breaks in the future.
The performance boost is truly wild
Really wish zeekers knew more of the modding scene
Yeah CullFactory is essential
some of these mod makers are so good they should just be given a job lol
Zeekers wants to be solo for now
Also a lot of interior mod makers use asset packs
Nothing inherently wrong with that
But I’m pretty sure all of the stuff in LC is made by zeekers
Other than like 2 audio files or something
regarding the mandatory-ness of cullfactory does anyone know what interiors have incompatibilities with it
cause i figure theres probably 1 or 2 that do
Not sure, @timid surge is pretty on top of making it work with every one
I have every one minus minecraft interiors, Liminal Pools, and Mr Unrealovsky's School interior and I have no issues
well thats good, i remember hearing cf have issues with some things so
hopefully liminal pools doesnt break then
I you run into any issues, post in the cullfactory channel. They'll likely fix it or work with whoever made the interior to fix it
kk 👍
What value is being multiplied here? The Door Shovel Damage?
Enemy damage. Enemies can break down doors if they are "angry" (i.e. they are chasing you). Locked doors are just tougher to break down. This wouldn't matter as you can't normally lock a door between you and the enemy, but for mods that can lock doors, this is for them
Right makes sense, what's the base damage for enemies then?
its kinda variable atm. they somewhat match the normal door opening speed for enemies.
roughly 2-4 seconds for most enemies, 8 for coil-heads and knights, and 16 for slimes
So these are the regular door opening speeds? And when a door is locked, the multiplier will be applied (making it take 100% longer, in this case)?
yuh basically
I seeeeee, ty ty
those three work too afaik
also, the options in CullFactory should allow people to either get culling working with interiors with compatibility issues, or disable it for individual ones
the only downside at the moment is dynamic lights shining through walls, but I already have a WIP branch to fix that, I've just been taking a break before trying to fix everything with that so it can be released as 1.0.0
after that it should be only optimization and bug fixing
Woahhhh
idk who told you that
A big bulk of basegame is third party afaik
the credits
the credits is just patreons and sound files
I feel like it would be weird to not include asset packs no>
maybe im just stupid
you don’t have to credit licensed assets
ok yea thats true
I appreciate the lengths this mod has gone to match the vanilla art style of the game, my friends should love this when we need to do a bunch of Rend runs cus they tend to complain about always having the Vanilla mansion layout all the time 😂
Sounds like you need it ^^
i call it a final update, but it's more like, i have 1-2 short days to make something stable enough to last for 2 weeks
😂
Btw is there a reason why when using your interior when you enter the fire exit you face towards it when using the fix with GI? I imagine it's likely a small conflict of some sort
but it's honestly the opposite, i rather keep working on this. but outer influences are dragging me away for a short while
Idk if the other fire exit flipping mods may resolve it
uhh, i purposely made my fire exit to point you in the non-dumb way
so facing away from the door
but i assume GI flips that value for every fire exit
yuh that
I wonder if a compatibility option could be added that disables the fix from your side then just to fix the small jank
not difficult, would be small and simple
Ye ^^
but that doesn't mean not time consuming
you can try politely bugging the GI dev to find a solution on their end
since I won't be able to for a real fat fat minute
is cull factory required for this mod?
It is now. My dungeon needs it to have stable performance
Your computer may be strong, but mine and many others is garbage poo poo
You can disable it, and the mod will still load properly
There may be random lag spikes in the dungeon though, as a warning
thank u for responding so quickly!! appreciate all your hard work
It's funny how this interior has become my favorite, I like it more than the vanilla mansion 🙂
Easily the best interior mod so far imho tbh fr fr 💯
100%
Appreciate the compliments. Sorry that you about to get pranked by a 2 week dev delay
Lol btw is it possible you could get flip to make the flashlights show up on the shoulder after using the crystals on them? I wanna see the customized flashlights on character shoulders 😄
The way they worded it, I would have to do it myself, but it does sound simple
Okay I hope you can get it working then ^^