#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone

1 messages ยท Page 9 of 1

nocturne charm
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kind of

strange beacon
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youre punished for not trying to think about what rooms matter the most for loot

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especially in grand armory

nocturne charm
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don't expect any releases, but we'll see ๐Ÿ˜„

strange beacon
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where 90% of tiles dont spawn loot

burnt cedar
nocturne charm
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    internal static Bounds GetMaxBounds(GameObject g)
    {
        var renderers = g.GetComponentsInChildren<MeshRenderer>();
        if (renderers.Length == 0) return new Bounds(g.transform.position, Vector3.zero);
        Bounds b = renderers[0].bounds;
        foreach (Renderer r in renderers)
            b.Encapsulate(r.bounds);
        return b;
    }

This little helper function can get max bounds of stuff ezpz

quasi nest
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I do also steal scrap from other places to put in certain areas beevil

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Might be affecting scrap distribution a bit

nocturne charm
bleak remnant
nocturne charm
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diagnal tiles have to design themselves to be a cube overall, via buffer space and whatnot

bleak remnant
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i played around a script a while back to get rid of navmesh in unplayable areas where it placed navmeshmodifiervolumes automatically inside stuff like rocks etc so navmesh doesnt generate inside them, but cuboid boundaries made it not be viable sadly

quasi nest
nocturne charm
quasi nest
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And I know DungeonGenerationPlus has a proper guaranteed scrap spawn node thingy, but I'm not using it as a dependency at the moment

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I do make sure to check for Maneater though ๐Ÿ’€

bleak remnant
burnt cedar
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oh also if you cant kick soccerballs into the bowling pins to knock them over 0/10 interior /j

quasi nest
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Also this ๐Ÿ’€

burnt cedar
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ah.

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yeah that

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thats not normal

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"power management"

nocturne charm
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same with this 4x4 here which iirc actually can spawn items up there for some reason

bleak remnant
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yeah weirdly items can spawn up there

nocturne charm
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i have so much visualisation power ๐Ÿ˜„

sleek plover
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Oh and forgot this for trampolines

Only bounce if spacebar is held, always bounce in direction of trampoline (Add/subtract velocity instead of overriding, so player control is maintained)
Though you'd have to slide off the trampolines in that one tile for it to be a challenge

The "lower half is player direction, upper half bounces to other side" is weird and unintuitive, no like

old bobcat
sleek plover
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I took one out and it didn't turn off any lights, only taking both turned most lights off

granite imp
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I'm just excited to see progress

late roost
late roost
sleek plover
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I might be dumb then idk, didnt even notice any lighting changes

late roost
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skill issue harhar

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jk

sleek plover
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But like, the basketball field was fully lit even with both removed

late roost
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could probably change values to make dimmer

sleek plover
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birthday area too I think

late roost
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nah we have video proof they dim

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just probably need to increase the value or make it a tinge warmer or something

sleek plover
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yeah

late roost
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probably just missed that tile

burnt cedar
quasi nest
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I mean it's got the same prefab for the lights

burnt cedar
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ya know

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it was a playplace

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it isnt anymore

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also theres juice pouches and other liquids around

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water doing magically appear

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it comes from spills

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and those signs are standard for playplaces

late roost
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irl playgrounds sometimes have signs that say watch for when wet in case the janitors just cleaned em and they be wet

granite imp
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I feel changing the signs are meh

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The others are okay

sleek plover
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Yeah like I said, just me being nitpicky

late roost
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uhhh @quasi nest sports court lights for some reason don't have the event listener so I'm on it

granite imp
late roost
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apparati

burnt cedar
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i like the whole "unending abyss" of the playplace

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feels liminal

sleek plover
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"no bare feet" is also diabolical

burnt cedar
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but yeah it has some problems

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like the whole things appearing in the distance on some moons

granite imp
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I feel some areas need to have pillars or like

burnt cedar
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adamance did that for me

granite imp
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Something

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Bro the fucking area is floating above the void

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๐Ÿ˜ญ

old bobcat
# sleek plover Eat this funny mod men Peak interior otherwise

also for the out of bounds, putting lights on the ceiling(?) above should be possible (make it a repeating material with an emissive texture) but pillars and catwalks and stuff would probably not be as i feel like they'd likely collide with the interior

late roost
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we have our sky priority set to 100 so idk why sometimes something else is overriding it

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i've noticed this i don't know a fix rn

granite imp
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Woah ...

old bobcat
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possible solution would have a giant black sphere constantly following the player around but it would depend on how big the interior generates

granite imp
late roost
quasi nest
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Yeah must've not fired for you for some reason

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I do have it networked

sleek plover
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Spawn pillars based on main entract chunk. Dozens of "connection" nodes way up in the air, that spawn a super tall "room" if nothing collides below it

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Very jerry rig way of doing it I know, but maybe

granite imp
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I'm so excited to see the changes

old bobcat
sleek plover
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oh 100% lmao

granite imp
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The mod made my jaw drop when I was checking it out today

old bobcat
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the pillars generating would eat the size of the actual interior

granite imp
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And the turret freaked me out

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Perhaps a fog?

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Near the bottom?

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Show how bottomless it is

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Or something

sleek plover
sleek plover
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Lobotomize it then Trollface

quasi nest
old bobcat
quasi nest
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Yeah that wouldn't work

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I mean for pillars I could have it raycast below tiles to determine if another tile's in its way

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Or do you mean pillars like outside the dungeon and not in between tiles

late roost
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he means like support tiles

granite imp
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Like holding it up

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Or something

quasi nest
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Yeah raycast could work greed

late roost
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which makes sense ig but also its still in a void which is how the game works so i don't think having them vs not having them makes much of a difference if you're trying to think about the architecture realistically

quasi nest
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The playground areas are meant to feel a lot more liminal/fantasy-like, with the big rooms being more what there would actually be in such a facility

sleek plover
quasi nest
late roost
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lord give my computer strength

sleek plover
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Definitely exaggerating the numbers lol

bleak remnant
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raycasts are kinda made to used in sort of bulk/large numbers so it should be fine but please dont do that many greed

late roost
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i... don't care enough about this to make it a thing Mild

sleek plover
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I cri

late roost
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sorry Jacu

sleek plover
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It's so joever

late roost
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appreciate the feedback, some of it i am considering

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i also appreciate the effort to compile it all into a recorded video with memes and captions and all that

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adding more fun where we're satisfied with it, working on updates and such

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but it's also been 6 months working on this prior and I don't wanna burn out again

sleek plover
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Oh and if you need help making it less quiet, hmu

late roost
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i'm actually in the middle of that rn

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the immersive sounds update

sleek plover
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Ye that's why I mentioned

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Gonna clock out for now though. Eyes burn, ears are probably next

late roost
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i'm just fragile

granite imp
quasi nest
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Comically large collider for a local volume

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Forgor to switch to a global thing lmao

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I can just have it turn on when I kill the sun ๐ŸŒž

sleek plover
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Static electricity shock, small chance to deal 2 damage when moving through pipe tiles

late roost
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uhh I think if its global it will affect the outside too?

quasi nest
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Apollo doth tremble

late roost
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i think that's why we did the same thing we did for the ceiling

sleek plover
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Oh ye ceiling is uber jittery btw

late roost
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jittery how

quasi nest
nocturne charm
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Also re: that pillar idea, are all your tiles a consistent height multiple?

quasi nest
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Ye

late roost
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not lal

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all

quasi nest
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Oh I thought even the LaserZone was actually

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Seemed to line up

late roost
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the bigger tile rooms are dumb heights because i'm dumb they ain't on the grid

late roost
quasi nest
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Some kind of cooking method, done outside

late roost
sleek plover
sleek plover
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Ye

late roost
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sounds like z fighting

quasi nest
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Coulda been the texture too actually

bleak remnant
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i got conflicting answers, gonna go back to working on my code for the next 10 hours and consider the answer later

nocturne charm
sleek plover
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It wasn't quite z fighting though. I think you just made it so obscenely large that it started getting precision errors

nocturne charm
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Itโ€™s far easier to figure out what space is interior than figuring out what isnt

bleak remnant
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just out of random curiousity, is there a thing that tells you all the transforms/objects inside a bounds? sort of like a FindAllObjectsInBounds?

nocturne charm
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not really

quasi nest
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OverlapBox/Sphere/Capsule would be closest

bleak remnant
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oh true

sleek plover
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Check for collision

quasi nest
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It is what I do to hide meshes of items in the pizza boxes greed

nocturne charm
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ideally you donโ€™t wanna do that thi

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AABB testing is way faster and not reliant on up to date physics

quasi nest
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Yeah I exclude scan node

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I've seen people grab items from the playhouse though

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Those should not be grabbable until opening the door greed

sleek plover
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Rip

late roost
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i hope people like humming and buzzing

sleek plover
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Since the catwalks will be far away you could get away with a 3 quad mesh per catwalk segment and some low res textures

late roost
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i'm still struggling to figure out why the art direction should have Valve style catwalks in the distance

sleek plover
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Idk lol. More interesting than literally nothing

gilded marten
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Are those white lines on the skybox supposed to be there?

late roost
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ye

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its a warehouse background that I darkened

gilded marten
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Ohhhh! Ok nice

burnt cedar
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i dont like that

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i thought it was a bug

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it just looks odd imo

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doesnt look like a warehouse at all to me but i could be just wrong

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id prefer total darkness idk what other peeps think

gilded marten
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No I agree! I couldn't tell what it was at first either obviously ๐Ÿ˜ฎโ€๐Ÿ’จ

burnt cedar
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hmm

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yeah that explains the โ€œbugโ€ i saw on adamance

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its just

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really compressed and odd looking

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even when i zoom in on the image I cant tell its supposed to be a warehouse

late roost
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i can change it to something more appropriate, i actually found something

bleak remnant
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change it to paco's house

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the interior was the devs we abused along the way

late roost
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PlayZone v1.0.3 uploaded!

This update includes many new audio clips, expanded lore, some compatibility stuff, and a few general tweaks.

  • Added a suite of new immersive audios
    • Air conditioner vents
    • Fluorescent light humming
    • Vending machines humming
    • Spinning hazards have ambient wooshing
    • Bowling alley pins more audible
  • Added a light to the soda vending machine
  • Added some spheres into the foam cube trampoline tile to make it a bit easier to get across.
  • Adjusted triplanar values for dark ceiling tiles to line up with lights and a/c vents.
  • Changed HDRI skybox image.
  • Added compatibility with Blackout weather. (itolib 1.0.4+)
  • Also added some compatibility with Gorgonzola and Legend Weathers!
  • For real added cosmetics this time. (Forgor to put them in the last update.)
  • Added a new lore map object that spawns with the Cold Pizza log.
  • Cold Pizza now spawns in one dedicated spot and weight was changed from 3 to 9.
strange beacon
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not to rush this

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but i would love to see that aquarium interior concept you gave

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i think youll knock it out of the park

burnt cedar
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maybe perhaps with some changes it could fit

strange beacon
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what about the downshifted

burnt cedar
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the sidewaysrotate

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my favorite game

subtle mural
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Hello, hope itโ€™s ok to send a bug here!

My friends and I just played with PlayZone for awhile and found that anyone who isn't the host would be unable to move once interacting with something (trampolines, slides, the spinny thing) The only mods we had were TooManyEmotes, MoreCompany, and PlayZone

Also just wondering if there's a way to increase the chance to get this interior. Thanks lots, loving the interior despite the issue

burnt cedar
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just go into your configs, click lethallevelloader, scroll until you find play zone

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and then theres a couple boxes

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you will see some auto listed weights for moons in there

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higher number = higher chance

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setting it to 300 makes it a pretty high chance

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if you want it basically guaranteed put it to like 600+

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i did that for adamance

quasi nest
subtle mural
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Could you tell me where to look for it? I might be able to find it tomorrow if itโ€™s still there!

subtle mural
quasi nest
quasi nest
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Guessing something errored out in the middle of that process, before reaching that point

subtle mural
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Alright Iโ€™ll get back to you when I can, thank you very much!

visual badge
granite imp
granite imp
burnt cedar
granite imp
visual badge
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it's a gif now enjoy

burnt cedar
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it doesnt spin

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0/10

granite imp
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๐Ÿ˜ญ

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Smh!

burnt cedar
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spin the burnt baby

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spin him

granite imp
visual badge
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yknow i just thought of a good idea for the cube pits

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instead of just an instant death, what could happen instead is that the cube pits will deal 20 damage and you emerge back in the main ballpit at the entrance

quasi nest
bleak remnant
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That's the second suggestion I've seen someone wanting those ball pits to teleport you

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I havent played this interior much but does that even make sense lol

quasi nest
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I'm uploading trampoline rework + some Bozo stuff, but internet is being comically slow for some reason agony

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It'll take a bit

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PlayZone v1.0.4 uploaded!

  • Made trampoline trajectories in the trampoline hallway (hopefully) a bit more intuitive, should be a bit easier to get across.
    • Still working on making the cubes less punishing, but this'll do for now...
  • Did some ambient audio-related adjustments.
    • A config setting for each of the ambient sounds is planned, but not yet made.
  • Added some lights to the trampoline hallway, though they're not guaranteed to show up.
  • Added LCMaxSoundsFix as a dependency.
  • Increased PlayZone spawn weights for a bunch of moons.

Bozoros v2.5.1 uploaded!

burnt cedar
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i commend your quick response to the criticism

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even if some of it was a little too harsh

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greed ๐Ÿ‘

bleak remnant
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Oh also it might just be me but the force applied to the player going up is so quick to reach the peak it doesn't really feel like I'm jumping on trampolines or a bouncy house

burnt cedar
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lethal company doesnt have very floaty gravity sadly

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but i can see what ur saying

late roost
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Play at your own risk. ๐Ÿ˜ˆ

quasi nest
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My internet's still comically slow

late roost
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I was refreshing the page to see if the patch notes were up yet

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Oh btw if you're not carrying any weight, you can just make it across the non-trampoline cube gap tile with a run jump

quasi nest
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Don't update my library if it doesn't show up

bleak remnant
late roost
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Well itolib library update did go through onto Thunderstore so whenever his update to PZ is uploaded it should be fine to update

random shard
late roost
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itolib 1.0.4 breaks the trampolines because of playerlauncher changes, so use 1.0.3 for now until Paco says so

keen jolt
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Looks like PlayZone was a success reception-wise with my group in yesterday's session

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I snuck it into my pack last second and took them by complete surprise

late roost
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awesome

keen osprey
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alright so... I'm stuck on the slide beevil

burnt cedar
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with the slide

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suffer!!

quasi nest
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At least it seems to be uploading now

quasi nest
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Wait I'm

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Ultra dumb

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Uploaded it on the wrong team ๐Ÿ’€

scarlet basin
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Wanted to report that play zone seems to have broke and players get stuck on the slide and ball pit D:

quasi nest
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Yeah it's fixed in 1.0.4

quasi nest
scarlet basin
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oh awesome ๐Ÿ˜„

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yeah everyone was so excited and then instantly stuck xD

severe dawn
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PlayZone exceeded already high expectations. Haven't played with the whole crew yet but my fiance (whose favorite moon is Bozoros) loves it too. The level of craftsmanship is insane, and I've barely scratched the surface so far

valid vigil
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i get this error when using the main entrance on bozoros with playzone as the interior

[06:20:51.8533275] [Error : Unity Log] NullReferenceException
Stack trace:
itolib.Behaviours.Effects.SunScreen.HideSun (System.ValueTuple2[T1,T2] pair) (at ./Behaviours/Effects/SunScreen.cs:95) LethalLevelLoader.ExtendedEvent1[T].Invoke (T param) (at ./General/EventPatches.cs:292)
LethalLevelLoader.EventPatches.EntranceTeleportTeleportPlayerServerRpc_Prefix (EntranceTeleport __instance, System.Int32 playerObj) (at ./General/EventPatches.cs:220)
(wrapper dynamic-method) EntranceTeleport.DMDEntranceTeleport::TeleportPlayerServerRpc(EntranceTeleport,int)
(wrapper dynamic-method) EntranceTeleport.DMDEntranceTeleport::TeleportPlayer(EntranceTeleport)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
(wrapper dynamic-method) InteractTrigger.DMDInteractTrigger::Interact(InteractTrigger,UnityEngine.Transform)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0125)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::Update>?103099186(GameNetcodeStuff.PlayerControllerB)
CodeRebirth.src.Patches.PlayerControllerBPatch.PlayerControllerB_Update (On.GameNetcodeStuff.PlayerControllerB+orig_Update orig, GameNetcodeStuff.PlayerControllerB self) (at ./src/Patches/PlayerControllerBPatch.cs:72)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::Update>?1351527596(GameNetcodeStuff.PlayerControllerB)

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oh this might be important lol, i had this guy on my head when i entered and now he's just being weird and sitting on the floor

night quest
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@quasi nest

quasi nest
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Oh wha

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I have failed to kill the sun ๐ŸŒž

valid vigil
quasi nest
tranquil parcel
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so i don't think it's a playzone thing?

valid vigil
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yee it probably isnt

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the error still shows up without it

quasi nest
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Oh it's just in the stack trace for some reason?

quasi nest
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To kill the sun ๐ŸŒž

valid vigil
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i was talking about the tulip snake probably being unrelated lol

quasi nest
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Oh lol

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I can't get it to happen though

valid vigil
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but yeah the error only shows up when playzone is chosen

quasi nest
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If you have a modpack code I can take a look

valid vigil
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sure, gimme a sec

quasi nest
valid vigil
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0197536d-fad3-a6c7-9e22-5eb732b7acd7

quasi nest
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I do see this one but it's probably unrelated

[Error  : Unity Log] NullReferenceException: routine is null
Stack trace:
UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) (at <e27997765c1848b09d8073e5d642717a>:IL_0009)
TurretAIPatch.BerserkFunction (Turret turret) (at <b861d947b4214fb8b8348e3691b22b6d>:IL_0272)
TurretAIPatch.PatchUpdate (Turret& __instance) (at <b861d947b4214fb8b8348e3691b22b6d>:IL_01E1)
(wrapper dynamic-method) Turret.DMD<Turret::Update>(Turret)
valid vigil
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thats so strange

subtle mural
# quasi nest But yeah I do disable movement when interacting with those things, it should be ...

My friends and I are on right now, still having the stuck in place issue alongside when someone jumps in the ballpit theres a chance their stamina never returns, even after leaving the moon.

Here's the log file from the one who never got his stamina back, not sure if you need to close the game for it to generate a new log file? He hadn't updated the mod from yesterday but the same problem was happening then and now. Please let me know if there's anything else I can provide!

quasi nest
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I meant to upload v1.0.4 right after uploading my library's update, but it just didn't greed

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Internet trolled me

subtle mural
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The rest of us are on v1.0.4 and they still got stuck in place, do you think it will fix now that we're all on the same version? I'm hosting with the latest version.

quasi nest
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Yeah everyone should be on the same version

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I did test on LAN that everything's good, if there's something still broken it's probably some incompatibility with a mod somewhere

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I can take a look if that's the case plink

valid vigil
quasi nest
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Yeah not sure

quasi nest
# valid vigil after restarting my game im not able to reproduce it. something mightve just bro...

There's this error on every landing in the logs posted earlier actually Nevermind, it shows up when leaving moons, I don't think it's actually related

[06:19:23.9299391] [Error  : Unity Log] NullReferenceException
Stack trace:
WiderShipMod.Compatibility.CelestialTint.CelestialTintPatch.ShipPartsLoaderPatch (System.Collections.Generic.List`1[UnityEngine.GameObject]& ___spacePropsCopies, System.Collections.Generic.List`1[System.String]& ___propNames) (at <e68ee32149844426bc019adf29d661d7>:IL_0096)
(wrapper dynamic-method) ShipPartsLoader.DMD<ShipPartsLoader::ActivateSpaceProps>()
ShipPartsLoader.OnSceneUnloaded (UnityEngine.SceneManagement.Scene scene) (at <47dd945eda1048b39bb04be002766209>:IL_0089)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)
night quest
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Honestly

quasi nest
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I'm still not sure how it could be throwing there though, I do have null checks specifically for when it can't find the sun greed

night quest
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Celestial Tint is so outdated I would just do away with it, that being said we really need a mod that readds the parts in orbit

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we got Doorbelle but no mod outside of CT that does that

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and having the parts enabled in orbit is nice, cus it fixes a lot of the weird places that allow you to void yourself

valid vigil
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yeah ive been thinking about it, i just really like how planets look with CT, i like it alot more than empty space or those low poly planet models

valid vigil
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probably gonna have to remake it and do away with some stuff ig

quasi nest
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Warning spam haunts your pack

night quest
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Murder Ogopogo

valid vigil
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oh lmao, didnt know it was enabled there by default

quasi nest
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It's the only moon I'm aware of that it does that in

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I have exhausted all ideas; it is mystery

quasi nest
valid vigil
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ogopogo just hates clowns greed

night quest
quasi nest
split prism
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So @late roost what are the chances for a chill zone at the company with some of the stuff from the interior?

cedar spindle
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PlayZone has a rainbow staircase that kills you when stepped on

cedar spindle
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I should really start recording clips

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There was a staircase downwards and my homie just said"Yo bro I just died from air" so I went to check and nothing was there, cause of death:Unknown and when I stepped on that staircase I aslo instantly died

quasi nest
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Huh

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Maybe the moon's out of bounds kill thingy is a bit too high up lol

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Like the kill floor if you fall out of the map

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Or was it a vanilla moon

cedar spindle
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Maybe, it was on a custom moon aswell

quasi nest
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PlayZone does generate pretty vertically, so I think it was probably that

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Hmm

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I could lower moons' kill floor myself greed

cedar spindle
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Maybe

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Also could be nice if I could config the size of the interior if possible

quasi nest
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You can do it through LLL's config

cedar spindle
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oh

quasi nest
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It's a bit wacky since there's a lot

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But uhhh there's like a dungeon size multiplier

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Also need to toggle the "Enable content configuration" thing for PlayZone

cedar spindle
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Ok, ty for helping

quasi nest
cedar spindle
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Also I wanted to say that I really like the interior and I can't wait to get chased by a monster herePinged

quasi nest
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Trampolines + active Jester is pretty thrilling plink

late roost
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Nothing quite beats the rush of getting away from a nutcracker in the playground

scarlet basin
#

Id say the mystery stairs kill spot should be further investigated by Digging. See if it can be reproduced. Always possible something else got the kill so it seemed like it was the magic stairs. Not saying this report isnt true just that its a very vague report that has no logs or video recording for it.

Did it happen to only you? Do you remember the moon? Where there others in your lobby? Very out there question, do you have chillax scrap, cause a player could have death noted you (this has happened to me on to many instances lol). Emergency Dice updated? Dice event could have been rolled. Ghost Girl?

Again not saying @cedar spindle didn't find a bug, just trying to fish for more details in case it was just bad timing from something legit killing.

burnt cedar
#

randomly dying in an interior is almost always a poorly placed moon death plane

#

someone probably put it too high

scarlet basin
scarlet basin
burnt cedar
#

yah.

late roost
#

I remember the earlier versions of Bozoros had the support beams of the rollercoaster going way underground and into the facility because I didn't realise how high up it went

cedar spindle
scarlet basin
#

Then to continue my story of the hellish locker enemy I managed to finally get out and a few minutes later I scanned like a dumb dumb in another dead end tube turned around and guess who's flying at me full speed into the tube perfectly! I now have ptsd inside those tubes ๐Ÿ˜†

scarlet basin
#

Skelaah has been very active lately with their moons and have been trying to do some cool things with them so maybe its just a oversight on their end.

high moat
#

Iirc Acheron doesn't have any kill triggers

#

Yeah I just checked, the only kill trigger on the entire map is the one that's under the item delivery rocket ๐Ÿ˜…

scarlet basin
#

@quasi nest what do you think? Now what if the stairs just happened to be under that dropship ๐Ÿ˜†

burnt cedar
#

its what crushes you when it lands

#

its probably very small and attached to the anim component

bleak remnant
#

the oblivious beanie:

scarlet basin
burnt cedar
#

ive seen people make dumber claims before

#

dont blame me

#

although glitched certaintly isnt dumb

uncut swift
late roost
burnt cedar
#

i love it when gameplay mechanics are fps or ping tied

late rivet
#

i love the death contraption

burnt cedar
#

least bouncy bouncy castle on the goofy funland

scarlet basin
# burnt cedar **dont blame me**

Nah I'll forgive ya this time, you get bullied by Xu and Rodrigo enough dont ya. Im starting a support group for people who have been tormented by them. You should join, Rodrigo PTSD is a real thing.

late roost
#

the latest itolib update is the cause of this

#

playerlauncher was reworked, also happened to bug the values in the bouncy castle

uncut swift
#

the omega bounce....

valid vigil
#

lmao i just assumed it was intentional

granite imp
#

For some odd reason Bozoros is so laggy

burnt cedar
#

add 5 billion flashing lights to bozoros to simulate an irl amusement park

quasi nest
#

I goofed and replaced the wrong value, therefore applying 1750 vertically instead of just 50 ๐Ÿ’€

clear kettle
#

thats awesome

uncut swift
#

res goes to eeby deeby to find a bug

tranquil parcel
quasi nest
#

I lost it at the comedic timing here ๐Ÿ’€

#

lmao

quasi nest
#

Ogopogo spams warnings on host, new enemy spams errors on clients greed

tranquil parcel
#

ogopogo be normal challenge (impossible)

granite imp
#

ITS ACTUALLY THE INTERIOR...

#

One person contantly keeps hearing static and heavily lagging

#

Its very weird.

#

Im not hearing or lagging that bad

#

he also says our voices are cutting in and out

gilded marten
#

I thought it was an issue with Wither since it wasnโ€™t updated for v70 but maybe not ๐Ÿ‘€

gilded marten
#

Pacoito canโ€™t catch a break ๐Ÿ˜ญ

quasi nest
#

I know what it might be actually

granite imp
#

Cause like

#

Idk it was pretty bad as of recently

quasi nest
#

Noticed frames felt a bit weird after the ambience sound stuff

#

Tweaked a couple settings and it feels smoother now

#

I'll have config settings to adjust volume/mute all the ambience stuff, just in case it's still affecting frames a bit

granite imp
quasi nest
#

Pure static ain't one of the sounds greed

#

But yeah that's wacky

granite imp
#

I know

granite imp
#

Caused static???

#

It's strange

#

I was lagging too

quasi nest
#

Yeah I'm guessing it's just something due to it lagging a bit

granite imp
#

I have like an rtx something

#

And I was lagging

#

๐Ÿ˜ญ

#

46 FRAMES which

#

I mean it's not bad but like

#

Most interiors are a full 60

quasi nest
#

Yeah it'd be CPU being affected by the sounds

#

It should be better next update, I'm just doin a couple more things plink

granite imp
quasi nest
#

Yeahh I'll double check it's stable before pushing update to library lol

granite imp
#

True

bleak remnant
quasi nest
#

Should I just preload all/most sounds still?

bleak remnant
#

i preload all coderebirth sounds

#

mostly because theres this thing called FMOD

#

that has decided to target my mod

#

afaik FMOD doesnt exist in lethal

#

afaik FMOD isnt in my unity proejct

#

afaik I DONT package FMOD

#

into my stuff

#

and yet if i dont preload my sounds, FMOD stops them from playing

quasi nest
#

Elaborate prank

#

Like the SoftMask stuff, clearly

bleak remnant
#

yeah

#

but also you're supposed to preload long sounds i think

#

otherwise they stutter

quasi nest
#

Oh huh

bleak remnant
#

thats what i was told way back anyway

quasi nest
#

Yeah I had a lotta stuff set to streaming ๐Ÿ’€

#

<- (clueless)

#

I have read more into it

bleak remnant
#

lol i dont even mess with that stuff so i have no idea what it would do to have em set to streaming

#

but i really need to figure out how to get rid of FMOD

#

i dont wanna preload that many sounds

#

lol

nocturne charm
# bleak remnant but also you're supposed to preload long sounds i think

Processing audio is surprised non trivial in cpu demand so when the audio files in question are usually pretty tiny itโ€™s better to preload them for the small cost in active ram consumption rather than risk that you ask for the audio processing at a time where the cpu is also busy with other stuff

bleak remnant
#

icic

nocturne charm
#

espicially when you consider the scale of the impact here

#

cuz like

#

loading the moon and interior can take up to multiple seconds to finish

#

processing audio can take up a decent amount of a frametime which during gameplay can be pretty noticable

#

but if you lump it onto that big load at the start of the level, whats the harm in adding at best another frame to that lumpsum of loading

bleak remnant
#

well i assumed it preloads the audio when the assetbundle is opened

#

which my worry is about buildup of that being more negative over time

#

but yeah unsure

severe dawn
#

I remember I changed the drop ship music on my moons and didn't check off the preload audio box, so the game would freeze for a whole second when you bought something. Took me forever to figure out why lol

bleak remnant
#

Dam

bright lark
#

what is the turret SUPPOSED to look like on this interior? I'm sure this is a me problem bc I use a random mod that turns the turret into a bird but this interior just makes it huge and sideways

#

is it reskinned at all?

quasi nest
#

Uhh yeah

bright lark
#

oh I see, wasn't sure if it was just the audio that was changed or not

quasi nest
#

It's a separate prefab but it does use the Turret script, so I guess it's being targeted

#

It's supposed to be this plink

bright lark
#

oh that's so cute

quasi nest
#

Shoots balls too

bright lark
#

it makes my turret so big that it clips through an entire floor which is really funny

quasi nest
#

Yeah there's some scale differences from vanilla turrets

#

Internally though, the turret itself is the same size

#

But it's not playing well with the replacing model lol

quasi nest
#

Not exactly the moon's fault, Acheron does use the vanilla height for its out of bounds trigger

#

I must lower it myself beevil

#

@high moat I was referring to the out of bounds kill trigger btw, Acheron's is at the expected vanilla height though so you don't need to change anything on your end plink

high moat
#

Still, this problem might occur on moons with higher interior multipliers

#

Acheron has 1,85x interior size multiplier so its on the larger side

keen osprey
#

Well bozo has 1.8x iirc

quasi nest
quasi nest
#

Might've been from Ogopogo debugging lmao

#

That's how out of ideas I've been ๐Ÿ’€

keen osprey
keen osprey
night quest
quasi nest
peak jacinth
#

Is the elevator in the new interior programmed to bring maneaters to main?

snow dirge
#

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โ–ถ Play video
late roost
#

Can't wait to see a clip when they find the broken version of the bouncy house...

late roost
#

oh i want to be clear that wasn't a passive aggressive or depressive thing

#

I genuinely am gonna laugh when they revisit the bouncy castle and get launched into the stars

bleak remnant
#

you're gaslighting yourself matt

#

there is no happiness

late roost
#

myths and legends of our time

#

happiness and prosperity

#

they shut down Muppet Vision 3D, whimsy is dead

quasi nest
scenic pulsar
#

I haven't installed Bozoros since I reset my modlist for v70 but judging by Mithzans vid on the new interior I'd say peak 2.0 is here.

#

Bozoros was peak 1.0

late roost
scarlet basin
#

It claimed like 6 people xD

quasi nest
#

It's about 35 times higher than it's supposed to be

#

Casually applying 1750 force on the Y axis ๐Ÿ’€

nocturne charm
#

btw @quasi nest skimmed around pacolib and overall compliments to the chef, cool to see some good programming practices and setup

#

not that others aren't doing the same but modding can get a little wishy washy yknow ๐Ÿ˜„

quasi nest
#

Passed the Batby Inspectionโ„ข, yippee plink

#

I really gotta get around to documenting/commenting stuff lol

bleak remnant
#

put that on the TODO

quasi nest
#

It is precisely when I'm going through my code writing what it's supposed to do that I realize I'm doing a cursed thing lmao

#

Often I just wake up with little to no recollection of a thing I added the night prior, and I just go

nocturne charm
#

real

#

i had couple tiny nitpicks/2 cents if you dont mind, purely just cause feel like you'd be interested in knowing

quasi nest
#

Yee no worries

scenic pulsar
nocturne charm
#

just random yaps

-You directly use strings in animation related functions abit, ideally you wanna convert them to hashes and use those instead
-In your effects you cast to IPooledOjbect once or twice. From what I know casting is dirt cheap but in theory theres a gain to caching the cast on init
-I love to see implementations of INetworkSerializable used, more people should learn how that works
-In some places (eg. NetworkedHittable) you getcomponent the networkobject off the player for the rpc. you can use a NetworkBehaviourReference instead to pass the player in directly
-Not an improvement in anyway but i personally made a generic extension that trygets a networkbehaviour/object reference and whatever type i want in order to just do the tryget in 1 check instead of two. just nice to use
-In some places (eg. NetworkedSource & PrefabSpawner) you use ? on a Component ref. Don't ? check UnityObjects because it's not consistent. Unity has it's own destruction procedure where when an object is marked for destruction and/or is destructed but not yet cleared in memory, != works correctly because Unity overrides the operator but c# doesn't let you override ? so sometimes it will return true when it's "null" on Unity's end.
-Some of the event stuff looks abit odd but idk why.
-I love seeing usage of IDungeonCompleteReciever, Dungen has some really cool exposed things like that.
-DungeonReciever has an unsafe reference (transform.find("TVScript).TryGet)
-Not always preferable but in a couple places you conditionally early exit out of Update(). Worth considering if you can just conditionally enable/disable the component in order to avoid those calls altogether
-In ScrapSpawner & ScrapTeleporter you have a getcomponent in a while loop and that scares the shit out of me
-Just a heads up that iirc you don't need to ? UnityEvents before invoking, it's got that built in (so do LLL's ExtendedEvents :D)

#

thats most of it

#

also playercontroller is lowkey begging for an extension to return if it's local player

bleak remnant
#

also i think you can just initalise the unity event in the field like with lists so you shouldnt set them to null but just doing UnityEvent<thing> event = new(); is what i do

scarlet basin
#

@quasi nest Please Keep! 10/10 would bounce again

#

sorry its not fully trimmed down.

nocturne charm
#

unityevents don't even need to be initialized iirc

bleak remnant
quasi nest
bleak remnant
#

lol

#
using System;
using GameNetcodeStuff;
using Unity.Netcode;

namespace CodeRebirth.src.Util;
public class PlayerControllerReference : INetworkSerializable
{
    private int _playerID;

    public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
    {
        serializer.SerializeValue(ref _playerID);
    }

    public static implicit operator PlayerControllerB(PlayerControllerReference reference) => StartOfRound.Instance.allPlayerScripts[reference._playerID];
    public static implicit operator PlayerControllerReference(PlayerControllerB player) => new()
    {
        _playerID = Array.IndexOf(StartOfRound.Instance.allPlayerScripts, player), // (int)player.playerClientId,
    };

    public override bool Equals(object? obj)
    {
        return obj is PlayerControllerReference other && other._playerID == _playerID;
    }

    public override int GetHashCode()
    {
        return _playerID;
    }
}
``` INetworkSerializable stuff is also pretty cool
nocturne charm
#

I wonder if anyone has used LLL's networkserializable stuff yet

bleak remnant
#

not me, i forgot you even had stuff like that tbh but i half blame lack of it not being documented somewhere (afaik anyway), what do you even have in there?

nocturne charm
#

fair

#

you can send selectablelevels, items and enemytypes through rpcs

bleak remnant
#

icci interesting

quasi nest
#

But uh by event stuff looking odd, do you mean the ScriptableEvent stuff, or the other components?

nocturne charm
#

Honestly dunno! Donโ€™t read into that one too much tbh

quasi nest
#

Ah alright

nocturne charm
#

Most of these donโ€™t really matter except for the ? Usage and the getcomponent in a while loop

quasi nest
#

I've been meaning to at least disable DelayedEvent and ToggleEvent on Start(), since they're supposed to start disabled, but I keep forgetting

quasi nest
nocturne charm
#

Also I forget how but re: the constant local player checking, NGO does have a slightly saucier way to send rpcs to a specific client, think it might be via the better [Rpc()] attributes? Itโ€™s another thing that doesnโ€™t really matter but figured Iโ€™d mention

quasi nest
#

Ohh actually the ScrapSpawner/Teleporter thing is just to wait until objects are spawned for clients

#

I uhh

#

I think I copied that specific pattern from vanilla code lol

#

Yeah the gift box

nocturne charm
#

Thereโ€™s absolutely a better way to do that ๐Ÿ˜›

quasi nest
#

Yeahh figured lol

#

I did just reuse the thing I had to spawn presents during snowy Bozo fireworks and modify them, but I didn't see if there was a better way to do it

bleak remnant
small walrus
#

Just wanted to stop by and say love the playzone

late roost
#

Some point soon I should start making Jungle Jake's

#

Probably gonna take some time to make a lot of new foliage

nocturne charm
#

Oh one other random thought

#

It would be cool to see a couple bigger playground rooms

#

doesn't need new content necessarily but rn the dungeon goes between the 1x1/1x3/etc. connecting rooms and the big setpiece rooms

#

just a 2x2 or 2x3 or similar using those connecting room assets might help break up the pacing of the interior abit

#

like the boiler rooms or cement rooms in facility

late roost
#

we have some tiles generating called "composite" tiles, we only have two at the moment but we're gonna compose some more

#

basically just an assembled group of them to make a large chunk

#

and there are some 4x4 and 2x2 tiles in there

sleek plover
#

3x3x3 room with ball cannon :)

late roost
#

KIDS QUEST HAD ONE OF THOSE

#

I COULDN'T FIND REFERENCE OF IT

quasi nest
#

There was a larger trampoline room with rotating hazard in the middle planned too iirc lol

late roost
#

you put the balls in, push the button, and they shoot out the top it was the coolest thing

quasi nest
#

I thought it was on the Trello but I cannot locate it greed

sleek plover
#

Well, ball fountain, cannons are separate but operate on the same principle

#

I suck at blender still, but a ball fountain might be something I can make, if you want to add one

late roost
#

I also want some more cube tiles

quasi nest
late roost
#

@quasi nest We still doing the other hazards that I made?

sleek plover
quasi nest
#

Oh yeah probably

nocturne charm
#

like ig i feel like this space infront, around and under parts of the playground are pretty big parts of the "feeling" of being in a playground but are kinda underrepresented in playzone rn. the starting room ballpit gives that feeling abit tho, and the slide tile but thats still abit corridor-ie

late roost
#

Yeah I thought that was a neat idea for a few reasons, one is that if you've ever fallen in one of these cube pits irl, they are very hard to get out of. Jump spam feels appropriate for that

quasi nest
#

(I just halved it)

late roost
#

I think having some "door" connectors without the actual door could be nice. Circular cutouts separating some tiles, making it feel more enclosed and sectional

sleek plover
nocturne charm
#

If you guys perfect your tile bounds there's a lot of good opperunity for loopback rooms like that

late roost
quasi nest
#

It's quite rare for them to show up though lol

sleek plover
quasi nest
#

Usually can see a little seam on the ground when one of those generates

night quest
#

Speaking of tile bounds I know DungeonGenerationPlus complained about some of the tile bounds today when we had PlayZone

#

Which was odd cus it's not a dependency for it

quasi nest
#

Oh wacky

nocturne charm
night quest
# quasi nest Oh wacky

Yeah I noticed PlayZone was laggy on Bozo and DungeonGenerationPlus had done some griping

#

lol

quasi nest
#

Lag's due to a different thing, it'll be better next update plink

night quest
#

Hooray

#

Also the jump pad tile was way better

#

Ty

late roost
#

oh didn't know that was a thing we don't use dgplus

quasi nest
late roost
#

I haven't played to see the new jump pad tile update

night quest
#

it's so funny

sleek plover
#

I dont know how you would do it, but if there is a way to make the generation prioritize looping back in on itsef or prefer generating in close proximity to other tiles, this interior would benefit from it bigtime

late roost
quasi nest
#

It just kinda does occasionally by itself

night quest
quasi nest
#

Looping paths are neat

night quest
#

I had a hard time finding scrap

nocturne charm
#

looping paths is incredibly hard to get consistently

late roost
#

honestly just need to build more composite tiles and make branches less long I think

night quest
wary sun
#

how big is jungle jakes gonna be compared to the other zones? loving the interior so far

quasi nest
nocturne charm
#

its in the context of doorways but i mainly mean tile allignment, not doorway

quasi nest
#

Ah

late roost
#

I was stupid and built all the pieces on an arbitrary grid size and not the actual grid itself and I'll forever pay for that

quasi nest
#

For the tile bounds themselves I usually just add a BoxCollider on the tile and copy its properties lol

#

Helps that it's all square

#

I think the only ones I don't do that with are composite tiles (which I let generate automatically) and main entrance

sleek plover
#

I will say there is something about zones requiring you to walk through the play area obstacles that just... Does NOT feel right at all.

I wonder what it'd be like if the interior was more like mineshaft, with large hallways that either connect directly to zone rooms, or have an entryway into a play area web

quasi nest
#

Yeahh I'll probably end up removing cube pit tiles from the main path generation

nocturne charm
#

two examples of tiles being alligned vs. not alligned
(arrow is generation pathway, diamond is potential loopback connection)

late roost
#

do that and I will cut off your fingers be very sad

quasi nest
#

Or if they're there they'll be part of a composite one, so there'll likely be another path around it

late roost
bleak remnant
#

when making interior tiles, is the only thing that matters keeping a consistent tile scaling?

nocturne charm
#

a lot matters

#

that is a big one tho

late roost
nocturne charm
#

when i was messing with castle remake i referenced to them by the term "SubTiles".

you wanna keep your subtile size consistent between all tiles.

eg. in a 2x2 room you have 4 1x1 subtiles

sleek plover
late roost
#

I'm not going to do that, sorry.

quasi nest
#

We did play around with a different archetype (all tube tiles), but it was pretty suboptimal for gameplay (and kept generating a bit weird)

#

I do like the current one's mix of maze tiles and tubes

bleak remnant
late roost
#

It's not at all what I wanted to go for with this interior. If anything I'd rather have it be more like what Grand Armory does where the whole thing is one horizontal plane and has a big height within, but the limitation there is that wesley constructed GA as like really big tiles and I have too many playground pieces that need to connect to each other that it can't work that way with dungen

#

otherwise the tile archetypes would be in larger more warehousey tiles with the smaller playground tiles inside, which was the original vision. but dungen was limited so I settled on having the playground tiles generate between and opting for a warehouse skybox and hiding the moon above

#

and I'm pretty happy with the way it turned out so

quasi nest
#

Could do an enclosed thing instead of skybox

nocturne charm
# bleak remnant ic, so i should definitely define the size of the smallest possible room/tile be...

Dunno if this image helps at all but here's an example of Castle's large room which is problematic. My remade one is the one in the middle

the original one has an inconsistent subtile size where it has a little extra space on both axis. This is problematic because as per my previous diagram the tile connecting to these will snap onto the edge of this leftover partial subtitle, offsetting the generation from that point

late roost
nocturne charm
#

oh wait doing this reminded me of another massive rule

late roost
#

One of my favorite moment when testing this interior was when one of my friends watched me die from across 20 tiles of empty space between us, so far away he couldn't tell what killed me or who died, but he def witnessed a murder and was scared lol

#

it was very funny, you had to be there

bleak remnant
nocturne charm
#

The iconic spiral staircase room in Castle is subtile consistent, can anyone spot the problem here though?

quasi nest
#

Pranked by doorway greed

late roost
#

doorway is off center, if you connected another stairway going the other way it immediately throws off the entire grid

nocturne charm
#

๐Ÿ””๐Ÿ””๐Ÿ””๐Ÿ””

#

yessir

bleak remnant
#

ohhh yeah okay, where would you put that doorway? in the bottom middle?

late roost
#

I had to model our spiral slide on the stupid arbitrary grid I made

#

Then paco plugged it in and it still threw off the whole grid because I got the height wrong lmao, had to revisit it

sleek plover
late roost
#

you can

quasi nest
#

You can set tags to either prevent two tagged tiles from connecting with one another, or to only allow tagged tiles to connect

sleek plover
#

Then my idea should work, I think

nocturne charm
#

This espicially matters when you consider tiles can be rotated too which can increase the amount these inconsistencies offset the generation

quasi nest
#

Fixing this little offset made generation substantially more condensed lol

late roost
bleak remnant
late roost
# quasi nest

dude this drove me nuts trying to find it because I was viewing a bad angle in the viewport

bleak remnant
late roost
#

the floor height was misaligned

quasi nest
#

Ye one's marginally lower

bleak remnant
#

oohh

quasi nest
#

Doorway's placed on the center vertices, so they did just end up shifting everything lol

nocturne charm
#

also remember the point here is to keep subtile size consistent, whatever you actually do in these subtiles doesnt matter. eg. these two subtiles are completely unused for this tile and this staircase inside the tile goes through two subtiles

nocturne charm
#

fuck man i really hate that none of the stuff i cooked for castle remake is out rn

#

i have some really handy tooling in here

sleek plover
#

Im thinking some shit like this?

purple - elevator
blue - ballpit
red - play areas
green - playzones
cyan - chairs and tables n shit idk

bleak remnant
#

oh that image reminds me that archetypes also exist, which seem to be the interior generating a long branch like its a main branch?

quasi nest
#

I can only do two main paths without adding DungeonGenerationPlus as dependency plink

nocturne charm
#

eg. mineshaft normal and mineshaft caves

quasi nest
#

And that's by pretending that placing main in the center means there's two main paths

nocturne charm
#

like this little debug tool to visualise the ideal wall, floor and ceiling placement based on tile bounds and intended wall thickness is really neat

sleek plover
#

No... This would be two paths. Main hallway and playzones, and the small play area web

late roost
#

@nocturne charm circling back to your initial critique of the playground tiles, I agree that some bigger centralized tiles are in order. Tiles that are surrounded by the complex maze.

nocturne charm
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yeahh

bleak remnant
nocturne charm
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i think i made it public somewhere

quasi nest
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Yeah I remember taking a look at some of it

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ExtendedTile's neat

late roost
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Sports court and ball pit areas have a bit of this idea

nocturne charm
bleak remnant
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oh alright

quasi nest
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Stair only exists if the doorway generates a path

nocturne charm
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oo

quasi nest
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It's a bit more interesting with these

late roost
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we've also got a slide that is currently unused we can add

quasi nest
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Tube path changes a bit depending on doorway

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I've been meaning to expand on that concept more but it's a bit convoluted lol

late roost
sleek plover
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I feel it would have been the more coherent option, but what we have isn't terrible by any means

late roost
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since I have it open, here are some references I had for the laserzone, you can see where the influences came from

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I love the one with the old-bird looking mech and the shark

sleek plover
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Yeah, the tiles themselves are peak design wise. The generation being so incoherent from a logical standpoint just ruins it a bit for me

late roost
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some for the JumpZone

sleek plover
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huh

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When i was in there I was like "theres no way a curved trampoline works" but there it is lmao

late roost
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The bean bags are personal.

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(Football was mine)

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I showed my brother and he was just like "Dude, how the fuck does your brain even work."

nocturne charm
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a tile like this-ish would be cool

quasi nest
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Oh that reminds me I gotta deal with the two players entering bean bag at the same time softlock ๐Ÿ’€

late roost
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ooo I love that

quasi nest
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Vanilla Cruiser seat bug

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I can just switch to the thing I use for slides lol

late roost
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yeah I wanna incorporate rock walls into more places, ClimbZone is planned..

nocturne charm
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like just stuff some of those 1x1 tiles inside a bigger tile so we can walk around them and stuff

sleek plover
nocturne charm
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doesnt break

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those 1x1's aren't generated

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they'd be placed in the bigger tile

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fake ๐Ÿ˜„

late roost
sleek plover
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thats... thats just a chair

late roost
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yeah but that specific chair had to be in it

late roost
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nobody has reported finding the new object in PartyZone yet

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One thing I realized researching all this was just how dangerous this all was

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And why these places are becoming fewer and fewer

quasi nest
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Clearly

bleak remnant
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i broke my leg in a trampoline park in the UK years ago lol

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i dont think we call em trampoline park, but close enough

late roost
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Never broke a bone

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Somehow

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I used to jump off swings

quasi nest
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Me neither actually

bleak remnant
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i've broken a bone on every important part of my body lol, probably 10+ bones

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im very prone to clumsy accidents

quasi nest
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Damn

late roost
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Only time I got close I tore my knee ligament day before college graduation by jumping off a Lime scooter

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Was crossing a street, car made illegal left, I bailed so I wouldn't become a pancake and heard the cracking sound as soon as my legs hit the pavement, I was going pretty fast

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This was right around I got hired for my job too so I had to take the first month or so working from home until I could walk again

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Didn't get to walk for graduation, was wheeled in a wheelchair

bleak remnant
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dam yeah that sucks, most of my more fatal ones were when i was a kid so nothing important going on for me back then, for my leg i just rolled down a street on a hill with my knee, kinda chipped through my bone a bit but eh i was young so its like it never even happened

late roost
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Ouch

bleak remnant
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iirc i was living on adrenaline so i didnt even know it was bleeding until it was pointed out to me

late roost
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"your leg is backwards"

"Nah ur lying. Oh.. wait. Yeah it is"

bleak remnant
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now imagine if they put my thumb back on backwards, i wouldnt be able to give a good thumbs up ๐Ÿ˜”

late roost
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Would have been a cool thing to show off harhar

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I've got the best graduation pic of all time

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My COVID era

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Getting back on topic, a lot of these play places I also realize now really were super gross

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COVID really was the nail in the coffin for a lot of them

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Oh @nocturne charm my footsteps material suggestion really was a dum dum idea idk why you went ahead with it

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You asked everyone what features we'd like to see and I couldn't think of anything and suggested the weirdest thing

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For one, sound effects of any kind are difficult to find for free

nocturne charm
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theres a good way to do it via mods

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i just haven't yet

late roost
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Yeah I'm just saying that I could have suggested something people actually were going to use more

nocturne charm
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nahhh its good suggest ๐Ÿ˜›

exotic pecan
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We need reskins of the Masked that look like creepy clowns or kids on Bozoros. Itโ€™d be funny/creepy for the playzone, ideally along with a different โ€œhahaโ€ sound lol

granite imp
burnt cedar
scenic pulsar
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Playzone seemed really fun from the one round i just had on it but uh...

If you end up without jumping stamina in the ball pit corridor you're permanently stuck.

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The one corridor type with the two angled trampoline sides and the strip of ballpit down the middle is what Im referring to. I found this out the hard way in a solo game lol

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It might apply to other pits idk

quasi nest
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Oh wha

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I have a thing specifically for that

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To allow jumping without stamina

quasi nest
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That one should be working, and if it isn't it could be some mod incompatibility

scenic pulsar
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Hm. Could be a mod conflict actually, if betterstamina is being weird somehow.

quasi nest
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If you a send profile code I can take a look plink

burnt cedar
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lol

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i woulda reported it sooner

quasi nest
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Yeah it's supposed to be accounted for

burnt cedar
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i have zero stamina impacting mods as far as im concerened when it happened to me

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soo..

scenic pulsar
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Sorry, I put lc away for the day but I might be able to send a code later. I realize now I should have included the code in the first place...

quasi nest
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Doing something at the moment anyway, but I'll see if I can reproduce it with just BetterStamina plink

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Or uh, just in general

scenic pulsar
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NVM I got the code now actually: 019761e1-b474-2807-01ef-16268aa5d5db

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I will say the elevator is really cool looking and the laserzone is very aesthetic. I was testing something I'd seen in Mithzans video when I got permastuck.

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That reminds me: ||what apparatus locks the elevator?|| There wasn't a noticable countdown happening when I took ||one of the laserzone apparatuses||, is there a different trigger?

quasi nest
scenic pulsar
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Oh lol

clear kettle
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my friends and i have also encountered not being able to jump out with no stamina. kinda figured it was just intentional though lmao

We dont have betterstamina though

uncut swift
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yeah. poor guy died to a jester because we didn't have a teleporter lol

nocturne charm
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heres what interior looks like with whatever last version of doscompany i made ๐Ÿ˜„

quasi nest
nocturne charm
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yeah clearly its not finding the right thing

quasi nest
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Does look neat though plink

nocturne charm
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curious why tho, ill have to take a look

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i thought i did support emission

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ah think i already found it lol

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i think it prefers sampling the main texture if it exists then if it doesnt looking for emission

quasi nest
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Oh there's no texture on it though

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All neon color materials inherit from this one

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Ohh wait

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The only thing that changes is the base color, not emissive color

nocturne charm
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ah

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yeah it thinks it needs to care about the emission

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not base

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prob isnt a fan of this either

quasi nest
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Oh true

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Yeah not sure how you'd account for all the ways material properties can vary

nocturne charm
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Itโ€™s not fun!

quasi nest
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I assume even a different shader would cause issues with it

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lol

nocturne charm
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@quasi nest dont worry i fixed it

quasi nest
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Wha ๐Ÿ’€

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Why's it playing the TV screen

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lmao

nocturne charm
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i have no idea

quasi nest
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LOL

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Oh wait I thought it was vending machine texture, it's still TV lmao

nocturne charm
bleak remnant
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that looks cool

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feels like ultra kill lmao

nocturne charm
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actually did not take long to get into a remi reasonable state

keen osprey
old bobcat
nocturne charm
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i dont wanna percieve particles ๐Ÿ˜”

keen osprey
quasi nest
late roost
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The only particles there are the atoms and electrons

quasi nest
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You forgot the Higgs bozon particle plink

scenic pulsar
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The Higgs Bozoros particle?

strange beacon
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the higgs bozon particle

burnt cedar
bleak remnant
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bro played the game blindfolded

burnt cedar
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what version of ultrakill are you playing

bleak remnant
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i play the one where you're not trying to argue for the sake of arguing and seeing that im not saying its 1 to 1 ultrakill but has the same feel with the pixelation

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but you do you

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sorry, slightly irritable rn since i've been working on a visual effect for the last like 10 hours when i should've slept 10 hours ago

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but if you dont get what i mean then idk what to tell you

burnt cedar
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what is this supposed to

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forget i said anything

quasi nest
quasi nest
scenic pulsar
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Oh lol

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Thx for checking it out tho

quasi nest
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Internet died while uploading Bozo update so it'll be a bit longer until that one shows up, but:

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PlayZone v1.0.5 uploaded!

  • Fixed ambient prop sound effects having a pretty noticeable performance impact.
    • Adjusted load type settings and enabled preloading for all sound effects.
    • Removed most OccludeAudio instances, though I'm not sure how much they were actually affecting things.
  • Added config settings to tweak the volume of ambient prop sounds.
  • Made players no longer sink through the floor after having fallen prey to the cubes.
    • Still working on making cubes feel a bit more fair, but for now I've made the spheres to jump on slightly larger (though only in the short hallway tile).
  • Added some more scrap spawn nodes to the LaserZone.
  • Adjusted TykeZone door and window sound effects.
  • Fixed a pretty visible seam in the Apparatus model, it's nice and smooth now!
  • Fixed multiple players entering a seat at the same time causing them to softlock.
    • Reworked interactable seats to use PlayerSeater, like slides.
  • Fixed not being able to jump out of the ball pit without stamina.
  • Made the OutOfBoundsTrigger of any moon PlayZone generates in lower itself accordingly, in case it generates too vertically.
  • Did a bit of refactoring to the project plugin.
  • Trying out some pretty drastic (experimental) generation changes, to see if it feels a bit better to loot.
    • NOTE: If you adjusted PlayZone's dungeon size through LLL or another mod, make sure to change it accordingly (or set it back to defaults), since the overall dungeon size was lowered a fair bit.
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Bozoros v2.5.2 uploaded!

  • Fixed accidental bouncy castle space program; it was not meant to be used for space expeditions.
    • Comically bouncy castle may return soon, however...
  • Did a bit of refactoring to the project plugin.
  • Updated itolib version.
    • Includes a couple small performance tweaks for Bozo features!
still plank
quasi nest
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Wha

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Uhhh

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I'll double check all sound effects

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Does it happen only on Bozo, or is it specific to PlayZone?

quasi nest
still plank
quasi nest
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I have absolutely no idea how this happened

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Seems to be the only one at least

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Last time I touched this file was 7 months ago, huh

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I guess my local copy of that file got corrupted for some reason?

strange beacon
quasi nest
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Yeah same

quasi nest
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I'll probably reclone the entire project though, this is really odd

still plank
quasi nest
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He was about to enter and take you up with him plink

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Close call

late roost
quasi nest
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They warned you about the wrist strap

late roost
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Man I remember how wild the Wii hype was

scenic pulsar
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I should play my wii again. It really was peak.

keen osprey
strange beacon
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god i love that i made the circus interior so rare on other moons

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it makes me happy when it just shows up where it shouldnt

bleak remnant
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@quasi nest holy seam

quasi nest
strange beacon
strange beacon
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for example, due to how i set up espira, the chance you get the puppeteer from coderebirth to spawn first is 8.129420372327453e-5%

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basically impossible

strange beacon
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yes!

keen osprey
bleak remnant
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keep in mind enemy spawn weights are integers, not floats, so below 0 on teh spawn weight is just 0 greed

quasi nest
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Unless that percentage is calculated from spawn weights

strange beacon
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it was

quasi nest
bleak remnant
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icic

strange beacon
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Harbinger:9000,Crawler:3000,Masked:300,Lord Of The Manor:1

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the funny

bleak remnant
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lmao

quick quail
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I've noticed that some mods that mess with hazard spawning or behavior don't work right when playzone is the interior, presumably because of the reskinned turrets & spike traps. Maybe a config option that reverts them to normal could solve it?

night quest
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I mean generally mods shouldn't be overriding the way that works anyways

ancient aurora
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I just discovered a Majora image projection in play zone ? tf is that sorcery ?? it's so coooool ๐Ÿ™Œ Fish