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

1 messages · Page 11 of 1

granite imp
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Like normally

quasi nest
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Secret tech beevil

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(I won't actually use it for the plush, it's for somethin else)

quasi nest
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It does not spam logs for me plink

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The InputUtils error shouldn't matter, but you can get rid of it by removing the + sign that's present in here: This is a pack\BepInEx\config\controls\Theronguard.EmergencyDice.IngameKeybinds.json

burnt cedar
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@quasi nest Does the interact climbable stuff have a bool for being able to climb with 2 handeds?

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if not, dw about it

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im just curious

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it wasnt explicitly mentioned on the modpage

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i also really wanna make rideable minecarts that go in a loop but i have no idea how to do that cus it would be hard to get the player out of the seat without getting them stuck or hit

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cus i also want to make minecarts hit players and damage them

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tricky balance

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might drop it tho

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seems to complex

quasi nest
burnt cedar
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ouh

quasi nest
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But uh, I think just enabling interacting with two-handed items in the InteractTrigger lets you climb with them?

burnt cedar
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thats fine

bleak remnant
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So beanies question confuzzles me

burnt cedar
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tried it with storage complex

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it suprisingly doesnt work

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unless my scripts were broken

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but i swear, several times, i tried to turn it on and it didnt work

bleak remnant
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Interesting

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It might be a ladder specific thing cuz I've used that option successfully before

burnt cedar
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despite having 2 handeds allowed ticked, it shows that you cant climb regardless

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also uh

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whatever this is, is ruining every single synced object in my interior

bleak remnant
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i already told you whats causing this

burnt cedar
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because i sure as hell dont remember you saying anything

bleak remnant
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idfk, i told you what it was in wherever the last time you asked

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literally right under where you asked

burnt cedar
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whats causing it

bleak remnant
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bruh

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just check the place you asked last time

burnt cedar
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i cant FIND it

bleak remnant
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LITERALLY WHERE YOU JUST ASKED

bleak remnant
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I would think so yes

burnt cedar
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just gives the message of “hands full” or whatever and refuses to let you on

bleak remnant
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Alright ill take a look when I'm on my pc next

burnt cedar
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if i can get this to work then I could release the mine interior before jacorn cob makes the scripts and give it the default elevator that just goes to 2 floors

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cus then you could go down a floor to the bottom and take the elevator to the top

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(once his scripts release ill make a full 5 story elevator tho

bleak remnant
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Though I can see it being worked on rn

burnt cedar
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that way i can have a vanilla elevator that goes from floor 1 to 5

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and the ladders for switching floors

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if u have loot at like level 3-5 drop down to level 5 using the ladders, call the elevator and ride up

quasi nest
quasi nest
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I'll probably have it so special character animation disables itself if allow two-handed item is enabled plink

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(For InteractClimbable, since it's specifically intended for ladders)

strange beacon
quasi nest
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!

visual badge
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holy peak

valid vigil
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oh.. its... peak

burnt cedar
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why do people never have photos

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of skins mods

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the entire point is for me to see them!!

strange beacon
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peak

keen osprey
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Free candy-ahh car greed

inner wasp
burnt cedar
quasi nest
valid vigil
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theres also a version that adds bigtop music to the radio

hallow panther
quasi nest
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Do let me know if there's any issues with latest PlayZone update, I did change a lot of stuff plink

late rivet
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oh weird i just had a normal climbing wall rn, same day as well, might be something with imperium not really sure

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yeah might have just been a few-time thing with imperium, been for a bit

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really cool updates though ty!!

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im really feeling the updates to playzone its very nice feeling

valid vigil
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imperium strikes again

quasi nest
late rivet
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same! never had that happen with inperium either and ive used it with this interior a lot

clear kettle
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Can confirm the playzone sound issues seem to be fixed now. I used to get them a ton and haven't at all since the update :)

clear kettle
quasi nest
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💀

quasi nest
scenic pulsar
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The ball pits are an illusion 💀

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I know that's just a programming thing but the in-universe implications would be concerning at best.

unreal jackal
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||any chance the banana mode thing can be enabled without requiring progression mode? like, just require Alcatras and its banana mode?||

inner wasp
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Heyyyyyyyyyy

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Soooo wanted to ask

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Is there mimic compat for playzone??

hallow panther
quasi nest
# inner wasp Is there mimic compat for playzone??

There ain't, I'd have to tweak some stuff so the Mimic's not visible from outside (due to being able to see through walls), but also there's relatively few fire exit spots so I'd probably have to add some more plink

inner wasp
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sad

strange beacon
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@quasi nest you did WHAT

strange beacon
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i cant wait for people who dont read changelogs to be like "why cant i route to bozoros help!!!"

quasi nest
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Oh I made it off by default

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Specifically for that reason

strange beacon
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oh

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ok

inner wasp
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hey guys

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why can't i route to bozoros?

quasi nest
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Only a forkful

strange beacon
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@quasi nest where is my extra potassium 😡

quasi nest
strange beacon
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wait oh

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so theres just

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more banana peels

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which i have off

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and therefore am not seeing

quasi nest
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Oh

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ye

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The multiplier config does affect them too lmao

strange beacon
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😭

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@viscid coyote

hollow wind
burnt cedar
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dies from hyveness

unreal jackal
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ok. so. 3 times now, ive been to Bozoros and had it crash on me. i have 0 clue what's going on.
session log and player log are provided

quasi nest
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Oh

quasi nest
quasi nest
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I have not found solution to the warning spam plink

unreal jackal
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take your time. i also dont know if anyone else is experiencing this

quasi nest
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No like uh

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It's a mystery I have given up on lmao

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I have no idea why Ogopogo specifically doesn't like Bozoros

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I've tried a substantial number of things greed

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I do recommend turning him off there but I don't think it'd cause a whole ass crash though

late rivet
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i do wanna toss in here that ive had about 3~ crashes on bozoros recently (once with imperium), and i honestly dont know what itd be. sadly wasnt able to get a log either times. though i did not have biodiversity.. plink

quasi nest
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Huh

late rivet
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at first i thought it was cruiserimproved since they all happened when messing with the cruiser but im not entirely sure on that, thats all ive got

unreal jackal
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i shall remove Ogo's pogo'ing on Bozo

quasi nest
unreal jackal
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are you sure?

quasi nest
unreal jackal
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lol, good luck

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01988d6b-9711-26ce-9eff-ea5c7e79f642

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removed Ogo on my end (not reflected in the code)

quasi nest
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Ye

bleak remnant
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someone's doing something fucky with navmesh

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and by someone i mean bozoros ig

quasi nest
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Whar

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I mean the most I'm doing is toggling NavMeshLinks for the Ferris wheel for each cart as they spin

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Haven't really touched that in a while though, not sure why it'd be causing crashes now

bleak remnant
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probably something with updating navmesh? dunno

quasi nest
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Heatwave weather so the Ferris wheel was going at 2.5x speed too

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(I have it do the same stuff as Eclipsed)

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Hmm

unreal jackal
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i remember having Stormy another time. dont remember the 3rd

quasi nest
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Stormy's 1.5x speed plink

quasi nest
quasi nest
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Only guessing

candid edge
unreal jackal
candid edge
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ooh

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yeah no rush

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I'm guessing others may encounter this too

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I'm curious to see if it's only affecting bozoros

unreal jackal
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we shall see

quasi nest
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Lmao

unreal jackal
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tolja

quasi nest
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I do understand keeping moons disabled to more easily rotate them out

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But dam greed

candid edge
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@quasi nest fyi in case it helps you narrow down the cause, the main thing that might screw with PathfindingLib is if you're modifying navmesh (including offmesh links) in a way that PathfindingLib doesn't account for

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maybe you're doing something extra special sauce that I didn't think of when I was implementing the synchronization, but I thooouught I was pretty thorough

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if it's possibly related to your elevator offmesh link tricks (I think those were yours), then you may be able to trigger the crash by toggling a link every frame

quasi nest
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Oh wait I actually don't turn them off

candid edge
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oh huh

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I thought you had to

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so they would enter the elevator

quasi nest
candid edge
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ahhh

quasi nest
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The crash happened on regular circus facility, so no weird elevator thing going on in the interior

candid edge
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interesting I see

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is there anything on the moon that might be fiddling with the navmesh?

quasi nest
candid edge
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hmmmmmm

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you know

quasi nest
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So maybe if going at a faster speed (like 1.5x on Stormy or 2.5x on Eclipsed) it can't keep up or something?

candid edge
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moving links maaayy be an issue?? not sure

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I might need to look at what that does

bleak remnant
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they sort of update the navmesh, the moving links, iirc right?

candid edge
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yeah they have to

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I'm thinking and I don't believe I have anything that checks if those are causing changes, I might have to hit up ghidra again

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I wanna say it probably would be the same code that handles disabling/enabling links and moving them, but not sure

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@quasi nest are these links a fairly new addition to where you would expect to have only heard these reports recently?

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it's also a possibility this only started happening due to people using CodeRebirth + Smart Pathfinding though, since that causes a lot more pathfinding jobs to run, which increases the chances it coincides with a link changing something

quasi nest
candid edge
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it's times like these when I wish we had crash telemetry lol

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if this is a new crash then it's a lot more worrying than my theory above

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mostly because it'd take a while to investigate

quasi nest
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Kinda wanna see if it's reproducible by spawning like 30 Jimothys during Eclipsed or something plink

candid edge
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it seems likely that it would be

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definitely worth checking

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might not even need the wheel to be sped up

bleak remnant
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whats a crash telemetry

candid edge
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when you have version information tied to crash reports from all your users it makes it a lot easier to find when a regression occurred

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or if one occurred

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or if it correlates to one hardware vendor or another

bleak remnant
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ohh icic

candid edge
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etc etc

bleak remnant
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dcrash everyone's pc with the name that start with a z

candid edge
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that would be a bit tricky to track down with anonymized data lmao

bleak remnant
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just check the steam name ez

unreal jackal
candid edge
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that's good to hear 🫡

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it'll be helpful to know if you confirm that it happens after downgrading, I appreciate it!

candid edge
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nice okay

unreal jackal
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ogopogo is disabled and PFL is downgraded

candid edge
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time to fire up Ghidra

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this should be fun

unreal jackal
candid edge
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I went to a bunch of trouble to hook into the OffMeshLink implementation only to realize that you were using NavMeshLink instead lol

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oopsie

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I might want to employ your help to test whether my OffMeshLink solution works if you're willing @quasi nest

but I will write a hook for NavMeshLink too shortly

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I'll also have to make a hook at the lowest level to ensure that nobody adds/removes links without PathfindingLib knowing, that'll be worth testing separately as well

quasi nest
quasi nest
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But also I haven't actually repro'd the crash myself, so maybe could get @unreal jackal to try an early build perhaps plink

candid edge
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yeah no particular rush, I would just like to verify it against both types of links to ensure it covers everything

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I wanna say I have a solution that should work now

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for both

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the main thing I would need is a build of bozoros with offmeshlinks instead of navmeshlinks so I can make sure that that also triggers my locks

candid edge
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unfortunately I can't reproduce the crash with just bozoros and the masked mod in my pack, but I have a build that should theoretically fix it that I can send to pepsiman

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only had to write like 3 more native patches and a bunch of helpers lol

unreal jackal
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twill have to wait til tomorrow. work til 7 PM CST, the LC night with my main crew til 11 PM CST

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wish i knew which mod's current ver didnt like Bozoros' new update

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unless...

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@quasi nest by chance, did you work on Bozoros' update with FairAI installed? specifically ver 1.5.1 (current latest)

valid vigil
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ive been having this crashing issue on bozoros aswell, i dont have fairai installed :p

night quest
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But I doubt that's the problem here

unreal jackal
candid edge
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the changes to PathfindingLib don't affect behavior other than to prevent crashes, so if you're the main person getting the crashes, you could potentially run the pre-release while others are on the stable release

night quest
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Well since we know it happens even with the previous lib though it might be more likely that itolib or Bozoros need downgraded

candid edge
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no problem if you can't though, I can try to see if I can get repro on my end with CodeRebirth and a bunch of Jimothy or something

night quest
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I also played on Bozoros once yesterday but didn't crash, just got the usual late day lag that I get whenever I play on Bozo for whatever reason

candid edge
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well the stack trace very clearly indicates it's pathfinding when it shouldn't be, so it's possible some other mod started making the crash occur but it needs a fix on my end regardless

night quest
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Yeah possible

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I also don't use FairAI so I doubt FairAI would be causing it if it's missing

candid edge
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it is curious that it seems to be only happening to pepsiman though

night quest
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Cobalt also reported it

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so it might be some mod they're sharing

candid edge
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ah ok hmm

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do we have codes for both?

night quest
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@valid vigil Did you post your code? I know Pepsi did

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You didn't, when you get the chance it'll be worth sending that to cross compare what mods are in the packs

candid edge
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also whichever one is smallest would be preferable to for me to test crashes

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or if the crashy mods have been narrowed down at all

unreal jackal
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COBALT

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@valid vigil that's you

night quest
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Yeah they're offline right now

hollow wind
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ping them again, that'll help

unreal jackal
valid vigil
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ill post it soonish, im not home

bleak remnant
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@valid vigil I heard pinging helps

quasi nest
quasi nest
bleak remnant
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Curious

quasi nest
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I'm not certain greed

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I like the NavMeshLinks' width thingy but the Ferris wheel doesn't really need it lol

bleak remnant
valid vigil
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0198950b-a9ad-dcec-1416-233383a28118
i havent played since before PathfindingLib 2.0.0, not sure if that has anything to do with it plink

unreal jackal
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PFL version didnt matter when i downgraded to 1.0.1

signal valley
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I am also experiencing crashes on Bozoros 01989563-8a7c-c558-7175-9a9e2db73767

inner wasp
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Im also experiencing crashes

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On bozos

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:3

quasi nest
inner wasp
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Nah idk if im experiencing crashes but when blue dropped the first thing i did was go into bozoros

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And it almost instantly crashed

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Maybe related?

quasi nest
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Don't think so

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I tested Blue™ to make sure things were Blue'd adequately on Bozo

inner wasp
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Only tried once since i was trying to go into moons that had blue weather

inner wasp
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Mmblue

quasi nest
quasi nest
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I think I swapped to NavMeshLinks on v2.3.6

candid edge
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oo okay I'll take a look

slender nest
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paco, matt... i came up with a new idea for a dungeon 💀
since your playzone map brought me back to some really old fond memories of being young at the local arcade...what about a sort of elementary school?

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i do apologize if this isnt the place to make suggestions or if you guys were even accepting any, i just found it to be a really cool idea!

quasi nest
slender nest
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oh that's cool! i didnt even know there was one of these already but yeah it seems like it's pretty dated now

strange beacon
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school still works

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problem is that shit was made for gnomes/elves

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and it doesnt feel natural at all

unreal jackal
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also a bit laggy. playable, and aesthetically accurate, but the place hurts performance a tad.

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not enough a reason for me to disable it, tho

strange beacon
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two-handeds dont properly spawn in it

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its not that they cant ever

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but i did throw it onto my assurance edit, which almost only spawns two-handed items

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and none were on the map

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i knew two-handed generation was broken before that, i just did that to provide 100% sure proof they dont generate properly

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except apparatus

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and paintings i think

quasi nest
candid edge
valid vigil
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last time i was playing it was happening most of the time i land on bozoros. out of like, 7-8 landings i was only able to actually complete a day once

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it seems to happen at random times during the day

candid edge
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gotcha, that's a pretty good rate of repro then

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it makes sense it would be randomly too, since this is a somewhat unpredictable race condition

quasi nest
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I spawned 7 Jimothys near the Ferris wheel, no other enemies

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Crashed after a minute or so

candid edge
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oh nice

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it's weird that it didn't happen with my masked patch mod

quasi nest
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Jimothy just kinda struggles pathfinding actually

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But if I delete the Ferris wheel he immediately starts pathfinding places lol

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Definitely related to the Fire exit in there plink

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Or maybe not

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I do specifically have a config setting that removes the fire exit lmao

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I thought it was trying to path to the fire exit there, but he still gets stuck even without it

candid edge
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huh, it seems odd for the ferris wheel to affect pathfinding like that

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but I have repro now HYPERS that'll help me to test the fix

candid edge
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@quasi nest was this a known issue in older versions? this seems to only appear if I have bozoros enabled

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I tried 2.3.5 and 2.3.4 and both do this, but this is a debug build, not sure if that may have some effect on the exception

quasi nest
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Oh uhhhh

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Huh

candid edge
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seems like this should happen in release Unity as well

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unsure if somethin weird is going on on my end though, since I downgraded it specifically because I was encountering an unexpected crash

quasi nest
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Not aware of any missing NetworkObjects, weird

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Or uh

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I didn't see that message when I loaded up that older version

candid edge
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trying a clean profile now Hmm

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huh even clean profile does it

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lemme redownload bozoros just to be sure

quasi nest
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I'll try again too just to double check

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But I was able to land

candid edge
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I also was able to land but that error is certainly very worrying, since it would cut the LLL loading process short

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well

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I was able to land when I didn't have PathfindingLib+CodeRebirth anyway

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it crashed with them and I'm unsure why yet

quasi nest
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Weird

quasi nest
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I could also just send a version of Bozo but with OffMeshLinks in the Ferris wheel, Unity do be slow to open though 🐌

candid edge
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yeah don't worry about it

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this crash I'm seeing is probably my fault, I just had to do a bunch of mod toggling to make sure

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and that error confused me

unreal jackal
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im just watching. i love Bozoros, and i dont want health inspectors to march about

quasi nest
candid edge
#

the crash I'm getting is happening instantly on land while it's trying to instantiate hazards for some reason, but I think it's from a memory corruption issue in PathfindingLib

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...somehow...

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it's all very weird

quasi nest
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Goofy moon creates goofy bugs

night quest
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Weird it doesn't happen in my profile though, perhaps some mod is unintentionally fixing it?

candid edge
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it only happens with the older version of bozoros afaict

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but also I would assume this wasn't a thing previously, so uhhh

quasi nest
candid edge
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I gotta figure out where it regressed

quasi nest
#

7 Jimothys in current Bozo causes a crash after a little while greed

unreal jackal
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so blacklist Jimothy on Bozoros until further notice?

quasi nest
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I'm guessing any other smart agent-using enemy could cause it though

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I only tested Jimothy due to the funny joke I made about spawning 30 and seeing if it crashed

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(It did end up being the case)

unreal jackal
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ye

candid edge
#

yeah jimothy also uses the smart pathfinding to roam a lot so he's especially good as a stress test

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dude I'm so confused tho

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what the hell is this crash

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it's happening even with PathfindingLib downgraded to 0.1.1

quasi nest
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Wonder if it's somehow something from v70

candid edge
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hmm

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interesting thought

unreal jackal
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if it is, we sure have been lucky to avoid it so far

candid edge
#

actually

quasi nest
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I know like steam valve hazards suddenly ceased being a NetworkBehaviour in v70

candid edge
#

more likely it's an issue that's always existed but only occurs in debug build

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lemme check

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not sure why that didn't occur to me before

unreal jackal
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vanilla is always the last thing to come to mind when it comes to mod compatibilities

candid edge
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if that's the case though, you somehow managed to fix the issue without knowing it teehee

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yeah there's so many factors when doing stuff like this

quasi nest
candid edge
#

my own fault for running debug I suppose

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ok it is not the debug build

quasi nest
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Whar

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It appears I can land with Bozo v2.3.5 + CodeRebirth

candid edge
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it stops having issues if I disable PathfindingLagFix afaict

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so make sure you have that as well

quasi nest
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Ohh LagFix

candid edge
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I've been testing against 0.1.1

quasi nest
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Ye I just had PathfindingLib

candid edge
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if it works on your end then I might have to erase my cache and reimport my testing profile lmao

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I'm running out of ideas

quasi nest
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Or at least has less issues, I think it's still strugglin a bit

candid edge
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huh, it's odd if it differs visibly

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oh I also have a set seed in my testing profile: 4052198

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using cullfactory

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ok now it happend with PathfindingLagFix disabled lol

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I'm being trolled

quasi nest
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💀

candid edge
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and PathfindingLib disabled as well...

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maybe this seed is just cursed somehow

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lemme try it on a clean profile

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nada with just the seed, time to disable more stuff

night quest
#

If it happens with PathfindingLib disabled doesn't that mean it's a Bozoros issue?

quasi nest
night quest
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Wait uhhhh

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Is it somehow the same issue that a few other moons that aren't terra meshed have where it crashes only with the Vanilla shader?

quasi nest
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Doubt it

candid edge
quasi nest
#

Testing on a clean profile without LethalSponge plink

candid edge
#

no it's an unrelated stack trace

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it's erroring while trying to instantiate some object

quasi nest
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Clearly it must be the banana peels, gotta set banana peel multipliers to 0 plink

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(/j but you could actually try that lmao)

candid edge
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hmm might be worth trying actually lol

quasi nest
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Banana peels do work for me though so I don't think it's that

candid edge
#

if those are spawned from SpawnMapObjects

quasi nest
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Ye

candid edge
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hmm

quasi nest
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SpawnMapObject that spawns a spawner that spawns a banana peel greed

candid edge
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oh do they periodically respawn you mean?

quasi nest
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Oh no it's a one-time thing

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Object shows up, spawns a banana peel, refuses to elaborate, gets destroyed

candid edge
#

is that where the error about the network object comes from?

quasi nest
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Doubt it, Jimothy did carry me over to a banana peel that I then activated

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Thus indicating that they did spawn correctly

candid edge
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oh I thought you found the problematic prefab based on what you said before

quasi nest
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Ah no

candid edge
#

oh

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disabling the nanners does stop the crash

quasi nest
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What 💀

candid edge
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I have no idea why it didn't happen on the profile with just bozoros tho

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I'll try one more repro with no nanners to make sure

quasi nest
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I'm even more confused if that's the case lmao

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But I guess you can test pathfinding then

candid edge
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lol yeah that's true I suppose

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I hate leaving this unsolved tho

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especially if it's being masked by different rng

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I wonder if it could still happen

quasi nest
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Mystery bug greed

candid edge
#

looks like the crash stops happening if I disable FixPluginTypesSerialization

candid edge
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so apparently whatever build of FixPluginTypesSerialization I had in my cache was causing issues, but it also happens with FixPluginTypesSerializationDebug

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this is so bizarre

tranquil parcel
#

debug breaks other mods as well

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so that isn't really surprising

candid edge
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right, but that's usually due to additional checks in debug

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this is different

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something in FixPluginTypesSerialization is corrupting some asset in Bozoros or something

tranquil parcel
#

was your cached version the newest one after it got fixed?

candid edge
#

I'll have to confirm the version that I'm using where it's not crashing is actually patching it to load SOs correctly but it definitely should be (it was)

#

it might have been a fixed version that I made myself before Evaisa pushed an update

#

not sure

candid edge
#

anywho, looks like my fixes in PathfindingLib are confirmed working, I'll have an update out probably in the next hour

#

just gotta commit a bunch of stuff

candid edge
#

fix is out as 2.1.0 neow

#

took a lil longer than I thought because I forgot I had to grab the addresses from release Unity as well

lusty ironBOT
#

Meow meow!

late roost
inner wasp
#

Pawsy even reviving people omg

#

hi matt!!!

late roost
quasi nest
#

(on PathfindingLib v2.1.1)

#

I could change the Ferris wheel to accomodate his pathfinding, but I assume it's an edge case you wanna deal with greed

#

(I probably will change it regardless, I don't really need NavMeshLinks there, or could probably get away with stationary ones at the bottom plink)

candid edge
#

did you say it did better at this before you switched to NavMeshLink?

#

thanks for the visual though, and that is definitely very curious

#

not quite sure what would cause that

quasi nest
#

Oh yeah when I tested the older Bozoros version with OffMeshLinks he seemed to pathfind better (though I think there was still a slight stutter occasionally)

#

But he could actually route to stuff

candid edge
#

what I wonder first is whether any other enemy trying to path past the ferris wheel might have similar issues

quasi nest
#

You know actually uhhh

#

I've seen giants do a stutter step thing sometimes, I've been wondering what that's been about but it's likely related

candid edge
#

it may be

quasi nest
#

Like they just kinda half-complete their walking animation but actually move

candid edge
#

I'll take a look with imperium visualizations and see if it gives me a clue

quasi nest
candid edge
#

I'd definitely like to confirm that it's not before I dismiss the issue

candid edge
#

yep 100% it's the NavMeshLinks and it does affect all agents

#

good job Unity

#

I would definitely be curious to see how much better it is with OffMeshLinks instead, but I'm guessing it still isn't great

quasi nest
candid edge
#

one thing I do know is that for some reason OffMeshLinks don't remove their data from the navmesh before re-adding it when they move, which NavMeshLinks do

#

I wonder if it would be possible for me to optimize it

quasi nest
#

It is way better compared to with the NavMeshLinks iirc

#

At least I remember it being the case while testing Bozo v2.3.5

#

But uhhhh yeah I'll probably stick to stationary OffMeshLinks lmao

candid edge
#

lemme see how moving ones look rq

#

I'm curious if it's worth me adding a patch for this

#

I may be able to make NavMeshLinks behave like OffMeshLinks in that regard

#

oh there's literally no problem when it's OffMeshLinks

#

puffer runs by the ferris wheel perfectly

#

at least that's assuming they work correctly in 2.3.5

#

they do HYPERS maybe I will try to patch this then

keen osprey
tidal iris
#

Since its wide, perhaps a Plank
or Plonk

candid edge
#

pli

#

@quasi nest In case you're still curious at all, I have done way too much investigation into this and come to the conclusion that Unity is stupid

I discovered a few things:

  • Your old OffMeshLinks worked after moving despite having autoUpdatePositions set to false, seemingly because they're attached to moving NavMeshSurfaces which are the actual objects causing the motion
  • Enabling autoUpdatePositions on those doesn't cause stutter stepping, despite the fact that the same code paths run as with NavMeshLink

Only thing I can imagine is that maayyybe somehow the NavMeshLinks aren't being placed into the navmesh tiles that follow the cars? Not sure if it depends on the bounds center of the links, the object position, or what

#

there's probably more I could find out, but I'll have to see if I feel like reverse engineering more of the navmesh code lol

#

I've figured out a lot of the off-mesh links, but debugging to find out the difference between OffMeshLink and NavMeshLink will be a bit of a pain

quasi nest
#

Ohh interesting

candid edge
#

All that said, I see zero issues with OffMeshLink, and all its code runs directly in the runtime, so I think the only case NavMeshLink should be used is for stationary links with width

quasi nest
#

Yeah I'll be switching off of them for the Ferris wheel

#

Probably will have 4 OffMeshLinks on either side of each cart that are only enabled when their specific door is open

#

Sounds a bit more reasonable plink

candid edge
#

ah yeah that makes some sense

#

not sure if AI will be able to open the doors but that would be incredibly tricky to achieve regardless

quasi nest
#

Yeahh, though it's not really a common scenario at all for an outside enemy to target a player inside the wheel

#

There's really no specific ones that path towards the player (that fit in the carts)

#

I guess the concern would be Jimothy exiting out of that specific fire exit lol

#

Though I think it can open the windows just by virtue of being close to them already

candid edge
#

you mean the one past the ferris wheel?

#

he should do fine with OffMeshLinks from what I can tell

#

the vanilla enemies at least experience no delays in pathfinding

quasi nest
#

I don't think I've seen Jimothy try exiting out of that one though

#

I did see him enter through it when I was repro'ing the NavMeshLinks crash with 7 of them lol

candid edge
#

oh I haven't seen that, is it in one of the cars?

quasi nest
#

Ye

candid edge
#

oh random small nitpick but you might wanna hard depend on itolib lol

#

I just loaded in with it disabled since I was swapping from 2.3.5 and it errored

#

doesn't matter really though

quasi nest
#

At least it's both in the manifest and Bozoros .dll as a hard dependency

candid edge
#

huh

#

that seems odd unless there's some code that might be running regardless of whether the plugin is initialized by BepInEx

#

not a big deal tho

candid edge
#

ahhhh I figured out the difference

#

NavMeshLink with width > 0 won't use the navmesh tile's transform when it gets updated by the tile moving

#

it's also very possible that the width is the cause of the delays in pathfinding, perhaps it causes more time-consuming threaded work to update the polygons of the navmesh around the edges

#

I'm also not sure whether the endpoints of the OffMeshLinks were accurate with auto update off, but with it on, it didn't cause any stutter stepping either

bleak remnant
#

@candid edge since you're already looking at offmeshlinks and navmeshlinks

#

you probably already know but

#

do offmeshlinks contain references to agents on them?

#

i could check but lazy and you're right here

candid edge
#

oh you mean agents passing through them I suppose

bleak remnant
#

agents travelling an offmeshlink take time to do it based on the agent's speed, so i was wondering if off mesh links contain references to agents travelling through em

candid edge
#

that would be in the agent's crowd data

bleak remnant
#

crowd data?

candid edge
#

it's an internal struct that Unity uses to jobify the agent movement

#

there's one for each NavMeshAgent afaik

bleak remnant
#

so if i have an off mesh link, im definitely able to tell what agents are on it, that data's on it?

candid edge
#

I believe that's where that info would be, if not it's on the internal info of the agent

#

no you would have to look at all the agents in the world to find out if any are on your link

bleak remnant
#

hmmm alright

#

that might be a bit expensive depending on how convoluted that gets

#

if im checking it every frame

#

which ig brings me to something else, off mesh links are considered internal teleports in pathfindinglib right?

candid edge
#

no

#

the navmesh handles them

#

the only reason I gotta screw with them is because of navmesh modification

bleak remnant
#

oh, what are internal teleports then?

#

this is sorta related to the portal effect i told you about in dms, i dont want enemies to think something is super costly if offmeshlinks calculate their cost based on distance

candid edge
#

unused currently

#

it's just to allow agents to teleport between areas

bleak remnant
#

icic, sounds like what i need but since not every enemy would be able to implement that natively i gotta settle for something like putting off mesh links and hoping agents dont think its super costly lol

#

also im stupid i can just change this

candid edge
#

I just noticed

#

NavMeshLink has the cost override as an int

#

Unity devs really screwed up

#

good thing it's there on OffMeshLink at least

bleak remnant
candid edge
#

it is indeed

#

it's a multiplier

bleak remnant
#

wait what

#

oh that makes sense

#

thinking about it yeah

#

that's weird to not be a multiplier 💀

candid edge
#

they definitely could also make it an absolute cost value, or both, but shrug

candid edge
#

interestingly, it doesn't appear to be the link width that's the cause of the stutter stepping either thonk

quasi nest
candid edge
#

welp it looks like I must've goofed something previously in my OffMeshLink testing, it looks like setting autoUpdatePositions to true does indeed cause the stutter stepping as well

#

but that's actually good to know, since it gives me more of an idea of where I may be able to experiment with solutions

#

I suspect I may be able to modify the positions of the links and then update them without having to remove/re-add them, but we'll see if that explodes horribly

#

it seems like it should be possible, considering that the NavMeshSurfaces are already doing something similar

quasi nest
#

I have it so they activate when their respective window is opened

#

The moment I open one it starts happening

#

I can switch to stationary ones but I'm wondering why they're fine in v2.3.5

candid edge
#

were they fine for you in 2.3.5 when you tested Jimothy?

#

I never tried him, only puffers

quasi nest
#

It was mostly fine

#

I think I saw him stutter a bit occasionally, but he was actually moving places

candid edge
#

I would suggest checking where the link object itself was before then

#

see if that makes a difference, maybe it needs to be in a particular spot to make it attach to the moving tile

quasi nest
#

Yeah loading up the older version

#

Ohhh wait

#

I have them as children of the actual NavMeshSurface

#

Yeah he paths just fine in v2.3.5

#

I'll try changin that

quasi nest
#

I forgot that was something I wanted to test/double check

quasi nest
#

I was reenabling autoUpdatePositions greed

candid edge
#

oop I see

little viper
granite imp
#

@quasi nest

#

Cant load into most moons

quasi nest
quasi nest
granite imp
candid edge
#

it only took me like a week but I managed to make OffMeshLinks with auto update on not cause stutter stepping yippee

#

problem is that this could potentially break obscure setups without me knowing it, so I might have to make it opt in to start

night quest
#

He's had a bad habit of getting stuck at times for up to 2 minutes at times

candid edge
#

uh probably not

#

this is a very specific scenario

#

map dependent

quasi nest
#

I've still yet to release Bozo Ferris wheel adjustments so that's probably good plink

night quest
# candid edge uh probably not

Ah well if you and @bleak remnant Ever manage to look into Scrap-E that could be amazing, he's a really cool enemy but when he's holding you and comes across some obscure thing and gets stuck on something that Jimothy won't get stuck at all on it can be really frustrating lol, especially since he tends to stall for 1-2 minutes I personally had to turn him off for now

candid edge
#

I do gotta make this fix work for NavMeshLink, and also see if it works for non-zero width, but fingers crossed

candid edge
#

at least until I get busy with work in 2 weeks

bleak remnant
#

Congrats Rikka_clap

bleak remnant
candid edge
keen osprey
#

This could've been playzone 😔
How gullible I've been

quasi nest
slender nest
#

hell yeah more liminal dungeons 🤤

keen osprey
slender nest
candid edge
#

uh

#

are you a mod developer?

slender nest
#

i'm sorry, i'm not but i do kinda understand a bit when it comes to specific configs or possibly even changing a code or two if it's basic enough

candid edge
#

I'm afraid as an end user your best bet is to try to determine the minimal mods needed to reproduce the issue and just report it

#

stutter stepping is almost certainly either broken AI or some conflict

slender nest
#

sounds good! i'm actually going through the mods one by one at the moment to figure out what's going on, since it seems like for solo play im getting one kind of issue but when it comes to multiplayer it's an entirely new set of problems
ill see if i could replicate it, but i just thought i'd ask since i searched around in the server for mentions of stutter walking and this was the most recent

candid edge
#

it's certainly easier to debug if you're familiar with how AI works in the game and therefore know what to look for as far as malfunctions, but that takes a lot of explanation unfortunately

quasi nest
#

(on Bozoros)

#

-# Fix coming soon™ plink

#

But yeah it do just be any moving NavMeshLinks or OffMeshLinks with autoUpdatePosition that can cause it, though I can't think of any other mods doing such a thing off the top of my head plink

slender nest
#

wait actually? cause i disabled the moon and playzone just in case after reading up on the chat above and i think something bigger might be causing it since the stutters keep happening, even on the ship... i wonder if i have a broken mod or if some ai change is overlapping with eachother or something

quasi nest
#

I just know that does cause it greed

sweet prawn
#

Make a "John carpenter's the thing" monster for the bunker please.

earnest zealot
sweet prawn
#

My idea for it would be to take the stats and transformation from the "infected company" mod but to make it ai controlled and designed like a mask variant type enemy except rather than transforming you directly instead it just tries to kill you directly but each hit has a 50% to infect you transforming you after a delay.

clear kettle
#

is there any chance the locked ferris wheel fire exit door on bozoros could be a config toggle?

quasi nest
strange beacon
#

@quasi nest hi yes i found a banana peel in circus with them disabled again

#

on a different moon this time

quasi nest
unreal jackal
#

toggle put it on a different moon

#

"Your problem, now."

quasi nest
clear kettle
#

ok cool then lmao

late roost
sweet prawn
#

NOOOOOOOOOO-

inner wasp
late roost
#

This mall was crazy, they had so many separate types of places like this that when combined are pretty much PlayZone

#

There was an indoor amusement park detached from the main mall that I didn't go to

late rivet
#

that sounds so rad damm!!

bleak remnant
#

rad...?

late rivet
#

so when are we getting the custom interior exclusive enemy, ticket man

bleak remnant
#

clark kent in our universe 😔

late roost
#

All the games were extremely focused on gambling

#

But the coin pushers were peak, we sat for an hour playing a baseball coin pusher from Konami that was genuinely a lot of fun

quasi nest
#

Obligatory "LET'S GO GAMBLING" mention plink

late roost
#

The only time I've ever gone gambling I left the casino with $200 that I didn't have before so 100% success rate so far

#

Can't wait for someone to make the Casino Floor interior

late rivet
#

thatd actually go kinda crazy honestly

#

now the scariest thing that can kill me in this interior is the rigged machines

slender nest
#

that's actually a really good idea... a sort of vegas moon where the interior is like a hotel/casino?

late roost
#

you either get the scrap from winning, or spawn a monster if you lose

#

surprise ghost girl haunt lmao

bleak remnant
#

the moon's time multiplier is 0.0001

#

but the clock moves normally

#

so you're there for like 30 days

late rivet
#

routing to moon 777-Jackpot to get stuck in the casino labrinth for months and live off of the chocolate coins that every machine is filled with and an unattended maneater i found

quasi nest
#

99% of gamblers quit right before hitting their 100x value quota beevil

bleak remnant
#

loool

pliant forge
#

@late roost hi, hope you dont mind the ping, im having compatibility issues with bozoros because it has a planet tag called "fun", because lethal level loader lets you filter planets by tag, this means i cant use an actual command called "fun" in the darmuh terminal stuff mod since the game prefers to sort by the filter instead

#

unrelated but i wish somebody could port the clown enemy from REPO to lethal company just because it would be so good on bozoros lmfao

quasi nest
#

Terminal stuff also has this setting, could try it perhaps

pliant forge
native badge
vague basalt
#

hello gentlemen, I come bearing a question. Is there a way to add/change the music that plays in the PlayZone interior/elevator? A mod or perhaps another method I'm unaware of?

quasi nest
#

Alternatively could mute elevator music in the config and bring a Boombox greed

sweet prawn
#

Maybe matt should answer this?

#

Would they even know?

tranquil parcel
#

they work with matt for this

sweet prawn
#

Well shit

inner wasp
#

probably can be done with sound api yeah didnt thought of that

#

i associate soundapi with vanilla sounds

#

but maybe can be done with modded things too

tranquil parcel
#

just turn this on and use what it prints for the sound replacer

#

i made sound replacements for piggys variety mod guns this way

inner wasp
#

Amazings

#

Peaknits

sweet prawn
#

oh well that works

vague basalt
#

Awesome, thanks!

vast furnace
sweet prawn
burnt cedar
#

in order to properly learn the word, take beanish 101

buoyant sandal
#

where can i take it

burnt cedar
#

Only i can provide

#

first, you need to flarch it.

#

after that, if you are splingly enough, you may be able to check it out like sklarpet

#

a true beanish knower loves to flean it

#

generic can prove this

#

hes quite flingly

#

greed and versed in beanish

buoyant sandal
#

thank you Beanits of infinite wisdom

visual badge
#

infinite flarch

blissful aspen
#

How do you access Bozoros with the wesley progression compat?

rich plinth
blissful aspen
#

Wesleys moons doesnt have Seichi... unless its from that one moon that does look like it

rich plinth
#

See I told you its there

keen osprey
#

anything but releasing dojo 😔

rich plinth
keen osprey
#

the dumbell yearns to smash the yellow creature

quasi nest
inner wasp
#

wait what?

#

since when is this a thing

#

WHAT???????

quasi nest
quasi nest
unreal jackal
#

||solo play wont unlock it nicely||

inner wasp
#

i wanna see this so bad

unreal jackal
inner wasp
#

oh...

#

:c

quasi nest
inner wasp
#

we need to make a new tape

#

is it too hard to add?

quasi nest
#

It ain't, the 'hard' part is the video itself greed

unreal jackal
#

dibs on voice acting stare

inner wasp
#

im not that great at editing but if you need help i would be more than happy to help

quasi nest
#

Ye Matt wrote a script for one at some point, but there was also an idea I had for one that didn't involve voice acting, I just didn't really get around to finishing it before starting PlayZone stuff plink

unreal jackal
#

script me up, scotty

#

youve heard the ranges my voice can go

sweet prawn
#

You know I wonder if someone goes through enough servers and ask them to do one tiny thing at a time if someone can get like 20 people to accidentally create a whole mod.

That would be the funniest thing ever.

#

I mean if bigger or better can get someone a whole house with just a paperclip to start then why not this?

sweet prawn
#

Someone should try that to see if it works 🤣

unreal jackal
#

there are no "tiny things" for just 20 people in one mod

inner wasp
#

would it have footage of bozoros, circus facility and playzone? or how would it go about

sweet prawn
# unreal jackal there are no "tiny things" for just 20 people in one mod

Well I mean there sort of are, it depends on how you ask. It probably would also help if you're able to get some of the template work done yourself and then you just ask people to kind of fill in the gaps.

For example with an enemy, you can ask for one specific script behavior here, one tiny animation there, get someone else to do basic texturing job, maybe get the next person to finish the texturing, and then bam finished enemy. I am oversimplifying and it would probably take way more steps and time than that but still.

#

I certainly am not doing this because at that point with all that effort I'd rather just do it myself.

unreal jackal
#

i dont like this experiment.

#

back to bozoros tape

inner wasp
#

😮

sweet prawn
keen osprey
#

mods, don't touch me

inner wasp
#

i already figured it out smh

#

for saying that your punishment will be: 3 full quotas on trite

quasi nest
inner wasp
#

Also pacoito since you are the compat master

#

I wanted to request smth you might be interested

quasi nest
inner wasp
#

That being

#

Unique trashcan for scrap-e in playzone hehehe

quasi nest
#

Oh that do be a funni concept

#

PlayZone trash bins are vents though, so it might be a bit weird to see them placed randomly in the middle of tiles

inner wasp
#

Thats why i say

#

A unique one

#

Maybe the same but with somehing off like no top

#

To differentiate i from other trashcans

unreal jackal
#

are there unique landmines?

quasi nest
#

There's a model made for (non-bowling alley) spike traps but I just haven't set them up plink

unreal jackal
#

giant woopie cushions

inner wasp
#

turrets and landmines dont look too out of place

unreal jackal
#

with little red lights

inner wasp
#

but the trashcans do

late roost
#

I know this is kind of a longshot but I found out last week I'm getting laid off from my job. I'm actively looking for work, if anyone hears anything please let me know.

worn canopy
#

I'm so sorry to hear that Matt :[

#

I hope you're able to find something, stay strong!!

#

You're a super talented guy

late roost
late roost
# sweet prawn Why??

I can't really go into detail about it, it has nothing to do with me or my performance or anything like that

sweet prawn
#

That's usually even worse...

late roost
#

Such is the game industry, can't say this wasn't inevitable anyway

#

I've read like four or five major studios had layoffs in the past two weeks so excellent timing to have more competition in the applications

#

Its discouraging dawg

sleek plover
#

Oh please dont tell me it was AI

late roost
inner wasp
#

Really sad to hear

#

I hope you can find smth new and fast

#

Best of luck

late roost
#

Thank you Cheese

lusty ironBOT
#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!

worn canopy
#

goddammit pawsy

#

anyway uhm

#

Pictured here is a shot of a bath tub filled with balls akin to those found in so called 'ball pits'

#

And to match, right above the bath tub you can see a sign that with "Play place" written on the cardboard piece using what was probably a common permanent marker

late roost
late roost
#

Imagine driving the cruiser around

rich plinth
#

That would be soooo sick

keen osprey
rich plinth
late roost
#

Honestly it's mostly a texture job more than anything

bleak remnant
#

feels like it's actually a super simple texture job, all base colours

#

but you'd need to have a shader dedicated to the effect#

short violet
#

Hope you find something soon, if you haven't already :)

burnt cedar
#

i heard backrooms

late roost
#

About ~90 applications submitted

rich plinth
short violet
#

Aw man I'm sorry. Up to 50 applications myself, and 40 of them have ghosted me. 2 interviews, 1 ghosted me 1 put me through all the stages just to tell me they don't want that role anymore

#

Tech industry is wild rn. The job i did get far with was going to be getting my foot in the door for the games industry too, a kind of mix of both

#

But it'll get better for sure man

late roost
#

Fingers crossed 🤞🏼

#

Actually really happy to have PlayZone in my portfolio and that I made it when I did

rich plinth
short violet
#

For sure dude, it's awesome. What kind of roles are you after if you don't mind me asking? Like more programming side or level design or something?

late roost
late roost
rich plinth
#

Would definitely not start with multiplayer peepoGiggles

late roost
#

I've got a really solid one for single player, even started a design document a few months ago after roi2 released

short violet
#

I'm halfway through making two games, (more than halfway maybe) but just have so much scope creep. And I suck at art. There's only so much animation and art I can do through coding lol

#

Not sure whether either will ever see the light of day. I love starting projects and not finishing them...

But if you do ever get the money for making a studio and need a mediocre coder, I'm right here xd

rich plinth
late roost
#

A senior role would be lit, I'm hoping my experience being the only 3D artist for a shipped game helps with that, that's my main thing I'm banking on

#

There's far too many jobs rn where they want like 3 shipped AAA titles with 10+ years of experience and offering peanuts compared to other senior roles

short violet
#

Absolutely. Honestly I think just keep up with the applications and with your experience once an actual human sees it and gets to interview you'll be grand

short violet
late roost
#

I really appreciate the support!

rich plinth
# late roost There's far too many jobs rn where they want like 3 shipped AAA titles with 10+ ...

Indie is definitely the way rn. I think its the golden age for indies to strive but we also cant just start working on something full job. I’ve had this discussion with a few others and we are all on the same page that it’d be sick to work on something together but at the same time we cant do that without a budget or it’d take even longer and everyone would just work on it as a hobby

late roost
rich plinth
#

Im fortunate enough to have a stabil income and family as support but im also from a poor country so it sucks

short violet
#

I think indies are 9 times out of 10 the most fun I've had playing games though. And I feel like gamedev is more accessible than ever, which has been great. Especially when you have repeated smash hits; LC, Repo, Phasmo, Peak, Silksong etc - it's a great sign imo

late roost
#

On the flip side, all it takes is one botched release to kill the studio 🫠

rich plinth
#

Yup

short violet
#

yeah

rich plinth
#

Im trying to learn as much as possible before actually starting out but at the same time I feel like I just push this idea on and on

short violet
#

very startup-y I suppose?

worn canopy
short violet
#

but that's just me ofc

late roost
#

My litmus test is if I have an idea and I wake up thinking about it the next day(s) after then that means I'm serious about it and it's not a passing thing

#

That was PlayZone

short violet
#

I'm glad that's not just me haha

#

I've probably put in 60% of my features by thinking about them as I'm going to sleep and remembering the next day

rich plinth
short violet
late roost
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Yeah it's very valuable learning how your favorite games are constructed because you can adapt into whatever pipelines, I think studios value that

short violet
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It's also public and out there, which is really helpful

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and what I'm trying to get into now

rich plinth
rich plinth
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Well “finished” still got more i’d want to add to it but in general it works very well :p

late roost
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Still haven't played repo

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I should..

rich plinth
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Hell yeah its a really fun game imo

heavy fractal
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Apologies if this was already asked Matt, but are you working on any other mods right now? My friends and I have been playing playzone in our pack and it feels like the most high quality interior mod for sure

late roost
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Would be cool to get back to Jazztronauts

reef spire
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ive noticed a strange bug with the Playroom regarding the cruiser, it seems whenever i interact with object like the spinner bonks or the trampolines this bug happens with the cruiser

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the view model gets all wacky

quasi nest
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If you send a pack code I can take a look

inner wasp
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Paco

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Ito

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Lib

reef spire
reef spire
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so, ill get hit by something to see whats up

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ok

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update: it was neither the trampoline or the bonk thingy but the slides

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riding the three lane slide causes the car view to be bugged

quasi nest
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Hmm yeah I do sit the player down for the slides, but stuff should be properly reset after getting off of it

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Got it to happen on my testing profile, so ye it's not a mod incompatibility

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Oddly enough it doesn't happen when sitting down on Bozoros' benches, which use the same script plink

quasi nest
quasi nest
valid vigil
unreal jackal
sweet prawn
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....I wish I could hold on to the balloons.

quasi nest
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Or do you mean bring one with you

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If it was one or two balloons you could carry them around, but the Balloon Bundle™ includes four (4) balloons

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That's too much Helium to control plink

unreal jackal
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balloon scrap. spawns normally, but letting go makes it fall upwards. stopped by ceiling, and if it rises too high from the point it was let go, it despawns. placing it (i.e. cabinet or sell counter) sets it on a surface properly

unreal jackal
spring crypt
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Hey, I ran into this error a while ago (about 2 weeks) when testing the Playzone interior. I do not have the log from then anymore but also do not remember having seen any log entries that seemed connected to this error.
It occured multipletimes and would be accompanied by a lagspike which lasted for multiple seconds. Because I have a feeling this might be relevant, I am playing on a Linux Platform (NixOS to be specific)

[Error : Unity Log] WindowsVideoMedia error 0x80004004 while reading …sharedassets1.resource  
Context: WindowsVideoMedia::DiscardSamples ReadSample  
Track types:  
  Video Track [960 × 540], type: H264  
Error details: <Empty>
quasi nest
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Oh

quasi nest
night quest
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Isn’t this a linux error?

quasi nest
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Ye I was wondering if it happened with the vanilla TV as well

night quest
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I thought I recall the ship screens throwing errors like this on Linux as well

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Got ya

spring crypt
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Interesting

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I may test the TV later as well then

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But I do not remember it causing such massive lag

short violet
# spring crypt Hey, I ran into this error a while ago (about 2 weeks) when testing the Playzone...

Hey dude, I also run linux (6.16 arch w/ KDE on AMD CPU + AMD GPU)
I'm not sure if it's the same thing but I've had it every time on PlayZone (and occasionally other maps) where there will be frequent but irregular freezes that effect all players in the lobby (but I'm the host, so that's not too surprising) and lasts 5-15 seconds

last time it happened I took a video and saved the logs, though I don't believe I had this specific error

spring crypt
short violet
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I was just thinking about it though - while it's still possible it happened with other interiors, the freezes I can think of that weren't in PlayZone were times where we never even made it into the interior in the first place. I'll try and check the log I saved now to see what interior it was

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I didn't have this issue a year or so ago either, it's only since playing again more recently after a long break it's happened. I have quite a few mods though in fairness

spring crypt
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It only started for me when the TV room was first rendered

spring crypt