#Open Body Cams
1 messages · Page 2 of 1
Alright, thank you!
and thankfully it looks like they don't change the rotation of the radar booster either, if they did it might break the facing direction
yea 1.0.20 fixes the whitescreen without changing anything about the seperators
what's the reference for "NightVisionBrightness"? 1 is identical to the player so what's night vision that you see even pitch black areas on the screen?
so: "HorizontalResolution":
what if I wanted to change the resolution like you can in helmet cameras? the default in this mod is still a little too pixelated for my taste
for the resolution, you can just pick a value you like
I tend towards 240, but you might want it higher
it's a point light, so it has quite a lot of falloff, so there's no real answer to that question, you'll just have to experiment a bit with it really
if you want to know what it should be to see in the dark at a certain range, you can base that on the distance you feel you can see currently
also, if you install LethalConfig, you can change it at runtime
all of the Camera settings should apply dynamically
What’s the difference between this and helmet cams
it's open source, it's more compatible with other mods, it's way less peformance-intensive
i'm pretty sure it has more customizability when it comes to config
it's honestly a great alternative to #1177460106007416882 and Helmet Cams
This message explains the differences
if you're familiar with helmet cameras, you could also peruse the readme and learn all the differences yourself
I've avoided using it, since its performance was subpar to say the least when I tried it
btw, i just saw this in #1199836228858675330 , and it gave me an idea for a feature that could be in this mod
Could there be a way to display multiple different bodycameras at once on different monitors?
so you could possibly see other people's perspectives on the smaller cameras, while watching the main person's perspective on the big one?
how would that work?
i mean, have one bodycam for each of the people viewed through TwoRadarMaps
I've talked to darmuh about including compatibility between TwoRadarMaps, this, and their Terminal mod which adds a minimap command with a small body cam view
I have to work on OpenBodyCams a bit to facilitate managing two or more body cams at once before that can work
Fair
currently it's written in such a way that it would be difficult for another mod to spawn a new body cam, but it shouldn't take too much work to make it possible
only issue is that the performance will not be great if you manage to have both rendering at once
that shouldn't happen unless you have a mod keep the terminal active when you're not using it
unfortunately, though, TwoRadarMaps has some compatibility issue with GI that we still have to work out
I'm not sure what the cause is
oh that's great. yes, I have it. I want to see
While we're on the subject of TwoRadarMaps, I have another question (hope this isn't getting too off topic). Do you reckon it's possible to have a tp command that defaults to which player is being viewed on the terminal rather than the other monitor? I only tried the mod once a while ago, and whenever I used a teleport command (don't remember which mod I had for that) it would teleport the person viewed on the other monitor rather than the one I was looking at in the terminal.
yeah, no worries talking about it here
there's two solutions:
- I patch their code to replace their reference to the vanilla map renderer
- They check if there's a map renderer attached to the terminal in their own code and use that
I tend to prefer the latter since running a bunch of transpilers all over other mods' code is a bit messy, but I really don't have a problem with doing it if people request it for specific mods
I don't know which ones are popular and reasonable to do it to since I don't tend to use terminal command mods
I usually find them to be adding too many extraneous commands that I don't want, but I'm the picky type in that regard lol
what I really ought to do is add a Developers section to the readme for TwoRadarMaps so that users can just point their favorite mod authors to it
maybe I'll do that now since I'm thinking about it
Yeah, same here. At the moment I use TerminalCommander (with most of the hotkeys disabled since what they do is way too OP), but it's really kinda fluid because there are just so many people making terminal mods.
When enable DisableCameraWhileTargetIsOnShip, the monitor got black but i don't find any performance improvement
its like the camera still rendering
hmm, it does disable for me, at least while I'm in orbit
how exactly are you testing it?
If I place a radar booster outside the ship and then swap between it and myself inside the ship, it definitely has an effect on my framerate
wait i test again
I tested it only inside the ship without landing, when I just entered the ship and immediately looked at the monitor, in the case of option enable or disable it makes no difference in my framerate
do you see a performance improvement if you instead disable the EnableCamera option?
I wonder if it might be another config option somehow causing the camera to stay on for you, so if you could send your config it might help to reproduce it
Haha no stress xD
Thank you ❤️
there's actually a fourth component as well, but I believe it does nothing except fill out a shader vec4
so RGB it is
Ohh it does making difference in my framerate for both optionAfter i disable display from GeneralImprovement
i can see the diference but not much just 10-15 fps
you mean if you disable the UseBetterMonitors option?
and yeah, I was going from about 90 to 107 iirc
the benefits may become more pronounced for people with lots of items onboard the ship, but it remains to be seen
ah i tough it make so much improvement when off
like when not looking at the monitor 😆
the vanilla monitor alone is enough to impact performance
Totally off topic question but do you guys know if looking at coilheads through radar boosters stops them?
I’m assuming not :P but it’d be cool to know!
There seems to be an issue with Advanced Company. The Vision Enhancer remains visible through the camera, and even without the Vision Enhancer equipped, there's a black outline formed around where the Vision Enhancer would be.
The video has other mods enabled, but I also tested this with only Advanced Company & OpenBodyCams active, same issue happened, and when disabling the helmet slot in AC, the black outline disappeared completely.
it wouldn't, no
ah, another third person model to grab and hide lol, I didn't know if that was a thing in AC as well
hopefully not too bad to fix that, I haven't looked at the AC code enough to know yet how to find that model
as far as the outline when it's not equipped, could you take a screenshot of that if possible?
I wonder if it's something in a layer that I'm using for objects only visible to the body cam
Doesn't seem to be a issue with my modpack... Maybe it's a configuration or specific situation?
Or maybe because it's myself I'm seeing, that might be it
it is that, yes
that's normal for all mods that add attachments to the third person model, they have to hide it by default one way or another
for MoreCompany, it doesn't spawn cosmetics on the local player, so I had to patch it
for AdvancedCompany it spawns the cosmetics but hides them, so that was a little more convenient to work with
I'll just have to find that model in their code and add it to my list of "cosmetics" to show/hide as needed
only tricky part my be that border that they mentioned, that might require me to rework something with my camera if it's using a layer that I had been using
Do you use Corperate?
No.
It's not visible if you're solo. It's only visible when you're following someone else. It's surprisingly hard to get a screenshot, but I managed to grab that one.
And this to see it better.
I can also confirm it happens with AC's Headset, Tactical Helmet and Helmet Lamp.
does that equipment or some sort of attachment point appear on that player's head when looking at them on another client regardless of whether it's equipped/enabled or not?
I wonder if it's just some sort of bracket model or something, in that case it should be included in the fix to hide the equipment itself
No, it doesn't appear at all. It's only visible in the monitor.
gotcha, then this fix might take a bit more time, I'll have to see
I just pushed an update that makes it so that having the internal camera enabled doesn't force all the cameras to continue rendering while the player is in the ship
I'll be curious to hear whether people notice any performance impact whether it be for the better or worse
I expect it should be better if you don't have the internal camera disabled, since it shouldn't need to render the cameras onboard as often
Oh yeah I noticed it immediately, my FPS went from 70 ~ 90 to 120 ~ 130.
That was really good.
what really?? that's way more impact than I was expecting lol
Ow I know what that is, that's the little bit of rim that's attached to head model where the helmet lamp sits
That was the difference when I set the mod to 30 FPS.
(top left for FPS)
I can, no worries.
Just a little moment.
Nop, no floating anything on 3rd person.
Moving camera around, looking up and down, spinning; No lil box. And we tried grabbing the helmet objects too, nothing appeared.
I'm using this as the third person mod.
Wait no, I lie, it is visible, I see what it is.
1st image is with the Helmet slot enabled, 2nd is with Helmet slot disabled.
That's the rectangle. It's visible in 3rd person and 1st person.
@arctic venture 😛
That's actually pretty cool, I didn't notice that detail before.
Pototoe has a thing for details :3
oh, were you talking about the option to disable the camera while the target is onboard?
that's a separate thing, what I'm talking about should affect when you're not looking at the screen
I see, then that's probably fine
hopefully there's a stable way to get those models, but if not I'll have to hack it and hope that compat doesn't break down the line
Oh, it had the same effect anyway. Looking at the screen, 80 ~ 90, turning to the ship doors, immediate 120 ~ 130, while in orbit.
I don't have a mod to always select the same seed for consistency, but on average, turning away from the monitor gives me about 20 FPS increase in a moon.
I can download it if you want more consistent values, though.
nah, no worries on that
(This is with 25 render distance, 65 FOV, 160 Horizontal resolution, 30 FPS)
good to know it helps though! it's definitely something the vanilla game should be doing anyway
Oh yeah, this is beautiful. Thank you for this mod.
It seems I have an issue with AdvancedCompany + MonitorLabels + OpenBodyCams together. My camera freezes when I die and only comes back when I respawn in the ship. OBC + ML together don't seem to cause the issue, only when I add in AC.
Do you want me to send the logs? Don't wanna send like 4 at once without permission
logs would definitely help if you have errors enabled
what are the 4 logs? different perspectives in the game?
Different times/events, will grab them
gotcha
This one happens when i load into the ship from the main menu
This one happens when I die
And this one I think is unrelated, but happens when I start the game
There were actually 3, thought there were 4
I grabbed them from the BepInEx console (hopefully you were referring to that)
yeah, this one is I believe irrelevant, AdvancedCompany does some reflection on all the methods declared by all the mods or something, so it doesn't like seeing one of my classes referencing a MoreCompany class while that's not loaded
I'm a little surprised not to see any errors with stack traces in my mod, I would've expected it to spam a ton of errors when the screen freezes
that used to be a common issue when errors occurred in the body cam logic
not sure why it would freeze with no error spam, but I'll take a look and see if that MonitorLabels error is relevant
does this stop happening with OpenBodyCams disabled?
oh yeah, looks like it's a compat issue between AdvancedCompany and MonitorLabels from what I can tell
not sure how it's happening, though
Oh sorry, I thought it might have been an issue with this mod, I should have tested more combinations before posting it here. Will go to their post later, althought it might be better to downgrade AC for now.
Sorry for wasting your time
no worries, I had only just got back to my PC to test it
should i disable the MC compatibility patch in config if I am using AC
no need, that feature doesn't activate unless MoreCompany is enabled
hey yall, should this layout + OpenBodyCams be causing any lag?
Can I have that config pretty please, 🙏
LMAO
Shits fire
There is always lag with any body can but no I think it should be fine
Its not mine actually, I DIRECTLY copied Lunxara's layout
It’s really good
@dense dune ^ ur layout getting complimented ❤️ 👍
do u know how to send configs? Never done it before :P
Like any other file.
alright one moment
I'm liking mine so far
(I was trying to press the "open file" button on r2 but it wasnt working)
it shouldn't cause much of a framerate reduction over just running OpenBodyCams on the vanilla monitor layout I don't think
have you compared?
or are you asking just in case?
no problem! glad you all are enjoying it!
Mod is amazing
im asking just in case multiple cameras could be causing lag
Also... could putting a camera on a big screen instead of a small one cause some kind of issues too?
With screen size multiplication and all
just not sure :)
multiple cameras definitely do cause lag, but vanilla already has multiple cameras so the only overhead is the body cam, which you already know the effect of I assume
well, that's a question more for GeneralImprovements, but yes it will
it changes the aspect ratio of the image
I want to make it so that the body cam adjusts its aspect ratio based on whether it's on the large or small monitors, but ideally that would be information that GeneralImprovements provides to me
especially since it could stand to do the same thing
also
heyo
im getting some big error block thrown when i have your mod on in my profile
gimme a sec to grab it
just doing a bit more testing first
but its definitely only showing up when your mod is enabled
actually
it still did it even without advanced company when i was testing earlier
but
it spawns peopel in the void always
yeah startup
that error is harmless as far as I know, probably unrelated to this
kk gimme a bit getting my guy to try joining my lobby
does disabling OpenBodyCams also fix this issue with people spawning?
checking now
okey
hes weird like me and actually kinda enjoys doing this lol
nice lol
huh
yeah its still happening wihout your mod...
that error block is yucky though 😝
we're hard at work figuring this shit out
If you have more interiors 1.3.0, that was causing it for us
oh?
it certainly is, but unless I'm mistaken, there's no way to stop it
for some reason AdvancedCompany is loading a class that my mod optionally patches for compatibility
could you talk with the ac dev about it?
at some point maybe, but it's not high priority for me
as far as I can tell, everything is compatible on my side
I'm not sure if/how other mods that optionally use classes from other mods avoid triggering this
yeah here it is
yep
you are a lifesaver
rolled back and its fine now
bizarre
What version of AC are you on?
latest
139/140 haven't been playing nice
If you read the changelog it is expected to be unstable
with' moreinteriors specifically?
I don't use more interiors since it's buggy rn
yeah moreinteriors was causing it so people couldnt join my lobby
But just in general AC 140 is a stinker
how so?
This
"Unstable"
i dont see that?
oh do you mean this?
Yes
New errors = unstable
It's been clashing with a handful of different mods giving the black screen error or the inventory breaking, etc
Also, if you updated LethalLib, that is another nightmare that is existing rn
Idk if MI uses that as a dependency though, that was more of a side comment
Yeha I heard about that
Hm so advanced company could be clashing with moreinteriors causing the black screen?
So what I've done instead is just rollback to 138 for now while potatoe refines things
Just make sure you submit any issues to them on their github
Correct
I see
Try 138
I shall investigate this further later on as my friend has hopped off
Thank you for the insight
For sure
I've done a lot of troubleshooting today, unfortunately
Looks like the reason for this error is because AdvancedCompany packages a dummy version of the MoreCompany assembly, so it sees a different error than expected for a soft dependency and prints an error message instead
@still bridge Update 1.0.22 is up on Thunderstore with a fix for the AdvancedCompany equipment if you want to try it out
Is this to address the weird tactical helmet issues when using head cam?
Tact. Helm as an example
I didn't specifically test a tactical helmet, but I assume it should fix that too
I just grab all the equipment for the head, body and feet and then hide/show them based on the perspective
I use them almost constantly and it's a thing I noticed
But good to know
I can give feedback tomorrow if nobody beats me
sounds good!
oh, gosh, erm, looks like my camera isnt showing up...
oh wait! never mind :D
heehee I made the camera disable itself when the target is on the ship and then forgot :P
Selecting that option actually seems to have really boosted performance!
Thanks for that :P
This was me trying to test it solo like a Goober
Definitely a nice feature
I'll have to wait until after work before I can test it all the items, then I'll let you know how it goes. Thank you!
Just finished checking, and it works perfectly. Tested all the helmet items, and none were visible, including the attachment point, on the bodycam. Thanks for the fix!
I would ask for any MoreCompany check to also check for AdvancedCompany and dont do what they want to do with MoreCompany then. I add a stub MoreCompany.dll not capable of what some mods might wanna do with it. AdvancedCompany is fundamentally incompatible with MoreCompany and if its present, MC will never be present in a functional state.
And I finished your bug report. 142 should now be working and have that bug fixed.
You will also never get null from the method but an empty array instead.
thanks!
I do indeed check whether AC is present before activating my MC compatibility, I believe AC scans the class that implements it regardless of whether it is used
I did see that you were talking about adding an annotation to disable scanning of specific things, I could apply that to my MC compatibility patch
also, I think my message about this got buried in your AC thread, but I do also need to look for the attachment point model for the head equipment to be able to hide that based on perspective as well, why possibility you'll add that to your API?
I could post a GitHub issue to track it later if so
glad to hear!
Both BetterMonitor and GeneralImprovements worked for me with OpenBodyCams even allowing me to switch what monitor it should be on
Btw by default when u added GeneralImprovements there is a new config made on "OpenBodyCams" which set the Camera to "0" instead of "14"
inside the "OpenBodyCams" config
Hey for open cams is there a way to have the camera AND the Radar got general improvments too
What do you mean by radar?
we've had a reoccuring issue of watching a players bodycam post-masking go through the front entrance and freeze certain peoples view. cycling the bodycam seems to fix it, but will break the monitors and some smaller ship stuff like scan and hiding the clock.
as in they exit the building onto the surface and it freezes?
I think you'll need to rephrase that, I don't understand
yea, the masked player exits the building to the surface and it freezes the view of whoever's in ship. it seems sorta random, we've had a couple of people in ship, but i think its related to whoevers viewing the cams at the time.
taking off seems to completely fix the other stuff breaking
could also relate to who is host
its only ever happened with client masked
one was from a mask possessing a body (mod) and the other was from a masked converting a player w the grab
hmm, with a mod for the masked I wonder if that could cause issues
I'll have to test if I can repro
currently in the middle of a refactor though :(
its maskthedead and maskedenemyoverhaul, respectively
only two masked related mods i have
it happened to me as host and a client
👍 will keep that noted down
ty ty
no, for now it's just one extra camera
it won't be reasonable to run that many at once anyway, or framerate goes in the dumpster
obviously in theory you can potentially create an infinite number
erm its very reasonable
Fascinating
hey, I won't stop you lol
I like this mod due to how you're handling it
I don't know of the underlying benefits over the other versions of the mod
But anything to help performance works for me, especially while we have to suffer with the Polygon Navmesh Bullshit that makes my fps 40 on a beefy system

Never mind never realised radar isnt on until after you land
wow, this is working way sooner than I expected it to
just 4 lines of code and I have a body cam that follows the target of my TwoRadarMaps map renderer
not in the terminal, but I may leave that to another mod (darmuh's?)
Just uploaded an update (not including the refactor for now):
Version 1.0.24
- Added support for ModelReplacementAPI's third person model replacements.
- Added support for LethalVRM's third person model replacements.
@runic geyser I tried to reproduce with one host and one client with those two mods by sending one in and getting converted by putting on the mask or getting attacked by a masked enemy, then letting them wander outside, but it didn't happen. Any possibility you could narrow down the cause? it might be worth seeing if that ever happens without those mods, although obviously that's tricky since I'm sure they make it more likely people will be converted
also, if the whole screen freezes, it's possible there would be errors in the log, if you have those enabled
i might be able to, ive relaunched the game since for mp testing but i think some of my crew might still have the logs from then. if i cant get the logs i can attempt to replicate it in lan
thanks! hopefully we can get to the bottom of it
managed to replicate it, took some finagling. saved the log but i noticed this being spammed
[Warning: Unity Log] Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
[Error : Unity Log] NullReferenceException
Stack trace:
OpenBodyCams.BodyCamComponent.BeginCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera renderedCamera) (at <8c0e3d1d0cbc40d4afe043dc7fb68933>:IL_002F)
UnityEngine.Rendering.RenderPipelineManager.BeginCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <e27997765c1848b09d8073e5d642717a>:IL_000A)
UnityEngine.Rendering.RenderPipeline.BeginCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.TryCull (UnityEngine.Camera camera, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.HighDefinition.SkyManager skyManager, UnityEngine.Rendering.ScriptableCullingParameters cullingParams, UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset hdrp, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+HDCullingResults& cullingResults) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_005D)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareAndCullCamera (UnityEngine.Camera camera, UnityEngine.Experimental.Rendering.XRPass xrPass, System.Boolean cameraRequestedDynamicRes, System.Collections.Generic.List1[T] renderRequests, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest& renderRequest, UnityEngine.CubemapFace cubemapFace) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0104) UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List1[T] cameras) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_02B9)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <e27997765c1848b09d8073e5d642717a>:IL_001C)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <e27997765c1848b09d8073e5d642717a>:IL_0046)
would you happen to be able to find a different error before the beginning of that spam? that is usually a symptom of something else going wrong
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:IL_004C)
MaskedPlayerEnemy.SetVisibilityOfMaskedEnemy () (at <af9b1eec498a45aebd42601d6ab85015>:IL_00C5)
(wrapper dynamic-method) MaskedPlayerEnemy.DMDMaskedPlayerEnemy::Update(MaskedPlayerEnemy)
error right before it
oh interesting
nothing else? I would've normally expected there to be an error going through my code when that goes wrong, but it's possible that is related too
i tried latest version general improvement, when i setting external and internal camera to 1 fps its boost my fps like i don't use any camera mod, but i don't like how latest GI work because when outside ship my fps drop significant.
Any chance you can add fps limiter for inside and outside camera like their mod?
none i can find, just a few warnings, no errors
I would really consider that outside scope, unfortunately, but that fps issue is definitely something that the GI dev should know about
the mod is quite large so maybe it'll be hard to track down the culprit
you might be able to bisect the performance regression
Thanks, its help for people with low spec pc, i think their limit implementation to camera when inside the ship it's good, it can boost my fps like when not looking at the monitor
yeah, it definitely helps a lot at very low fps limits like that
sorry to say no to your request, but I don't want to add in too many extraneous features/fixes, or it'll just be a recipe for conflicts
its ok, I hope they can solve the fps degradation problem when outside the ship, because the performance is the same again when I still use other camera mods, even when in the building
it might be an indication that some conditions for the cameras being enabled are incorrect
definitely you should let them know
yes I already made an issue on their github
@runic geyser I just realized you got the same errors as this person: https://github.com/Zaggy1024/LC_OpenBodyCams/issues/5
Perhaps you could compare mod lists?
it's curious to me that you mentioned it happening to you when the masked existed the building, when for them it was as they were leaving
the latter makes more sense to me as a trigger since OpenBodyCams has to update the target as the ship is leaving since the masked enemy gets deleted
I'll take a look at those two stack traces and see what might cause it too
seems to me the only thing that should cause that null deref in CompareTag() would be if some mod was destroying a part of the masked enemy's model, but I'm not sure what mod would do that and when
just checked their list w the code they left, they dont share any of the masked mods ive been using so it might be safe to rule that out. in fact we dont really share much of anything barring the apis and openbodycams
ah, that's curious
like the few we do share are related to the company building counter, some moons and maybe some qol? this list is way more compact than mine, though
maybe it's just a really rare issue with just my mod 
I don't think I've ever seen it happen, but I haven't played normal matches with it and had people get converted to masked enemies as far as I remember either
only testing where I quickly get a second instance of the game converted to test out the camera swap
this one seems really tricky to figure out, but if we can at least nail down near-100%-reliable steps to reproduce it, that'll get us way closer
also, FYI to any lurking developers, I've pushed a very simple API for creating new body cams to the GitHub with a little explanation in the readme, if you want to provide any feedback
I apologize if this is actually already a feature, but it would be nice if I could remove the green tint of the body cam. To my knowledge, I can only change the color that the monitor gives out, unless MonitorEmissiveColor actually changes the tint
It does that I think just make all values the same
Oh, nice! Will test it out
0.1, 0.1, 0.1 would be closer in luminosity while still being color neutral
Can you make them B&W?
I think that would require a post-processing shader
I'm thinking about trying to do something with those, but to my knowledge that would require me to start bundling assets
nothing wrong with that, just haven't set up the tools
The radar booster issue from a few days back somehow got more unpleasant lol
you get a big green horizontal line on the monitor now (sometimes just a green screen). it will go away once you switch rad
but you can see the line during switching momentarily.
wait, what was the issue originally? I forget if that's something I thought I had fixed
I don't have anything on my little todo list
is this related to leaving a radar booster behind on the planet?
huh, that's odd, last time I tested that it worked
actually, looks like the fix I made for that was after the refactor that I'm holding onto for now, so maybe that's why I thought I had re-fixed it
too many commits lol
I might just toss this out there and hope it works, I played with it for a little bit earlier and it seemed stable
sounds good take your time and cook :)
pushing it out now:
Version 1.1.0
- Refactored the mod to allow creation of multiple body cams through an API. This feature is not used in OpenBodyCams, but may be used in the future to provide a separate body cam for the terminal, or other use cases.
- When no valid target is selected (i.e. when players are still respawning), the screen will now display nothing, but it will remain illuminated to indicate that it is still powered.
- Fixed an issue where the screen would get frozen with the green transition visible when a radar booster is left behind on a planet.
- Note: Due to refactoring much of the code that reacts to the events in the game, I'm anticipating there may be regressions in the way the body cam tracks its target's status changes (death, masking, respawning). If the camera gets stuck displaying something unexpected, please report that (preferably through a GitHub issue) with steps to reproduce the problem.
I'm not confident that it's super stable, but it also seemed to be working much better than I expected it to with me rewriting how it updates the camera target, so perhaps it'll be all right
guess I'll see how many edge cases you all manage to find :-)
now, if I'm lucky, I'll be able to start hacking on occlusion culling 
👍🏻
is the top right monitor still the inside ship camera ? can we change it to outside the ship camera ?
there's no option to do that yet, but I have been asked to do that before
I'd have to default that off though because it could cause compat issues
game is frozen when i change a suit to the one from lethal fortress 2 with these errors
could you link the mod?
Whats difference between this and helmetcamera mod?
atm it spams the console a lot with this message
[Info :OpenBodyCams] Getting MoreCompany cosmetic models for Senjay
[Info :OpenBodyCams] Collected 11 cosmetics objects for Senjay.
[Info :OpenBodyCams] Getting MoreCompany cosmetic models for Senjay
[Info :OpenBodyCams] Collected 11 cosmetics objects for Senjay.
and the list goes on...
that should only print to the logs when the map is changing targets, since it's useful for debugging if attached objects appear in the camera
is it spamming it constantly?
#1199570032196333648 message
also, the readme has a lot more information than that post
it occured for about 100+ lines at once, then changes to other mod's debug messages
and this was with no one messing with the radar? if not, there might be something in another mod triggering a refresh of the target of the body cam
is there a way to change how clear the body cam is like in helmet cameras?
This creates it's own camera basically, compat with GeneralImprovements out of the box too. Other helmet cam mods replace the external cam.
what does this mean exactly? the resolution?
if so, yes
In the config
whats the highest i could put? @low sphinx
Just double it (320) and it should look real nice, no need to go higher tbh.
bet
I didn't implement a limit, so you can set whatever value you like
1080p bodycams lets go 🤣
HD POV 👀
What do you mean? I use 4k bodycams
1280 on screen, I use 640 actually
3840 makes my PC go brrr
👀 Bro created a jet engine xD
It looks soooo crisp! 😮
Yeah I can't imagine seeing much return after that point as it's on a small little box xD But yeah 640 looks very crisp. You got it on Point filter? or you went to Trilnear??
Bilinear 👀
👀
1 is trilinear, 2 is bilinear, 3 is point
Excuse me, I just got a call from NASA
Fairplay thought point would've been the go, especially images not over complicated but bilinear coming it clutch
👀
when exactly did you get the spam? I just loaded a new save, and I only see it about 10 times at most
it's normal for it to do it a few times, at least as it stands now, although I may be able to try to reduce the number of times it does it
also, I see that you have the option to disable the camera while its target is on the ship, were you perhaps going in and out of the ship?
@runic geyser I just pushed out version 1.1.1 which has a tentative fix for the masked player issue you encountered, please let me know if you have it occur again
it's a fix I had kind of hoped to avoid, but it's for the best and probably won't affect performance as much as I worry
(it just means that the body cam does a bit more work every frame than before to avoid that error)
can't reproduce the issue with just those models, do you have any MoreCompany cosmetics equipped alongside those?
worm, ill check it out in a sec here and lyk
I think openbodycams just corrupted my save
This happened once loading an old save, said fuck it
Then reloaded a save that was a fresh start I just quit and came back
This is 1.1.0
:cope:
is it possible to get rid of green
try downgrading GI to 1.1.4
yeah, that doesn't look like an OpenBodyCams issue
I should add a check to maek sure that doesn't crash it though
it seems like some mod deleted the mesh from the external camera renderer
next update will have a fix to prevent it from causing a crash there at least
Hey zaggy...... do you think you could maaaaaaaybe add better internal/external cameras, just duplicates of the bodycam but in fixed positions?
thanks for fixing the radar thing
never got a chance to say it.
np!
hopefully it's fully fixed, I had one instance where something weird happened with one
what exactly do you want improved about them? I feel like they just need a few tweaks unless I'm mistaken
also, currently it's not exactly set up to handle cameras unattached to entities, but that wouldn't be too difficult to add
GI allows you to multiply the res on them if that's what you mean?
do you disable every compatibility options on the cfg exept EnableAdvancedCompanyCosmetics if i only use this one ?
@low sphinx
It don't matter you can leave them on 😛
it just checks if they're installed when the option is enabled
Yah but the angles are bad, and they aren't as clear, ideally you could disable the defaults with GI and replace with better ones without haze
Oh I didn't even know a thread was here for this, not sure how much of a pain this would be but for the option to turn off the camera when inside the ship, could it instead swap to the outside door cam? Not even sure if that's replaced or what but I think it beats a black screen 
oh yeah, I actually had been meaning to do that, it seems reasonable to me
I forgor 💀
it'll be an optional though, since some people keep the external camera around with other mods
maybe swap to interior cam instead of external ¯_(ツ)_/¯
that can also be an option
the external one is the one that is hidden by default, though, so showing that instead makes sense as a default to me
interior camera also has the downside of still rendering all the copious items on the floor, or at least some of them
I think for some reason some are in the layer mask of the interior camera and others aren't
but either way, it'll be a bit, I'm getting myself knees deep in occlusion culling
staring at white rectangles
i just have the external cam on the left monitor with GI better monitors
right, that's why it should be an option, but I don't consider that to be the common use case
since it requires another mod
anyone had this problem?
did you see this message?
how do i set that Internal camera on another monitor? tried changing it on the configs but when i have bettermonitors set to "off" it kinda just conflicts with the External cam. they would duke it out
my guess was that a mod (not just LethalFortress2, I couldn't repro) is deleting some cosmetics on you and causing the body cam a lot of confusion
hence why I wonder if you had any cosmetics on other than the TF2 models
yeah i have
give the entire set. specific cosmetics used. and exact same configs
you cant without bettermonitors
might be relevant, it also might be another mod interacting
i figured that was the case really
its just that i still havent found a replacement for the front door buttons
it had been my (mistaken) impression that GI could move around the cameras even without BetterMonitors enabled, so I might have to consider that option once again I suppose
untill Piggy makes extra buttons on the monitor besides the zoom button
terminal commands work well enough for me
not sure how I feel about it if I'm also going to add an option where it swaps the external back when the bodycam has an invalid target
i can do that. my crew isnt used to that tho
and im the one with the shovel so.. they just press the buttons in front of the ship really
what configs?
even when you give your friends instructions on the modpack. they dont do it lol
i meant which configs you have enabled and disabled
iq skill check failed im afraid
actually, I know why GI doesn't allow moving the external monitor, and it also kinda prevents me from doing it too
i still dont understand
its a hard wire thing in game isnt it?
I think Shaosil is more capable of doing it than I am
openbodycams config?
the vanilla monitors use one texture for all of the black screens, so I would have to rip out the asset and redo the material mapping
everything that you are using
to replicate the issue you have
just drop profile code
all the mods themselves as well?
and mods which may be causing some extra issues
yeah carbon copy
yep
they might find exactly which ones is broken that way
its either that. or if your pc cant process the mods itself
its either that or the other really
i manually download the mods
...
oh boy
you might be a bit out of luck then
I don't particularly want to download a bundle of random mod files
manual = you need to manually download each and every single one btw.
when i said that
i mean every update
you need to redo everything from scratch
manually downloading mods in 2024 is crazy
depends on how many you use, but really it makes a mod developer's job harder because then there's no easy way to replicate a whole setup (without downloading many binary blobs of unknown source)
can i ask if you are playing on Steam for Lethal Company?
no
ah
⁉️
no wonder
r2modman works for steam only

i cant use it
understandable I suppose
well, if you can narrow down the cause by disabling mods and cosmetics and then give me the culprit then maybe I can fix it
Rule 8
brother we cannot offer support for pirated clients
(also r2 does work but im not telling how)
well then I guess all I can say is https://github.com/Zaggy1024/LC_OpenBodyCams/issues
i mean the version he is playing isnt the updated version of the game
he is bound to be hardwire stuck
dang thanks man
yeah ill stick with the helmet cameras for now
ah, I suppose that's possible
10$.. just buy a game 😭
In this economy?
Yes
Crossposting this here, again
Just in case..
Because I honestly don't know which mod is doing it @vital steeple
:omegakek:
hmm
could you send a profile code? I feel like something has to be interacting with what OpenBodyCams is trying to use
I guess I should've made a release yesterday to prevent that from causing an error though, I thought that it was confirmed caused by GI
different countries have different economies
but can we not
it's a pointless discussion
jesus, did u had to re-write your sentence like a couple times 💀
This was a joke
Clearly it was too high brow, but I agree - end of discussion
??? $ usually means USD, theres other currency icons if he wanted to be more specific
.......
Yes one sec
ight bro just whatever
018d65b9-2541-f09c-acd8-9dd5a0fc4427 - Code for profile
thanks, I'll take a look in a bit, I want to get to the bottom of this
I'll upload the update that should hopefully prevent it from happening again
oh shit weird
hard to say, at least until I determine what exactly was affected to cause those null references
It's strange
I'll give you the rundown
I load in - everything is fine
2 people
We play, let's say 2-4 days
start over because silly shenanigans, load in, Bettermonitors disabled from GI, suit terminal disabled, suit mod gets doubled, tons of items deleted and the save is fucked
and by fucked, I mean, it spits out errors everytime you load (I assume due to whatever caused the corruption while it was loading initially)
if this start over a new save or do you use the vanilla command to eject yourself?
I never use the eject command, ever
gotcha
I thought with GI 1.1.6 that it may have been caught because it could've been from that with the monitors being disabled - Alongside similar reported issues
I cross posted to GI and AC in case somehow it's the armor
And the rest is purely coincidence that breaks other shit
I think this might just need you to do a binary search for the culprit mod, I don't think any of the mods that are printing errors are actually at fault
something is ripping stuff out from under the game, either by causing an error and silencing it or just skipping something it shouldn't be, I'd have to guess
if it happens after ending one game and creating a new save, then I'd have to guess you could literally just create a save, quit out of it, then create another new save and it'll break
it would be very odd if something was lingering from late game to cause this to happen
I was thinking about this
Creating a save and making a manual backup of it and just using it as a way to go back and forth
Thanks for the feedback
After quick testing, I think it's literally boulletproof vest from AC causing it :omegakek:
huh, that's curious that it caused the screen mesh to be null as well
I'm testing in a completely fresh profile
hopefully the stack trace involving OpenBodyCams goes away with that fixed then
But I tested previously by buying the armor, closing the world, opening the world and BOOM
Yep. BV is the culprit
nice, good to know that things are okay on my end then
Just the timing of when it happened was so coincidental with your mod and GI that it lead me to those first
Latest version gets me stuck staring at the charger wall of the ship during landing, camera won't move even though the player definitely is (e.g. my mouseover interaction prompts change and I can hear myself moving relative to the camera position)
As does the 1.1.0 version after testing; log terminates with a gazillion of these:```[Error : Unity Log] NullReferenceException
Stack trace:
OccludeAudio.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0150)
[Error : Unity Log] NullReferenceException
Stack trace:
OccludeAudio.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0150)```
are there any errors spammed that mention OpenBodyCams? with the screen freeze I would expect to see some
also, profile code would help, if you're not able to narrow down a conflict yourself
(this isn't a known issue unless it's related to the AC bulletproof vest)
I'm a cursed manual install user, I spent over an hour systematically removing / rolling back version by version everything that I'd changed recently and the only thing I could get to solve it was rolling back the OBC version by several iterations or removing it. I'll continue trying to troubleshoot but it takes a while to go through the load loop with added moons
Seems to be busting when used in conjunction with recent AdvancedCompany versions, hmm.
right, maybe that tracks with what I've heard then
OBC works with < v1.0.147 of AC (so anything after v1.0.146 is hanging camera on planet landing)
not sure if it's somehow related to this given that you said it only happened after you started landing, but it seems quite possible still: https://github.com/FluffyFishGames/AdvancedCompany/issues/78
this issue was causing some error spam in OBC due to failure to properly load the save
Ahhh I did have a bulletproof vest I couldn't interact with 🤔
parking at v1.0.145 seems to be resolving my issues with both OBC & GI at least, so I'll keep an eye out for whatever resolution may or may not come
yeah, hoping it comes soon before it becomes too widespread
OBC is unfortunately likely to get bug reports because it uses some things every frame that fail to load properly with this bug
Potatoe is aware of it
They saw my message earlier
But not sure of ETA as they're currently working on an upcoming item to the mod
yeah, I get it, I'm kinda the same way with hacking on portal occlusion culling rn
Hello, is there any known cure for this type of error? It seems to be related with AdvancedCompany cosmetics ingame menu. It freezes game.
First time it happened when friend joined with some crazy avatar cosmetic on his back.
Second time I managed to recreate it by changing some cosmetic in game as well.
I didn't find way to recreate it consistently though.
OK I identified exact process. If I join game with some cosmetics and remove any cosmetic piece in-game, result is this error. Here is my code if it helps: 018d6b2f-421c-ea9a-8afb-c1b2810629e5
This may not a OBC issue but to be certain, test it out on a profile with AC only and no other mods (assuming you're on 148 of AC)
@narrow fossil
146-148 fixed major bugs but also introduced some
I tested it with same profile and turned off OBC. Problem is gone. I am using latest AC version available.
Just figured I'd mention to be certain
I just tell my friends to not change it ingame for now. I was quite eager to see how this mode works from body camera perspective, so hopefully I get to it now 😄
ah, with AC cosmetics?
I'll have to inject in to update the cosmetics then, I wasn't aware they could be changed in-game
this is definitely an OBC issue
Yes, I also tried to isolate it to these modes and problem is still same, hope it helps. It really looks like AC incompatibility.
yeah, it's a pretty simple fix really, I just have to do a little looking around in AC for where it changes the cosmetics
whats the max horizontal resolution for the mod
One message removed from a suspended account.
I haven't implemented one, but I find that above about 500 it starts to become pretty much indistinguishable improvement
has anyone had fps issues with low end pcs? wanna try it with friends but they got god awful computers lmao
how low the specs?
mine is on the entry side. 1660 ti. no problems
144 fps
with 150+ mods
tho my 2nd screen doesnt show that
Low to the point where shit like terraria lags
i mean the game itself
To the bare minimum
this would just lag them out more btw
tested that with someone
Oh?
they cant even move
Ironic
they would be like robotic till they disabled it
But thanks for the tip
that includest the HD body cam thing
Isn't that one more demanding?
well we tried both
(Don't quote me, I've only briefly read about it)
What are they running on?
hd body cam they lag when near or inside the ship
hd texture mod. they become a robot
break dancing and such
i think 1080?
hd company but lower the setting and disable most of the graphic option ?
more like i disabled most of it and lowered everything
it made it worse than vanilla ahaha
Wonder if it's another bottleneck
60-100 FPS
Oh, laptop
Make sure the game is running off GPU and not the iGPU
we had 170 mods too btw
Completely different game, but I had ToonTown CC runs abysmally on a 960 i7 6700 because windows was like, HURDUR IM NOT GONNA USE THE DEDICATED GPU
But if that is somehow the case, it's relatively easy to fix
that also is the case for minecraft btw
well i did asked him if he was running his gpu dedicatedly to the games
he said yes
I forget now, but there's a setting you have to change that tells windows what to do
tho ill dig up his laptop personally once he gets back from uni
Sometimes *
Sounds good
ill just set his laptop to full performance mode
Also ensure he plays plugged in for best performance ofc
is this possible to make this mod compatible with Darmuh terminal stuff so you can see the camera when you are on the computer monitor ? @vital steeple @compact niche
noticed lammOS has that issue as well
that's not for me to do, and I believe darmuh has been refactoring
whats the best resolution for the BodyCams btw?
I'm hoping we can get compatibility between OBC, TwoRadarMaps and darmuh's once that's done
anything below 500 is your preference I would say, unless you're above 1440p screen resolution
if you mean for performance, I'm not sure, I don't see that much of a difference regardless of the setting
yeah that sounds good
320 seems okay
not sure what GI has set
I wish more mods would do a proper resolution option instead of multipliers
(I think GI does that?)
yeah, the original resolution of that is very tiny
What's the point of seeing inside the ship even
problem I have is that it doesn't adjust based on the aspect ratio so the pixels are stretched
I think I disabled that cam altogether
was trying to make the resolution of bodycams to kinda fit the one on GI's so i think i can increase it a little bit more to 400 or at leasy 360
Oh I believe it's been asked before, but is there a way to remove the greentint?
Or even clear to look at
With OBC*
HD cams as far as i know
yes, there's an option for the emitted color
it removes the tint
Any template you have offhand?
wait you have tint removal on OBC?
hmm? it's just an RGB color ranging from 0 to 1
if you want it to be perfectly clear just set it to 0 0 0
I think that'll make it look the same when the camera is disabled vs screen being powered off though, you could also set a low gray value instead
npnp
I'll check it
If it looks too ugly, ill experiment
it definitely makes a difference
idk if you realized, but the value is changeable in-game with LethalConfig, it will update instantly
makes it easier to compare
gpu?
well it doesnt really have any
unless you have more mods that could drop fps
it definitely does have a performance hit while on the ship, but once you're out of the ship it isn't supposed to
if you compare too that helmet camera and mirror?
But can't that performance hit be negated if you disable it rendering while on the ship?
vs helmet camera it is much better from my experience
because those it was unplayable for him, but it was a while ago
only if you're not watching someone outside the ship
Right
i have already disabled on ship but it kinda makes no sense to even have the mod then?
nvm i thought wrongly there
Why would you want to see what someone sees on the ship..
it still allows you to watch your friends outside the ship or inside the facility
:omegakek:
performance issues? it has? well maybe when the resolution is high
or if they limit the fps of the camera
be careful with the fps limit, that's part of why helmet cameras performs so poorly
but i dont feel those whatsover on my 1660ti
i set it uncapped
capping it tends to Lag more
tried
on both this and GI
capping the fps lags
the fps hit when there aren't too many items rendering is usually around 15% if I had to guess
but that also depends on your hardware
and yeah, capping fps anywhere above 30fps in my experience will cause worse performance
40 is the highest I would ever consider
i feel some lag when capping it. lowering it to like 10 makes it Lag more
unrestricted is kinda clean and not lag
and again, ymmv, I have a 3090 and a 5950X so I'm not sure if lower end CPUs would get hit harder
yeah, I definitely prefer uncapped
same
when the fps is capped, even if it's running at a higher framerate overall it can still feel laggy when you're in the ship lol
well im using a rig weaker than yours. so i can say uncapped is 100% better

if my portal occlusion culling does well enough perhaps we won't need to worry so much anymore
I'm very curious how it'll do, but I don't have it set up to work on multiple cameras yet to see
gotta rewrite a lot to merge it into CullFactory which is a bit of a hassle
oh this doesnt work with cullfactory?
I haven't tested it on the current versions of CullFactory, but it should
I'm referring to a new version of CullFactory that should be more reliable
using a method that's intended to avoid any visual change in the game
how to increase resolutiuon
is it the horziontal resolution
ok thanks
I have a tendency to write in technical terms
oh
just rename it to Camera Resolution ahaha
Is this an OBC issue?
I only ask due to the camera rendering
Log file got to a whopping 400MB
what did you do lol
if I had to guess, something in GeneralImprovements failed to set a material for a text renderer
so probably not, unless this isn't the first error present
i dont think OBC has anything to fill the logs that much
that also includes GI. both shouldnt have anything that would fill the logs
skinwalker, ghostcodes,insanityremastered,maskedoverhaul,maskedai,diversity and huntdown can tho
not sure what you mean, OpenBodyCams definitely can spam stack traces just like anything
in fact it can be one of the worst offenders for that when something goes really wrong
i meant like that much 400mb
hm, I suppose it depends on how big the stack trace is
if someone kept playing with the frozen screen bug though that would fill it up pretty quickly
the biggest logs i had was like 100mb at most
cuz i broke the modelapi
and the the AI mods
to be fair. i dont even see OBC on my logs really
also GI
i only get spammed by Skinwalker or customsounds
im using the updated version of OBC and GI. i dont get any log spam
my main issue right now is that sometimes someone in the crew cant get killed with normal means unless instantkill mobs
like bracken, masked, giants, worm or blind dog
rarely happens tho
also kinda funny but with GI. if i delete ModelReplacementAPI. i cant see the person inside the ship on the internal camera
yeah, that sounds like an issue with another mod changing the third person model's layer
do you have the mirror mod?
ah, ok, that's odd then
we use the TooManyEmotes to check the skins really
I don't know of any other mods that mess with the layers of the vanilla models
oh it could be that
but that uses a different controller tho
controller?
i mean like it doesnt affect the player model. unlike the BetterEmotes one
i mean like its not hardwire
wdym it doesn't affect the player model?
it shows you a third person view of your model doing an emote, how would it not mess with the player model?
i meant like not forcefully into the model
not sure what you mean
sorry. english is not my main
all good
all I'm saying is that I don't know the method they use to put you in third person, but it's very possible and even likely it involves changing the third person model's layer
well anyway. its a niche bug. it happens when they pick up something and it doesnt go to their inventory and its kinda bugged a bit
but not their player model directly
its item issue
whenever they pick up something and it doesnt render quickly to their inventory. they get stuck in a certain animation for a bit and will have it on their inventory
but you wont die from normal means
like when i picked up multiple shovels and pro flashlights and the boombox
the proflashlights didnt show on my inventory
which made me pseudo immortal afterwards
my hp went to negatives when they hit me with a shovel
or when i tank bullets from the turrets
or even when a snare is on my head
but ill die from Brackens, Masked, Worm, Giants or the Blind Dog
or even just falling to the void
maybe drowning too. havent tested that tho
oh. i cant drop the item that was bugged btw.
when that happens. ill just lure all the dogs away from the ship for my crew to safely go to the ship. so the dogs can eat me far away to fix my character
anyway @vital steeple TwoRadarMaps. is that mod for personal view only?
i mean like if i press the camera button it only shows who i switched to? or its just to separate the terminal view and the monitor view?
that is a bizarre bug, I wonder if there are some errors going on with the kill function
camera button as in the button to switch targets on the radar monitor?
yeah
TwoRadarMaps only really changes behavior in the terminal, where there is a separate map that is only controlled there
the body cam is still attached to the main monitor
at least until darmuh is able to add support for TwoRadarMaps and OpenBodyCams together 👀
(assuming that will happen, but I have hope it will eventually)
darmuh?
he's got a mod for the terminal that lets you view the body cam there
not sure if any other mods do it, but with support for TwoRadarMaps and OpenBodyCams it could render its own map and body cam separate from the main monitors
nono, in the terminal
it has a picture-in-picture mode where it shows the radar map and the body cam inside the terminal
well, about as well as vanilla doesn't block text
i dont really use the terminal monitor that much cuz i cant see anything. cuz the text and the terminal view
havent used it ever since
it doesn't normally block the map in vanilla after it prints something once while the map is visible
unless you scroll
Perhaps it was
It was weird
My label mod was just showing playe on people's names and it just shit the bed in the logs with that only going on for God knows how long lmao
Not sure what caused, reloading game and it didn't reoccur
Thanks for taking a look
I did keep a copy of the log but again, it's 400MB
I should be able to share but gawdamn would it be slow
do you reset your game after downloading and updating the mods btw?
the profile code?
for the mods to settle. i usually download the mods then open the game then close then update the config then open the game then close then open again for the mods to settle properly specially when you have a lot.
same if i updated anything
for profile code. you will have a hard time getting the code if you have a lot. so in order to get the profile code with less than a minute even if you have 200+ mods was. go to profile, press the profile code export then press your Installed mods. you will get the code almost instantly rather waiting for decades for the code to show up.
Always
Don't worry, I'm not inexperienced in terms of modding in a general front
Purely when it comes to reading unity logs it is trickier than other engines as I have least experience digging through them
how many mods are you running? i know you only run like less than 60 right?
I'm at 72 rn
its increasing lol
I try to keep it debloated as much as possible
Yes, some new mods releasing are very nice
true
But for the time being as the modding scene for this game ages, I've sworn off modded moons, interiors, emotes, cosmetics - purely for stability
tho one problem that is even in vanilla was the spider webs... they cant be broken once the spider is dead
I've tested all a bit but I'm patient in waiting for them to grow first
Really? I've never encountered that
a friend of mine was stuck in those web and unable to get out lol
I'm nearly 300hours in
My experience with webs is the indefinite spider web walk
Though rare, still occurs
they managed to kill the spider somewhat and made them stuck at the webs.
That's hilarious
then there is that bug where people becomes immune to dmg
All webbed up
basically hit her with a shovel with critical dmg and her hp went negative 500
That's amazing
since we cannot kill her. we left her stuck there
Immortality comes at a price..
tho she can only die with insant death like brackens, dogs, giants and the worm
also masked
Yeah that makes sense
if a masked kills her. they will be stuck together while a clone of her will show up
POV: invulnerable masked after being converted
basically 1 mask + her = 1 mask, 1 clone of her and a possessed her
we get a buy 1 take 1 situtation
That's funny
It's funny that, like any game, mods can exacerbate vanilla bugs
some people are also experiencing dmg immunity lately
i dont know what's causing it tho
the only way i experienced it was when picking up items and it doesnt render properly to my inventory slots
Like, it shows invisible?
yeah
Weird
another would be Picking Up too fast
That happens all the time to me
Never pick up a peeper from LGU and hop on terminal
for example i have bought a ton of stuff from the delivery and picked them up by spamming the pick up very quick. it bugs me out
Interesting
Waiting for an entire inventory overhaul
Because I've never seen a game so temperamental
the only issue i can see is inventory so far.
It definitely has most easily* producable bugs
oh btw. kinda funny but using modded suits that uses modelreplacementAPI then wearing custom cosmetics like the hats and tails. then use too many emotes while having some items in your slots will bug you out
That is so specific
tried it. me and someone that has 1660 or lower had no issues
the person who bugged out was using a 4080
one reason why i asked "why people with high end gpus tend to have more bugs"
pst
Im under educated, whats the difference between bilinear and trilinear and which one is recommended
this is what google says
Bilinear filtering is a basic form of filtering that can smooth out a texture's appearance and reduce blockiness. Trilinear filtering improves on bilinear filtering by addressing the lines that appear in the distance as higher-quality textures are replaced by lower-quality substitutes
How big is the performance difference in game
probably not significant for performance or visuals, I wouldn't really use it
it's just there because it's an option in engine
point or bilinear is your preference
I just think people with high end stuff just like to complain and sneak in they have high end hardware 😉 "Ow this is broke, my best gpu in the world can't handle it" when it's just a driver issue 😛 ❤️
lol
@vital steeple my friend really likes the mod lol, he was asking me when the body cam got so much clearer earlier XD
Yeeeee
Version 1.1.2
- Fixed error spam that could occur when changing models with ModelReplacementAPI.
- Added a debug option that prints extra information about which cosmetics are being collected for each player, and the reason they are being collected. If you have issues with cosmetics/model replacements, I may ask for you to enable this to get new logs.
(thanks to @frigid idol and @halcyon bear for helping me to reproduce and test the fix!)
Hey so.. think I found a bug... setting the camera framerate to 15 causes the ship interior lights to strobe...
fixed by changing back to framerate of 0
I assume this isn't a new issue?
Not sure how old, was testing trying to get more performance and just noticed it
But it does persist with the latest update
can't seem to reproduce it, I might need you to narrow it down
I don't mess with the ship lights, so I'm not sure what would cause that
you could also send a profile code so I can see if it happens that way
At first I thought it was HDLethalCompany
018d7c12-c918-a1b9-478a-65bd07abf69e
looks like Night_Vision_LC is your issue there
removing the helmet is risky business, it's got a part that affects the volumetric fog in the game
not sure why they decided to make it do that at the same time
unfortunately looks like there's no config to turn that off either
it is odd that disabling that casues the flickering though, but the workings of that part of the helmet overlay are still confusing to me
Ahhhhh, noice, that's a cheat I don't package with my pack anyway. Thankyou for digging in!
Wish someone would make a predator style vision, that'd be so much better, just outline all the tiles, make the textures black and add heatmap effect to enemies and players
oh yeah that would be cool indeed
and perhaps not too difficult, assuming all enemy renderers are in the correct layer
is it better than helmet cameras
can i suggest you add a feature similar to helmet cams that helps a TON with performance
in helmet cams, the camera view freezes when not in the ship, making it stop rendering which means more performance
normally i run this game at a stable 145 fps but with this mod it permanently sticks around 100 fps
helmet cameras is around 100 fps inside the ship but goes back to normal levels when i leave the ship
maybe this mod already has a feature similar to this? if not this could be a good solution
i really like this mod as it runs better inside the ship and boasts much higher quality
but i cant see myself using it if the fps drop is permanent