#Open Body Cams
1 messages Β· Page 3 of 1
huh. ill do a bit more testing
it should also turn off when you look away from the screen, at least from a sufficient distance
sometimes shadow casting causes it to still render while inside the ship facing away, I may fix that in the next update
but as soon as you leave the ship door, it should always stop rendering
yeah here are my stable fps's before and after turning on the mod
it stays the same even inside the facility
so something is still rendering
hmm
does it improve if you set the EnableCamera option to false using LethalConfig?
(or similar in-game config mod)
ever so slightly yes
but still worse than base fps
do you think it could be a mod conflict? i never had this issue with helmet cameras tho
it seems possible, but I should check whether I'm getting the same thing
if disabling the camera doesn't do much then it could be something unrelated to the camera rendering
maybe disabling the camera still kind of renders it in the background but just doesnt show it?
possible, but I wouldn't expect so unless something else is changing the enabled state of the camera
I've checked several times in the latest version whether it shuts off correctly
in case this means anything, the fps drops dont happen until you load into a map
if ur just in orbit, its fine, likely because its not rendering nearly as much
which maps have you tried in particular?
just experimentation
but helmetcameras had this issue on all maps as far as im aware, but the moment you left the ship the fps returned to normal
fps just generally drops once you load into a map
could you post your profile code?
seems to be fine for me on experimentation from what I can tell
018d816c-3930-69b2-01c0-84aed03f6cbf
i dont have many mods that'd add visual clutter to the game
idk my friends have much lower spec pcs and notice it less than i do
how good is your CPU? I'm guessing this might be something CPU-side
13th gen i5-13600k
ah okay, that shouldn't get hit too hard then
lemme try your pack and see if it does anything on my end
one thing you could try though is installing UnityExplorer alongside OpenBodyCams, that'll give you a UI to inspect the objects in the game including the body cam
that way you can check for sure that the camera isn't rendering
essentially this
if you need access to the UI you can hit F7 to hide it, but once you're in-game where you have bad FPS, you can type in BodyCam into that Scene Explorer search box to find the body cam attached to you
when you click on it, you should see this window pop up:
the UnityEngine.Camera there is the thing that ought to be disabled if you're outside the ship
is there supposed to be 3 players
yeah
they're always there, just disabled
if you have a mod to make the lobby bigger you'll have like 30 of those lol
thats weird.. fps is randomly better
oh boy
the body cam enabled option is true again?
is it possible that you just encountered an unlucky map seed that got lower fps?
it can vary a lot depending on the layout
will check again
if you get LCSeedPicker you can control that variable
i also dont see the "BodyCam" in the hierarchy
but the body cam is working as intended
with the filter it didn't show up? that's odd
oh? wdym?
let me check if its related to this mod at all
fps drop didnt happen until i got an assignment
uh oh
interesting
if its not related ill be on my way to the employeeassignments thread π΄
lemme give their code a sniff
if this even exists
thanks
looks like this profile gives me about a 20% reduction in fps 
over running just OpenBodyCam and a few others
did some testing and didnt affect each other
i might just debug my pack on my own because i also discovered that the fps drops only happen sometimes..
might just be some silly mod that causes it that just happens to coincide with the body cam mod being added or removed
OR body cam might be causing something with another mod
not sure
π€·ββοΈ
needs tests
possibly either, but I did at least confirm that the camera is turning off outside the ship
thats good.. since i turned the config for "enabledCamera" off and then back on it i havent gotten the fps drop since
very odd
like it was happening? now its just not.
that shouldn't make a difference so it must've been coincidence
yeah..
as in, it has no persistent state other than the config option
ill check a few more times
oh
some mod in this profile seems to ignore the map seed and put randomized objects outside
holy shit
my fps on this load is half of what it was with my other pack
it spawned a bunch of trees outside, but I'm not sure if that's the reason
yeah still doenst explain how it perfectly coincided with me removing the bodycam mod
more testing
π’
sometimes it just be like that
okay im positive its just some brutal company shenanigans
i got an overall fps boost when disabling it
well im going to march my way over to their thread in a bit.. really appreciate ur help with the situation
very good mod
or it could be a conflict with this one and brutal company
this is a nightmare
I can at least confirm it goes back to nearly normal when I disable brutal company
it would be very interesting if it was a conflict
probably hard for me to track it down though if that's the case, and it would be good for you to confirm it by doing as many tests as you reasonably can
don't want to waste their time investigating a connection to another mod
yea ill just debug brutal company itself now
I guess one curious thing you mentioned was that the body cam didn't show up in UnityExplorer, I almost forgot to look at that
I'm getting significantly lower fps than normal with Brutal Company and no OpenBodyCams
probably is just them
@vital steeple so the newest GI update implemented the option to disable Post Processing for the internal and external ship cameras which disables the green overlay on them, got a recommended emmissive value for the BodyCam to match? Or do you think that option could be implemented for the Body Cam as well? ;o
well.. I think that those screens are supposed to still have an emissive color, so I would assume they're still slightly green
but if not, then 0 0 0 should work
There is a slight green still yeah you're right, you can only notice it when the ship lights are off though interestingly enough
At least for the internal one
Hard to see it with the ship lights on, also idk why my model doesn't render in when solo lmfao
it's just because the emissive color is additive
the light inside the ship largely overpowers it
Yeah it's definitely nicer though, I'm glad the option was added
judging by what I'm seeing, the default for OpenBodyCams should be close
It was added to help improve performance the dev said, defaults to false lol
Yeah I think so as well
it's slightly darker than the emissive color for the internal camera by default
I kinda doubt the post processing cost much, but it doesn't hurt I guess
Yeah I doubt it too
if it's not measurable it's not meaningful really
but for looks it's nice if you prefer that
I'd tend to just want to tone it down instead of disabling it though
Yeah
huh?
it's breaking with the new versions of MoreCompany (1.8.0 and 1.8.1), when OBC goes to run its compatibility stuff for MoreCompany... falling back to MoreCompany 1.7.6 resolves it until it can be addressed
this happening solo?
ah, I'll take a look at this soon
yeah, presumably some function I rely on patching has been changed
I'm gonna be honest, this broke for a very silly reason and I don't know why they did what they did
which?
MoreCompany
i mean what they updated that broke something
ah
they updated and i dont particularly know what changed
hard to explain without being technical, so basically they added a ref keyword to a parameter and broke my method of finding their function, and I can't discern a reason why they would even need that keyword
specifically the keyword is on a string that is being printed in chat which it hijacks to transmit the cosmetics a player has equipped
but I can't see any code path where that modified string is actually used
it has no effect on functionality at all
easy fix on my end though
Version 1.1.3
- Fixed compatibility for MoreCompany versions greater than 1.8.0. Note that there appears to be an issue where upon joining a server, cosmetics may appear blocking the view of the body cam, which may be caused by an error in MoreCompany.
Hey Zaggy! Was playing tonight with a friend and when he died outside the spectator camera went to a random Masked who was trapped in the facility, i'm not sure if this is a known issue or if it is a weird conflict with MaskedEnemyOverhaul/Mirage?
maybe, I wouldn't expect that to be possible without mods, unless there's a bug in the Unity networking code
I assume the radar map was also focused on that same masked enemy?
Nah I think it was the MaskedEnemyOverhaul fork, just had a convo with qwbarch in the Mirage thread where a line of code in the MEO fork targeted a player for a desync in that mod
is normal MEO broken?
I'll let you know if it happens in the next session, but yeah just switching the camera and the masked was counted as him. I don't believe so but the fork fixed a problem with increased spawns when landing on the same moon multiple times
ohh
it's not specifically from the fork, pretty sure what i showed you is in the original MEO as well
although in this case where bodycam shows a random mimic, that might actually be an issue from my mod
@vital steeple sorry for the ping, but do you know if what gets shown on the camera is from playerControllerB.redirectToEnemy?
if that's the case then it's definitely from mirage and i'll fix have to fix it from my end
it is indeed, that should also be what the radar map follows
gotcha thanks! @burnt moth that's confirmed from mirage then
Ahh good to know!
OBC works with the new version of MoreCompany now right?
it does
i think i broke my game ahaha
hmm but its working fine tho
oh never mind
i spoke too soon
game breaks when i pick up stuff
mainly scraps
if i roll back MoreCompany to the older version. should i rollback OBC?
no need, it's compatible with either version
and that is a MoreCompany issue, not sure what's causing it but it happens without OBC
my guess would be it's something to do with sending a text message with no attached player, but that used to work so I'm not sure why it broke in this version
ok thanks
got back to the ship with some masked following me, and when the cameras try to start rendering on the ship, it's throwing this error every frame they're looked at as they try to re-enable
I changed cosmetics while inside (advanced company), I'll try to repro that later
I've gotten reports about that issue before, but unfortunately I haven't been able to repro it once
if you manage to repro, a video of the entire round would help
also a profile code to go with it, since it probably involves cosmetics or other models being attached to the mimic (I would assume)
Version 1.1.4 going live:
- Added an option to disable the green flash animation displayed when changing targets on the body cam.
- HDLethalCompany graphics options will now apply to the body cam.
yo another toontown player
got it
advanced company (+input utils) + OBC + 2 head cosmetics (burger king crown + mario head)
dropped into clean save
turned to cams: fine
turned away from cams, opened advanced company menu, removed mario head, returned to game with just crown
turned to cams, and hits the same error
have done it reproducibly half a dozen times now
can DM you a video if you need it
oh hmm, I wonder if that was the same issue then, that's curious
I don't think the user I'm thinking of had advanced company but I may be wrong
there may be something else with masked cosmetics, but I didn't require any of that to reproduce
right yeah
that's good, I think I should be able to reproduce and fix this fine, I'll let you know if I need a video after all
I would have uploaded it, but it's just over the discord limit
and wasn't going to waste time if it didn't help haha
yeah, that's fair
I also archived the bepinex folder that caused it, DM me if you can't repro
if it was the issue I'm thinking of, it was possible it was an intermittent in which case I needed more info
that one with the masked enemy has been open on GitHub for a while unfortunately
not sure if it's still occurring
I originally thought it had to do with AdvCom or MaskedOverhaul grabbing cosmetic states for masked that didn't exist and somehow causing a problem there
because I was testing masked and hadn't seen this before
but it's such a fringe case I'm not convinced it was related to my report
as long as the things attached to the masked don't get removed before the masked is despawned, I don't think it should error out
yeah, the masked cosmetic state seems remarkably consistent even between teleports
didn't delve into it too deeply
it currently doesn't rely on cosmetic information at all, it just collects all renderers attached to the masked since they don't have a first person view model, so it should be pretty consistent
if something destroys a model that could potentially be an issue, but I patched it to not spam errors if that happens and I still got reports so that was very bizarre
anyway, we'll see if that ever happens again with a more reliable repro
question. are you using a custom suit? like those model replacement ones
i mean suit
if it's not on the list, i wasn't using it
what cosmetics is the burgerking one? i havent seen that one before
also what kind of effect does your error experience have? masks dont have cosmetics or something?
no, like I talked above above, you can't look at the cameras
when they go to turn on they throw an error every frame
then you will have fps drops?
no
you CAN'T look at the cameras
when it goes to disable the culling it throws an error every frame you try to look that direction
your game effectively locks up until you look away
oh kinda like it stutters every time you look at the camera?
no, you physically can not look past the camera turn-on point
the game will throw an error every frame at the edge of the culling area
i think i experienced something similar before
i had AC at the time
i had GI and OBC too and looking at the monitors drops my frames to 5fps while using TooManyEmotes
looking away makes it go back to normal
that's not related to my bug report, none of those are required
you're likely talking about resource usage
it takes noticeable extra resources to render emotes in third person
if you're already near your limit, that will cause drops (e.g. near rendering cams)
there have been a number of resource-usage bugs that have been fixed recently across various mods, which can account for increased performance
(e.g. mirror used to render at 2000x2000 regardless of config resolution)
I've definitely had this issue before, and while I cannot confirm with data that it's caused by the same thing, I was using AC cosmetics with Masked cosmetics as well, so it makes sense to me
It sort of just stops rendering the game when you try to turn to look at the camera. Not just FPS drop, it just stops being able to render
Is the cam supposed to turn itself back on when it's on a dead body? @vital steeple
Like, when you're watching someone on the monitor, it turns off with that one option enabled, but when the person is dead, it turns their camera back on even if they're on the ship
Stack trace:
TMPro.MaterialReference..ctor (System.Int32 index, TMPro.TMP_FontAsset fontAsset, TMPro.TMP_SpriteAsset spriteAsset, UnityEngine.Material material, System.Single padding) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001D)
TMPro.TextMeshPro.SetArraySizes (TMPro.TMP_Text+UnicodeChar[] unicodeChars) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0083)
TMPro.TMP_Text.ParseInputText () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_004C)
TMPro.TMP_Text.GetPreferredValues (System.Single width, System.Single height) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0007)
TMPro.TextMeshPro.Rebuild (UnityEngine.UI.CanvasUpdate update) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0015)
TMPro.TMP_UpdateManager.DoRebuilds () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0037)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:IL_000A)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TMPro.MaterialReference..ctor (System.Int32 index, TMPro.TMP_FontAsset fontAsset, TMPro.TMP_SpriteAsset spriteAsset, UnityEngine.Material material, System.Single padding) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001D)
TMPro.TextMeshPro.SetArraySizes (TMPro.TMP_Text+UnicodeChar[] unicodeChars) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0083)
TMPro.TMP_Text.ParseInputText () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_004C)
TMPro.TMP_Text.GetPreferredValues (System.Single width, System.Single height) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0007)
TMPro.TextMeshPro.Rebuild (UnityEngine.UI.CanvasUpdate update) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0015)
TMPro.TMP_UpdateManager.DoRebuilds () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0037)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:IL_000A)
UnityEngine.Camera:Render(Camera)
OpenBodyCams.BodyCamComponent:Update()```
This may or may not be related, spams the log when dead, I first reported it over in GI
I've gotten this error myself when I've changed cosmetics fast, like switching between different items. Any chance you were wearing cosmetic items?
I don't touch cosmetics or emotes at all
I know you didn't mention emotes, but just for record
This was from being dead - I mentioned to shaosil and he mentioned he would take a look at it when he could but it's such a weird bug that I'm not sure which one of the two spawned it
Ah okay! nah emotes was also a good shout ^^
It just spams the hell out of the log and I'm trying to figure out an also new desync issue that is hard to reproduce unless you're trying to get teleported out while there's a jester in facility (haven't done anything concrete, just coincidence both times this has happened)
Hey not sure if it is this mod but as a client I noticed a green glow inside my helmet from time to time turning about π€ is there anything emitting light on the first person view?
unless it's fully opaque bright green, I would doubt it
a screenshot/video would help me say for sure though
well, it's not exactly ideal, but that's the current behavior, yes
Just wanted to confirm, thanks
it looks like that's happening on the body cam and the main cam, that's probably GI
Ok got it thanks
how do i close the bodycam?
the map power button turns it off, or you can use LethalConfig to disable it in-game
how do i stop it from opening
I'll see if I can get one tonight π«‘
uninstall the mod? I don't understand the question
if you don't want to have a bodycam, why are you installing it?
real π
I forgot
I once set a setting in the config so as not to see my camera on the monitor, but to show others
And only the host could see everyone except himself - for the rest of the clients everything was black...
I think I'll check if this has been fixed or not.
.<
what setting? that doesn't sound like an option I added
I think this setting
That is, when you are on a ship, you donβt see your camera on the monitor
And if another player switches to himself, then itβs clear
And I forgot to tell you about it then, 1-1.5 weeks ago
Was out of sync
hmm
Today I will try to recreate the situation
check, maybe it's already fixed, who knows
could be a conflict
No errors in the console
I'll have to check if that's still working for me on LAN, but it's possible a mod is interfering with the flag that I check that with
Fine
I'll post a report a little later and all that...
The more loot created on the map, the greater the load on FPS? @vital steeple
I just made a discovery for myself that in AC there is a setting for weather conditions - there is more loot
I remember that there is an overall value that increases, but the amount of loot on the map...
I loaded into Eclipse and there were 40 things for a total of 5674
I just dropped to 50-60 fps
loot inside the facility is very unlikely to be the culprit, loot on the ship is usually more plentiful
Well, I don't know
I just loaded onto the same seed with a lot of loot
and standard 100%
well, I guess we'll find out if I get around to applying portal occlusion culling to items
got too many things on my to-do list at the moment
Itβs just that GI and AC suffer more from optimization in mod builds
I turned them off and my performance is so high xD
Take your time, the main thing is not to get confused and keep everything in your head
can't say I know what the cause would be for AC at runtime
The algorithm of actions is important
Yes, few people know about this
What scares me more is LLL and LE, who cannot figure out among themselves who is more important
But overall everything is great, I'm happy ^^
yeah, idk the compat situation for those
Yes, so far everything is deplorable
But in the future everything will stabilize
Played with the settings, set the loot values ββto 400% in any weather
And everything seems to be fine...
It's not clear how it all works
I'm sure there are just other factors contributing
at some point I'll profile my game while playing a late game save or something
I got a lower framerate on custom moons and stuff, not sure if it's GeneralImprovements outside cam, LLL current version or something else π€ i'll see if I can throw any helpful findings in here from my planned session today
I think LLL is leading us by the nose
was using that because Budafest requires it like that
yeah, still not sure what's up with Budapest, does it have a ton of shadow-generating lights or something?
the crash stack trace was related to shadow rendering
@knotty pelican just uploaded 1.1.5 with a fix for the error spam after changing AdvancedCompany cosmetics
excellent, will give it a quick look in a few
yeah, thanks for narrowing down the cause!
hellish cam bug is officially squashed π

@vital steeple Just Saw! Huge W! Thank you β€οΈ
lmao thanks
Also last time I checked yeah Budapest has quite a bit of shadowcasting on exterior in front of ship, with all the foliage π
I wasn't aware this was happening actually, I thought I had ensured that didn't happen already
I should really use github more π I dropped it in here like a week ago my bad tbh :/
oh, that might be my bad actually
I may have brain farted and thought I got that patched in one of the previous versions
Nah I just mention only the once in discord and kind of forgotten myself xD Yeah it wasn't like it and then next update it popped up ^^
well, it wouldn't have happened until I added AC compatibility, if that's when you mean
Yeah this what I mean haha ^^
Hey Zaggy just got done with our session, many session restarts and absolutely zero green light inside the first-person helmet, no idea what caused it originally π
interesting
could've just been another mod
seems likely even, especially if it was lighting, rather than a bright green solid color or something
Only thing I'm thinking of is a mix of better radar booster and this, one time I could see the monitor flicker effects like I was a monitor or something π god knows, all good now
oh, so it was similar to that then
interesting, lemme know if you catch it again
it's certainly possible for something to go wrong to allow that to be visible
working on a little something
It's just a PiP bodycam on the terminal.
69 420
Nice lol
InfiniteMoney mod.
indeed, I think they realized
useful + meme mod, it's perfect
This also looks useful. π
I'm planning on also coinciding this feature with one in TwoRadarMaps to make it use a separate body cam, and hopefully also a teleport command
all optional and opt-in of course, I don't want compat to explode suddenly
teleport command will probably be delayed, though, the game doesn't really lend itself to selecting a teleportation target
pip body cam?
yee
sounds like a pretty good april fools too
i never used the camera on the terminal
I don't like to imagine what that code would look like
so i didnt know there was one
it's not a thing yet
at least not with just OpenBodyCams
cuz mainly. im the one hunting monsters so, someone else is on terminal duty
its another mod?
there are other mods that do it, only reason I'm doing it here is so I can implement compatibility with TwoRadarMaps, since nobody else has done it yet
nono
oh its indevelopment
yeah
that was just a poc, it doesn't really function
tho is it player's body cam or the entrance cam only?
so its the same as the one you use for the right big screen?
so it really is the body cam
with just OpenBodyCams it will be, yeah
with TwoRadarMaps, it'll be a separate instance
it does
its a vanilla item right?
yeah
never really used those since im always being too close and personal with the monters
we can tp those to the ship right?
not in vanilla, there's a mod for that
depends on your OBC config
it does by default
oh nice
lol i never knew some vanilla stuff
i wish in vanilla we also have lightning rod
or a raft for flooded
btw. how do people even see the texts on the terminal with that massive radar screen?
you can scroll through it if that's what you mean
oh we can?
i never knew that
i need to touch the terminal a bit more besides buying a ton of shovels every time
i kinda just type items whenever i go to terminal and go "shovel, confirm, pro flash, confirm, glowstick confirm" then go straight to the dungeon
Picture in Picture
loot bug took a selfie
it's very funny watching them pick up the radar booster and run around with it
It's funny watching it on the monitor even without a camera view, I can only imagine
the first thing that came to my mind was Peeping cameras
like those hidden cameras
In the same vein, I saw "poc" and was very confused for a while (proof of concept)
yeah sorry, I'm used to using that acronym
It's all good it makes sense from an industry perspective
I return at 5 PM and then start doing my ship dad duties
Or... I take a shovel and going to kill every nut nut on the map
if only we can kill the giant
i hate those guys when returnning to the ship with the monsters i killed
I like that only worms can take care of em, I'd suggest the fairgiants mod, makes them way more bearable to work around
would it be possible to make body cams a ship upgrade?
hmm, definitely possible, but I don't know the first thing about that so I couldn't say if it's reasonable to add that
maybe I'd need to make a soft dependency to another mod to add that option, but not sure what API would implement that
Something happened on Ooblterra that just obliterated my machine to 2 fps, just a bunch of this in the log:[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.RestoreState (GameNetcodeStuff.PlayerControllerB player, UnityEngine.GameObject[] cosmetics, OpenBodyCams.PlayerModelState state) (at <b51c52cba9964742afb9ae0c3f969ce0>:IL_005C) OpenBodyCams.BodyCamComponent.ResetCameraRendering () (at <b51c52cba9964742afb9ae0c3f969ce0>:IL_003F) OpenBodyCams.BodyCamComponent.BeginAnyCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <b51c52cba9964742afb9ae0c3f969ce0>:IL_000A) 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.PrepareAndCullCamera (UnityEngine.Camera camera, UnityEngine.Experimental.Rendering.XRPass xrPass, System.Boolean cameraRequestedDynamicRes, System.Collections.Generic.List`1[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.List`1[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)```
can you think of anything that happened around that time that may have triggered it? this can't just happen spontaneously
that stack trace is unfortunately very common and doesn't tell me much
When I went inside the place I had regular mansion interior instead of the custom Oobleterra one, which was odd but apparently just a really small chance of happening -- but I got hit with performance getting crushed by Shrimp from LC_Office apparently spawning and having issues. That got me down to the 15 - 20 FPS range or so so I bailed, but specifically once I got back to the ship as soon as my screen could remotely have the bodycam monitors in my field of view it would full-on freeze the screen and stop updating my view. I could still hear movement / tell I was moving around at those times, and if I managed to wrench my way away to look somewhere else it'd unfreeze. I had to wait for it to hit midnight to get out of there because I couldn't actually see the lever to pull it.
once I was off ooblterra performance was back to normal on both fronts
do you have the full log?
also, was it the latest version of OpenBodyCams? maybe I can narrow it down
1.1.6 to be specific
full log: https://drive.google.com/file/d/19n2dEA7Hro1DxFKJRjUk0BBUG3S7CNab/view?usp=sharing and yeah 1.1.6
is there any possibility your cosmetics or equipment changed while you were away from the body cam?
it looks like the number of cosmetics on your model increased while you were inside, curious
weird, it looks like it was breaking as you were landing on the moon too, if the logs are any indication
I was playing solo so I didn't mess with any cosmetic stuff π€
what about equipment like helmets or armor?
not during that landing, I equipped stuff before dropping down. Once I was on the moon + inside, all I did was go through a couple of rooms and grabbed two scoopy guitars and a pintoboy before hustling out before performance was chugging from shrimp
I'm wondering if the issue may have actually started before you even left the ship, because I see the log messages that usually are printed when the dungeon is generating after the error from the body cam
so it's possible it was equipment that caused it
if you remember what you equipped and toss me a profile code, maybe I can repro
Just current version Advanced Company tac helmet and bulletproof vest in this case -- I can't recall this ever cropping up with OBC and that before, the only other time we had severe view lockups was one random time where it seemed like anyone looking in the direction of Maxwell from Lethal Things would drop to an FPS crawl. We've had that situation plenty of times before and after without issue though.
I just tested equipping all Advanced Company equipment and it all worked with no issues, so I'm not sure what would cause that
if you figure out any possible causes let me know
I would assume something related to Ooblterra since it's got some wacky sorcery to load into LC compared to other modded content, but I'll keep an eye out
hmm, would be odd if it was doing something with any of the objects that OBC is concerned with, but I suppose it's possible
new update going live:
Vesion 1.2.0 (typo in the real changelog oopsie)
- Add an opt-in feature that adds a
view bodycamcommand to the terminal to display a picture-in-picture view of the bodycam. TwoRadarMaps v1.2.0 will use a separate bodycam when the feature is enabled. - Developer features: Added an API to force a body cam to render, and allowed body cams to function without being attached to a renderer's visibility/materials.
Note that these are fairly sizeable/intrusive changes, and the TwoRadarMaps compat is the first time making use of multiple body cams, so it's possible/likely some things have broken. Please report any issues you find!
would this new update affect HandheldMap and FastSwitchPlayerViewInRadar?
HandheldMap no, FastSwitchPlayerViewInRadar.. probably not? I forget exactly what that does
does that add arrow key shortcuts in the terminal or something?
should work fine if they used the vanilla methods for switching targets then
if it worked to switch targets before, it'll most likely work still
only problem I forsee is if people are running other terminal mods, but you can always leave the feature off if so
hoping to help some of those mods add proper support if the developers are willing
LethalLevelLoader? I mean.. it doesn't really do much to the terminal
LLL is a terminal mod?
I have had issues with it breaking the switch shorthand though
but that's not new
by terminal mods I mean ones like darmuh's, lammOS, or there was one other that added resizeable windows
all three of those try to allow people to see the body cam, iirc, but I don't know that they all work completely properly with OpenBodyCams, since it switches off the camera more aggressively than any other body cam mod
ah yes, the one with resizeable windows is called TerminalDesktop
i mean the new LLL i think has that moon price and variant sorter. but what i can think of that might deal with terminal would be ghostCodes
I doubt that would have any problems, I don't see anything in the readme about the map or teleporting or anything
Separate mod idea:
Allow monitor to transmit voices of the observed players, like if you're watching a player you can hear what he's talking about rn
Why voices specifically?
Can be his sound queue, so ambience and game sounds around him as well
Just a general audio feed from the camera makes more sense. Although it further simplifies the job of whoever is staying on the ship.
you mean they can speak via the speaker on ths ship?
Would make walkie worse as it will now be quite noisy.
I'll have to consider that, but it could be tricky and I have no idea what it would do to performance, especially if it's supposed to capture everything
as it is, I think that sounds that go through the walkie are hardcoded, and I don't know if the sound system is designed to record from a certain viewpoint
I probably won't get to that for a long while if at all tbh
but pull requests are welcome! :^)
I can't wait to try this out, plenty of times I've got to the ship monitor and wondered what my friends were seeing, sure I could just come off the terminal and look at the monitor but I like the terminal, how much of a delay is there swapping from radar monitor to bodycam monitor? Like the vanilla view monitor is a good second or so of loading that screen on the terminal
it's a picture-in-picture, so you can see both at the same time (at the cost of a portion of the map being obstructed)
Wonderful! I'll give feedback when I can
Hello!
Idk if this has already been reported.
But when you have your other mod TwoRadarMaps, the main monitor shows the text "Monitoring: [PLAYERNAME]" superimposed with the monitor description of the moon in orbit.
Without TwoRadarMaps
With TwoRadarMaps
I want to use it alongside with TouchScreen and OpenBodyCams
Aw man, I love this!
DisableInternalShipCamera doesn't seem to work for the radar booster though
typo in changelog "featuer". nice update zaggy any performance hit?
indeed, I could make it do that but the main concern was that all players come back to the ship and start rendering items and cause a huge frame rate drop
couldn't tell you for sure, but I didn't notice any numbers that looked suspicious during testing
oh, I'll look into this, thanks for letting me know
it's looking like this must be a conflict with another mod, if this is happening immediately when loading into a game, could you send your profile code?
yes
Careful, I'm using a large modpack
- 018daf46-0f2d-9c60-e71a-d6c8bc0720bf
hmm
is there anything else you can think might be triggering it?
oh, I guess you removed TwoRadarMaps, let me check again
got it
Do you have TerminalExtras?
I know that mod has overlay text problems.
ah, yes, I removed it
no
sorry, I forgot
so this happened
I assume thats how you are getting the flash to appear on the screen when changing people
@vital steeple
it is
can you give me a log? if that's appearing, chances are something failed to run
no worries
He died on the map and when he respawned he had this giant bar in front of him the until we left the game
The game was from yesterday, don't know if we have the log
it might have been because i switched to his cam the exact moment he died?
wait, so every player could see the bar?
unfortunately, without that log and probably also a profile code, I don't know if I can do anything about it
yes
we could all see it, but only when looking from behind him
and it was just there, permanently
it was the only time it happend. just a glitch i think
if it ever happens again, make sure to keep the logs from that session so I can see if I can find the cause
looks like this is an issue caused by HandheldRadar
[Info :TwoRadarMaps] Set mapScreenPlayerName.enabled = True
[Info :TwoRadarMaps] PatchManualCameraRenderer.SwitchMapMonitorPurposePrefix
[Info :TwoRadarMaps] DynamicMethodDefinition.NativeDetour_Wrapper<UnityEngine.Behaviour::set_enabled>?0
[Info :TwoRadarMaps] ManualCameraRendererPatch.MapCameraFocusOnPosition
[Info :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::MapCameraFocusOnPosition>
[Info :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::Update>
[Info :TwoRadarMaps] DynamicMethodDefinition.Trampoline<ManualCameraRenderer::Update>?-315022440
[Info :TwoRadarMaps] HandheldRadar.ManualCameraRenderer_Update
[Info :TwoRadarMaps] DynamicMethodDefinition.Hook<ManualCameraRenderer::Update>?-143571472
this shouldn't be happening at the start of the game
HandHeldRadar?
I was hoping you would know what that is, but the name sounds pretty self explanatory
LethalThings or something?
LateGameUpgrades?
Portable radar is in LT
So prob LT
Not a LGU upgrade
I presume internal name is handheldradar
Weird I've never seen this issue
actually, hold on
might not be LethalThings' fault
I gotta get the namespaces in this log message
The ManualCameraRendererPatch class is the suspicious part here I think, since it is bypassing the vanilla methods to enable the monitored player text
[Info :TwoRadarMaps] Set mapScreenPlayerName.enabled = True
[Info :TwoRadarMaps] TwoRadarMaps.Patches.PatchManualCameraRenderer.Behaviour_set_enabled_prefix
[Info :TwoRadarMaps] MonoMod.Utils.DynamicMethodDefinition.NativeDetour_Wrapper<UnityEngine.Behaviour::set_enabled>?0
[Info :TwoRadarMaps] Diversity.Patches.ManualCameraRendererPatch.MapCameraFocusOnPosition
[Info :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::MapCameraFocusOnPosition>
[Info :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::Update>
[Info :TwoRadarMaps] MonoMod.Utils.DynamicMethodDefinition.Trampoline<ManualCameraRenderer::Update>?-1656594148
[Info :TwoRadarMaps] LethalThings.MonoBehaviours.HandheldRadar.ManualCameraRenderer_Update
[Info :TwoRadarMaps] MonoMod.Utils.DynamicMethodDefinition.Hook<ManualCameraRenderer::Update>?-1927710056
Diversity
Oof
which is unfortunately not open source...
Let me talk with Chaos, he's the main modder of Diversity
they probably have a reason why they're setting that from there, but I couldn't imagine why they do that instead of using SwitchMapMonitorPurpose
it's probably for the function that adds the red text to the monitor?
|| when the bracken takes you to it's pocket dimension
it makes the monitor black with red text. ||
ah yeap I just saw that in the decomp
they need to check the ManualCameraRenderer.overrideCameraForOtherUse flag before changing anything
instead for some reason they're checking isScreenOn
new version of OBC not compatible with diversity?
is it the camera where it goes "they have paid the price" thing?
I couldn't tell you, I haven't used that mod

Hey @vital steeple I just did some tests around TwoRadarMaps and OpenBodyCams with BetterTerminal. Not sure if i'm better asking here or asking ZG about BetterTerminal
BetterTerminal adds in commands like teleporting but it appears to desync the TP target if someone switches targets on the monitor, so then it teleports someone or in our case a radar booster instead of who you are targeting on the terminal,
Really this can be fixed by just not using TwoRadarMaps but thought i'd ask 
https://thunderstore.io/c/lethal-company/p/ZG/BetterTerminal/
Do you have more company?
I reported the radar target bug To 1A3Dev and they fixed it. Just waiting on release.
https://github.com/notnotnotswipez/MoreCompany/issues/45
Nah I don't use MC
This is just a target desync caused by TwoRadarMaps and BetterTerminal commands
I see so it only happens with those 2 installed?
Yeah I actively did some tests with a friend to intentionally try and break it to see if TP targets could work for both monitor and terminal
odd, I wouldn't have expected a desync, it should just teleport the target of the main monitor always
Ah that would be why
the thing is, vanilla has no way of teleporting a specific player without somewhat hacky solutions, but it shouldn't cause different players to teleport on different clients
unless by desync you just mean that it's not teleporting the terminal's target
I wouldn't consider that desync, but it's not ideal certainly
the unfortunate thing is that mod appears not to have been updated in a while, so I'm not sure if TwoRadarMaps support is something that can be done on their end
it may be that I'll just have to start transpiling mods to add support, but I figured I'd probably end up doing that and I just did do that for one other mod last night anyway
the alternative is me just adding teleport commands to TwoRadarMaps myself, that way I can just give the arbitrary teleport target code first class support, but if needed I could still transpile other mods to make use of my functionality so that you can have the best of both worlds
it's something I had been considering support for for a while, but I hadn't looked at the teleport code properly to determine the best way, so I think now may be the time
It's not a huge problem really, I doubt anyone would really kick a fuss up about being unable to have 2 people watching 2 other people π sometimes when i'm watching someone on terminal i've had someone press the button on the monitor, I get a lot of value out of betterterminal and wouldn't like to bog you down with any sort of requests but if you were to go ahead with something like that I would 100% give you feedback on it, right now I use the commands for lights, launch, doors, TP and ITP, prettymuch everything you can press on the ship in the terminal
well not having the main monitor interfere is the entire point of that mod, so if I can make it more usable I will lol
We seem to be managing to get the same bodycam freeze / cosmetic error issues with the Office interior on a moon as well -- if it's a different interior, or we run no cosmetics, OBC seems fine with it -- but it locks the display if you look at the bodycam screen otherwise
Edit: removing all cosmetics doesn't matter it seems.
could you refresh my memory on what happened last time and what it has in common with this instance?
Last time it was with ooblterra, upon landing anyone looking at the second monitor with bodycam running there would have their screen freeze and stop updating. Audio / etc. would continue and if they manage to swing their view away from the bodycam monitor, framerate returns to normal full FPS
Consistently, every moon -- we discovered this because we were trying to test office before a big group session tonight, so he set it to a guaranteed spawn. Maritopia, Vow, March, we had a mix of vanilla and modded moons. They were able to land once successfully, but any further landings in that same session were hosed on OBC
ah, so you had to land and take off and then land again to trigger it?
that helps
could I get a profile code (again?)
we're manual install goblins unfortunately, but the core is most current LECore, LLL & AC; working on getting you a log with office present, we just confirmed it doesn't happen if office isn't in the loadout. Obviously there's other people running office relatively 'fine' so it's hard to say what the magic combination is. I know that HDLethalCompany was also proving to be a wildcard for some moons and interiors on latest LLL because of a clash over fog rendering, so LC is a fun smorgasbord of quirky interactions.
HDLethalCompany alters DXI/Reg and plays around with FSE.
lol I don't know what any of these are intended to stand for
I doubt it's related to HDLethalCompany though
if you have a log, I could tell you for sure whether it's related to the usual culprit (cosmetics collection)
getting one now, I'm at work a buddy is testing with office again
oh, does it happen solo as well?
if you're able to narrow it down to a particular cause, whether it be a particular mod conflict or specific steps to reproduce the issue, that would make things a breeze for me to fix probably
usually the biggest problem for bug fixing is getting a consistent repro
both times have been solo yeah
I also know that when we were getting something similar but managed to switch cameras to someone who had been devoured by a mimic door it was instantly fine, presumably since their model was gone for the camera's concern.
*in multi
yeah, switching the camera should fix it always, unless I've overlooked something
not just because someone's ragdoll has been deleted, but because it re-collects all the models for the relevant players so there should no longer be any dead references
Finding alternatives to better Terminal commands has been tricky as is, so I'm in all support if you decide to take over that with TwoRadarScreens
the goal here isn't so much to take it over as it is to add that tp command functionality and then patch it into other mods that add any extra commands other than that
I may have called it the wrong name, but I also use the mod they use, but with touch screen, the terminal is usually left to specific advanced users who prefer it
Makes sense
gonna work on that in a moment actually, I have a few bugs that have been reported today but can't reproduce any of them 
The best type of bugs
Really not sure what trips it for the interiors, but after sidelining LC_Office we were not able to reproduce the issue again at all after consistently producing it with it present
hmm, and if you reinstall LC_Office does it come back?
I can try out LC_Office to see if that's the issue, but that would be a very strange mod to have a conflict with
when you say it's consistent with LC_Office, do you mean that it happens 100% of the time if you land, take off, then land again while you have LC_Office guaranteed?
it does, we reinstalled it to make sure, but didn't see anything notable in the log
yes
if LC_Office is present with our install, you can land and take off the first time fine, but future landings are scuffed whether vanilla or modded moons.
Most recent LECore, LLL & LC_Office + most recent OBC
does the screen freeze as soon as the interior generates upon trying to land the second time?
(if you're facing the bodycam)
It's working and empty...
The generation is cool, but something is missing
Refusal of the API, because many say that it gives a load...
Just put out an update for TwoRadarMaps that adds a command to activate the teleporter on whatever target is monitored in the terminal, if anyone is interested
it's disabled by default though, to avoid conflicts with any existing terminal mods (I'm sure it's very common to have a tp command in those mods)
also, small bugfix update for OpenBodyCams in case any of you notice a tiny error that happens when exiting to the menu and then starting a game
I noticed it
π this is why I'm here lol
Guess you fixed it :)
Thank you! Was getting that error in my log literally just now and was wondering what was causing it lol
yeah, I believe it was harmless, but I may be wrong
essentially it was failing to delete the view bodycam command from the previous game because it didn't exist any longer, which would cause the command not to be created again and so the command would just not function (most likely)
Do you think it would be a guarantee conflict if both ran side by side?
depends on what the command keyword is for the other mod
Fair
Most of the time it's just TP
Oh but you know what
Some mods let you disable commands
If that's the case, disable it in the mod if applicable and then just use your mods command :bigbrain:
yeah, that should do it
feel free to point me to mods that do stuff like that though, I can make patches for them too
since I don't add an inverse teleport command for example, idk if other mods would lump those together in the config
Ah heck
It seems with BetterTerminal by ZG, there is no real "config"
As per the description, you can't enable and disable as you choose, all just enabled by default?
I'm not at my PC to look at the config, but I may have to look at a different mod if it isn't configurable
Although, I may have an alternative I can try
This mod seems to be actively worked on
https://thunderstore.io/c/lethal-company/p/Beauver/ExtraTerminalCommands/
Yep, it no longer produces that error when exiting to the menu and starting the game, so it fixed it for me π
glad to hear it!
that does look pretty nice
it does mention the switch command in the description, though, makes me wonder if it overrides the vanilla command, that might break TwoRadarMaps
I'll look into it a lil bit rn
ah, yeah, the switch shorthands look like they are hardcoded to use the main map
fixable but a little frustrating
to be fair though, it does also allow player selection which probably couldn't just call into a vanilla terminal function
Ah I see
But so does GI with switch
I will probably disable it so GI overrides
I presume GI may do the same
does it override it or just add the shortcut keys?
I forget, it's been a bit since I looked at compat for GI
@gritty grove not sure if I'm able to reproduce the issue that occurs in OpenBodyCams with LC_Office guaranteed, but I feel like there must be something up with the level transition, so I'm wondering if a full log might shed some light
the odd thing is though, during my testing just now, I had all my items disappear from my inventory, leaving just the icons until I picked something up, and I couldn't find any errors other than the usual PlaceLung.LateUpdate() ones, which shouldn't be able to cause something like that
although... I wonder if maybe there's a prefix returning false causing something in my mod not to run... nope
also, upon landing on LCOffice for a second time, every time, the elevator was at the bottom instead of the top
I don't have any cosmetics or equipment on my profile currently, so maybe that's why I'm not encountering the OBC error spam
a full log of the issue as well as perhaps a video from the start of the save would maybe help me figure out exactly what I need to reproduce the issue
since the logs will contain the mod list as well as any errors that may occur before OBC breaks
Lemme take a look rq
It's able to be toggled as well, but I don't know anything past this
oh yeah, that's just the arrow keys thing
Did I misunderstand what you meant originally?
well, by override I would normally mean modifying the existing switch command
the ExtraTerminalCommands mod made it sound like it might do that, but that's just because the phrasing was a little confusing (to me at least)
I forgot all about that vanilla option
oh lol
I thought you meant arrow key fast switch initially
gotten too entitled to your conveniences huh lmao
Fr
I'm more of a vanilla player so I hadn't considered that might be what you meant
That's fair, but the question rolls back to, with their shortcut way of typing switch, does that conflict with your mod when teleporting with the config enabled?
@vital steeple any chance for a fix of not being able to see yourself on the internal ship cam? for whatever reason if I add ModelReplacementAPI it fixes it but otherwise I was told the cause of that happening was this mod by someone β οΈ
internal cam works for me with my testing profile...
Weird
I could ship a fix with this mod, but it feels kinda out of scope
not sure if ModelReplacementAPI is the root problem here, but someone that's actually causing the issue should fix it lol
I doubt that's the issue XD
Ah right, you mentioned this morning
you doubt ModelReplacementAPI is the issue?
so worst case, I could disable that function
why?
I'll let you guys carry on, I'll be back later
Cus when it's installed you can see yourself fine, it's when I don't have it added that I can't
don't worry, I should be able to either make a PR or patch it on my side
So it seems like it fixes whatever is breaking it
oh
oh right, I got confused, I was misremembering what people said about ModelReplacementAPI
someone's gotta narrow down the problematic mod
and it shouldn't be OpenBodyCams, I return every model to its original layer after I'm done with it
it could be a bad sign if that's not working, but I doubt it, I haven't noticed anything odd on my end
Weird XD
it's probably some small mod that makes 0 sense to break it
Gotta love situations like that
Cus all I see if my floating id card or whatever when I look at myself on the internal cam XD
But I see others just fine
with regard to the screen freezing issue that this mod has plagued this mod, I'm just going to try the brute force approach to prevent it from continuing to happen, and we'll have to see how much that affects performance
yeah, I've seen a lot of people report that type of thing
I would be interested if it is actually resolved by disabling OpenBodyCams, but I doubt it
should be easy enough, as far as I know that issue happens 100% of the time for those that have it
Yeah disabling it did nothing so not your mod π
I wish bepin would push out an error to tell me what causes it
Lol
well, it's not an error, it's just some mod doing something that it shouldn't do
Yeah it's just a matter of isolating it
I forget if anyone did, I remember there was a lot of discussion about it in the GI thread a while back
Okay well here's an odd one, disabling TooManyEmotes fixes it, but I can't see my cosmetics on the internal ship cam XD but I could see them with ModelReplacementAPI
That's pretty funny tbh
ah right, TooManyEmotes
honestly from my experience that mod is incredibly buggy
not sure why
but this really should be an easy fix, they must be messing with layers in a weird way
What kind of bugs did you get with it?
people naruto running or swimming through the air while not emoting
probably a conflict with an existing mod though
Yeah probs
My guess would be MoreEmotes or BetterEmotes since they have animator conflicts if you use one of those
yeah
I forget if there were other issues with it too
the biggest issue is that I prefer the more scuffed emotes and my friends like TooManyEmotes lol
I wouldn't be surprised if the older emote mods do things in a way that makes it difficult to make compat work
Yeah I feel it, I hope BetterEmotes manages to resolve the animator conflicts I know they're trying
Just pushed an update:
Version 1.2.2
- Added two options to allow collection of useful debug information if error spam is encountered, information which should point directly to the problematic mod. More information is available in the readme.
- Prevented cosmetics from being collected from other mods if they have been destroyed. Not sure if this has been hit in the wild, but this may prevent some error spam.
This update should prove extremely useful for squashing whatever error spam bugs are left. @gritty grove if you're willing to be a guinea pig, this should help me to figure out what's going on with LC_Office for you
the more information from the readme:
Debugging
If error spam or screen freezes are encountered, please reproduce the issue with ReferencedObjectDestructionDetectionEnabled enabled in the [Debug] section of the config, then provide the game logs in a new issue on GitHub. These will provide valuable information to narrow down the cause of the problem. After the issue occurs, BruteForcePreventFreezes can be used to resume normal gameplay.
BruteForcePreventFreezes: Prevents the error spam by checking every frame whether any cosmetics on viewed players have been destroyed and updating the list if so. This can be used as a stopgap measure to prevent screen freezes if a mod conflict is unavoidable.ReferencedObjectDestructionDetectionEnabled: Prints a message and stack trace whenever an object is destroyed while a body cam is referencing it. This should point directly to any problematic mods causing issues.
as usual, both options can be switched in-game with no issues (as far as I know), so if you encounter error spam in a run, you can use LethalConfig or similar to enable BruteForcePreventFreezes to stop it in its tracks
Just had this happen after updating. How do I use your tools to give you the information you need?
This happened when loading an existing save.
A new save was fine.
@vital steeple Facing a weird issue with Mirage that I think you may be able to shine some (if any) light on, there is an option in Mirage to become a masked on death and I know openbodycams has a prevention of masked bodycams due to freezes but I remember seeing my friend's bodycam as he was converted to a masked with that death setting, this appears to cause a tp target issue that we're trying to get to the bottom of, any ideas? π€
OpenBodyCams doesn't actually try to prevent converted players from being targeted at all, it's supposed to display the converted player's perspective
I don't currently modify any of the fields that affect the tp target (that I remember), so I think this may just be a mirage issue if there aren't any relevant errors that might have prevented the redirect from being cleared
I can take a look at the logs in a bit though, maybe I'll see something
judging by the fact that it's got an error from another mod there, I'm guessing that there's an initial error that started everything going wrong, do you have the log file containing everything from loading that save?
we can see if that sheds any light, and if not we can use the new options I described above
also, what mods do you have for cosmetics?
ModelReplacementAPI?
Oh right, it was just that it displayed the converted players that I thought something could have happened there
that's good if it did really
vanilla has a bug where it doesn't ever set the redirect target when a player gets attacked by a masked
I think that Mhz.disableunitylogs may have deleted any evidence from your logs that the teleporter was ever used, I'm not sure where to find the relevant part of the logs
normally it would print messages saying why the teleport was canceled but there's nothing there because of that mod
it may have also eaten any exceptions that occurred when the teleport failed
if you can reproduce the issue with proper logs we might be able to tell you what happened (unless the Mirage author has some hunches)
also worth noting that the teleporter tries to teleport whatever target is selected on the screen, so if you move around and the camera isn't moving with you, then something odd is going on with the target list
I can't tell if that was happening in the recording, though
loading a pre-existing save with new mods is a recipe for disaster and may not indicate a problem with your mod at all
perhaps
that really depends on the mods, I've never had issues with it despite switching out mods constantly
unless it can be reproduced on clean saves or in a more direct way, it's something I'd advise caution against wasting too much time investigating, for better or worse
I used to get those types of errors when I tested continuing saves for a bit
and it happens with alarming frequency
hmm, I see
there's probably just a few mods that cause it but perhaps they're common ones
may be something on your end, but just a heads up since there's a strong liklihood it's just vanilla behavior when too much has changed
"too much has changed" being... a nebulous thing, unfortunately
I think here it may relate to a suit that someone has equipped, so I am interested to see logs regardless
if I had to guess, it's not an issue with my mod, but I'd like to be sure
all this cosmetic stuff is hard to track down though, and probably will continue to be even with the new debugging features
Yeah absolutely, I'll get that mod disabled and see what's up there. And yeah the cam was moving with the target, it just wouldn't teleport either of us
@vital steeple Sorry to ping and bother mate, this issue has nothing to do with OBC, just ran some tests for barch
ah nice, thanks for letting me know
just found out there's an experimental Unity API that allows running pathfinding queries off the main thread, time to go down the PathfindingLagFix rabbit hole again
might be able to completely negate the framerate hit of AI pathfinding spam
Since it does not load into the ship and gets stuck on loading while it spams I have to close it via the console. I hope the log has information that you can use.
Looks like it is present in the log.
I am not concerned with using this save. I am only currious if there is something here that will help with mod bug finding/development.
No wonder my screen would randomly flash green at times last night when someone swapped to viewing me on the terminal, that was annoying me and I was wondering what mod was causing it XD
That's a permanent disable feature for me
Eesh
that would be a bug, surely? it's only supposed to show on the terminal, like the vanilla radar's green flash when switching player
I think it was a conflict with some mod at the time though idk which
Might have been LCUltrawide cus I swapped to it recently due to it having less issues than HDLethalCompany
I doubt that'll be it - my crew uses LCUltrawide and this hasn't happened to us
Odd
hope you don't have to go as far as bisecting your pack to figure it out π«
It stopped interestingly enough after I did an Emergency mod pack update and removed LCSoundTool/Customsounds and setting HideGameManagerObject back to false
Would you ever add a config so that only radarboosters act as cameras
it's not supposed to appear in the game camera, others have reported it appearing occasionally but I'm not sure what's causing it yet
Okay so it's not just an issue on my end then good
I'm wondering if there's brief errors happening while rendering the body cam which cause it not to restore the green rectangle to be hidden, but I don't have any logs with unity logs enabled yet
Yeah it felt like it happened whenever someone was viewing my own camera
might be good to read through this and see if you have anything in common with anyone, I could use any help finding the issue
and yeah, that's the time you're most likely to see it since it is always in front of your camera then
I have CullFactory now but didn't at the time of the bug happening can confirm it isn't caused by that
I'll see what else could maybe conflict
gotcha
good to know it's not that, it was a plausible issue
it's unfortunate that so many people have Unity logs disabled though, it seems to be becoming more of a problem over time for some reason
I'm gonna have to write a whole readme section about getting information about an issue to make sure I don't have to repeat myself every time
Yeah I don't have any other of the same mods that MasterEvilAce stated they had
tbf, logging is slow, but ideally with the right combination of fix/performance mods it shouldn't be an issue
gotcha
their mod list is massive though, but the most interesting ones are the change before encountering it
unless it regressed in an update
Possible
I might push out an update and see if people still encounter it, though, I did notice a bit of a change in the ordering of camera setup and tear-down after changing how it handles it to be a little more efficient
It does appear to be an issue with a corrupted save, but it's good you reported it still, since error spam even in that situation isn't really acceptable
next update will fix that, though the body cams will be disabled on saves that don't load correctly like that
assuming that nothing else explodes, it should then be possible to quit out to save the file again and reload it
Awesome. Glad to help. π
getting an OBC bug in 1.2.3+ (falling back to 1.2.2 fixes it)... after turning off monitor, cams never come back on
log doesn't throw any errors
One message removed from a suspended account.
is it changing to off when the person in the cams is in the ship mode?
try that with 2 people
ahh, probably an oversight in my rework of the screen on/off code, hold on
I think I see the issue, thanks for narrowing it down to a specific version
fix is going out now in 1.2.6
Just a heads up @vital steeple, I didn't test this in depth, but I encountered a weird bug last night when playing with my friends. I'll try to recall what happened:
- I was waiting in the lobby and my friend joined
- He switched off the monitors (using better monitors from General Improvements)
- When I turned them back on, we got an error in the log, and the body cam was no longer displayed on the monitor (it showed the external cam instead)
This seemed to have caused other errors too, like both of my friends had to rejoin shortly after because they were frozen. And even recreating the lobby didn't fix the cam not showing up.
Just tested real quick and I can't reproduce the exception, but the cam DOES still disappear if you toggle off and on the monitors.
@meager shore It seems that was this exact issue.
If it is, it's fixed
Oh nice! It would help to read up a bit lol. Disregard
hmm, I don't think the fix above should've prevented whatever error you had there, but that error is usually preceded by something else
it usually indicates that the body cam failed to update cosmetics when they were changed
if you have full logs from that session by any chance that would help a lot
@vital steeple been having problems with people connecting mid game and seeing the green bar across others faces and their own. We are using a log neuterer so I don't know how useful this is. Also, some people seeing the green bar permanently on the body cam screen.
This one there was a permanent bar across my friends (non host) face the whole time. He could see it. I could not
It happened alot, mid game. A disconnect and reconnect would fix it.
the log is from the user that had the green bar?
I'm beginning to suspect that this issue isn't even caused by an error though, but it's also possible that log neuterer is deleting errors that would have otherwise shown up
do you have a profile code I could use to try to reproduce this?
oddly enough, there's a stack trace from Advanced Company that I would expect would have to be preceded by a much worse error judging by what the function the error occurred in does: scratch that, I think the operations in that function are just out of order, probably not related
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AdvancedCompany.Objects.TacticalHelmet.Equipped (AdvancedCompany.Game.Player player) (at G:/Unity/AdvancedCompany/UpgradeCompany/Objects/TacticalHelmet.cs:249)
AdvancedCompany.Game.Player.UpdateInstance () (at G:/Unity/AdvancedCompany/UpgradeCompany/Game/Player.cs:691)
AdvancedCompany.Game.Player.Update () (at G:/Unity/AdvancedCompany/UpgradeCompany/Game/Player.cs:454)
AdvancedCompany.Patches.RoundManager.Update (RoundManager __instance) (at G:/Unity/AdvancedCompany/UpgradeCompany/Patches/RoundManager.cs:23)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Update>(RoundManager)
anyway, a profile code so I can attempt to reproduce would help, I don't think I've been able to make many proper attempts on this because I haven't gotten much information on the issue
a friend got the green bar (on monitor) immediately upon load-in to a new lobby when we played last night too, going to try to dig into it later and I'll let you know if I can find repro
please do, that would be amazing
I assume it didn't appear on their gameplay camera though
it's curious that it sometimes happens just on the body cam and sometimes also on the gameplay camera
I scrolled through their vod and their actual player cam seem unaffected, just the body cam
it was green-line'd until I turned off the monitor and got the bug I reported this morning
perhaps it's two different issues, I've only gotten one video of the green flash on the gameplay camera, but that one showed it for a single frame
either way though, worth looking into
outside of a major mod incompatibility (definitely possible), I feel like it might be a weird cosmetic interaction? no idea how, but going to dig in when i have the time
will lyk
the latest update was supposed to ensure that it doesn't freeze like that
if you have unity logging enabled, that would most likely have some error spam if it was cosmetics that got it stuck
I think I may have seen the green flash on my end, actually.... occasionally getting a quick flicker on map load on my end that I couldn't pin down
will add that to the list to look into
yeah, I'm really suspicious that that happening is unrelated to errors and might be a bug in how the camera callbacks work in Unity
would be very frustrating if so, but it might be dependent on the camera angle, since sometimes the error spam doesn't freeze the screen until I look a certain direction, which makes me think that the camera ordering is view-dependent
perhaps I should try creating a bug that just makes the green flash stay visible always so I can see if it ever appears on my screen
has anyone reported seeing it on host? or only on connected clients
I believe it has happened for hosts, but I'm not absolutely sure
Hey that green bar
I remember it well
From the time I reported the leaving the rad behind.
yeah, that was probably before I made it so that it hides the camera output when it has an invalid target
iirc it was after 1.0.24
When I first saw the green bar. Would the changes then have anything to do with the current issue?
I think what would've caused it is my changes to allow multiple body cams
because I switched from using a layer for the transition animation to setting visibility the same way I do for the player models
I would too
with the latest version it should hopefully at least remain invisible if the option is turned off, so let me know if that's not working
i find it that the game is telling me i played too much π
tis all green for me from the start dunno why
did you change anything before that started happening?
was it just an OpenBodyCams update?
were you loading an existing save?
oh hi i deleted config and its fine again
what is happening i didnt touch the config last time
ahh you should've kept a copy of it
couldn't tell you, unless you had the transition animation disabled
ill keep that in mind if it happened again π
sorry if this has been asked before, but it's hard to search specific topics - any odds the PiP bodycam resolution could be separated from its size somehow? idk how the monitor renders so no idea how feasible this is, but I'd love a 120x or even 100x bodycam without having to try and figure out what I'm looking at in only 100x resolution lel
on the body cam monitor, could you see peoples' perspectives still?
right, I figured that was probably the reason
it appearing on the monitor would be normal, but it's supposed to disable that when rendering all other cameras
I still have no idea what could go wrong there unless Unity is messing up
yeah, could help
I'm thinking it may not have anything in it if the body cams were rendering when they were supposed to, though
hopefully I'm wrong
in case you start looking into it and want to potentially make it easier to reproduce, here's a build where the transition should always be visible, but only to the body cam:
like this in-game:
hey zaggy :) just curious, do body cams still create the performance issue where itll generate a second copy of the ship interior?
uhh they never did
I think what you're referring to is the fact that it can render the ship interior twice, which isn't something you can just not do
if you're having issues with fps in the ship, I'd recommend the setting that disables the body cam when its target is on the ship
I'd say everyone should enable that. Not much to gain from cam working while the target is in the ship. But I get why it's false by default. Some people would've thought the mod is broken if it wasn't.
or some people jst like seeing the infinite abyss that is the second screen loopπ
Had an interesting error in our game right now. Looks like when a player joined some or most of the players would have their screen freeze, they could still hear audio and the other players saw them moving in game. Host was unaffected.
Oh I had that when I started my session once, wasn't sure of the cause
Turned off "UseTargetTransitionAnimation" and so far so good.
Still looks like it has some bugs to work out.
Seems to be players that were emoting TooManyEmotes had the problem while others did not.
Turned off open body cams.
Can you post profile code
And logs?
if you follow the debugging section of the readme and get me those logs, I should be able to fix the issue for you
Yes
Also yes 018dc910-e348-2b1b-cbba-b7bc81300893
However, its really only people connecting that have the problems
It usually happens after they revive
We lost the log but I do have the profile code
Should be easy to reproduce.
018dcdd3-0189-f0fd-89b4-9db48ffad9a5
Open body cams is currently off in the modlist. You just need to turn it on. We had 5 players on a fresh save. Everytime we had three or more people someone froze and had to restart.
Host was unaffected.
Is this error something to do with this mod?
[Error : Unity Log] No more space in the 2D Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings.
I have no idea what this is
Don't suppose there are any plans to support OpenMonitors in addition to GeneralImprovements?
It's already compatible wdym
oh that's sick - the config file only calls out GeneralImprovements
oh to be clear I mean in terms of having the bodycam display on one of the smaller monitors
not just the ability to use both at once independently
unsure if that was communicated
oohhh. yea i dont think that's possible atm
GI is too wide-ranging for me to want to install it but the idea of being able to put the bodycams somewhere else is cool
I personally really like GI because I was able to replace like 5 mods with it
Plus I really like the functionality of all the monitors
I just wish it didn't touch teleporters, I liked my setup with Betterteleporters
hmm, perhaps this is the key I'm missing, I'll try to see if I can get more players into a LAN lobby without crashing my PC lol
I wasn't aware of the mod, I'll have to look into it
it might also be an important detail, but by "connecting mid game" do you mean they connected during a round while landed and were spectating initially, then saw it when they spawned in? or did they join in orbit and see it immediately?
Joined in orbit and saw it immediately, but that was my impression. I just told them to disconnect and reconnect and it was fine for a few round until someone died, respawned, and it happened again.
did it ever happen to anyone immediately upon joining a fresh lobby? I assume not
all right, thanks
I'm really hoping I can reproduce it here, your profile is very small so narrowing down the cause may be easier here if I can get it to happen

I really want to squash this bug once and for all
yeah we try to get rid of most of the troublesome mods. This one is the only one that is causing any issues
Well, some of the mods had issues in the past but they were patched up pretty quick
If I had to guess, I would assume it has something to do with Advanced company cosmetics and respawning causing issues where it gets stuck
Since it seems like you use a head attachment or animation. Just a random guess
It's just weird that it happens even after we disabled the screen flicker through the .cfg
and that was on the current latest version too right? that does surprise me too
yeah, it happened with the code i sent ya
It happened to me hosting once, didn't show up again so it's pretty inconsistent
I got it to happen 
it only happens with the option to disable the camera when its target is on the ship, which I probably should have realized sooner, since I think every image or video I've been sent has been on the ship
other than that, though, I'm not sure exactly what's going on, I think it's messing up the order in which it does the following operations (which should be in this order):
- LateUpdate() detects that the player target is on the ship, disables the camera
- body cam is set up to cull objects based on perspective
- body cam is rendered, or at least data is prepared and pushed to the GPU
- body cam rendering ends or another camera renders, body cam setup is torn down
if I knew exactly which version this began happening in, it might tell me more though
my working theory is that it was with 1.2.2
I guess this is my curse for having so much customizability in the mod, way too many options to test lol
it looks like it also may be that option in combination with watching a dead player? 
this is a quirky little bug
Oh I ment to mention that, I dragged a body into the ship and the camera still showed on it but I've got the option to disable it in the ship enabled
Also the radar booster turned on shows the camera regardless π I like having one in the ship with EnhancedRadarBooster to view the surrounding area a bit better
bodies rendering on the bodycam while they're on the ship is normal
I'd have to check if I have a flag I can use to determine if the body is on the ship, but I haven't done that yet
also I hadn't considered EnhancedRadarBooster with that, maybe I should make that work
that's a fair use case, I didn't really think there was a reason to implement that yet
oh sweet, so just having the cam on all the time should fix it
I
I'm fine with that over a minimal performance boost
yeah, it should from what I understand
let me try and confirm just in case
yeah, as far as I can tell that fixes it
does this add cameras to radar boosters like rick args?
oh, does rickargs do that? I thought it didn't have it originally
