#Open Body Cams

1 messages Β· Page 4 of 1

vital steeple
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it does though, yes

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also I figured out the issue, it is something incredibly stupid that I never considered (classic)

steel saddle
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it speens

vital steeple
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you can also make it not spin and just face the direction you are looking when you place it

vital steeple
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shouldn't take long to fix now that I know the issue, thank you to everyone that helped me figure this out

vital steeple
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Saved it's finally fixed

Version 1.2.7

  • Fixed the green transition appearing on the player's view when switching from a dead body or mimic to that player. The transition could remain visible until the target was switched again if DisableCameraWhileTargetIsOnShip was enabled.
  • Allowed DisableCameraWhileTargetIsOnShip to disable body cams based on whether other targets types (corpses, masked players, and radar boosters) are on the ship.
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I think there is still an issue where the green transition can freeze and stay visible in the body cam's screen in certain situations, like if the camera is switched to a player's corpse as they're being converted to a masked, but that's a bug for another day

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really took way longer than I would've liked to figure out how to reproduce that issue, sorry to the people that had to deal with that in-game

tender moth
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@vital steeple You just triggered a thought in my head. Yesterday I posted a message about players having their screen Freeze in a Large Lobby and having to restart with this mod on. Turning it off was the only way to continue. However, you just said that when you start up or reset you grab the model of the player correct?

What I was noticing is that due to lag players were joining my More Company pack as "Player#1,2,3,4,5,6,7,8,9....." Then they were moved, their outfit was changed by the Suit Saver mod, and audio and cameras kicked in with them ideally being beside the clothes rack. However, some seemed to glitch into the wall and have to restart. This is also when their player name appeared.

This makes me think that there are a number of things happening during the Join function that are directly opposed to each other and cause errors.

Would a solution be to only render cameras after the ship has been launched. Or some other work around.

https://thunderstore.io/c/lethal-company/p/Hexnet111/SuitSaver/

vital steeple
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with the second option mentioned in the section about screen freezes, they should not freeze the game, but you should see one singular error printed to the console when the screen freeze would have occurred with the first enabled as well

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a player leaving and rejoining does sound interesting, I'll try to see if that's anything significant

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you had mentioned you only got that problem once though, right?

tender moth
vital steeple
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oh, then it you enable those options and get me logs according to the instructions in the readme, it should be an easy enough fix

tender moth
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roger

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ill host a big lobby later today in LFG and give it a test. πŸ˜„

vital steeple
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feel free to enable the brute force option as well, even though the readme intends you not to, since as long as you can see the console you'll still see the error, just no screen freeze

tender moth
vital steeple
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I think the latter two should be sufficient if I'm correct

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you certainly could enable all three, but the game might stutter when anyone changes targets with the former

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it prints a good few stack traces which isn't cheap

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it would only be one frame though

tender moth
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Roger, I will keep "PrintCosmeticsDebugInfo" off then for stability. ill also test with and without Cameras On in ship.

vital steeple
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oh, I forgot to mention, but the option to disable while the target is on the ship will only save you from the bug until the target leaves the ship, then without the brute force prevention it will error spam again

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with that option, though, it should prevent any error spam, but if it does error spam still, that would narrow down the cause considerably I think

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Ah, I forgot to reply to this before, sorry. By 120x or 100x, you mean increasing the resolution by that factor to make it more crisp?

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thing is, currently OpenBodyCams just reuses the bodycam on the big monitor inside the terminal, so it's not really designed to change the resolution for the terminal

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I could make it use a separate body cam, though, but currently TwoRadarMaps also does that and I'd have to make a breaking change to swap over

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an alternative would be to add an option to TwoRadarMaps to allow you to set the resolution separately, since it currently just uses the OpenBodyCams setting

vital steeple
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fyi, this should be fixed in 1.2.8

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assuming that you had the transition animation disabled, anyway

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if not, it may have still been the same issue I fixed, but it would've resolved itself when switching targets

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the Unity animation system does some very unintuitive things when it's playing an animation with no properties it controls

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made this take way too long to figure out

knotty pelican
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you fixed it! (?)

vital steeple
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yep!

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managed to get a repro because I ended up landing, killing a bunch of local clients, swapping cameras randomly and then taking off repeatedly to see if anything weird happened

manic cosmos
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nice!

vital steeple
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I think the only reason I didn't notice it before was because it shows for a single frame with the camera enabled when the target is on the ship

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I don't normally run that setting so I hadn't considered that it could mess with it, but it was a cause that I would've never guessed had I not gotten a repro

manic cosmos
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a single a frame? I'm surprised you noticed it.

vital steeple
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the commit on GitHub has more info if you're curious

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some other people noticed that, I didn't

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I could've noticed it if I was really paying attention, but I had to open the menu in-game a lot so it wasn't very visible

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switching between 5 different games on one pc is a bit messy

oak vault
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I'm guessing this has been suggested before, but any chance we could have the body cams monitor be a ship upgrade?

knotty pelican
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fun lil' edge case: opening Doom when a bodycam is drawn leaves the bodycam on top of the screen πŸ˜‚

vital steeple
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hmm, which mod adds that?

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but also, I think maybe there are videos in vanilla that you can play on the terminal? I don't know the commands for that though

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it would probably display on top of those as well

knotty pelican
halcyon bear
limpid creek
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it's an understandable limitation tho

lament raft
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They should've just locked it to 35.

lament raft
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Especially considering that Managed Doom, which is what LC DOOM is built on, supports frame interpolation.

grand plank
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idk if its just me but when i try to switch cams on Cosmocos moon, the game crashes

vital steeple
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full crash to desktop?

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also, that's a secret moon in wesley's moon mod right?

idle adder
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I'll have to test it soon as well since I've had the moonpack for awhile now. Yeah it's the secret moon.

grand plank
vital steeple
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does it behave differently when you download just the cosmocos mod?

grand plank
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uhhh havent tried that it was with the full moons modpack

vital steeple
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(asking because I'm not sure how to get to it if it's secret)

grand plank
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i think many ppl know now that insym streamed it for a ton of ppl

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n wesley full relased it

vital steeple
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i'm sure they do, including you :^)

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feel free to post it in a spoiler

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oh nvm, it's in the moons list I guess? my impression was that it was supposed to be hidden from there

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seeing if it crashes for me

grand plank
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kk

vital steeple
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were you in multiplayer looking at someone else's camera?

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so far it's fine for me in singleplayer

grand plank
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multiplayer looking for someone else

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like i clicked it three times on the big screen n then it crashes

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i also ahve these on

vital steeple
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how many players were there? was each click a different player?

grand plank
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6 total

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including me

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and yea each click was diff

vital steeple
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ah, you have DisableCameraWhileTargetIsOnShip enabled, was everyone you selected before the crash on the ship?

grand plank
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it would show like a huge green bar

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n then crash

vital steeple
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huge green bar on the monitors I would assume

grand plank
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ye

vital steeple
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ok good, I would hope that's not still showing up in your camera

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hmm

grand plank
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idk if it was also an interior thing but i had it on facility interior n poolrooms interior n they both crashed the same

vital steeple
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could be, yeah

grand plank
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but it was fine on other moons

vital steeple
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there's some graphics-related segfault that happens on Budapest, I wonder if this could be similar

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must be a lot less bad on this map though, since I didn't insta crash on landing

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you might be able to find a .dmp file, I think it would be in your temp folder

grand plank
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does that reset if i reopened the game

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😭

vital steeple
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if you type %temp%\ZeekerssRBLX\Lethal Company\Crashes into your Explorer

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I don't believe so, I have a couple crashes from a while back

grand plank
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kk

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yea i have 2 folders

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from the 2 crashes

vital steeple
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NODDERS if you get the latest one maybe I can WinDbg it

grand plank
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do i just post it here?

vital steeple
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sure

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should only contain game memory

grand plank
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oh it said invald file type

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want me to dm?

vital steeple
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discord did?

grand plank
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ye

vital steeple
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weird

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you can try

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you can also probably zip it up

grand plank
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oo ok

vital steeple
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it might just be a file extension filter or something silly like that

grand plank
vital steeple
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ah, yep, same stack trace as Budapest had

grand plank
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ooo

vital steeple
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I'm really not sure what causes it, but I think it's more an issue with the map than anything

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my completely untested theory is that two cameras rendering the map in full detail causes the engine to fail somewhere related to shadows, perhaps because of the density of shadow casters or something

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0000000b`a66ba270 00007ffb`7df6b561     : 000001d6`61f94420 000001d6`61f80850 000001d5`5f5ead30 0000000b`a66dbc80 : UnityPlayer!SendShadowCullingCallbacks+0x295
0000000b`a66ba690 00007ffb`7df70e12     : 000001d5`b000c2b0 000001d5`b000c2b0 0000000b`a66de420 00000000`00000001 : UnityPlayer!PrepareDrawShadowsCommandStep1+0x261
0000000b`a66ba970 000001d9`5d90a48a     : 0000000b`a66dbd00 00000000`00000001 000001d5`50d08290 00000000`00000001 : UnityPlayer!ScriptableRenderContext::ExecuteScriptableRenderLoop+0x242

this is the top of the stack trace for reference

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but the main point is that this is an engine bug, it definitely shouldn't be able to cause an access violation

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maybe I ought to dig into ghidra or something to figure out why

tender moth
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@vital steeple Oh hey! You found the bug. Rock on! Tyvm!

"Fixed a freeze/error spam that would occur if MoreCompany encountered an error while syncing cosmetics."

vital steeple
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NODDERS finally had a good play session and my debugging tools caught the issue

tender moth
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it was annoyingly intermitent.

vital steeple
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yeah, it's odd that it wasn't happening consistently, I've seen the error joining so many times

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MoreCompany seems to be a bit of a mess right now though, unfortunately

tender moth
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It is probably one of those perfect cases of 3 or 4 things happening at the exact same time but... only sometimes...

vital steeple
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perhaps, yeah

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from looking at the code, though, it should've been happening pretty much 100% to my understanding

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anyway, if it's fixed it's fixed

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here's hoping there wasn't something else going on too

tender moth
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Well thats the joy of process of elimination. You got this one. There will always be a new target to shoot at. πŸ˜›

dense dune
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@vital steeple I swear I'm always seeing MoreCompany issues

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XD

vital steeple
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lol yeah

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also thanks for showing me that, I guess I brain farted typing the header for that version lol

dense dune
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@vital steeple new update for OpenBodyCams has a bug that sometimes causes a black screen when loading a save

ember ingot
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for the host*

vital steeple
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curious, I was playing on the latest version earlier and I didn't encounter that

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is it a screen freeze where if you turn away from the screen it goes back to normal?

dense dune
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No like I literally load in and can't see anything

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Only happens with 1.2.9

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Ofc when i tried to get an error in the console the game loaded as normal

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LOL

dense dune
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I will say I don't use MoreCompany so I don't need the fix 1.2.9 has anyways

vital steeple
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yeah, I can't do much about the bug without a way to reproduce though

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got a profile code or a specific conflict for me to look into?

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neither I nor any of my friends had any such issue, so it was probably something on your end

vital steeple
dense dune
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@vital steeple perhaps it's related to the DisableCameraWhileTargetIsOnShip option? I loaded into a save I made several times on stream and reproduced that black screen nearly every time

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As soon as I downgraded to 1.2.8 I could load it multiple times

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and it was fine

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Super odd

vital steeple
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hmm, possible

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I'll check

ember ingot
vital steeple
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oh I see

dense dune
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I will say it doesn't happen when creating a save

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It only happens when loading into one already made

vital steeple
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no such luck here, seem to be fine with that option on

dense dune
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I will say I have FOV_Adjust to disable the visor and LCUltrawide

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Maybe a conflict?

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That wasn't there before? πŸ€”

vital steeple
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I was running LCUltrawide as well, but as far as FOV_Adjust, not sure

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I wouldn't really think so but you never know

dense dune
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I'll see if I can reproduce it cus now it's not wanting to for me either

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Hate that

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Cus I had it happen back to back to back before

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Lol

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Okay had it happen again

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it still refuses to do it while the console is open which makes no sense

dense dune
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It seems to just be really random whether it wants to do it or not at this point

vital steeple
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if you have error logging enabled, I'm curious if anything is showing up there

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it seems like there has to be

dense dune
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Everytime I turn on logging it doesn't wanna do it lol that's the thing

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It's spiting me

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XD

dense dune
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@vital steeple I got it!!!

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[Warning: Unity Log] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Environment/HangarShip/StorageCloset/Cube.000/Cube"
[Error : HarmonyX] Error while running static void LethalNetworkAPI.Networking.NetworkObjectManager::OnDisconnect(). Error: System.NullReferenceException: Object reference not set to an instance of an object
at LethalNetworkAPI.Networking.NetworkObjectManager.OnDisconnect () [0x00000] in ./Networking/NetworkManager.cs:60
at (wrapper dynamic-method) StartOfRound.DMDStartOfRound::OnDisable(StartOfRound)
[Error : Unity Log] Releasing render texture that is set as Camera.targetTexture!
[Error : Unity Log] Releasing render texture that is set as Camera.targetTexture!

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The 2 errors at the end I believe are regarding the cause

ember ingot
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congrats

dense dune
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LOL

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What a bitch

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The game was like "Oh you enabled logging okay I'mma work nao"

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XD

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@vital steeple Got another one

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[Error :OpenBodyCams] Attempted to create a body cam before static initialization has been completed.
[Error :OpenBodyCams] This may occur if the save is corrupted, or if a mod caused an error during the start of the game.

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That was in the log too

vital steeple
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the releasing a render texture may make sense, that sounds like a mod conflict though

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there's no case in which OpenBodyCams does that on its own

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in other words, a full log and profile code may let me figure this out

dense dune
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018de420-bac2-fe68-dbae-3120bd7fc070

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Idk what could be conflicting with it I never had this happen until today after the 1.2.9 update πŸ€”

vital steeple
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it's also possible that the warnings about render textures come from LCUltraWide

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it does release the render texture that the gameplay camera is rendered to

dense dune
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True

vital steeple
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if you want to send me the problematic save file I may be able to prevent that black screen from happening tomorrow

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assuming it's reproducible

compact plaza
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i love this mod and generalimporvements to make my ship security even tighter

dense dune
vital steeple
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<@&1173795317469159444> sorry for ping, but maybe you could use a break from the drama to pin some posts:
#1199570032196333648 message
#1199570032196333648 message

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(had just scrolled up to find an old message and figured I'd copy these while I'm there)

manic cosmos
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This pls ‴️

ember ingot
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I'm confused

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They're pinned

silk quest
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can confirm

ember ingot
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It was pinned a while back even lol

vital steeple
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a while back as in before I posted that? I think I checked just a few hours before I posted that at the latest

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but yeah, they were pinned shortly after at the very least

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appreciate it either way FineFloat

vital steeple
# dense dune

I'm not sure if this is the actual save file or some auxiliary data, normally the save files would be named something like LCSaveFile[number], but I'll see if I get anything without the save

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hmm, loading into one of my existing saves on your profile seems fine

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(and I did ensure that AC is there)

dense dune
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@vital steeple may have actually been an issue with AC specifically before after redoing my mod pack I can't reproduce it lol

vital steeple
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hmm

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would be nice to know the cause regardless of the state of AC, but if you've already loaded and saved over those files it probably is too late

dense dune
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Nvm had an issue just now where the screen went black while spectating

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and when someone left it fixed but I could see my own cosmetics in first person

dense dune
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it said it reset the camera or something like that

vital steeple
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were you spectating a player while they were on the ship?

dense dune
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Yeah

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it glitched all out then the screen went black

vital steeple
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ah, I think I know the reason, it was probably watching a corpse or mimic before it got deleted

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actually, my theory may be unlikely thonk

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not sure what else would cause these stack traces though, so I'll push out an update and see if it helps

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going out now as 1.2.10

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build number in the version has reached double digits again, I gotta put out a new feature before things get outta hand

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completely unrelated and purely theoretical, what price do you think body cams would be worth as an unlockable?

severe harbor
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I find them more novel than useful generally, so not overly expensive. Somewhere above 400 below 900 imo?

steel saddle
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its not game breaking but it would help the ship operator know if youre dead or not
but yeah it should be good to be around or less than the teleporter/inverse

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its under ship upgrades no perceive

vital steeple
vital steeple
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(but also this would be off by default to retain the usual user experience people expect from body cam mods)

severe harbor
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Maybe lower is fine, my opinion might be invalid cause I might be used to playing with higher scrap values cause my group gets bored quickly

vital steeple
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ohh, I see

severe harbor
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250 sounds decent? Around Signal Transmitter?

vital steeple
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yeah, that seems fair to me

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body cams become more useful in combination with signal transmitter anyway

severe harbor
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True

vital steeple
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would be interested to hear more perspectives before I decide on a value for sure, but that seems like a decent starting point

severe harbor
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Yea ofc

steel saddle
vital steeple
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right, yeah

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it would be unlockable rather than an equippable, I'm not trying to add equipment at this point

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it should be possible to use the functionality in another mod to do so too

dense dune
dense dune
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@vital steeple had my screen randomly go black while standing in the ship, asking a friend to switch the camera fixed it but then I was seeing my own cosmetics, is something going on with MoreCompany compatibility still?

vital steeple
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hmm, I wouldn't have thought so, but it's possible

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you should enable the diagnostic option and get logs

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that should point out the issue

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at least if it's causing the error spam like that other log showed

dense dune
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I could probably send you my current mod pack if you need @vital steeple

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018de8b4-44ce-9311-29d5-63b84b3e70d1 there

vital steeple
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thanks, yeah, that doesn't hurt

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the fact it was happening with the previous one is curious though, so I wonder if it may not be a compat issue and I'm not sure what would be going on

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the other one might've been a different issue if the log spam isn't happening in these instances

bold dragon
vital steeple
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oh sure, it'll definitely be customizable

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I've added options for almost everything else lol

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main thing is to ensure that it has a sane default so that the majority of people don't have to change it

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I put in some of the defaults for the camera settings without much thought, and I think some of them are a bit conservative

bold dragon
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I think it's a difficult call. I know some people who think bodycam should (or even is) vanilla and others that think it's insanely overpowered for the ship guy and makes comms obsolete.

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are you referring to the quality settings?

vital steeple
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yeah, especially the far plane distance and resolution

vital steeple
bold dragon
vital steeple
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from my experience, the far plane distance doesn't really have much effect on performance, so yeah, to avoid the line of geometry appearing too visibly I would have liked to raise it

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my usual value is 50, but I could probably do higher than that

burnt moth
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Hey Zaggy! It looks like the change for the radar booster also applies to the teleport, if it's inverse teleported out of the ship and into the dungeon it doesn't have a camera, I like to do a bit of scouting with it to see what dungeon we have and what equipment to bring

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Some dungeons are really hard to tell apart from tiles in the overhead camera, LC_Office and Dantor's mental hospital are surprisingly similar

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so the little cam helps distinguish

vital steeple
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wait, which change to the radar booster do you mean?

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and I assume this is with enhanced radar booster?

burnt moth
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Yeah it was the change to disable the radar booster camera whilst on the ship, enhanced radar booster allows you to Inverse Teleport the booster into the facility and when doing so the camera doesn't turn back on πŸ˜…

vital steeple
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hmm, that sounds like an enhanced radar booster bug then

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it should be checking whether to enable it every frame, so that would indicate that they're not setting the appropriate flag to indicate that it's inside the facility

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I wonder if it's even enabled once it's teleported, though, because when teleporting radar boosters back with that mod it entered some confused state where it was disabled but still thought it was in use

empty heart
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darmuhsterminalstuff causes the shorthand tp command to not work, even if i disable the tp command in darmuh's config
activate teleporter command still works though

knotty pelican
latent heron
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I'm having fps drop when i close the ship door with this mod

vital steeple
vital steeple
latent heron
vital steeple
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I don't know for sure, but I feel like I've noticed something similar with GI installed, but I haven't had a chance to look into it

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it may be that our patches to fix issues with cameras switching off are conflicting

latent heron
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I have GI, i'll try disabling it

vital steeple
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if you can reproduce with the diagnostic option enabled and get a full log, though, that would be very helpful

latent heron
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Yep without GI fps doesn't change when i close the door

vital steeple
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interesting, okay

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can you tell if the fps feels worse even when you're facing the screens?

latent heron
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you mean with open door ?

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or closed ?

vital steeple
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closed door

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it shouldn't be removing keywords unless they were added by the mod in the first place

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last I heard, darmuh was refactoring a lot of code, so I don't know if a fix will come anytime soon

latent heron
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GI = outside:69~ inside (facing screen): 55~ close to screen: 50~ door closed: 42~ door closed(close to screen): 40~
No GI = outside:70~ inside (facing screen): 51~ close to screen: 50~ door closed: 58~ door closed(close to screen): 50~

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some numbers are kinda wierd πŸ€”

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inside (facing screen): 51~ this one is really low without GI while the rest is better

vital steeple
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yeah, fps being low while facing the screens is normal

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what I'm concerned about is when you're facing away, although the fact that you're getting 40 vs 50 with the door closed facing the screens seems suspicious

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unless GI is putting the external cam on your screens?

latent heron
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yeah but there was a difference with and without i was close to the door but inside the ship

latent heron
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it's at 42 when i face the buttons

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and a bit less looking the screen not that much tho

vital steeple
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were any of those tests while you were facing the closed door?

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directly away from the screens?

latent heron
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not directly facing the door

vital steeple
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would be worth testing that, since adding the external cam adds extra load while facing the screens

latent heron
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facing the the door buttons is "door closed"

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No GI facing the closed door is around the same as outside

vital steeple
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oh I see, hmm

latent heron
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i'm testing with GI now 2 sec

vital steeple
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could you send a profile code? I want to check whether the cameras are disabling correctly with your config

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it seems to be fine with my testing config

latent heron
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I don't have a profile code i install manually :/

vital steeple
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then maybe just the configs for both mods

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can hope the problem is isolated to them

latent heron
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can send you a modlist i'm on a middle of mods fps testing so not all of them are here currently

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ok sending configs

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With GI facing door closed is 47

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so a bit higher

vital steeple
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wow, it was the configs

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hold on, lemme check what's going on

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I think it probably has something to do with setting an fps limit

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not sure why the doors trigger it though

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this for sure doesn't happen unless OpenBodyCams is installed?

latent heron
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Yes

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the door is fine with GI alone

vital steeple
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very odd, okay

latent heron
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looks fine with OBC alone too

vital steeple
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no it is definitely all on GeneralImprovements side

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I just tested without OpenBodyCams and it dropped my framerate by half

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but I know the cause

latent heron
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Oh

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Okok

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Will you talk about it with GI's modder ?

vital steeple
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yeah, in a minute, just confirming my suspicion

latent heron
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Ok, Thanks a lot !

vital steeple
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yeah confirmed

#

if you want to avoid that frame drop you have to take the door power monitor off

latent heron
#

I also have another bug between these 2 mods but thought it was on GI's side so i asked it there, it's the disable post processing on the external cam that doesn't disable it

latent heron
#

i'll take it off for now thank you

vital steeple
#

perhaps the reason is because it's trying to avoid modifying it if another bodycam mod that doesn't create a new camera is installed? idk

#

I wouldn't think it's anything I need to change on my side really

latent heron
#

Yeah i thout it was on GI side haha

#

I was using helmet camera before and it was working correctly tho

vital steeple
#

oh, that's curious

#

it might be something to do with when I replace the texture vs when helmet cameras does

knotty pelican
vital steeple
#

lemme test a fix real quick

#

do I just need to enter the ship for the curse to wear off?

#

also, how do I get the shoes?

knotty pelican
#

yeah the error gets thrown as you enter the ship and the curse wears off, it seems

vital steeple
#

ah wait, I found them in the dev menu

knotty pelican
#

they're an AdvCompany item, I jacked up the spawn rate to 99999 on experimentation

#

they were the only thing I saw

#

I tested the Bunny Ears (another cursed item) and those seemed fine, fwiw

vital steeple
#

oh wait, I guess what I found may be a diff thing, lemme see if I can find that

#

would that be under the "Items" menu? and what would the name be? I did a scan of that earlier and didn't see anything

knotty pelican
#

if you didn't have the mod already installed, make sure to join a lobby and leave so the item list updates

#

they should just be "light shoes"

vital steeple
#

oh huh

dense dune
#

Btw @vital steeple Just wanna state I finally added TwoRadarMaps recently and gave it a try and I love it lol, especially the fact it makes the radar hd XD

vital steeple
#

@knotty pelican I have the latest version installed and I'm getting a null deref in the LiftCurse function, so I think maybe you should test if this fixes the issue on your end:

vital steeple
dense dune
vital steeple
#

oh that's curious

#

maybe I should compare, I wonder if there are some other texture settings that aren't transferred correctly

#

obviously whatever they may be can be options lol

dense dune
#

It could be it's using the texture resolution from OBC, I did set that to 320 XD

#

It looks good though

vital steeple
#

nah, it just uses the same resolution as the vanilla map

#

you don't have the FixResolution mod do you?

#

I would kinda assume not, but this mod does override literally every camera's resolution in the entire game

knotty pelican
#

error is still there, and that version of OBC has added TONS of retroarch stuff to the install

#

πŸ™ƒ

manic cosmos
knotty pelican
#

I'm still getting the same error from returning to ship with light shoes, and booting that OBC copies a retroarch folder into my plugin folder

#

no idea what's going on with the version you linked me

vital steeple
manic cosmos
#

I see I'm curious now lol

vital steeple
#

does it come back if you delete it?

knotty pelican
#

I deleted it and reverted to the stable OBC and it didn't come back

#

hadn't tried the one you linked again since it didn't fix the issue

#

but i'll try one more time

vital steeple
#

and when you say you get the same error, you mean your screen freezes? because it's worth noting that the diagnostic option will cause it to print a warning even if the cosmetic destruction won't cause issues

#

if it happens again, could you send a new log file my way?

knotty pelican
#

it didn't do the retroarch thing this time (literally no idea what that was), but it's still locking up at the ship with shoes, yeah

vital steeple
#

ohh, I forgot about Unity's quirkiness, hold on

#

also I didn't actually notice, but your logs also have the null deref in the AC code, apparently it doesn't check whether the shoe actually has an audio source before trying to play a sound

knotty pelican
#

oh, lemme look, I only saw OBC stuff but I probably missed something

#

will report that one to AC if I can find it

#

talkinga bout this? [Error :OpenBodyCams] AdvancedCompany encountered an error in a coroutine: [Error :OpenBodyCams] System.NullReferenceException: Object reference not set to an instance of an object at AdvancedCompany.Objects.LightShoeRGB+<LiftCurse>d__9.MoveNext () [0x00070] in G:\Unity\AdvancedCompany\UpgradeCompany\Objects\LightShoeRGB.cs:51 at OpenBodyCams.Compatibility.AdvancedCompanyCompatibility+<UpdateCosmeticsAfterCoroutine>d__5.MoveNext () [0x00018] in <9f04fb7513b849c6ba212432f28fa05a>:IL_0018 ?

vital steeple
#

all it does is prevent one of the shoe lights from being destroyed, it shouldn't really prevent me from doing what I need

#

yeah, but hold on

#
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AdvancedCompany.Objects.LightShoeRGB+<LiftCurse>d__9.MoveNext () (at G:/Unity/AdvancedCompany/UpgradeCompany/Objects/LightShoeRGB.cs:51)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
AdvancedCompany.Objects.LightShoeRGB:CurseLifted() (at G:/Unity/AdvancedCompany/UpgradeCompany/Objects/LightShoeRGB.cs:42)
AdvancedCompany.Objects.LightShoes:Update() (at G:/Unity/AdvancedCompany/UpgradeCompany/Objects/LightShoes.cs:138)
#

use this one, I don't need it to mention my mod lmao

#

that's what it was in the logs you provided before my compat patch

dense dune
#

I will notice btw for whatever reason

#

OpenBodyCams stopped glitching in my pack when I reenabled AC Cosmetics compatibility even though I no longer use AC after everything that happened

#

LOL

vital steeple
dense dune
#

My thoughts eaxactly

vital steeple
#

it shouldn't have any effect without it installed

dense dune
#

XD

vital steeple
#

perhaps a coincidence?

dense dune
#

Probably

#

It could have been some wild conflict before that we got rid of

vital steeple
#

@knotty pelican pushed out an update that fixes that issue in 1.2.11

#

I took a look through the other items and didn't see any others that destroy themselves unexpectedly, thankfully

dense dune
#

So maybe LateCompany caused problems

vital steeple
#

could have been errors loading saves then maybe? hard to say

dense dune
#

I doubt it cus it happened during gameplay

#

It's really hard to say what it was

#

Lol

vital steeple
#

oh, I thought you were referring to the black screen at load

dense dune
#

I will say with all certainty the issue with the screen going black on loading a save was a bug when using it with AC

#

Cus that stopped after I got rid of it

vital steeple
#

hmm

#

that's strange

dense dune
#

Probably a bug on AC's end after the 1.1.2 update tbh

vital steeple
#

I haven't tested extensively with it but I haven't seen that happen when I did

#

even today on the latest

dense dune
#

Cus I remember 1.1.2 also caused network delays and high ping for clients

vital steeple
#

interesting

#

well, I guess NotSoEvilDead will probably see if there are any more issues between the two

#

I've never used it outside testing so I'm just glad I haven't heard about too many issues

dense dune
#

Which was stated to be fixed in 1.1.3, but by that point all the drama and stuff was going down and once the 1.1.4 update came that dropped LLL support I just got rid of it

#

I'm over the drama at this point though, I usually am after a couple days for most things I don't like to dwell on stuff

vital steeple
#

yeah

#

I'm not happy about it but it is what it is

dense dune
#

Yeah

halcyon bear
#

I have a quick question. Are the body cams supposed to have a green tint to them on the monitor? I’ve been using this mod for a while and it’s always been green, but someone is telling me that it’s not supposed to be green so now I’m confused

lament raft
#

That's how all cameras look by default. Even without mods.

halcyon bear
#

Ok that’s what I thought

bold dragon
#

in another thread someone mentioned limiting fps not being lower performance anymore.. is that true? Recommendations used to be to not limit it for performance but I actually prefer the lower fps feel for cams

vital steeple
halcyon bear
#

They said theirs was set to default πŸ€·β€β™‚οΈ

#

I knew they had to be wrong but I’m very curious as to what they did to their game to make it not be green without changing the emissive color

vital steeple
#

the problem is that it can cause flickering, although that's already present but less noticable I think

#

I have to do a bunch of investigating to find out why it does that

vital steeple
#

not sure how they managed that

halcyon bear
#

Yea that’s what confused me

bold dragon
#

and good luck on investigating that issue!

dense dune
#

@dawn glade

#

018dfd32-1d5d-1a35-217c-a3e176f0ba92 Mod pack code

dawn glade
#
[Warning:Starlancer AI Fix] Found and removed 36 null MeshRenderers in MaskedPlayerEnemy(Clone) (6) to prevent potential null reference exceptions.
[Warning:Starlancer AI Fix] Found and removed 18 null MeshRenderers in MaskedPlayerEnemy(Clone) (5) to prevent potential null reference exceptions.
[Error  : Unity Log] NullReferenceException
Stack trace:
OpenBodyCams.BodyCamComponent.ResetCameraRendering () (at <fed76bf13cbe4a0fbfe0a5036cbf37d3>:IL_0086)
OpenBodyCams.BodyCamComponent.EndAnyCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) <0x2b63486f4a0 + 0x00052> in <fed76bf13cbe4a0fbfe0a5036cbf37d3>:IL_FFFFFFFF
UnityEngine.Rendering.RenderPipelineManager.EndCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <e27997765c1848b09d8073e5d642717a>:IL_000A)
UnityEngine.Rendering.RenderPipeline.EndCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_04F1)
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)

Might be a compatibility thing with Starlancer Mod. Everyone's camera completely froze (probably Starlancer deleting the camera for some reason..?) as soon a mimic (Specifically a player turned into a mimic) leaves/enters the facility (Probably where starlancer does its thing).

#

Might aswell just be starlancer's fault to begin with.

vital steeple
#

heh, that hook is coming in handy I guess

#

I think the issue here is that two mods (MaskedEnemyOverhaul and MoreCompany) are deleting cosmetics from the masked enemies, I'll have to hook into a few MoreCompany methods so that I can update those

dawn glade
devout lance
#

Best mod! It's perfect!

vital steeple
vital steeple
dawn glade
dense dune
#

But it may cause a performance hit for some

#

I toggled it

steel saddle
#

other player in the same lobby experience the same too

steel saddle
vital steeple
#

well, after rewriting a bunch of code (it was worth it though, this system is much better than the previous one) it's actually able to prevent the masked enemy objects from exploding everything

#

still not sure why it wasn't working before, but hey, at least it got me to write some better code

#

I'm gonna just chalk it up to Unity's system for destroying objects being incredibly stupid

#

gonna take a while for me to test everything, since this changes how all target status changes are handled

#

I also have to make this a minor release, so unfortunately my idea of the next minor release including the unlockable option is not gonna happen until next one at the earliest

devout lance
#

Ahh ohhh neat. Hey careful if you do add bodycams as a shop item because shop item desync against host can bring about some issues. You might buy the wrong thing I assume because they're a dynamic list rather than deterministic. BodyCams are very powerful I can see why you would want to make them unlock limited and that would reduce people complaining that they're cheaty.

#

So just to be clear because I've never tested it you're getting cams on masked fromer friends working? So cool.

lament raft
#

I don't think body cams are "very powerful" considering that using terminal for watching over radar is better.

vital steeple
vital steeple
lament raft
#

Which is off by default, and for a good reason. Keeps monitor/terminal balanced.

devout lance
#

Oh heh heh heh I also use Touchscreen and TwoRadarMaps

dense dune
#

TwoRadarMaps is amazing, especially after moving away from AC, it fixes the vanilla radar desyncs from late join mods

lament raft
#

Touchscreen deserves being an upgrade even more than body cams.

dense dune
#

On top of providing QOL features

#

All of zaggy's mods are essential honestly

#

Prove me wrong XD

lament raft
#

Bodycams aren't. More of a preference.

silk quest
#

you actually explode if you dont have it installed

vital steeple
#

well, an attempt was made to upload version 1.3.0 to Thunderstore, but the server didn't respond with whether it succeeded so I'll have to wait a bit to see if I need to troubleshoot with the janitors

dense dune
#

Thunderstore has been having a bit of problems

vital steeple
#

oh, the version shows up on the changelog for me but not the main page theinking

#

hopefully it didn't get borked

dense dune
#

Well worst case you reupload

#

Lol

vital steeple
lament raft
#

It's up for me.

vital steeple
#

oh nice

#

ah yeah, now I see it

#

nice

#

gonna need this version put through its paces, it's possible it'll introduce new issues with cosmetics/equipment/models

#

I'm hoping that it will have only fixed them though

grand plank
#

soooo does anyone know if turning this off fixes the crash on the Cosmocos moon

vital steeple
#

turning that off would probably cause it to crash sooner

#

the thing is, the same crash to desktop has happened with Budapest as well, so I think there must be something in common between the two that causes issues

#

I think I had heard that Budapest can crash even without OpenBodyCams but that OpenBodyCams makes it happen more often, and I wonder if that's also the case for Cosmocos

#

I get the feeling that the issue isn't on OpenBodyCams' side at least based on that, but I may be wrong

prisma creek
#

so many updates ahah

#

i think budafest also recommends that to be disabled when target is on ship

vital steeple
#

right yeah

#

it did prove to help there a bit, although I would imagine it's still crash-prone

prisma creek
#

well i also disabled that for a different reason

#

cuz its hard to monitor people when you have more than 8

#

specially when they start to go back to the ship

#

at least we can see who is in the ship and who is still out quickly

vital steeple
#

oh yeah, that's true, I hadn't thought of using it as an indicator for that

devout lance
vital steeple
#

yeah, I'm referring to the fork

#

although I think the same issue would occur with either

lament raft
#

Could TargetTransitionAnimation be extended to turning radar on and off?

bold dragon
#

Is there a bug/incompat where every time you land the camera is turned off or displaying a black screen until monitors are toggled off/on once?
I'm using the option where it turns off when the target is on ship and with enhancedRadarBooster installed if that matters.

#

I mean it's a minor issue but I haven't encountered that when I started using OBC I'm pretty sure

vital steeple
vital steeple
bold dragon
vital steeple
#

hmm, curious

#

so the way to reproduce this would be for me to turn that option on, get two clients in a game, land the ship, then switch to a player and make them leave the ship?

#

and in that case the screen doesn't turn on?

bold dragon
#

yup, that's pretty much what I'm observing. It will only turn on after turning all monitors off and on again using the red button.

vital steeple
#

it does work on my end, that's odd

#

I wouldn't think there would really be any possibility of conflicts with that feature, but I wonder if some other mod is somehow doing that

#

it may also be some combination of config options, so if you're able to either send me a profile code or narrow down the cause between config and mod conflicts, that would be helpful

bold dragon
empty heart
dense dune
#

Kind of sad to see HomelessGinger left

devout lance
#

The torch must be lifted and carried by the next hero. Who will it be.

dense dune
#

Coppertiel has the fork

devout lance
#

Oh right I was mixed up though another one left heh.

dense dune
#

@vital steeple just wanna state we had no issues tn using the new version of OpenBodyCams πŸ™‚

vital steeple
#

nice! glad to hear it

#

I was hoping nothing new would surface, we'll see if something sneaky comes up but I feel like with the lack of reports it's probably solid

dense dune
#

Yeah!!! πŸ™‚

dense dune
#

@vital steeple loaded into a new save and couldn't see anything but the sky from Ship Windows, and this error got thrown

#

Seems like some conflict with Diversity happened somehow?

#

Lol

#

@dawn glade Can you make this error out?

dawn glade
#

Oh it has nothing to do with Diversity. Those errors shows up on loading a save.

dense dune
#

and the save corrupted too yay XD

#

Oh I think I see what happened

dawn glade
#

My best guess

lament geyser
#

I'm semi new with GeneralImprovements so was anyone here familiar with if it conflicts with OpenBodyCam or should it be fine?

vital steeple
vital steeple
#

there was probably an error from another mod during StartOfRound.Start

vital steeple
lament geyser
#

Me when I'm blind (thank you tho)

ruby sierra
#

Question @vital steeple

#

Is there better performance / issues when using 0 (native) fps and something like 12-30 set fps for the camera

lament raft
#

0 is default and always been better so far.

ruby sierra
#

So you get worse performance limiting the monitors fps

lament raft
#

Yes.

vital steeple
#

it's something you'll just have to test really

lament raft
vital steeple
#

indeed

lament raft
#

Frametime graph becomes all spiky. Doesn't feel good even with VRR.

vital steeple
#

it's worse there since there are two cameras that start their frame timers at the same time

lament raft
#

Ah.

ruby sierra
#

I love office

#

its so buggy

vital steeple
#

yeah, I've been wanting to run it consistently for a while, it's really cool

dense dune
vital steeple
#

I see, that's good

dense dune
#

Yes ^^

dense dune
#

@vital steeple so I hit a snare flea with a shovel in solo and then it vanished, then started spamming this error, is that something that needs fixed with PathfindingAI fix?

#

Cus I just watched the log start scrolling that error after and I had to quit out of the game to see where it started XD

severe harbor
#

As far as I know there isn't a fix for the issue, but the lag caused by it is nullified by PathfindingLagFix

vital steeple
#

yeah, I could implement a fix to prevent it from spamming the logs with PathfindingLagFix, but I'm currently busy with other things

#

it's really not a problem though

#

except that it's annoying and perhaps reduces fps slightly

vital steeple
#

Discord is out here hiding my own thread from me, wow

#

get necro'd

#

(mod is not dead, but I've been quite preoccupied)

lament raft
#

Yeah, they disappear when there hasn't been any activity for a couple of days. Stupid.

compact plaza
steel saddle
#

with and without tworadarmaps
is it possible to hide the monitoring while in orbit ?
its kinda distracting cuz others cant see the moon name

lament raft
#

Is a bug.

keen tulip
#

because there's a conflict between Tworadarmaps and Diversity's bracken room config option that causes that

lament raft
#

I have that off and it's still like that.

keen tulip
#

oh really? turning mine off fixed it

lament raft
#

I have Bracken Rework off, which should disable everything Bracken related.

#

Okay, you're right.

#

I don't know why it affects that even when Bracken Rework as a whole is off. But yeah, disabling Personal Space fixed that.

keen tulip
#

@dawn glade dunno if you're aware of this bug but just thought I should @ you in case you didn't

steel saddle
#

oh it was diversity ?

#

πŸ€”

#

oh yup i disabled the personal space and it doesnt overlap anymore
ty @keen tulip @lament raft
i guess i can just try snatchinbracken in this case

lament raft
#

Personal Space is buggy right now anyway, from what I remember.

steel saddle
#

what kinda buggy ? aside from the overlapping text thing

bold dragon
#

Everyone will freeze when the player in his personal space gets the cutscene. Also bracken will be bugged after, basically glued to someone's back and unable to kill.

steel saddle
#

perceive i havent experienced the freeze part, but the latter i think that happened sometime ago

vital steeple
dense dune
#

Just disable Personal Space for the Bracken

bold dragon
dense dune
#

Has nothing to do with OBC

bold dragon
vital steeple
#

I suppose it's likely it's a full freeze rather than a main camera freeze then

#

that's good if it's unrelated

dense dune
#

It's not really that you freeze, more so when someone gets grabbed you can't move for a bit, but you can jump and still talk to people near you lol

#

It's really janky

vital steeple
#

ah, I see

bold dragon
#

yup

vital steeple
#

that makes sense, the animations that lock the player are slightly buggy anyway

vital steeple
#

also, with regard to the name showing up with Diversity, that looks like it might actually be best fixed on my end, or at least would have to be fixed by implementing compatibility in Diversity

#

the terminal map is probably setting the text and visibility for the main monitor's map

#

I'll look into patching Diversity to make the error text show on both maps which will also fix that

dawn glade
dense dune
vital steeple
# dawn glade If there's something I can do on my end please let me know

the complete solution on your end would be to instantiate your "ErrorText" GameObject for both the main map's ManualCameraRenderer and the TwoRadarMaps.TerminalMapRenderer, and then apply the changes to the correct map text in your MapCameraFocusOnPosition postfix

however, I'm thinking it's best for me to implement support via patches from my side instead, since I want to keep options open to allow more than just the two map renderers in the future (and compat on your side would break if I did that), so to that end I think it would just help to have the code that instantiates the "ErrorText" object in its own function which is passed its parent transform

flint wagon
#

Is this mod still incompatible with CullFactory?

lament raft
#

They were incompatible?

#

Zaggy works on CullFactory too.

flint wagon
vital steeple
#

that was a long time ago, it definitely should not be happening anymore

#

(the issue was not with OpenBodyCams to be clear)

silent depot
#

Do you have any plans to give a config option to only have body cams on radar boosters?

vital steeple
#

sorry to have replied late, I wasn't at my PC and wanted to make sure I didn't forget to add this to my to-do list

vital steeple
ancient dragon
silent depot
#

just that there isn't a way to isolate that functionality

vital steeple
#

ah I see, fair enough

#

it's on the list, so I can see myself adding it with the next version when I get to it

devout lance
#

I'm not very fussed about making huge new mechanics buyable features for balancing purposes. There are so many mods which really cool features but obviously cheating a little bit. I try to balance this with difficulty raising mods. But hey reserved item slots made them all configurably buyable. But like do I expect touchscreens, better teleporters, extra door buttons, to all do it. Eh. I guess even ship windows did so...

#

I use this mod in both public and private lobbies, I'm sure that'll never change, it makes me smile too much.

#

Though I'm not really looking at it nearly as much as the map.

vital steeple
#

yeah, it'll be optional, off by default

flint wagon
#

Anyone else experiencing the body cam being blue?

This happens randomly and fixes itself randomly...

Can make a screenshot tomorrow

vital steeple
#

probably a conflict, would be good if you get logs and a profile code

vital steeple
#

do you have immersive visor?

compact plaza
#

the spectate on latest was pure blue and crashed my game

vital steeple
#

huh, crashing the game is curious

dreamy lantern
#

OBC being blue ❌
Mirror mod being blue πŸ’πŸ»β€β™‚οΈβœ¨

distant leaf
#

Is there any way to have the exterior camera enabled, instead of the interior one

vital steeple
#

not currently, no

#

I think it might be better to ask GeneralImprovements to do something like that, because if I start swapping camera textures around other than the body cams, I'm not sure if it might break something

distant leaf
#

I also don't play with general improvements πŸ˜•

#

After looking at what it does looks like I have some trimming to do in my packπŸ˜…

vital steeple
#

worth noting that I believe you may not be able to switch what camera the small monitor displays without the BetterMonitors option enabled in that mod

#

if Helmet_Cameras does replace the small monitor, though, maybe I can get away with doing it too, hmm

celest horizon
#

@vital steeple Wanted to run on V50, test mods :с

vital steeple
#

it was working for me earlier today, so I'm guessing that's probably not the initial issue

celest horizon
#

I got scared and left xD

#

I'll wait for the official release and then I'll look for errors

dense dune
#

OpenBodyCams works fine on V50

celest horizon
#

with GI or something else

dense dune
#

Not GI

#

stop always assuming GI

#

LOL

celest horizon
#

then I do not understand

dense dune
#

GI is fine with V50

lapis mason
#

I have been using helmet_cameras and noticed that getting turned into a masked didn't show the perspective of the masked.
Now reading this thread I see that players turned into masked are not able to be viewed on camera

#

Wouldn't that make more sense, and be a nice feature if the camera was able to show the perspective of the masked players?

#

Then the ship person may even not realize that they're talking to a masked. And that the player has been killed

vital steeple
#

hmm? where did you get the impression that doesn't work in this mod?

#

that's been a feature since near the beginning, although a vanilla bug prevents clients from always seeing the perspective of a player converted by a masked enemy

#

it works when a mask converts them

lapis mason
#

That's cool, I'm going to be moving my modpack to this mod then

vital steeple
#

ah, early on in the thread would probably be before I had implemented that feature

#

it's been a long time since then, so I actually don't even remember if I launched with that

ember ingot
#

@vital steeple you implemented cameras for this mod right?

#

im trying to setup a camera in unity, not sure what layer i should be putting it in, im assuming Enemy

#

or Player, but dunno

vital steeple
#

you mean the Camera's GameObject's layer?

ember ingot
vital steeple
#

I don't know if that matters, I don't recall if I changed the layer for mine

ember ingot
#

hmm

vital steeple
#

what'll matter more is the culling mask of the camera component

ember ingot
#

icic

vital steeple
#

lemme check my code though

ember ingot
#

Can I ask if you know any good tutorials for the camera or how to make it show on a "monitor"?

vital steeple
#

yeah, I just create the camera on the default layer

ember ingot
#

gotcha

vital steeple
#

as far as tutorials, couldn't tell you really

#

I just looked at how it was done in the base game

#

I would recommend looking at the map screen or another camera in the ship

#

the material has a RenderTexture that the Camera renders to

ember ingot
#

alright ill give that a look, I saw some items with rendertexture before hand like from Lethalthings just havent dabbled too much into it yet

vital steeple
#

things get tricky when you start trying to get the custom post-processing to work on your camera

#

it honestly doesn't even work quite right with OpenBodyCams, I still need to do some more investigation

ember ingot
#

ugh yeah, i couldnt even get the ingame post processing on my particles let alone trying to make it on a camera lol

vital steeple
#

but if you're not using the posterization filter and you're not concerned about the fog being accurate, you're probably okay

glossy island
vital steeple
#

gonna take a bit of cooking though, since I also have to keep from changing the behavior of API users

#

ok my phone decided to autocorrect me into making no sense, that was cool

#

anyway yeah, it's planned, I've just had CullFactory in the oven for a while

glossy island
#

ah

dense dune
#

@vital steeple you'll probs need to redo your MoreCompany patch

glossy island
#

I've already got a PR up for it, just gonna double check it still works though

dense dune
glossy island
#

actually im now confused cuz the existing version of OpenBodyCams seems to work with the new morecompany but it didn't when I tried it a few weeks ago

glossy island
#

seems to be working so πŸ€·β€β™‚οΈ

vital steeple
#

iirc what I saw on your branch a while ago was an issue with MoreCompany being built in debug vs release, though I may be wrong

#

what changed?

glossy island
vital steeple
#

it doesn't look like the relevant stuff in the chat patch changed though, so yeah, I'm guessing the issue was with you building in a different optimization level when you tested it

#

I'll have to make it not sensitive to that though, at the time I didn't know that the compiler liked to generate variables for conditionals in debug

ruby sierra
#

Assuming everything is working on v50 chief? @vital steeple

vital steeple
#

the last time I tested it was actually in the beta previous to the one the stable release is based on, so I'm not entirely sure

#

I would think it works, but I'll have to update it to handle the new suits

ruby sierra
#

ok

#

Assuming you have to test all 4 of your mods for v50

vital steeple
#

gonna be working on it for a bit, I'm hoping to add a few features

#

chances are my mods are still working, but yeah, I will

ruby sierra
#

ok

vital steeple
#

yeah, OpenBodyCams seems fine in v50, will add the tag

#

PathfindingLagFix is also still necessary and compatible

real agate
#

My OpenBodyCams seems to give me a blackscreen

vital steeple
#

it could be a conflict, do you have logs?

#

I say conflict, but more likely it's another mod that isn't compatible with v50 if it's that

real agate
#

I don't know how to besides screenshotting but the thing is, this blackscreen is really weird

ruby sierra
real agate
#

I'm actually on the ship when I load in and I can technically play if I wanted to, but it's basically like playing blindfolded

vital steeple
#

if you go to your BepInEx folder there's a LogOutput.log file

#

yeah, that's about what I'd expect

real agate
vital steeple
#

huh, is this an instance where the screen was black? I don't see any evidence of it in the logs

real agate
#

it'd probably be easier if you booted up the code yourself "018eda3d-1433-cdb8-554f-cef30731ef1e"

#

The pack is probably broken in a multitude of ways rn, but I do know that enabling bodycams causes the blackscreen

vital steeple
#

I'll deprecate it in a bit

vital steeple
#

it looks like you have LethalLevelLoader, though, and I don't think it's compatible yet

#

that might be part of it

#

I would expect that to explode quite spectacularly on v50

real agate
#

yeah, atm I'm just trying to find issues with the mods

ruby sierra
#

hold

real agate
#

so everything can get sorted out faster

ruby sierra
#

what about people who will still play on v49 because they are weirdo who cant cope with change

vital steeple
#

they can still use it

ruby sierra
#

ok

vital steeple
#

it's discontinued so it'll be marked as deprecated, but that doesn't stop people downloading it

#

@real agate yeah you have an error from Scarlet Mansion as well, that'll need to be updated once LLL is updated

#

will check if the black screen is OBC's fault though

vital steeple
#

looks like the black screen is caused by the aforementioned LLL/custom interior errors, but I can still avoid causing the black screen

#

Unity's deferred destruction strikes again pepeW

vital steeple
#

since I'm planning on making the front ship body cam into an unlockable, I wonder if anyone has ideas for how such a device could look on the ship, or even if someone would want to take a stab at modeling and texturing one?

#

I'm not much of a 3D artist, so if I were to make something it would be a bit of a programmer art abomination

#

it's not totally necessary for it to be a physical object, but I'm thinking it would be nice for people to be able to see it to know that bodycams are unlocked when they join a game (in case they have disable on ship enabled etc)

lapis mason
vital steeple
#

ah, no, I'm referring to the body cam that is already enabled by default after installing this mod

#

I specify just because there's a couple mods that add body cams of their own through dependency on this one, and they will be unaffected

lapis mason
#

oh, I see.
As a feedback, I've turned that camera off in config. As i found it to be not very usefull

vital steeple
#

which one, the internal ship camera?

lapis mason
#

It shows you the same thing you could view by just turning around. And if you did notice something coming up on that camera, then it's probably too late to try closing the door

vital steeple
#

indeed

lapis mason
#

I would like that monitor to display the outside camera, that is showing a view from above the door

vital steeple
#

that's on my todo list for next update

lapis mason
#

That was the view i got when i was using Helmet_Cameras. And i find the current internal ship camera quite useless.

#

An unlockable might be to replace that camera, with the external door camera

#

And the next unlockable after that could be a camera on the roof of the ship, that rotates and monitors 360.

vital steeple
#

I'm not trying to make a whole array of camera unlockables lol

#

I'm going to make an option to customize which camera stays, and make an option to disable the body cams until they are unlocked via the terminal

lapis mason
#

Another idea i just had. What if there was a camera as a 'ship decoration', so you could reposition it using B, and attach it to where you prefer?

vital steeple
#

I can see myself potentially giving an option for a camera on the opposite side from the door, but that's not a near-future thing, and I don't think I'd want to make that an unlockable as well since adding unlockables to this game isn't really very pretty

#

I think that would be restricted to the inside of the ship, so it would still not be terribly useful

#

at least without hacking the ship building mode

#

it's a possibility, but definitely not a priority given that I'll probably have to mess around with unlockables a bunch before I can get that working smoothly

#

I'm not a big fan of the fact that unlockables use sequential IDs, so I don't think I'm gonna use the vanilla system for this

#

I don't want my body cam unlockable to suddenly transform into some other mod's unlockable after that mod is installed

#

so in other words, I'm not looking for more work rn, just looking for anyone interested in making a model

lapis mason
#

hmm, i think Lategame Upgrades could provide an API for other mods to add upgrades through that mod. That would probably be the most elegant way to handle upgrades inside other mods

vital steeple
#

LethalLib has an API for it already, but it doesn't solve the sequential ID problem

lapis mason
#

going through lgu would allow the upgrade to list using the new store interface and to have upgrade levels and stuff

vital steeple
#

I prefer the simplicity of vanilla unlockables personally, so I won't be making something like that

#

if someone wants to make a dependent mod that implements a bunch of extra cameras as unlockables, that would be cool, and I'll help them do that

#

if they're external cameras, though, there's really no reason it needs to be implemented in/with OpenBodyCams, players won't be able to see themselves on external cameras

#

oh wait

#

@woven pumice is the goat, I just realized SmartItemSaving solves the problem of mapping unlockables after mod lists change pogfishA

#

(sorry for the ping, but you deserve the praise lol)

ruby sierra
#

Yo

#

TwoRadarMaps still good in v50

#

Im gonna assume so

vital steeple
#

indeed it should be

#

I haven't noticed any issues

crude parrot
#

just to verify, there was a bug with morecompany (before v10000) causing the body cams to stop working, right?

#

this mod hasnt been working properly for me for a little while, but i dont think i use anything else that would conflict (except generalimprovements which iirc these two mods have special handling for)

vital steeple
#

v10000?

#

also, I played with body cams on v50 with MoreCompany just yesterday

#

do you have logs?

glossy island
# vital steeple v10000?

the latest morecompany has v50 as v10000 instead of v9999 (so v50 lobbies are shown separately from v49)

vital steeple
#

I see, I never noticed it increased the version number

glossy island
#

it never used to that was added in the latest update

vital steeple
#

but you say it was previously v9999?

#

I'm confused

glossy island
#

well it doesnt visibly increase it on the main menu but yeah

vital steeple
#

huh

#

does that mean that buttery is referring to the last update for MoreCompany that was intended for v49?

#

because that one never had any issues that I was aware of

glossy island
#

so basically all old versions of morecompany changed the game version to v9999 (so morecompany lobbies are separated from vanilla) but with the latest update it made it so the morecompany version increments with the game version (so v50 = v10000). So they'd mean v50 with the latest version of morecompany

#

it's dumb but one of the only ways to separate modded lobbies from vanilla

vital steeple
#

right, it makes sense

#

perhaps a bit problematic if people need to detect the version in other mods though I imagine

terse storm
#

hi

#

mod broken in 50

vital steeple
#

no it's not

#

you probably have another mod breaking everything

terse storm
#

ah ok

crude parrot
#

sorry i missed the posts yesterday

#

i meant morecompany v1.8.1 vs 1.9.0 but forgot the version numbers

#

and the answer seems to be yes

#

the mod works again after the morecompany update

#

so i suppose my issue is resolved

vital steeple
#

hmm, I didn't think I had any issues with MoreCompany 1.8.1 and OpenBodyCams together, that's odd

#

only thing I can think of is that issue with the release bytecode, but I don't think that actually ever went out

dense dune
#

@vital steeple so not sure if this is a vanilla issue or a TwoRadarMaps bug, but a friend couldn't use the view monitor command earlier because it got frozen for them on someone who left the lobby, I figured I should mention it though

vital steeple
#

you mean the switch command stopped working?

#

any logs?

dense dune
#

@ocean dragon if you still have the logs can you send them?

vital steeple
#

bunny ears in body cam ?!

#

next up, tulip snakes appearing in the correct position on the body cams

manic cosmos
vital steeple
#

not for a while probably, although I think it's likely I'll have the tulip sneks working on sundayish

#

I'm gonna be implementing the ship upgrade for this update and hopefully a few slightly overdue fixes

#

and maybe some extra little features that I won't mention for fear of breaking promises

#

I'm not in any rush to push out an update since it already works with v50

vital steeple
#

nice

vital steeple
#

I have a choice between three options at the moment with regard to the body cams ship upgrade which I'd like to take a poll/get thoughts on:

  • 1️⃣ Have body cams from game start by default with only a soft dep on LethalLib, which would allow the mod to still function client-side
  • 2️⃣ Make body cams a ship upgrade by default only if LethalLib is already installed, which makes my life easier by not requiring me to install LethalLib and the MonoMod patcher when setting up a test environment
  • 3️⃣ Body cams ship upgrade by default, with a LethalLib hard dependency
compact plaza
#

will it still function as client sided in the 2nd option?

vital steeple
#

it would, yeah

#

but only if LethalLib is not installed, or if you disable the upgrade manually

compact plaza
#

alr im voting 2 then

hardy hemlock
#

this mod just has a hard time working for me, it works fine for 1-3 days but after that it stays black

#

not sure if this warning is relevant:

[14:03:23.1049046] [Warning: Unity Log] Max shadow requests count reached, dropping all exceeding requests. You can increase this limit by changing the Maximum Shadows on Screen property in the HDRP asset.

vital steeple
#

the body cam screen is black?

#

and everything else is fine?

#

you'll probably have to send a full log from when that happened, because I doubt the max shadow requests was the issue

hardy hemlock
#

i did look through my logs and this mod isnt mentioned, or any warnings that felt relevant, but i will try to notice when it stops working and report back

vital steeple
#

yeah, please do

#

hard to say what could have gone wrong, it's possible it wouldn't show up as an error in the body cams

#

if some other mod broke the loading process then there's nothing OBC can do to recover

dusty glacier
vital steeple
#

hmm, that sounds like a corrupted save then

#

if you loaded and saved your file without OpenBodyCams it may have reset something that wasn't loading correctly. Chances are you also erased some information about your save, but if you don't notice what changed then I'm sure it's fine

vital steeple
#

also, I have a change that hopefully fixes the issue in the next update so that you can still load into a save and then exit and save over it, but OpenBodyCams will probably still not function in that same situation

real agate
#

^^^ thought this may be relevant, but my OBC started working again recently and I've got no clue why. I used to get that same issue but it went away a couple days back.

steel saddle
#

what is that antenna for

vital steeple
#

the ship upgrade to unlock the body cams in the next update

somber mica
#

oh nice

digital wharf
#

Can you replace the CAMERA INSIDE SHIP with an outboard camera?

steel saddle
#

u can

vital steeple
#

I'm going to be adding an option for that in the next release hopefully, although it's a bit tricky because of the camera culling

vital steeple
#

currently, I believe the only way is through BetterMonitors in GeneralImprovements, so you can't do it with the vanilla monitors yet

#

next update it'll hopefully be set up so that it can show the camera the body cam is replacing when the camera gets disabled, as well as being able to swap the original cameras

vital steeple
#

final (?) model is in!

ruby sierra
#

Nice bong Zaggy

#

Very exotic

vital steeple
#

I might adjust the intensity of the normals on the base to make it look less stark, not sure yet

vital steeple
ruby sierra
#

Lmao

#

Also

#

This is the 18th time I will ask you this question

vital steeple
#

uh oh

ruby sierra
#

Between unlimited fps, and capping it to 30 fps

#

Which one do you advise still

vital steeple
#

unlimited

vital steeple
#

I think I'll always recommend unlimited even if I manage to get a better method working for framerate limiting, since it'll still affect frame timing consistency

#

but you can use 30 or less if you want more average framerate

ruby sierra
#

Now

#

I see you’ve done the camera work for the black mesa interior

vital steeple
#

yea a bit

ruby sierra
#

A. Does the OBC settings affect those cameras

#

And B. What framerate are those camera running on

vital steeple
#
  1. no
  2. yes (unlimited)
#

we experimented with reducing the number of cameras rendered per frame, but it seems like either the runtime didn't like it, or CullFactory setting visibility of a bunch of renderers each frame was making it unhappy

#

either way, didn't work out so they just render at the game's framerate

formal sinew
vital steeple
#

the cameras are only active when you're close to the security room and looking towards them, so it'll essentially only be briefly when you're entering the facility or purposely looking at them

formal sinew
vital steeple
#

yeah, it's definitely quite taxing in general

steel saddle
#

@vital steeple a bit of scuff text at the start of a run
its gone after u landed and the days after tho
happens when i have tworadarmap and diversity

vital steeple
#

that used to be an issue between TwoRadarMaps and Diversity, I may have forgotten to work on that

#

uh oh

#

lemme check if I said anything about that before

steel saddle
#

u fixed it and then it appeared again on v50

#

nvm i cant even read my own convos UAHGHHUAHGHHH

vital steeple
#

#1199570032196333648 message

#

I think I forgor to do this

#

I'll check when I'm at my PC

dense dune
vital steeple
#

I forget exactly the mechanism by which it was making that visible, but it's probably related to that feature, yeah

#

it adds some text to the radar map, but I'll have to look through the code again to figure out why it placed the vanilla text there

dense dune
#

It only ever happens when I have personal space on, @dawn glade has said he plans to fix it lmao

vital steeple
#

right, but if you check what I said in the linked message, I had said I preferred to fix it

#

then I apparently promptly got distracted and hadn't written it on my todo list

dawn glade
vital steeple
#

maybe I'm thinking of a different issue, I haven't looked at this in a long time

#

what are you looking to do on your side?

#

I'm thinking of the issue of the warning text not appearing on my second map, but I forget if that was actually linked to the issue of the text showing up

dawn glade
#

The monitoring should be turned off which is not the case

vital steeple
#

I meant what fix you had in mind

#

I haven't looked at the issue in a while so I don't recall how to fix it

#

@dawn glade just refreshed my memory, the issue specifically occurs in your MapCameraFocusOnPosition postfix from what I remember. The tricky thing is that you (currently) specifically have to assume there is only one radar map added by TwoRadarMaps, which may or may not change in the future

#

also, to implement support on your side, you'd have to find the map text clone I make in TwoRadarMaps and instantiate your text onto it and update the enabled/active in that function for the specific map instance

#

the map text could probably be found with GameObject.Find, but I would tend to say it's better to do that through a soft dependency so that it's not dependent on the name

#

oh god why is that audio replacement on the ship speaker on by default Despairge

#

I've had to disable my audio so many times because of that thing

steel saddle
#

its there to give u terror

vital steeple
#

@dawn glade if you wanted to fix the issue of the player name appearing, you could probably just insert a

if (__instance != StartOfRound.Instance.mapScreen)
    return;

at the start of your MapCameraFocusOnPosition() postfix
I'd also suggest caching the error text, since MapCameraFocusOnPosition() is called every frame and calling Transform.Find(string) is probably a bit slow

#

would also be cool if the error text was instantiated on a prefix of Terminal.Start(), but that's just a convenience thing for me so that I can make my TwoRadarMaps initialization duplicate your error text after it's created

#

after you're satisfied with the changes on your end, I could add a compatibility patch that makes the error text show up on the second map

dusty glacier
vital steeple
#

it's the UseBetterMonitors option

dusty glacier
clever knot
#

that's from general improvements

#

shows scrap on the moon when you are landed

#

anyone have suit mod recommendations for this? looking for a pack of vanilla-style suits without 3d pokemon models etc

#

also any cosmetics mod ideas in addition to more company would be appreciated

brittle verge
clever knot
#

perfect, thanks

#

that'll do well to just add things to the pool of cosmetics

tardy salmon
crude parrot
#

+1 for equipment company

silk quest
#

@vital steeple Random question. How come you set the default FOV to 65 when the game's default FOV is 66?

vital steeple
#

it was kind of an arbitrary decision, I'm not sure if I checked the exact FOV value for the gameplay camera

#

1 degree makes hardly any difference though, the camera position differing makes it more different than that could

#

I considered making the FOV something higher like 70, but I think 65 looked right to me

silk quest
vital steeple
#

there's a good chance I just eyeballed it and then forgot to revisit it lol

silk quest
vital steeple
#

I can imagine

#

it's rare for me to be okay with such a low FOV, but I've gotten used to it in Lethal Company somehow

#

although I haven't checked how Unity measures it, it may differ from the usual measurement

silk quest
#

I agree. Most other games I play at 100.

crude parrot
#

default fov is 66 but it also changes to 68 when sprinting

vital steeple
#

huh, I just realized during testing that MoreCompany cosmetics don't seem to show on corpses? is there any mod that changes that?

#

or at least they don't show up on my end, hopefully nothing's broken

clever knot
#

do you use anything for custom suits, Zaggy?

clever knot
#

also, any obvious candidates for what could cause the monitor to turn off (go blank with the base background from GeneralImprovements)?

#

works fine after i use the in-game buttons to turn the monitors off and on again

vital steeple
vital steeple
#

(thanks for the reminder though, I almost forgot to look at that)

clever knot
#

Although I guess I should simply test a few of these mods to see if there's anything odd

clever knot
vital steeple
clever knot
#

cool, i'll report back tomorrow then

#

with both the background and the retextures info, for your convenience

#

and yeah, thanks for making the mod, most importantly

#

it's much more pleasant than original helmet cam mod our group ran before

vital steeple
#

I'm just glad to see people enjoy it

#

thanks!

silk quest
#

@vital steeple A thought I just had after reading the discussion between you and Shaosil earlier. Is there a way that you can reduce the "mirror" effect of the body cam screen if you happen to be viewing your own camera? Like you know that effect that happens when you put two mirrors face to face? Would there be any performance improvement to doing so?