#Open Body Cams
1 messages Β· Page 4 of 1
also I figured out the issue, it is something incredibly stupid that I never considered (classic)
it speens
you can also make it not spin and just face the direction you are looking when you place it
turns out that when collecting the models attached to a body or mimic, I was including the camera's green flash mesh, so when it was resetting the body cam, it considered the flash to be part of the third person model and making it visible
shouldn't take long to fix now that I know the issue, thank you to everyone that helped me figure this out
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
DisableCameraWhileTargetIsOnShipwas enabled. - Allowed
DisableCameraWhileTargetIsOnShipto disable body cams based on whether other targets types (corpses, masked players, and radar boosters) are on the ship.
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
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
@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/
What I would recommend for the moment is to enable the debug options I mentioned before, but if you want to continue playing as normal I would recommend enabling both options and keep an eye on the output console
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
a player leaving and rejoining does sound interesting, I'll try to see if that's anything significant
you had mentioned you only got that problem once though, right?
Repetitivly and reliably.
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
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
Would "PrintCosmeticsDebugInfo" help any or just. "BruteForcePreventFreezes, ModelDestructionDebuggingPatchEnabled"
I think the latter two should be sufficient if I'm correct
you certainly could enable all three, but the game might stutter when anyone changes targets with the former
it prints a good few stack traces which isn't cheap
it would only be one frame though
Roger, I will keep "PrintCosmeticsDebugInfo" off then for stability. ill also test with and without Cameras On in ship.
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
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
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?
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
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
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
fyi, this should be fixed in 1.2.8
assuming that you had the transition animation disabled, anyway
if not, it may have still been the same issue I fixed, but it would've resolved itself when switching targets
the Unity animation system does some very unintuitive things when it's playing an animation with no properties it controls
made this take way too long to figure out
you fixed it! (?)
yep!
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
nice!
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
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
a single a frame? I'm surprised you noticed it.
the commit on GitHub has more info if you're curious
some other people noticed that, I didn't
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
switching between 5 different games on one pc is a bit messy
I'm guessing this has been suggested before, but any chance we could have the body cams monitor be a ship upgrade?
fun lil' edge case: opening Doom when a bodycam is drawn leaves the bodycam on top of the screen π
hmm, which mod adds that?
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
it would probably display on top of those as well
As much as I love that mod, it just conflicts with way too many things
yeah that makes sense - after all, I wouldn't really want the terminal to change, just to have a HD-er bodycam overlay in the corner it's in without making it bigger in size
it's an understandable limitation tho
It also ties game speed to a fraction of your FPS. So the speed is never right unless Doom's FPS equals 35 after the divison of your real framerate by the number set in config.
They should've just locked it to 35.
Thatβs so weird
Especially considering that Managed Doom, which is what LC DOOM is built on, supports frame interpolation.
idk if its just me but when i try to switch cams on Cosmocos moon, the game crashes
I'll have to test it soon as well since I've had the moonpack for awhile now. Yeah it's the secret moon.
yes and yes
does it behave differently when you download just the cosmocos mod?
uhhh havent tried that it was with the full moons modpack
(asking because I'm not sure how to get to it if it's secret)
i think many ppl know now that insym streamed it for a ton of ppl
n wesley full relased it
i'm sure they do, including you :^)
feel free to post it in a spoiler
oh nvm, it's in the moons list I guess? my impression was that it was supposed to be hidden from there
seeing if it crashes for me
kk
were you in multiplayer looking at someone else's camera?
so far it's fine for me in singleplayer
multiplayer looking for someone else
like i clicked it three times on the big screen n then it crashes
i also ahve these on
how many players were there? was each click a different player?
ah, you have DisableCameraWhileTargetIsOnShip enabled, was everyone you selected before the crash on the ship?
huge green bar on the monitors I would assume
ye
idk if it was also an interior thing but i had it on facility interior n poolrooms interior n they both crashed the same
could be, yeah
but it was fine on other moons
there's some graphics-related segfault that happens on Budapest, I wonder if this could be similar
must be a lot less bad on this map though, since I didn't insta crash on landing
you might be able to find a .dmp file, I think it would be in your temp folder
if you type %temp%\ZeekerssRBLX\Lethal Company\Crashes into your Explorer
I don't believe so, I have a couple crashes from a while back
if you get the latest one maybe I can WinDbg it
do i just post it here?
discord did?
ye
oo ok
it might just be a file extension filter or something silly like that
ah, yep, same stack trace as Budapest had
ooo
I'm really not sure what causes it, but I think it's more an issue with the map than anything
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
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
but the main point is that this is an engine bug, it definitely shouldn't be able to cause an access violation
maybe I ought to dig into ghidra or something to figure out why
@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."
finally had a good play session and my debugging tools caught the issue
it was annoyingly intermitent.
yeah, it's odd that it wasn't happening consistently, I've seen the error joining so many times
MoreCompany seems to be a bit of a mess right now though, unfortunately
It is probably one of those perfect cases of 3 or 4 things happening at the exact same time but... only sometimes...
perhaps, yeah
from looking at the code, though, it should've been happening pretty much 100% to my understanding
anyway, if it's fixed it's fixed
here's hoping there wasn't something else going on too
Well thats the joy of process of elimination. You got this one. There will always be a new target to shoot at. π
lol yeah
also thanks for showing me that, I guess I brain farted typing the header for that version lol
@vital steeple new update for OpenBodyCams has a bug that sometimes causes a black screen when loading a save
for the host*
curious, I was playing on the latest version earlier and I didn't encounter that
is it a screen freeze where if you turn away from the screen it goes back to normal?
No like I literally load in and can't see anything
Only happens with 1.2.9
Ofc when i tried to get an error in the console the game loaded as normal
LOL
I will say I don't use MoreCompany so I don't need the fix 1.2.9 has anyways
yeah, I can't do much about the bug without a way to reproduce though
got a profile code or a specific conflict for me to look into?
neither I nor any of my friends had any such issue, so it was probably something on your end
did you encounter the issue as well? any ideas of the cause?
@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
As soon as I downgraded to 1.2.8 I could load it multiple times
and it was fine
Super odd
was playing with lunxara lol, when she got into her save her screen was black completely while when i joined i could still see her and move around normally
oh I see
I will say it doesn't happen when creating a save
It only happens when loading into one already made
no such luck here, seem to be fine with that option on
I will say I have FOV_Adjust to disable the visor and LCUltrawide
Maybe a conflict?
That wasn't there before? π€
I was running LCUltrawide as well, but as far as FOV_Adjust, not sure
I wouldn't really think so but you never know
I'll see if I can reproduce it cus now it's not wanting to for me either
Hate that
Cus I had it happen back to back to back before
Lol
Okay had it happen again
it still refuses to do it while the console is open which makes no sense
It seems to just be really random whether it wants to do it or not at this point
if you have error logging enabled, I'm curious if anything is showing up there
it seems like there has to be
Everytime I turn on logging it doesn't wanna do it lol that's the thing
It's spiting me
XD
@vital steeple I got it!!!
[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!
The 2 errors at the end I believe are regarding the cause
congrats
Yeah it took way too long to reproduce with logging on
LOL
What a bitch
The game was like "Oh you enabled logging okay I'mma work nao"
XD
@vital steeple Got another one
[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.
That was in the log too
the releasing a render texture may make sense, that sounds like a mod conflict though
there's no case in which OpenBodyCams does that on its own
in other words, a full log and profile code may let me figure this out
018de420-bac2-fe68-dbae-3120bd7fc070
Idk what could be conflicting with it I never had this happen until today after the 1.2.9 update π€
it's also possible that the warnings about render textures come from LCUltraWide
it does release the render texture that the gameplay camera is rendered to
True
looks like this error was correct, you had something go wrong in LethalLib while loading the save file
if you want to send me the problematic save file I may be able to prevent that black screen from happening tomorrow
assuming it's reproducible
i love this mod and generalimporvements to make my ship security even tighter
It should be I had it happen as soon as I loaded into it
<@&1173795317469159444> sorry for ping, but maybe you could use a break from the drama to pin some posts:
#1199570032196333648 message
#1199570032196333648 message
(had just scrolled up to find an old message and figured I'd copy these while I'm there)
This pls ‴οΈ
can confirm
It was pinned a while back even lol
a while back as in before I posted that? I think I checked just a few hours before I posted that at the latest
but yeah, they were pinned shortly after at the very least
appreciate it either way 
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
hmm, loading into one of my existing saves on your profile seems fine
(and I did ensure that AC is there)
@vital steeple may have actually been an issue with AC specifically before after redoing my mod pack I can't reproduce it lol
hmm
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
Nvm had an issue just now where the screen went black while spectating
and when someone left it fixed but I could see my own cosmetics in first person
log btw
it said it reset the camera or something like that
were you spectating a player while they were on the ship?
ah, I think I know the reason, it was probably watching a corpse or mimic before it got deleted
actually, my theory may be unlikely 
not sure what else would cause these stack traces though, so I'll push out an update and see if it helps
going out now as 1.2.10
build number in the version has reached double digits again, I gotta put out a new feature before things get outta hand
completely unrelated and purely theoretical, what price do you think body cams would be worth as an unlockable?
I find them more novel than useful generally, so not overly expensive. Somewhere above 400 below 900 imo?
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
its under ship upgrades no 
not sure I understand the question, but yeah, I'm thinking of making it into one
I'm kinda surprised you went so high lol, but I guess for longer runs 400 isn't that much
you think it shouldn't be a bit lower than 400 though? I don't want it to take too too long for people to unlock by default
(but also this would be off by default to retain the usual user experience people expect from body cam mods)
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
ohh, I see
250 sounds decent? Around Signal Transmitter?
yeah, that seems fair to me
body cams become more useful in combination with signal transmitter anyway
True
would be interested to hear more perspectives before I decide on a value for sure, but that seems like a decent starting point
Yea ofc
OBC should fall into ship upgrades category so im putting the value based on other stuff in there
right, yeah
it would be unlockable rather than an equippable, I'm not trying to add equipment at this point
it should be possible to use the functionality in another mod to do so too
Okay I'll see if it fixes it
@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?
hmm, I wouldn't have thought so, but it's possible
you should enable the diagnostic option and get logs
that should point out the issue
at least if it's causing the error spam like that other log showed
I could probably send you my current mod pack if you need @vital steeple
018de8b4-44ce-9311-29d5-63b84b3e70d1 there
thanks, yeah, that doesn't hurt
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
the other one might've been a different issue if the log spam isn't happening in these instances
i think 200-300 would be fine for an otherwise Vanilla profile. But the price should be overridable by config for modpack creators imo. So I don't think you have to worry too much about balancing it ig
oh sure, it'll definitely be customizable
I've added options for almost everything else lol
main thing is to ensure that it has a sane default so that the majority of people don't have to change it
I put in some of the defaults for the camera settings without much thought, and I think some of them are a bit conservative
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.
are you referring to the quality settings?
yeah, especially the far plane distance and resolution
true, yeah, the default will be that it will just be available by default though, so that shouldn't be a big problem
at least for res I'd argue it fits the vanilla game res tbh.
You'd set render distance higher now..? I never tinkered with that.. Maybe I should π€
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
my usual value is 50, but I could probably do higher than that
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
Some dungeons are really hard to tell apart from tiles in the overhead camera, LC_Office and Dantor's mental hospital are surprisingly similar
so the little cam helps distinguish
wait, which change to the radar booster do you mean?
and I assume this is with enhanced radar booster?
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 π
hmm, that sounds like an enhanced radar booster bug then
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
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
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
got a cam lockup/screen freeze when returning to ship with some AdvCompany shoes that were unequipped/effect ended π₯²
I'm having fps drop when i close the ship door with this mod
have you confirmed that it's this mod causing it and not in combination with another mod?
I'll take a look later, but I'm guessing that means that disabling the command doesn't actually remove the keyword
No, i just installed it and noticed that, i'll investigate more. Is there a mod that is known to having this issue with OBC ?
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
it may be that our patches to fix issues with cameras switching off are conflicting
I have GI, i'll try disabling it
wait where's the rest of the log? :( that error only tells me that one of the cosmetic references was destroyed
if you can reproduce with the diagnostic option enabled and get a full log, though, that would be very helpful
Yep without GI fps doesn't change when i close the door
interesting, okay
can you tell if the fps feels worse even when you're facing the screens?
closed door
@empty heart I'm guessing this line is the issue: https://github.com/darmuh/TerminalStuff/blob/ba32ea8017e1c00ea8f7a4e1a5675e2aa0b39bd5/DarmuhsTerminalCommands/MyTerminalPatcher.cs#L271
it shouldn't be removing keywords unless they were added by the mod in the first place
last I heard, darmuh was refactoring a lot of code, so I don't know if a fix will come anytime soon
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~
some numbers are kinda wierd π€
inside (facing screen): 51~ this one is really low without GI while the rest is better
yeah, fps being low while facing the screens is normal
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
unless GI is putting the external cam on your screens?
yeah but there was a difference with and without i was close to the door but inside the ship
it's a repercussion of the closed door fps impact i think
it's at 42 when i face the buttons
and a bit less looking the screen not that much tho
it does
were any of those tests while you were facing the closed door?
directly away from the screens?
not directly facing the door
would be worth testing that, since adding the external cam adds extra load while facing the screens
facing the the door buttons is "door closed"
No GI facing the closed door is around the same as outside
oh I see, hmm
i'm testing with GI now 2 sec
could you send a profile code? I want to check whether the cameras are disabling correctly with your config
it seems to be fine with my testing config
I don't have a profile code i install manually :/
then maybe just the configs for both mods
can hope the problem is isolated to them
can send you a modlist i'm on a middle of mods fps testing so not all of them are here currently
ok sending configs
With GI facing door closed is 47
so a bit higher
wow, it was the configs
hold on, lemme check what's going on
I think it probably has something to do with setting an fps limit
not sure why the doors trigger it though
this for sure doesn't happen unless OpenBodyCams is installed?
very odd, okay
looks fine with OBC alone too
no it is definitely all on GeneralImprovements side
I just tested without OpenBodyCams and it dropped my framerate by half
but I know the cause
yeah, in a minute, just confirming my suspicion
Ok, Thanks a lot !
yeah confirmed
if you want to avoid that frame drop you have to take the door power monitor off
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
Oh i see nice finding
i'll take it off for now thank you
not sure exactly what would cause that, since you can definitely still find that camera with me removing its texture from the main monitors
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
Yeah i thout it was on GI side haha
I was using helmet camera before and it was working correctly tho
oh, that's curious
it might be something to do with when I replace the texture vs when helmet cameras does
the log was 300+ mb and didn't have anything of value, you don't want that log π
either way, here's a shorter repro log with enhanced OBC logs... it's fully reproducible, just return to the ship with the "light shoes" item with OBC enabled
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?
yeah the error gets thrown as you enter the ship and the curse wears off, it seems
ah wait, I found them in the dev menu
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
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
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"
oh huh
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
@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:
oh wait does it? do you mean the texture filtering option?
Yeah I think so, I changed it to be Trilinear like with OpenBodyCams but even when it was set to Point I noticed the quality of the radar looks way nicer lol
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
It could be it's using the texture resolution from OBC, I did set that to 320 XD
It looks good though
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
error is still there, and that version of OBC has added TONS of retroarch stuff to the install
π
Maybe LCUltrawide? set to a higher res?
huh???
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
no that doesn't exhibit the same issue
I see I'm curious now lol
I've got zero clue how that happened, all I did was add one hook to the AC compat class
does it come back if you delete it?
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
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?
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
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
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 ?
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
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

My thoughts eaxactly
it shouldn't have any effect without it installed
XD
perhaps a coincidence?
@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
I will say the one thing I did as of note when it stopped glitching was the move from LateCompany to LobbyControl
So maybe LateCompany caused problems
could have been errors loading saves then maybe? hard to say
oh, I thought you were referring to the black screen at load
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
Probably a bug on AC's end after the 1.1.2 update tbh
I haven't tested extensively with it but I haven't seen that happen when I did
even today on the latest
Cus I remember 1.1.2 also caused network delays and high ping for clients
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
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
Yeah
I have a quick question. Are the body cams supposed to have a green tint to them on the monitor? Iβve been using this mod for a while and itβs always been green, but someone is telling me that itβs not supposed to be green so now Iβm confused
That's how all cameras look by default. Even without mods.
Ok thatβs what I thought
defo not an incompatibility between OBC and AC on any version 1.1.2 or going forward.
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
perhaps they're used to having the emission option set to zero or some gray color?
They said theirs was set to default π€·ββοΈ
I knew they had to be wrong but Iβm very curious as to what they did to their game to make it not be green without changing the emissive color
it will still lower the frame rate, but there is a method that I may be able to get working to allow it to work without a penalty
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
it shouldn't be possible for it to not be green without changing the emission color
not sure how they managed that
Yea thatβs what confused me
oh yea I actually remember you talking about that. So my info is still up to date π Thanks!
and good luck on investigating that issue!
[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.
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

Best mod! It's perfect!
thanks!
looks like this is turning out to be way more of a pain than I thought it would be, whatever is destroying these models is doing so in a way that I can't keep it from erroring 

There's an option we can toggle until the fix is pushed in the config
But it may cause a performance hit for some
I toggled it
@vital steeple my whole game halted except for the audio
other player in the same lobby experience the same too
oh yeah same thing happened to me
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
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.
I don't think body cams are "very powerful" considering that using terminal for watching over radar is better.
it has been working, it just has issues alongside MoreCompany and MaskedEnemyOverhaul currently that I'm resolving
you get the best of both worlds if you use the PiP :^)
Which is off by default, and for a good reason. Keeps monitor/terminal balanced.
Oh heh heh heh I also use Touchscreen and TwoRadarMaps
TwoRadarMaps is amazing, especially after moving away from AC, it fixes the vanilla radar desyncs from late join mods
Touchscreen deserves being an upgrade even more than body cams.
On top of providing QOL features
All of zaggy's mods are essential honestly
Prove me wrong XD
Bodycams aren't. More of a preference.
no... its ESSENTIAL
you actually explode if you dont have it installed
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
Thunderstore has been having a bit of problems
oh, the version shows up on the changelog for me but not the main page 
hopefully it didn't get borked
that would make sense lol I had to make 3 attempts before it said I already uploaded it
It's up for me.
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
soooo does anyone know if turning this off fixes the crash on the Cosmocos moon
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
so many updates ahah
i think budafest also recommends that to be disabled when target is on ship
right yeah
it did prove to help there a bit, although I would imagine it's still crash-prone
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
oh yeah, that's true, I hadn't thought of using it as an indicator for that
https://thunderstore.io/c/lethal-company/p/Coppertiel/MaskedEnemyOverhaulFork/ ?
There are claims the original is abandoned, modder left the discord
yeah, I'm referring to the fork
although I think the same issue would occur with either
Could TargetTransitionAnimation be extended to turning radar on and off?
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
if you mean showing the animation when turning it off and on, that's tricky because the screen turning off is purely a visual on the screen, so the animation wouldn't really be able to finish fully without showing the cam again
that may be a new issue in 1.3 if you're in that, I'll check
Hmm, not sure but I think it was already happening in prior versions.
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?
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.
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
018e0678-5a2b-c9fc-8474-942f1fc250f6
Beware that log is from a 90min session. I already removed like 60k lines of loaforc soundapi debug for all our sanity. I don't see anything other than OBC's info log about cosmetics tho
i also have this issue, no clue what's causing it tho
He was still in here just a couple of days ago ;~;
Kind of sad to see HomelessGinger left
The torch must be lifted and carried by the next hero. Who will it be.
Coppertiel has the fork
Oh right I was mixed up though another one left heh.
@vital steeple just wanna state we had no issues tn using the new version of OpenBodyCams π
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
Yeah!!! π
@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?
Oh it has nothing to do with Diversity. Those errors shows up on loading a save.
Looks like it tried to create an object/prefab (Guessing it's the camera) before the actual object gets to load or assigned and it tries to create it but it's not loaded yet.
My best guess
I'm semi new with GeneralImprovements so was anyone here familiar with if it conflicts with OpenBodyCam or should it be fine?
the error message is one my mod prints if a static method fails to be called when an early method at the start of the game fails to run
when you see that error, you need to look earlier in the log, that unfortunately tells me nothing about what happened
there was probably an error from another mod during StartOfRound.Start
it explicitly supports GeneralImprovements, check out the readme
Me when I'm blind (thank you tho)
Question @vital steeple
Is there better performance / issues when using 0 (native) fps and something like 12-30 set fps for the camera
0 is default and always been better so far.
So you get worse performance limiting the monitors fps
Yes.
you can potentially get better average frame rates by lowering the limit below 30, but it also makes your frame times very inconsistent which can also feel like worse performance
it's something you'll just have to test really
You can see that effect on Office cameras by the elevator.
indeed
Frametime graph becomes all spiky. Doesn't feel good even with VRR.
it's worse there since there are two cameras that start their frame timers at the same time
Ah.
yeah, I've been wanting to run it consistently for a while, it's really cool
Yeah I figured out what the problem was and fixed it lmao
I see, that's good
Yes ^^
@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
As far as I know there isn't a fix for the issue, but the lag caused by it is nullified by PathfindingLagFix
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
Discord is out here hiding my own thread from me, wow
get necro'd
(mod is not dead, but I've been quite preoccupied)
Yeah, they disappear when there hasn't been any activity for a couple of days. Stupid.
i really hate that feature because it just makes it harder to find it and forum search is case sensitive and you need to have EVERY exact letter capital or not to find it
with and without tworadarmaps
is it possible to hide the monitoring while in orbit ?
its kinda distracting cuz others cant see the moon name
Is a bug.
do you have Diversity installed by chance?
because there's a conflict between Tworadarmaps and Diversity's bracken room config option that causes that
I have that off and it's still like that.
oh really? turning mine off fixed it
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.
@dawn glade dunno if you're aware of this bug but just thought I should @ you in case you didn't
oh it was diversity ?
π€
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
Personal Space is buggy right now anyway, from what I remember.
what kinda buggy ? aside from the overlapping text thing
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.
i havent experienced the freeze part, but the latter i think that happened sometime ago
any idea if that freeze happens without OpenBodyCams? the monitoring text getting stuck is likely unrelated to that, but that freeze may be something I need to look into
That's a bug with Diversity, not OpenBodyCams
Just disable Personal Space for the Bracken
Hmm, I couldn't tell. I never used Diversity 2.0 without OBC installed.
Literally just told you it is a bug with Diversity specifically, the dev of Diversity is even aware of it and working on fixing it.
Has nothing to do with OBC
I know that. That's what I was literally replying to Arterra / adding to the conversation before and why I chose to ignore your reply since I think Zaggy was specifically asking if there's any correlation with OBC which I could not know.
I suppose it's likely it's a full freeze rather than a main camera freeze then
that's good if it's unrelated
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
ah, I see
yup
that makes sense, the animations that lock the player are slightly buggy anyway
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
If there's something I can do on my end please let me know
Yeah it only happens with TwoRadarMaps when the Bracken Personal Space is enabled I found out, it is funny having the player name show up when in orbit but also becomes annoying quickly π
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
Ahh gotcha gotcha
Is this mod still incompatible with CullFactory?
Yes, OpenBodyCam was unable to render the facility when CullFactory is enabled.
Not sure if this is still the case though
that was a long time ago, it definitely should not be happening anymore
(the issue was not with OpenBodyCams to be clear)
Do you have any plans to give a config option to only have body cams on radar boosters?
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
is that to make body cams a little less op? what are your thoughts on it as a buyable upgrade instead? that's the next big feature I have in mind after I finish work on other mods
yes making it an upgrade for those who want to is great
I like the cams but they become a little too present. My group likes to keep it vanilla and they had talked about if the radar boosters had cameras it would be interesting which reminded me of the funtionality here
just that there isn't a way to isolate that functionality
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
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.
yeah, it'll be optional, off by default
Anyone else experiencing the body cam being blue?
This happens randomly and fixes itself randomly...
Can make a screenshot tomorrow
probably a conflict, would be good if you get logs and a profile code
do you have immersive visor?
i think its immersive visor the 3. versions are super buggy for me
the spectate on latest was pure blue and crashed my game
huh, crashing the game is curious
OBC being blue β
Mirror mod being blue ππ»ββοΈβ¨
Is there any way to have the exterior camera enabled, instead of the interior one
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
I just switch from Helmet Cameras and the performance increase is so nice. I just asked because by default with that mod the small monitor displays the exterior camera. I didn't know if it was possible
I also don't play with general improvements π
After looking at what it does looks like I have some trimming to do in my packπ
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
@vital steeple Wanted to run on V50, test mods :Ρ
it was working for me earlier today, so I'm guessing that's probably not the initial issue
I got scared and left xD
I'll wait for the official release and then I'll look for errors
OpenBodyCams works fine on V50
it means the problem is somewhere else
with GI or something else
then I do not understand
GI is fine with V50
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
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
I have read a part of the beginning of this thread. But gave up and assumed. I was kinda asking more than stating
That's cool, I'm going to be moving my modpack to this mod then
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
@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
you mean the Camera's GameObject's layer?
I don't know if that matters, I don't recall if I changed the layer for mine
hmm
what'll matter more is the culling mask of the camera component
icic
lemme check my code though
Can I ask if you know any good tutorials for the camera or how to make it show on a "monitor"?
yeah, I just create the camera on the default layer
gotcha
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
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
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
ugh yeah, i couldnt even get the ingame post processing on my particles let alone trying to make it on a camera lol
but if you're not using the posterization filter and you're not concerned about the fog being accurate, you're probably okay
is there a way to still show the outdoor camera when using this with GeneralImprovements?
not without BetterMonitors in GI, currently
I wanted to see if GI would implement camera swapping with the default model, but I think I'll be adding that to the next release for v50 instead, either by making it possible to show the exterior camera when the target is invalid, or also turning the disable internal camera option into an enum to select what to show on the small monitor
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
ah
@vital steeple you'll probs need to redo your MoreCompany patch
I've already got a PR up for it, just gonna double check it still works though
Okay can you check ModelReplacementAPI's too?
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
Lol odd
seems to be working so π€·ββοΈ
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?
a bunch of the cosmetic code
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
Assuming everything is working on v50 chief? @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
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
ok
yeah, OpenBodyCams seems fine in v50, will add the tag
PathfindingLagFix is also still necessary and compatible
My OpenBodyCams seems to give me a blackscreen
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
I don't know how to besides screenshotting but the thing is, this blackscreen is really weird
How about Nutcracker fixes?
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
if you go to your BepInEx folder there's a LogOutput.log file
yeah, that's about what I'd expect
This?
huh, is this an instance where the screen was black? I don't see any evidence of it in the logs
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
it's not really necessary anymore, vanilla v50 fixes the hitreg issues and Matty is making a mod that fixes shotgun safety and ammo count desyncs
I'll deprecate it in a bit
true, lemme try it
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
yeah, atm I'm just trying to find issues with the mods
hold
so everything can get sorted out faster
what about people who will still play on v49 because they are weirdo who cant cope with change
they can still use it
ok
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
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 
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)
As in an external camera that shows what is on the front end of the ship?
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
oh, I see.
As a feedback, I've turned that camera off in config. As i found it to be not very usefull
which one, the internal ship camera?
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
indeed
I would like that monitor to display the outside camera, that is showing a view from above the door
that's on my todo list for next update
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.
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
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?
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
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
LethalLib has an API for it already, but it doesn't solve the sequential ID problem
going through lgu would allow the upgrade to list using the new store interface and to have upgrade levels and stuff
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 
(sorry for the ping, but you deserve the praise lol)
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)
v10000?
also, I played with body cams on v50 with MoreCompany just yesterday
do you have logs?
the latest morecompany has v50 as v10000 instead of v9999 (so v50 lobbies are shown separately from v49)
I see, I never noticed it increased the version number
it never used to that was added in the latest update
well it doesnt visibly increase it on the main menu but yeah
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
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
right, it makes sense
perhaps a bit problematic if people need to detect the version in other mods though I imagine
ah ok
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
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
@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
@ocean dragon if you still have the logs can you send them?
bunny ears in body cam ?!
next up, tulip snakes appearing in the correct position on the body cams

When update?
;o
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
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:
- 1οΈβ£ 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
- 2οΈβ£ 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
- 3οΈβ£ Body cams ship upgrade by default, with a LethalLib hard dependency
will it still function as client sided in the 2nd option?
it would, yeah
but only if LethalLib is not installed, or if you disable the upgrade manually
alr im voting 2 then
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.
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
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
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
I have the same issue. When i load in everything is just black. Sadly i also dont have a log beccause i just turned mod off and on again and then it was fixed
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
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
^^^ 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.
model not final, but it's looking good in-game!
https://cdn.discordapp.com/attachments/1229569360662888459/1235048871118377030/image.png?ex=6632f464&is=6631a2e4&hm=ccdd615e9cc764d7e93773b7923eada9d93c087886541e3a40f4c9da4245968b&
what is that antenna for
the ship upgrade to unlock the body cams in the next update
oh nice
Can you replace the CAMERA INSIDE SHIP with an outboard camera?
u can
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
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
I might adjust the intensity of the normals on the base to make it look less stark, not sure yet
lol what the
uh oh
unlimited
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
yea a bit
A. Does the OBC settings affect those cameras
And B. What framerate are those camera running on
- no
- 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
oh no, black mesa gonna break my game then im on a laptop π
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
ok cool, although the map is so huge itll prob break it for me itself anyway, unfortunately
yeah, it's definitely quite taxing in general
@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
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
well i def reported it back on v49 π
u fixed it and then it appeared again on v50
nvm i cant even read my own convos 
#1199570032196333648 message
I think I forgor to do this
I'll check when I'm at my PC
I thought it was just a bug when the personal space is enabled in Diversity? Not really related to TwoRadarMaps itself
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
It only ever happens when I have personal space on, @dawn glade has said he plans to fix it lmao
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
You're going to patch Diversity? Cause that's really an woopsie from my mod not yours c:
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
If you look the ss closely it says monitoring: 'username' while overllaping the moon text when in orbit.
The monitoring should be turned off which is not the case
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 
I've had to disable my audio so many times because of that thing
its there to give u terror
@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
What mod are you using for the monitors?
Oh ok thanks.
I used this mod before but i never have seen this
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
equipmentcompany is a personal fav of mine, doesnt have any compat issues w the cams either as far as ive found
SimpleCompany is a good one also
+1 for equipment company
@vital steeple Random question. How come you set the default FOV to 65 when the game's default FOV is 66?
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
I totally get it, I was legitimately just curious.
there's a good chance I just eyeballed it and then forgot to revisit it lol
I've tried 70 and it just looks weird to me after playing at the default for so long.
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
I agree. Most other games I play at 100.
default fov is 66 but it also changes to 68 when sprinting
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
do you use anything for custom suits, Zaggy?
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
depends on what you mean by custom suits, I have support for ModelReplacementAPI at least
I think that may be the GeneralImprovements option to display the background on the unused monitors, I have to look into that still
(thanks for the reminder though, I almost forgot to look at that)
I meant more basic things like https://thunderstore.io/c/lethal-company/p/schtics/AdditionalSuitsXTRA/ - something to get a few more suit colours in for larger lobbies
Although I guess I should simply test a few of these mods to see if there's anything odd
also I'll test this with a lobby tomorrow with ShowBackgroundOnAllScreens set to false
I would expect that those would just retexture the vanilla player model, that should be perfectly fine
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 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?