#Open Body Cams

1 messages · Page 7 of 1

dense dune
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Yeah

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the item collection freaking out from dead bodies was so annoying

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lol

vital steeple
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that does sound a lil funky

hardy hazel
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Hello, I am a Korea player :)
Please understand even if my English is not good.
First of all, thank you for developing a good mode.
Currently, the corresponding crash error appears in version 2.4.1 / 2.4.2 and does not enter in-game.

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCKorean.Patches.InteractTriggerPatch.Start_Prefix (System.String& ___hoverTip, System.String& ___disabledHoverTip, System.String& ___holdTip) (at <72ad52db52c740c7bc5bd5e08a7489f9>:IL_00D2)
(wrapper dynamic-method) InteractTrigger.DMD<InteractTrigger::Start>(InteractTrigger)

[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.
[Error  :  HarmonyX] Error while running static void OpenBodyCams.Patches.PatchPlayerControllerB::ConnectClientToPlayerObjectFinalizer(). Error: System.NullReferenceException: Object reference not set to an instance of an object
  at OpenBodyCams.BodyCamComponent.UpdateSettings () [0x0004d] in <0e93e97961f449acba07fde287a4b27f>:IL_004D
  at OpenBodyCams.BodyCamComponent.set_Resolution (UnityEngine.Vector2Int value) [0x00007] in <0e93e97961f449acba07fde287a4b27f>:IL_0007
  at OpenBodyCams.ShipObjects.UpdateMainBodyCamSettings () [0x00030] in <0e93e97961f449acba07fde287a4b27f>:IL_0030
  at OpenBodyCams.ShipObjects.InitializeBodyCam () [0x001e3] in <0e93e97961f449acba07fde287a4b27f>:IL_01E3
  at OpenBodyCams.ShipObjects.LateInitialization () [0x00073] in <0e93e97961f449acba07fde287a4b27f>:IL_0073
  at OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () [0x00000] in <0e93e97961f449acba07fde287a4b27f>:IL_0000
  at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
OpenBodyCams.BodyCamComponent.UpdateSettings () (at <0e93e97961f449acba07fde287a4b27f>:IL_004D)
OpenBodyCams.BodyCamComponent.set_Resolution (UnityEngine.Vector2Int value) (at <0e93e97961f449acba07fde287a4b27f>:IL_0007)
OpenBodyCams.ShipObjects.UpdateMainBodyCamSettings () (at <0e93e97961f449acba07fde287a4b27f>:IL_0030)
OpenBodyCams.ShipObjects.InitializeBodyCam () (at <0e93e97961f449acba07fde287a4b27f>:IL_01E3)
OpenBodyCams.ShipObjects.LateInitialization () (at <0e93e97961f449acba07fde287a4b27f>:IL_0073)
OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () (at <0e93e97961f449acba07fde287a4b27f>:IL_0000)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)

I hope this error helps

crude parrot
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not sure if this is intended and/or already known about

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but it seems like the DisplayOriginalScreenWhenDisabled setting is not working for me

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this profile is using generalimprovements, better monitors enabled but not the extra 5 monitors

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i tested it in solo with radar boosters

vital steeple
vital steeple
crude parrot
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when im back at my computer i can try to get a minimal replicable profile for you

vital steeple
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yeah, it appears to function for me locally, so I'm guessing another OpenBodyCams option (or possibly a GeneralImprovements one) is interacting poorly

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do you have SwapInternalAndExternalShipCameras and DisableCameraOnSmallMonitor enabled?

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hm, doesn't even appear that that causes any issues for me

crude parrot
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neither of those enabled, no

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for a while the mod wasnt working at all

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but i enabled UseBetterMonitors and now it does

vital steeple
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I thought you had that on when it wasn't working?

crude parrot
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i do now

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before that i got an error about not finding the monitor material

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which sounds like it was GI's fault?

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now the cameras work, text shows up, etc. but wont fall back to the external camers

vital steeple
crude parrot
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i don't remember anymore, unfortunately

vital steeple
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hopefully this is reproducible with just OpenBodyCams and GeneralImprovements config though

crude parrot
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it hasn't been an issue since updating from 2.3.1

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and i dont have a log from then either

vital steeple
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is the body cam assigned to the right large monitor, and is GI set to display the external cam there?

crude parrot
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i thought i read something about how even if you have better monitors disabled, GI still sets a boolean that OBC accesses

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and so it would be mistakenly trying to set up for a better monitor renderer that didnt exist

vital steeple
crude parrot
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yeah

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i don't think that's actually still an issue anymore, just acoustic information

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probably not the right word but i forget the right word

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im back at my computer so i will make a new profile with just OBC and GI

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and copy the configs

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and see what happens

vital steeple
crude parrot
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here is a screenshot with just OBC and GI

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but now that I think about it

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it's not rendering either camera

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maybe I'm actually just stupid

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and enabling UseBetterMonitors disables the internal/external cam unless you add them manually

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I don't have them in my config because they are enabled by default if you have usebettermonitors off

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so everything might actually be fine

crude parrot
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you're good. sorry for the confusion 🥲

vital steeple
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ohh lol yeah

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it is very confusing actually

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without BetterMonitors, when monitor 7 and 9 are set to None, they display the cameras, but with BetterMonitors, they get blanked

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I would argue that without BetterMonitors it should check whether 7 == "InternalCam" and 9 == "ExternalCam"

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obviously at this point changing the behavior of "None" for those will break existing configs, though, but migrating them might not be the worst thing

hardy hazel
vital steeple
# hardy hazel 01921484-2633-01a0-2c98-c2bf2013b5a1 this is my profile code LCKR mods is kore...

Looks like this issue is caused by LCKR unfortunately

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCKorean.Patches.TerminalPatch.TranslateUnlockable (TerminalNode terminalNodes) (at <72ad52db52c740c7bc5bd5e08a7489f9>:IL_0001)
LCKorean.Patches.TerminalPatch.Start_Postfix (Terminal __instance, TerminalNodesList& ___terminalNodes, System.Collections.Generic.List`1[TerminalNode]& ___enemyFiles, TMPro.TMP_InputField& ___screenText, System.String& ___currentText) (at <72ad52db52c740c7bc5bd5e08a7489f9>:IL_0057)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-231050344(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?1588296364(Terminal)
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this prevents my initialization code from running at startup

hardy hazel
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oh thank you

vital steeple
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I suppose I can make it run in either injection point to make it more reliable, but it's possible for this to just happen with nothing I can do about it

hardy hazel
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thx bro

vital steeple
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np!

hardy hazel
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have a good day

vital steeple
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@hardy hazel I've pushed out version 2.4.3 which should hopefully bypass this issue by using both the old hook method and the new one

hardy hazel
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omg

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holy

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thx bro

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nice

vital steeple
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🫡

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glad to help

hardy hazel
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i luv u

compact niche
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btw just wanted to let you know I was able to fix this issue by doing what you said here. Created my own game object with the position I wanted, childed it to the terminal and it doesnt change positions randomly when someone equips a suit (still dont get why that happened lol)

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literally just switching SetTargetToTransform(Plugin.instance.Terminal.transform) to SetTargetToTransform(MyObject.transform) lol

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I also stopped doing wonky stuff using the player looking at the terminal's position and got this cool new angle now

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and since I'm moving everything to openlib i'm hoping to use the same "mirrorcam" for both of my mods that have mirrors lol

vital steeple
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glad you got it working!

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that camera looks way better too, definitely makes it feel more like an actual camera attached to the terminal

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might actually need to use it to test out some ViewPerspective improvements since it gives such a clear third person view

compact niche
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though it should be relatively soon now that the changes I was waiting for in LethalConfig are published

vital steeple
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oh yeah, definitely no rush

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I've been wirking on a few other things since I pushed these last few updates

tawny fog
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friend's config is getting spammed with this error. It's probably a lethal things problem but they aren't active rn so sending it here since both are mentioned.
they didn't have the handheld radar when the errors were happening though.

[Error : Unity Log] NullReferenceException
Stack trace:
OpenBodyCams.Patches.PatchManualCameraRenderer.MeetsCameraEnabledConditionsPostfix (ManualCameraRenderer instance, System.Boolean& result, GameNetcodeStuff.PlayerControllerB player) (at <0fe9bba97d644ebe8fa5385b5bdda655>:IL_0057)
(wrapper dynamic-method) ManualCameraRenderer.DMDManualCameraRenderer::MeetsCameraEnabledConditions(ManualCameraRenderer,GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) ManualCameraRenderer.DMDManualCameraRenderer::Update(ManualCameraRenderer)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineManualCameraRenderer::Update?-157230572(ManualCameraRenderer)
LethalThings.MonoBehaviours.HandheldRadar.ManualCameraRenderer_Update (On.ManualCameraRenderer+orig_Update orig, ManualCameraRenderer self) (at O:/github/LethalThings/LethalThings/MonoBehaviours/HandheldRadar.cs:38)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookManualCameraRenderer::Update?1760033360(ManualCameraRenderer)

he was also saying his fps was way lower than normal. around 20

vital steeple
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yeah, fps being low while that is happening makes sense

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this would happen immediately upon loading in? and were you the host and they were the client?

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also, LethalThings being mentioned here is just MonoMod patching being silly, it's probably not involved tbh

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I feel like there was probably some error that preceded this error, do you have logs?

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if not, a profile code may help instead

tawny fog
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was not playing at the time.
he was the host. but my other friend (a client) did not have the problem. idk about the error but he says his fps was fine
the fps was bad as soon as he landed

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should also note the issue is gone now that I am hosting and we disabled lethal thing. but we can probably turn it back on

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this is the profile code he used (I think)

01922bc8-a8c7-2e2b-6203-a16f325d6d4e

vital steeple
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I'll have to check this later, but is there any chance that some content was removed and caused it to fail to load the save correctly?

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i.e. if something added via LethalLib was removed

tawny fog
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they were on a fresh save so I'd imagine not

vital steeple
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yeah unfortunately I wasn't able to reproduce with the code, I suppose unsurprisingly

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if you happen to have it occur again, make sure to grab full logs so I can see if there's anything happening before that

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the error seems like it's caused by the terminal not being found

plain maple
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Could you add an option to increase the font size on the monitor?

vital steeple
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1.0 is the same as the size for the moon description

vital steeple
plain maple
vital steeple
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yee, no worries

plain maple
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What do you think about this?

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Also a config to enable radar booster cams in the ship while players are disabled?

vital steeple
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oh, somehow I forgot to reply to that before, sorry

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it's certainly possible if a little bit more involved than the current behavior

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it would require me to add some sort of collider to the body cam, most likely, and I'm not sure if that might cause issues

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if you make a GitHub issue, that'll make it much easier for me to remember to look at it later, I've got a bunch of stuff I'm working on at the moment before I can do that

lapis wasp
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Zaggy do you happen to have a thread on two radar maps, or can i ask you a question about that here?

vital steeple
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feel free to ask here

lapis wasp
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I did some searching in this server to find some help with radar booster desyncing things for my clients (they teleport dead body 1 and bring dead body 2 inadvertantly without knowing). Saw some posts from you and some others mentioning that TRM solved that issue so I downloaded it for our group session this previous sunday. Unfortunately, my clients still experienced the teleporter desync.

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If I can wrangle this group together sometime this week to test it, would logs help here? I'm not sure if anything has changed enough for the teleporter between now and the messages saying that TRM fixed this (most being from earlier this year).

vital steeple
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repro steps with a mod profile would be much more likely to help than logs unfortunately

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I'm imagining it's not something that happens immediately after buying the radar booster?

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only other thing I can think might help is full footage of a game from all perspectives tbh, since that would give me the best chance of finding what I need to do to reproduce it if you're not able to find steps yourself

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if you send a profile code I can also just do a bit of a sweep and see if I can get any inconsistency to happen

plain maple
dense dune
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@vital steeple I believe the issue with GI monitor 14 duplicating screens when set to none sometimes is 100% either a API issue or an OpenBodyCams issue when it's set to display the original display while on the ship, because moving the Body Cam to be on Monitor 13 produced the same bug

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So something is buggy with this, but it could be an issue with GI's API

elder vault
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Is it possible for you to limit the framerate and lower the resolution of the Radar Map Cam?

vital steeple
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I would be curious to know if this appears to be a regression in OpenBodyCams, though, since that would mean there's more that I can do about it

vital steeple
vital steeple
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gotcha

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well, there is actually code in the game to limit its frame rate, but it doesn't actually work in a way that is efficient, so you would likely see only a small change, or a big regression in performance

elder vault
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I posted in Mod Ideas about it. I'm hoping it garners attention

raw tusk
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hey, recently, I noticed that the mod started lagging badly for me. It would drop below 100 in orbit and when I landed the ship the fps would drop to 40-60. Do you know which mod could possibly be causing it?

elder vault
elder vault
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I’ve done some testing, and I think it is this mod. I’m making a modpack and I’m trying to figure out which mods need to be removed to ensure the game runs as best as it can

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@raw tusk try disabling the mod and see if your frame rate improves.

elder vault
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I wish I had a clue to what causes the mod to lag the game. I wish I had a worse PC so I can more easily tell which mods are hurting performance

vital steeple
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OpenBodyCams is definitely fairly taxing in the ship, but you should be able to achieve performance that is close to or effectively the same as vanilla by adjusting the framerate, at least since I improved that implementation

vital steeple
serene hawk
raw tusk
raw tusk
elder vault
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My best bet is setting the fps of the cams to 10, setting the resolution to 80, and having the cams on the ship not be displayed at all.

elder vault
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@raw tusk let me know whether my suggestion is helping

serene hawk
elder vault
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Here’s my config

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Hopefully, this sh

vital steeple
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if you have any way to check over your updates/installs, that would be good

serene hawk
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It wouldn’t be terminal stuff, right?

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I thought they were compatible

vital steeple
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they are, unless new issues have cropped up

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it's certainly possible that any mod that does things in the ship could cause issues, so I wouldn't say I'd rule it out

serene hawk
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Hmmmm ok lemme look more into it tonight

raw tusk
raw tusk
elder vault
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@vital steeple Here's an issue I found with your mod

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wrong video sorry

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I found this to be the case when I only had your mod enabled, not when used in tandem with Darmuh'sTerminalStuff

vital steeple
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huh, thanks for the report

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how did you get it to stay up while you weren't using the terminal without TerminalStuff though?

elder vault
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After immediately getting into orbit

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@vital steeple

vital steeple
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ah gotcha, I forgot it doesn't reset when you exit the terminal

vital steeple
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just pushed out update 2.4.4 to fix that

elder vault
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awesome!

dense dune
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@vital steeple The new update for OpenBodyCams broke compat with a ton of mods

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I had to roll it back

vital steeple
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ahh

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I'll get a patch out shortly

dense dune
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Yeah it exploded everything peepoGiggles

wide falcon
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toomanysuits was the only one i noticed that got broken but yea

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i didn't test for much else once i saw tms was acting weird

vital steeple
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interesting that this error didn't pop up before actually

haughty meadow
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General improvements also broken on me

vital steeple
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in a different way, though, so it's possible it was just never noticed

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this is the curse of having added so many config options Aware

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pushed 2.4.5 to fix the issue

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thanks for letting me know!

elder vault
vital steeple
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I was curious if that might have issues with OpenBodyCams or TwoRadarMaps

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should be an interesting one, making duplicate terminals is definitely risky business unfortunately

vital steeple
elder vault
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It just doesn't show up for me. I'm assuming you tested it yourself?

vital steeple
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I did, it does show

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it's possible it works when the hooks run in a certain order, so I could try adding a patch priority to make sure I patch before they do, but I'd have to check if that matters

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I'm unsure yet how to fix the issue of it not updating, it really depends on how they have the secondary terminal set up

elder vault
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gotcha

dense dune
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@vital steeple Since you don't have a thread for PathfindingLagFix any chance you can potentially include some lag fixes for the Kidnapper Fox? I've noticed he causes lag for me as the host when grabbing players and sometimes when he's pathing around there is some lag as well on some moons such as Bozoros

vital steeple
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I could probably have a look at it at some point to see if it's within scope, but I've got a lot of stuff to do with a bunch of other mods so probalby not for a while

olive gate
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anybody else having the issue where if you do PiP with view bodycam then turn off the bodycam for any reason (including leaving lobby and rejoining) you can't see the PiP anymore until you relaunch?

vital steeple
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lemme see if I can repro that

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by turning off the bodycam, do you mean turning off the PiP overlay in the terminal?

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oh yea, I get that too thonk

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ah, I might've fixed this locally, actually

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it seems like it may be caused by me not unregistering my terminal commands properly

patent scarab
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I've been experiencing the Body Cam freezing randomly. It fixes once we go into orbit but then shortly after landing it freezes up again.

vital steeple
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hm, could you provide logs?

patent scarab
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No logs as it happened during stream D:

vital steeple
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uh oh

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did you relaunch the game? you should be able to grab them from your profile

patent scarab
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Yeah sorry.

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It was a quick shut off body cams and relaunch.

vital steeple
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damn, hard to say what the issue could've been then

patent scarab
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I'll try to reproduce if I have time today.

vital steeple
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you mean freezing the whole game screen right?

patent scarab
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But I updated Body Cams to newest version and it started happening.

patent scarab
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And switching players doesn't change it. The map will swap.

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I'm wondering if maybe Cruiser Terminal might be the culprit actually?

vital steeple
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interesting thought, it wouldn't really surprise me to be honest

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I have to fiddle with a lot of things to get cameras to disable when they need to, so it may be a bit finicky with a mod doing something like that

patent scarab
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I'll have to rock a quick test later.

vital steeple
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sounds good, thanks

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Watching the vod to see what was up and I see you're using the big ship also, I think I saw some mention of issues with detecting when players enter the ship with that

it's odd that the map was working at the same time, but I wonder if something could be making it disregard the isInHangarShipRoom flag

patent scarab
carmine quest
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Is there a way to make the body cam realistic with that I mean see EXACTLY what the person sees

patent scarab
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I think it might be the cruiser terminal. If you look you can see the main monitor is also bugged and doesn't display the proper moon and will always display who it's set too and overlap.

I say this now and realize the above issue persisted after disabling Open Body Cams.

I will definitely run some tests

patent scarab
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When i get home later I can share my configs cause I have mine set to be pretty clear viewing 😉

patent scarab
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Without being at my pc right now I don't want to tell you the wrong configs D:

patent scarab
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Yeah it just dawned on me that the other issue kept happening after but it was manageable and minor

vital steeple
patent scarab
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@modern cedar

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Not 100% but your terminal might be causing some conflicts. Will test more when I'm home.

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Yeah last night I didn't make very many changes. I had to revert lgu back to an old version, I updated yours, removed some scrap packs, updated dice (should not be the cause at all) added cruiser terminal. Added 3 floor to ship

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I never realized how dependent we were of your open body cams btw D: so many bad teleports happened 😆

vital steeple
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I see I see

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I should give the extra floors a test to see if I notice anything suspicious, but it's tricky to tell

patent scarab
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The floors should be good. When the out of bounds triggers it happens to all monitors not just yours so I can confirm Melanie got the triggers good. This was an issue we had in the past and she got it figured out.

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I always check when she adds new parts to the ship.

patent scarab
vital steeple
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yeah, I also would've expected that to affect the map, so you're probably right

modern cedar
vital steeple
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oh

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well I know now why people have been mentioning performance issues I think lol

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you definitely shouldn't be blanket enabling the camera renderers

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hard to say what the best way to do this is though tbh

modern cedar
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yes, it would be worth limiting this at least only when using the cruiser terminal 🤔

vital steeple
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how does your terminal actually work? does it move the terminal screen onto your cruiser terminal when it's activated?

modern cedar
vital steeple
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oh, you mean a camera rendering a view of the terminal in the ship?

modern cedar
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Thus, the cruiser terminal has access to all ship terminal commands.

vital steeple
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or how do you copy the image? idk if there's some special Canvas thing to do that

modern cedar
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activating ship terminal -> copy canvas -> allmost all works well

modern cedar
vital steeple
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taking a look to see if I think there's an easier way to make it work without specific compatibility

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I will say though, I don't think forcing all the vanilla cameras to render should cause the body cam to stop rendering, so I'm not sure what's up with that still

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it may be totally unrelated

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@modern cedar do you think it's unreasonable to just steal the canvas off the main terminal when your terminal is in use? then all you need to do is spoof isInHangarShipRoom to make the vanilla map render, I think

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I do have API to force the body cam to render, but then you have to find the relevant body cam for the terminal, which could be the one on the main monitors, or it could be the one on the terminal when TwoRadarMaps is present

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the bonus to using the existing canvas would be that anything that messes with the terminal should work, in theory

modern cedar
vital steeple
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yeah, like re-parent it to your prefab when it is used, then send it back to the ship when not

modern cedar
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why didn't i think of this right away perceive

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Thanks zaggy

vital steeple
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np! it may not solve all your problems, but I think it should get you closer at least

vital steeple
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huh, something really weird is going on with the cloned PiP image you create too, so probably for the best to change that

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it seems like somehow the components tracking the PiP's visibility in the terminal were linked between the cruiser and the ship, so deleting one deleted the other, and somehow they were permanently locking the body cam to be unrendered

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so @patent scarab that may be the issue you were seeing, if you don't have TwoRadarMaps installed

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since I do, I only see it lock up in the terminal, but if you don't, then it probably was also affecting the main monitor in some way

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I'll check if I can repro a freeze without TwoRadarMaps, although this is a very strange situation so it might not be entirely reliable

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no such luck thus far :(

runic geyser
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been having that main monitor freezing issue as well, but i dont use cruiserTerm. only started once i added 2story

vital steeple
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ah, hmm, I'll test with that then

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do you also use wider ship with it?

runic geyser
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nope

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issue gets fixed when someone gets teled to ship btw

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i initially thought it was diversity breaking when haunted but since been proved wrong

modern cedar
vital steeple
runic geyser
vital steeple
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huh, that's really strange that it breaks for everyone at once

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I wonder... maybe there's a trigger that the ship is flying through at some point that sets everyone to outside or something theinking

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not sure why it wouldn't get fixed by leaving the ship and re-entering it though

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one thing that's interesting to me is that the exiting trigger seems to be out further than the vanilla one is, so the camera stays on while you're standing against the railing of the balcony

modern cedar
vital steeple
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indeed, I think so too, but there's a lot of triggers so I wasn't sure

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huh, looks like some of the colliders are positioned for a wider ship perhaps

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(without WiderShip installed)

modern cedar
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@lofty hemlock

vital steeple
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I'm not an expert on the reverb triggers by any means, but this gap looks suspicious to me

#

I'm apparently considered to be inside the ship over here

vital steeple
#

that looks to be on the other side of the ship

modern cedar
#

this one then

vital steeple
#

yeah that one is 2, it's meant to be here

#

still can't seem to get isInHangarShipRoom to stay false while inside the ship though

#

(in fact it likes to set it to true when I'm just on the balcony lol)

#

oh never mind

#

I can jump over the trigger when entering the ship lmao

#

I'll have to check if that's possible in vanilla

#

...it is

#

amazing

patent scarab
#

Sorry work got crazy but was my issue cause of Cruiser Terminal? Sounds like my issue and Vodkas are slightly different. Ours freezes shortly after landing and isn't related to out of bound triggers. Only fixes when we orbit and I saw you said about the stuff with the map.

vital steeple
#

still pretty inconclusive from my perspective, mainly since I haven't found any way to repro just yet

#

vodka also mentioned that it happens to everyone at once, which makes me think it's not related to reverb triggers for them either, unless there is one that everyone is passing through at some point

patent scarab
#

It started happening when the lobby got together and we had multiple people. Maybe a network bug or something?

vital steeple
#

I don't think they mentioned how long it takes for it to happen

patent scarab
#

Yeah it happens to everyone too for us. Did they say if it's just open body cams or everything?

vital steeple
#

seem doubtful it's anything to do with networking, since the camera culling doesn't rely on anything networked

#

except for player positions obviously

vital steeple
runic geyser
#

correct

#

im lurking this while playing rn dont mind me

patent scarab
#

So weird. So it possibly is the same issue. I can say for a fact that it isn't the newest version of Open Body cams because I did revert back a couple updates and it still happened.

runic geyser
#

also cant bring up map on term, both main monitor and that freeze

#

have you tried teleporting someone when it freezes like that? @patent scarab

patent scarab
runic geyser
#

fixed it for us for whatever reason for just that one person

vital steeple
#

oh yea glitched do you have TwoRadarMaps?

patent scarab
#

No i dont

runic geyser
#

i do

vital steeple
#

interesting

#

the opposite of what I expected lol

#

could make sense though maybe

patent scarab
#

I suspected cruiser terminal to be the culprit. I'll be home soon and will try to test and reproduce before stream.

modern cedar
#

@runic geyser You didn't have a cruiser terminal at that time, did you?

runic geyser
#

i dont have CT at all

#

was waiting for it to bake a lil b4 i nabbed it

vital steeple
#

testing again with Cruiser Terminal and without TwoRadarMaps, but I really think it's not likely anymore

modern cedar
#

now at least I'm not to blame for this yoiled

vital steeple
#

yeah still no freeze without TwoRadarMaps

#

with my guess at what was causing it being enabling the body cam in the cruiser anyway

#

who knows if it's somehow something else

#

seems very unlikely to be cruiser though

#

if anyone gets repro steps I can take a look with a code

modern cedar
#

I think they meant bodycam cameras

dense dune
vital steeple
#

oh? what are these birthday hats?

dense dune
vital steeple
#

oh I hadn't seen any announcement

dense dune
#

They're one of the temporary changes the only permanent one is the furniture luck system

#

Ye

vital steeple
#

is it an item?

dense dune
#

I believe so yeah

vital steeple
#

that would make sense then, the other vanilla cosmetics have been part of the suits

crude parrot
#

it's just an additional object attached to the player's mesh

vital steeple
#

oh? permanently?

crude parrot
#

yes

vital steeple
#

huh

crude parrot
#

for the duration of this anniversary update

vital steeple
#

should be easy enough to fix then

crude parrot
#

to clarify, though, it's not solely the bodycam that people are having issues with

#

some people have reported the birthday hats covering their actual screen as well

dense dune
vital steeple
#

uh oh

dense dune
#

Any suggestions?

crude parrot
#

so it's not clear if that's a vanilla issue or not

#

zeekerss said he couldn't replicate it with his friends

#

so my guess is some mod is causing it

dense dune
#

More Suits makes the default suit stay Orange

#

So I'm wondering if there is a workaround

vital steeple
#

seems unlikely though

crude parrot
#

i kinda don't like the way more suits is implemented so i don't use it

dense dune
#

I let 753 know about it

crude parrot
#

weird that it changes the default suit texture

#

im not sure why it would need to do so

dense dune
crude parrot
#

the birthday hats are a costume attachment

#

attached to only the default suit

#

like the bee hat and bunny ears

vital steeple
#

oh, gotcha

#

I'll have to check if OpenBodyCams works with it atm in a moment then

#

just finished a big refactor

dense dune
#

Zeeks dropped a hotfix lol so hopefully it works

vital steeple
#

so the suit is sorta a tan color now and it's supposed to include the hat?

#

can't see the hat with OpenBodyCams so I guess I gotta fire up another client

dense dune
#

Yeah it's supposed to be the og brown color

vital steeple
#

oh? so the patch fixes that too?

#

or wait, do you mean og like very very early version

dense dune
#

The hotfix is supposed to fix the hat blocking the screen yeah

dense dune
vital steeple
#

that would probably be before I ever looked at the game

crude parrot
#

the brown suits were the original design

#

it was changed to orange long before the game released

crude parrot
vital steeple
#

wow okay this is bizarre

#

apparently the birthday hats don't spawn until someone joins the game lol

crude parrot
#

the default suit color was changed temporarily as a callback, but will likely be changed back after the anniversary

vital steeple
#

right

crude parrot
#

but it seems like zeekerss added some code to call the switch function with the default suit ID specifically for the purpose of activating the birthday hat

#

it maybe only runs when someone joins

vital steeple
#

looks like it just switches the suit on the server as well as the client when syncing the suits

#

which is kinda funny, I feel like it should do it immediately when the players take control

#

oh well

#

hopefully people won't be spawning radar boosters with no friends in their lobbies to see that the hat is missing

#

as long as everything seems to be fine with OpenBodyCams on the new update, I'm gonna hold off on pushing my next update until tomorrow at least

#

that way I can hotfix it if I broke things in this refactor

#

seems to be stable in my fairly extended testing but you never know

vital steeple
#

wait @dense dune re: #modding-general message
have you had to switch the attachment point to the body to fix clipping issues? I would hope it's not necessary

#

is it perhaps because of ReservedItemSlotCore?

compact niche
vital steeple
#

oh, I meant before this update

#

since I noticed it was set up like that in her profile

compact niche
#

ohhhh i thought it was a v65 issue

vital steeple
#

people had mentioned having issues with the hat clipping on the body cam, but if that was occurring, the zeekers hotfix seems to have fixed it if my testing was any indication

compact niche
#

yepp im guessing i missed the release before the hotfix

vital steeple
#

I think I also did

dense dune
#

I just knew if it was blocking the body cam that would fix it

vital steeple
#

gotcha gotcha

#

just wanted to make sure

ancient dragon
#

ship upgrade in v65 is broken

#

i started a new game and i had the bodycam

wide falcon
#

same here

#

fresh save and the bodycam is already functional

serene hawk
#

I think the more company update messes with body cams too

#

[Error : Unity Log] TypeLoadException: Could not resolve type with token 01000103 from typeref (expected class 'MoreCompany.ClientReceiveMessagePatch' in assembly 'MoreCompany, Version=1.7.6.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
OpenBodyCams.Utilities.Cosmetics.Initialize (HarmonyLib.Harmony harmony) (at <9f7f0c7353f64b9ab05c72a664f861a3>:IL_007C)
OpenBodyCams.Plugin.Awake () (at <9f7f0c7353f64b9ab05c72a664f861a3>:IL_0A4E)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

glossy island
#

I already did the fix for the compatibility with this mod when I did the changes to morecompany but swipez didnt push the PR that added the extra stuff I needed when he did the morecompany update earlier today facepalm

fallow anchor
# glossy island I already did the fix for the compatibility with this mod when I did the changes...

Curious if your changes to MoreCompany also fixed NoMoreCompany's current issue, this is the said issue that mod is facing (it's not loading):

[Info   :   BepInEx] Loading [NoMoreCompanyLogo 1.0.1]
[Warning:  HarmonyX] AccessTools.DeclaredMethod: Could not find method for type MoreCompany.MenuManagerLogoOverridePatch and name Postfix and parameters 
[Error  : Unity Log] ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable<HarmonyLib.CodeInstruction> NoMoreCompanyLogo.MoreCompanyPatches::RemoveLogoPatchTranspiler(System.Collections.Generic.IEnumerable<HarmonyLib.CodeInstruction> instructions)
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.CreateAndPatchAll (System.Reflection.Assembly assembly, System.String harmonyInstanceId) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
NoMoreCompanyLogo.Plugin.Awake () (at <7348ad4b384849e8b3fcc5d2fb700428>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
#

I documented the issue for it on the github rep for the mod so that DaXcess is aware if it's an issue they need to fix on their end

fallow anchor
#

Hm, noted

vital steeple
#

it's fine though, I can change the patch, I don't mind

vital steeple
#

it seems very possible that that's a LethalLib issue though, hopefully not

#

unless you two also had MoreCompany causing the initialization to fail early

glossy island
#

But it uses some of the code from the PR that's pending on morecompany repo

vital steeple
#

if it's not needed on the MoreCompany side it's no big deal

#

oh, you mean a PR to OpenBodyCams?

glossy island
#

Yeah there's a PR to OBC with the fixes needed but it has code that's not in morecompany yet

vital steeple
#

ah, I see

glossy island
#

Since I realised after doing the original cosmetic changes that there wasn't really any easy way to have compatibility for mods like this

#

So I rewrote it slightly and added some extra methods n stuff but he didn't merge it when he released the update

#

He's aware tho and said he'll look into it "later"

vital steeple
#

is it likely that your MoreCompany PR will break any patch I make in the meantime?

#

oh I see, changing it to hidden instead of cleared probably would indeed break it

#

that's kinda unfortunate, hopefully later means soon

#

ah, and patching the existing version would be pretty difficult as well

#

I guess for now I'll have to just remove the patch, if I get to it

#

For anyone having issues with OpenBodyCams+MoreCompany, it would be good to just disable the compatibility option in your config for now

dense dune
#

🥺

#

That seems like a great option when things need fixed for compat

#

Then whenever it's officially fixed you can deprecate it

dense dune
dense dune
vital steeple
dense dune
#

It's possible

vital steeple
dense dune
#

I guess in the meantime I also should have darmuh's mods use his homebrew method

vital steeple
#

I wouldn't think that's necessary

#

but up to you

dense dune
#

Ah Oki

vital steeple
#

test with the MoreCompany patch disabled, if things are still broken, let me know

dense dune
#

I'm also trying to fix the issue of the body being invisible ingame though when in the MoreCompany menu

vital steeple
#

all bets are off for whether things will work while it is enabled

dense dune
#

This issue

vital steeple
#

I'm working on the next update which will make all compat soft fail, so that will improve things at least

dense dune
#

Unsure what mod is doing it rn

vital steeple
#

yeah that can't be OpenBodyCams at least lol

dense dune
#

Yeah lol

dense dune
vital steeple
#

unfortunately it's not really something reasonable to fix lol

#

it would require a patcher

dense dune
#

Ah

vital steeple
#

my next update will make the MoreCompany patch soft fail at least, just gotta get some testing in since I changed a LOT of stuff

fallow anchor
#

Looks like for the NoMoreCompanyLogo it's on DaXcess's end cause something changed for the MoreCompanyLogo method 🤔

#

I'll also try out turning off the MC+OBC compatibility option and see how well it works on my end

vital steeple
#

note that you may see MoreCompany cosmetics on the camera without the compat mode, next update you can leave compat mode on and the part for spawning cosmetics on your player model will fail but the rest will work

#

I just gotta finish some stuff up with it before I can release

granite prawn
#

so is this mod busted now?

vital steeple
#

no?

#

depends on whether you have MoreCompany compatibility enabled

#

and if you do, try this:

#

Version 2.5.0

  • Added a ReservedItemSlotCore compatibility feature to hide/show holstered items based on perspective.
  • Sky effects are changed based on the camera perspective. When a body cam target is looking down a long hallway in the interior, the end of the hallway will now be dark.
  • Added a patch to fix a vanilla bug that prevents players converted by a masked enemy from being targeted by the map.
  • Fixed the overlay text for buying the antenna being visible upon joining a game with the body cam unlocked and placed.
  • Fixed an issue that caused the PiP command to be unusable after restarting a game.
  • Made the MoreCompany compatibility mode continue to function if the patch to spawn cosmetics for the local player fails.
  • Prevented compatibility features from stopping mod initialization.
#

also, this update does make a lot of internal changes, but I did quite a lot of testing to (hopefully) make sure everything is stable

#

things definitely still could be broken, especially in combination with other mods or niche config options

granite prawn
#

For me the cameras come pre-installed and are inside the players heads regardless of morecompany cosmetics

vital steeple
#

it's not about whether you have MoreCompany cosmetics equipped, it's whether you have the compatibility option enabled

#

but if you update, it should no longer be a problem to leave that enabled

granite prawn
#

It's enabled and updated

#

Oh there's a new update nice

vital steeple
#

Oh I forgot to mention one thing in the patch notes, I changed it so that the body cam isn't affected by the gamma setting in the options, as well as the tonemapping the main camera uses

That should help with situations where a player is inside the interior and they can see things better than the person on the monitor can

#

and it also means that if you have your gamma cranked up, the screen won't be blinding

celest horizon
#

Shouldn't you be afraid? @vital steeple

vital steeple
#

nope

#

that's expected until MoreCompany's cosmetics code stabilizes again

#

I can't really safely patch it rn

#

if you downgrade MoreCompany, then you will be able to see cosmetics on yourself again, but that's the only way at the moment

celest horizon
#

I mean cosmetics

obtuse flame
#

A config option so that the SolarFlare weather from LethalElements causes the bodycam to display the same glitched effect the main monitor does would be really neat, unsure which side would need to implement this

#

since right now it makes all electronics malfunction except that basically, point of the weather is that you cant tell what people are doing from the ship monitor

vital steeple
#

I talked to the author of that mod a bit ago about, and we agreed that they should do it

dense dune
vital steeple
#

I already implemented a flag that allows that mod to detect whether a body cam should be considered for the malfunction

vital steeple
dense dune
#

@glossy island Had told me about it

vital steeple
#

ah, didn't realize that was a MoreCompany issue, I guess I never tested two players locally with it

dense dune
#

There was an issue with it in vanilla, but also MoreCompany had it with over 4 people

#

Zeekerss fixed it in vanilla when he pushed that small patch lol

#

Currently I probably won't downgrade MoreCompany though cus I like the feature that was added to blacklist cosmetics I've had a broken cosmetic for ages that my group kept using that I couldn't blacklist lol

#

and now it is

vital steeple
#

yeah, shouldn't cause issues to use it with the MoreCompany compat anymore, you just won't see your cosmetics in body cams

#

or at least not unless other mods spawn them

#

hopefully MoreCompany updates soon so I can merge 1A3's change

serene hawk
#

hey so this was for my client, it seems better fog was broken for them and both of our consoles were spamming this

vital steeple
#

spamming what? I only see two errors thonk

#

does this issue actually go away when you disable OpenBodyCams?

#

I don't see any mention of OpenBodyCams in that log, and I'm not sure if it's a complete log?

serene hawk
#

Oh sorry there was a second log we had that it kept spamming but I didn’t save that one. Rolling it back made the errors stop. Also that client had reduced logging in bepinex so that probably wasn’t very helpful lol

#

Maybe I can reproduce it later

dense dune
#

@vital steeple New update breaks stormy and rainy weather really badly

#

We had to revert it

#

Idk what you're touching but it's not good

vital steeple
#

I did test several times on stormy/rainy, I'm guessing it's some mod that does something unexpected

dense dune
vital steeple
#

if you have logs that would be helpful

dense dune
#

It spammed and caused my stream to drop frames

vital steeple
#

so the "breakage" was just bad performance?

#

I probably need a profile code

#

since that log spam doesn't really make any sense

#

I don't do anything new with collections as far as I remember, nor do I even interact with weathers yet

vital steeple
# vital steeple so the "breakage" was just bad performance?

(just to be clear what I mean by these quotations, it would be nice if you would lead with a more specific description of the issue, saying that I "break" something is just dramatizing it if it doesn't actually cause the game to stop functioning)

dense dune
#

hearing a sound of er er er er er er er constantly

#

0192c5a6-3c0e-a292-8901-8acf4513f054

#

If it's not reproing on vanilla moons I can tell you it does on custom moons

vital steeple
#

ah, that gives me more of an idea what might have gone wrong

#

I'll look at it later

vital steeple
#

okay, got a moment to check it, somehow some code I reverted didn't get updated when I built it

#

very bizarre

#

I'll push out an update that removes it in a moment

charred bane
#

Sweet! Sound found this issues aswell lol

vital steeple
#

just uploaded 2.5.1 with a repackage, it should not include the code that was at fault

#

not sure what happened, hopefully it was my goof and not some bug in VS that might recur

vital steeple
#

Little bug fix for an issue I found playing some today:

Version 2.5.2

  • Fixed an issue that would cause the outdoor ambient lighting to flicker when the body cam frame rate was limited.
flint wagon
#
[14:42:04.2182849] [Error  :OpenBodyCams] Failed to patch MoreCompany to spawn cosmetics on the local player.
[14:42:04.2182849] [Error  :OpenBodyCams] System.TypeLoadException: Could not resolve type with token 0100010c from typeref (expected class 'MoreCompany.ClientReceiveMessagePatch' in assembly 'MoreCompany, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
  at OpenBodyCams.Compatibility.MoreCompanyCompatibility.InitializeImpl (HarmonyLib.Harmony harmony) [0x00000] in E:\Development\Lethal Company\Projects\OpenBodyCams\OpenBodyCams\Compatibility\MoreCompanyCompatibility.cs:40 

Is that already known? SCaraara

vital steeple
#

yep, have to wait for MoreCompany to update again to make a new patch, assuming it doesn't take until zeekers updates the game again

#

maybe I'll just have to bite the bullet and do it anyway since MoreCompany updates once in a blue moon

#

the current code makes it necessary for me to write multiple patches to achieve the same thing one patch will do in the next update though, iirc

light wolf
#

what's the incompatability? do the cams not show cosmetics or something?

vital steeple
#

the patch is what the first line says, it modifies MoreCompany to spawn cosmetics on the local player

#

without that, you won't see your cosmetics on other people's cams, but in 2.5.0+ you won't have issues with the MoreCompany cosmetics covering the camera anymore if that patch fails

#

so it functions as well as it can when the patch is enabled, and shouldn't cause any issues to leave it as-is

glossy island
vital steeple
#

oh boy lol

#

and I'm guessing that yelling at swipez doesn't do a whole lot of good?

glossy island
# vital steeple and I'm guessing that yelling at swipez doesn't do a whole lot of good?

Yeah doesn't really do much good, he usually pushes updates out when he decides to (mostly only on game updates) which isn't necessarily a bad thing but it's also not a great thing. Also it seems like there's an issue with MC cosmetics not showing for some players that I need to debug and fix anyway so hopefully the fix for that (after I work out the cause ofc) will be enough reason for him to push out the PR 🤣

vital steeple
#

not related to the messages about not being able to find bones I assume

#

I've been seeing that on the new update but as far as I could tell it didn't coincide with any cosmetics being missing

dense dune
#

Something about V66 seems to be breaking MoreCompany for the 4th and above

#

They just can't see cosmetics

#

But only with the latest version of MoreCompany, downgrading fixes it

#

and current build worked fine on V65

vital steeple
#

gotcha, that's curious

glossy island
vital steeple
#

I see

glossy island
#

Cuz the object is disabled in the UI initially it doesn't run the awake early enough

#

So none of the transform refs are set when it initially loads the UI, I fixed that in the same PR we are waiting for though 🤣

vital steeple
#

kek of course

bronze goblet
glossy island
#

just waiting on swipez to release the update

#

its if there's too much data in the sync, realised as soon as i got sent the log from the host of a lobby who had the issue 🤣

#

(cuz csync had the exact same issue and i fixed it for that)

bronze goblet
#

Oh interesting, so too much data was ignored lol

glossy island
#

well it errored but yeah

dense dune
glossy island
#

nah

dense dune
#

Ah

glossy island
#

i forgot about it tbh

dense dune
#

I was gonna guess it was cus he didn't merge in half of your things

glossy island
#

well the fix is with all of that stuff

dense dune
#

He better update it, if it's not enough reason just tell him he usually waits for updates and V66 dropped so he has no reason not to

glossy island
#

😂

#

tbf I might look into the Emblem issue rq

#

cuz i had to move some code around to allow compatibility with custom player count input fields (for LI)

dense dune
glossy island
#

ah its cuz i renamed the field

celest horizon
#

How can I get the same picture on OpenBodyCams?

vital steeple
#

not sure what you mean? that looks fine, although I suppose it's lacking the custom pass

celest horizon
#

and here it’s really clear, as if I’m playing on my behalf

#

Is it possible to achieve the same image in the OpenBodyCams config as in darmuhsTerminalStuff?

vital steeple
#

just change the emissive color

#

the default is a green tint, but you can change it to emit nothing

warm laurel
#

Releasing the patch now

dense dune
#

But yeah that makes sense

#

Happy to see the fix go live though

vital steeple
dense dune
#

@glossy island make sure to let Flip know to update TooManyEmotes

glossy island
dense dune
#

Actually he's in this thread

#

@golden kindle

warm laurel
#

Its been uploaded now, just waiting on TS

#

Seems like it has updated

golden kindle
glossy island
#

Just re-build TooManyEmotes with the new morecompany dll

dense dune
glossy island
#

@hybrid star MRAPI needs the same done as well

golden kindle
#

Was there more of the conversation up above? Just update the dll I'm working with?

glossy island
#

Well there's an exception since I changed ApplyCosmetic to return a bool so that's fixed by just re-building with the new dll

#

The only issue i can think of that you might have is that the cosmetics would be invisible on the third person view if you turn them on mid-game

vital steeple
dense dune
#

Cosmetics wouldn't show up at all for me if TME was present in 3rd person or when using SuitsTerminal

#

When you had me test the update

#

so TME needs updated

glossy island
#

Well yeah that was cuz of the exception

vital steeple
#

ah damn, gonna have to wait a lil apparently

#

god I wish Thunderstore had a more efficient way of providing mod info

dense dune
#

It's listed as 1.11.0

#

Not 1.10.3

vital steeple
#

hm, I guess I should check that, but I think it should find it either way? maybe I'm wrong

#

depends on how the dependency resolution works when the version it's looking for doesn't exist

dense dune
#

Yeah

vital steeple
#

yeah nope

#

gotta wait for the modlist to update

dense dune
#

Fun

vital steeple
#

why it gotta be a giant json blob :(

dense dune
#

so another 40 minutes or so prob

glossy island
#

Since that's the method that runs whenever the cosmetic visibility is changed by MC

golden kindle
vital steeple
#

I might break that link in a bit, I'll @ you again if so

#

oh I guess the link is still valid somehow

#

not sure what the hash in the URL is if not a commit hash but shrug

dense dune
#

Also @golden kindle pinging you too, so you can hopefully update TME

vital steeple
#

Uploading 2.6.0 with updated MoreCompany support

#

I did discover something I had never considered could be an issue though... Having the body cams be parented to an enemy's head causes the renderers it uses to be considered part of the enemy, so when my body cam changes targets they become null

#

gonna have to probably switch to having the cameras copy the position of their target every frame instead, which is probably fine honestly

#

next update lol

#

nice thing about that though is that I'll no longer have to recreate the camera

#

hopefully it'll allow me to throw out a bunch of code

celest horizon
#

There are problems with TooManyEmotes, emotions are broken, the name of the emotion is not shown in the chat...
What does the error most indicate? Where is the best place to go? @vital steeple

#

rolled back to MoreCompany v1.10.1 and everything is fine

vital steeple
#

I mean, Flip was just in here after being notified of the breaking changes

#

if that weren't the case, I would assume there's a thread for it

dense dune
dense dune
vital steeple
#

oh what does that do with cosmetics?

primal tendon
#

SCP-049-2

#

(Zombies, from being killed by 049)

vital steeple
#

ah, gotcha

golden kindle
#

TME should be updated now. I didn't make any changes to the MoreCompany compat itself, just because I don't have time to test anything right now, so I can't really check if the cosmetics show/hide when changing the visibility mid-game.
@dense dune Maybe you can test this part for me? But the dll reference is updated and seems to run fine without errors.

vital steeple
#

weathers are now controlled for the body cam perspective yippee

#

(the images are the before and after, in that order)

haughty meadow
#

does added fog and effects potentialy cause lower fps?

vital steeple
#

not sure, it's possible that the effect of the dust clouds will be negligible since the volumetric effects are everywhere at varying levels

#

I haven't tried to measure a difference though, since I've still got to work out some bugs to make sure it's working as it should before I do that

#

the main thing that this is intended to solve is that rain isn't visible if your target goes too far from yourself, so I'll be curious to see what having two particle systems does

haughty meadow
#

i see, maybe add a config option for it? so low end users can disable it

vital steeple
#

there will be one for the initial version of this

#

it should be toggleable in game, do measuring the impact should be easy enough

haughty meadow
#

thanks, i will personally use it but, my other friends they will probably disable it

vital steeple
#

I'll have to get some results from people on lower end machines since mine may not be indicative

haughty meadow
#

they kinda have low end pc

vital steeple
#

yeah

haughty meadow
#

i will let you know if we can spot any

vital steeple
#

it'll be defaulted to off at first, since this feature may not work properly with custom weathers, at least at first

celest horizon
#

A short guide - how to increase FPS for everyone @vital steeple

#

Turn off lighting

vital steeple
#

thonk is that with CullFactory?

celest horizon
#

this is a joke :с

vital steeple
#

lol I figured

#

but it is actually kinda interesting to me if it makes that big a difference even with CullFactory enabled

#

when you're staring at the wall like that, I would hope that it would have at most like 4 lights rendering

celest horizon
#

sometimes the FPS is stable, and sometimes it sags, I think the RAM is a nightmare or monsters have appeared and are spamming somewhere

#

What are the most common performance problems?

vital steeple
#

honestly, in those cases I haven't really nailed down a culprit either

#

tulip snakes I believe have some issues with performance sometimes, but other than that idk

celest horizon
#

and why exactly is not clear

#

mechanic or private room Bracken

vital steeple
#

does it only happen when an enemy modified by Diversity is spawned?

#

it really doesn't surprise me if so

celest horizon
#

I logged in several times with and without mods.

#

and fixed -15-20%

celest horizon
vital steeple
#

only real way to know for sure is to profile it, but you could see if the performance degradation happens specifically with certain enemies controlled by Diversity and report it to the dev

#

there are multiple ways to profile the game that they could try

celest horizon
#

well I'll have to try it

modern cedar
#

happened on Artifice, with the interior of the armory (Wesley Interiors). When I looked at the monitor, my camera froze and did not update, while there was sound and the character was controllable. If I turned away from the monitors or if they were turned off, the camera updated again

vital steeple
#

huh, that's very curious

#

any idea if you or someone you were watching on the monitor would've been changing suits, cosmetics, anything of that sort at the time?

modern cedar
#

also this happened only once and never happened again

vital steeple
#

I haven't tested it in quite a while, but you should hopefully be able to enable the ReferencedObjectDestructionDetection feature to print a message right before the error would start occurring

#

I'm thinking I may just enable both the debug options by default in the next version though, which should "prevent" this from happening

(but may allow some player cosmetics to be untracked without being visible)

vital steeple
#

It is time for the beeg update, I tested this one quite a lot but unfortunately didn't get a proper playtest session in like I wanted to. Hopefully everything is stable, but keep in mind that I can't account for every mod, so some may cause issues I didn't encounter

Version 3.0.0

  • Added an experimental feature to make weather effects visible on the camera regardless of distance from the local player. It is disabled by default for the moment, and may cause custom weathers to behave unexpectedly.
  • Made the sun always visible on the body cam, regardless of the render distance.
  • Adjusted head cam attachment points to be more consistent.
  • Switched to a more accurate method of tracking the environmental visuals that should be visible on body cams.
  • Prevented destroyed cosmetics from causing rendering to stop working. The BruteForcePreventFreezes option has been removed.
  • Prevented errors that could occur in EnableItemMeshes() when the body cam is switched away from a masked enemy.
  • Changed overlay rendering to a better method of getting a transparent texture, no longer relying on a custom pass.
  • API changes:
    • Changed all events that receive BodyCamComponent parameters to receive them as MonoBehaviours. This prevents the generated lambda classes from causing an error when using those delegates in soft dependency code. Any users of these events will have to add a cast to BodyCamComponent and rebuild.
    • Added an API to set the attachment point for custom radar targets.
    • Removed the obsolete OnRenderersToHideChanged event.
#

wow Discord's markup rendering is screwy

#

also, I believe the first API change listed here doesn't affect any existing mods including @compact niche's, but it is a breaking change if anyone did use those events

#

@random laurel this API change should make it possible for you to use the events for hiding your models the intended way, where before, any method you would pass as the delegate would cause an error when OpenBodyCams wasn't present

hopefully my internal API changes haven't broken your existing patch, though, I don't think they should have

#

I'll give it a check now actually

#

ah damn, I guess I did because you were accessing CameraObject

#

you'll need a lil rebuild

random laurel
#

ah sick no problem!!! thanks for the head's up! I'll be able to get to that tomorrow at least for the rebuild 2316peepoheart

vital steeple
#

glad to hear, sorry I didn't check it sooner

#

probably was avoidable, although reaching into internals like that is definitely prone to breaking, so using the API would be best if possible

compact niche
vital steeple
#

worth checking, but I believe it should be fine

#

lemme know if you have any issues

uncut ridge
#

with the recent update suitsTerminal seems broken and the "view bodycam" command too

#

got this error

vital steeple
#

oh @compact niche I was indeed wrong, I didn't realize you were still on that deprecated method

#

that got deprecated like two months ago 😅

#

https://github.com/Zaggy1024/LC_OpenBodyCams/blob/a3f1689e82527a1cf8e097aa73466e486198b5ed/OpenBodyCams/BodyCamComponent.cs#L47

this is the new API, you'll want to check if the body cam is one of yours and then set or concatenate to the renderers array parameter

GitHub

An open-source mod for Lethal Company to add a body/head camera that is displayed on the bottom right monitor in the ship, with the goal of appearing almost identical to the player's actual...

#

by default, the array should be empty

vital steeple
#

(hence the bump to 3.0.0)

uncut ridge
#

ye already downgraded it. just letting you know

vital steeple
vital steeple
#

note that the error does indicate that some mod is doing someone unexpected with cosmetics, though, so you may see some clipping on the body cam if this occurs again

#

it has some errors that will print to the console instead, which will warn you when the bug has occurred and been prevented from breaking things

#

it should also point me to the culprit now

modern cedar
#

I might have forgotten to mention that this only happened to me and my friends saw it normally😅

vital steeple
#

oh, that's curious

modern cedar
#

I was host

vital steeple
#

that definitely could be relevant yeah

#

did this still only occur the one time?

modern cedar
vital steeple
#

gotcha

#

well hopefully you will not have any freezes anymore at the very least

#

the desync of hte collected cosmetics still could cause some issues but nothing severe

compact niche
#

i'll try to put out a fix today

#

actually, updating my reference I think I can just comment this line out for now and push a hotfix

#

yeah having an issue with the latest update that is forcing the camera to disable. Does ForceEnableCamera still work like it did in previous versions?

#

definitely gonna need to play around with this. Mirror camera wouldnt work until I ran a regular bodycam command (camera was disabled and would disable if I tried to enable in unity explorer) and now im seeing the double arms thing in the mirror 😵‍💫

#

I might need to read through all your changes to see what I need to change

vital steeple
#

could you send me a build that runs for the new version so I can look into this?

compact niche
#

sure i'll send you the hotfix build i was messing with (havent even changed the version number yet)

#

I'm guessing there's an issue with my implementation somewhere

vital steeple
# compact niche

huh, I tried this out on latest terminalStuff and I can't get the mirror to be visible? not sure what's up with this

vital steeple
#

oh wait this was what you mentioned sorry

#

but now I'm wondering, is this perhaps because you have the body cam assigned to the Terminal object?

compact niche
#

Yeah I noticed the issue only occurs with the mirror camera. After your recommendation I started childing it to a separate object that is then childed to the terminal

#

do you think there's an issue with how I set up my monobehaviors maybe?

vital steeple
#

hmm

#

it shouldn't reset that if you set it

#

when I look in UnityExplorer, it looks like your target isn't being set properly somehow

#

maybe I screwed up my transform target code, lemme check

#

oh I did

#

whoops

compact niche
#

oh lol, I was gonna say I was worried the force enable was not getting set properly on the initial run of the code

#

anyway, I really need to clean up OpenBodyCamFuncs.cs as a whole, it's a whole lot of mixed and matched code between updates to suitsterminal/darmuhsterminalstuff

#

not standardized at all 😭

vital steeple
#

got it working

#

I'll push out a bug fix quick in a moment

compact niche
#

Okay cool, I'll push out the hotfix for openlib once it's out

#

one day eventually i'll refactor the openbodycams code in it lol

vital steeple
#

as long as it works I guess lol

#

update is uploaded, should go live shortly

#

well, go live on the website that is

#

if you want to grab it early

uncut ridge
#

hello again ^^
I dont know the real cause of this but we are getting these detached parts of the ship. and when I disable OBC, it goes away. can you check what's wrong?

#

here's the code
01930cef-7b5b-d4da-3d59-708f6c704595

vital steeple
#

oh that's curious, do you have the weather feature enabled?

uncut ridge
#

sorry late reply. is this it? it sets as default

vital steeple
#

yeah, that

#

default = off for now, so it's not that

uncut ridge
#

i cant pinpoint what mod is doing this

#

but it only happens in modded moons from starlancers and demonmae
i have s1ckboy moons and winter lodge. it wont appear there

uncut ridge
#

found it

#

sorry for taking your time ^^

vital steeple
#

oh interesting, what ship parts does that control? thonk

#

really hard to tell what was floating there

#

also no worries, I hadn't gotten to trying repro yet

#

oh, the video is much clearer on desktop as well, I guess it's the skids

uncut ridge
dense dune
#

I personally stopped using OpenBodyCams cus it hurts performance

#

As much as I like the mod

vital steeple
#

does it hurt performance outside the ship?

dense dune
#

I prioritized the game running smooth over the extra camera

dense dune
vital steeple
#

definitely would've been good to know that

dense dune
#

Yeah it was something I never knew about til I took it out

#

Tbh

#

lol

vital steeple
#

although it's very possible it's involving another mod like terminalstuff

dense dune
#

Cus I had to remove it back when the bug happened with rainy and stormy weather

vital steeple
#

I allow other mods to force the cameras on, so I can't guarantee that it won't render when it shouldn't

dense dune
#

and we all noticed the performance improvement

vital steeple
#

interesting

dense dune
#

I can't rule out that possibility

vital steeple
#

do you have a recent code where that performance regression would be present?

dense dune
#

01930f6e-a060-be15-7508-c56c07dcf9ba Hmmm you could test my current pack and add it

vital steeple
#

and I assume that this is for sure unrelated to the framerate reduction you were experiencing earlier this week with LobbyImprovements?

#

yeah

dense dune
#

lol

vital steeple
#

okey

dense dune
#

Emblem's bug started with 1.6.0 I think, and was fixed tonight with 1.6.2

#

DiFFoZ found out the lag with LI was cus of Emblem btw, he profiled my pack last night

#

and I couldn't believe it when he discovered it was Emblem

#

XD

#

But it also explained a lot like why we were getting lag in longer play sessions regardless

vital steeple
#

looking at emblem's code, though, it doesn't really surprise me

#

I'm not sure why the solution to find everything in the menu was to store a bunch of absolute paths and then wait in coroutines

dense dune
#

Yeah Dark realized how bad it was

vital steeple
#

I would've expected that it could just hook SceneManager's event when a scene finishes loading and eveything should be there

dense dune
#

I would guess it was just their past coding experience, they hadn't worked on it in a while

vital steeple
#

yeah

#

just a bit concerning, that style of hook is easy to screw up causing issues like this

dense dune
#

Yeah

vital steeple
#

I guess the alternative often instead breaks the entire game, but at least at that point you know that something is off, instead of it silently running something in the background causing the framerate to drop

#

hooking scene load and just tossing everything in a try should be pretty safe though

dense dune
#

Yeah, when DiFFoZ mentioned it was running a coroutine check every frame I was like "Eesh that explains so much"

vital steeple
#

especially with a GameObject.Find in that coroutine

#

it's really best to check for whatever base object would be present, then use Transform.Find on that, splitting things into separate variables where the hierarchy splits into things you want

dense dune
#

It still is using that but in a different way

vital steeple
#

if it's not possible to get it by reference in a component that is

#

doing it in code that is guaranteed to only run once is better, but preferring Transform.Find would be much better

#

that way, it only has to scan the children of that object

dense dune
#

Yeah

vital steeple
#

@dense dune any idea if this performance regression was happening even when the body cam antenna wasn't bought yet?

#

I guess I should also ask if you had the upgrade enabled, but it appeared to be in one of your previous profiles

dense dune
vital steeple
#

gotcha

#

interesting that a previous profile seemed to have it on

#

lemme see if I can repro

#

would this happen on just any old moon as far as you know?

dense dune
vital steeple
#

lmao what is this

dense dune
#

Did it all just appear?

#

XD

vital steeple
#

yeah it was there when I loaded by testing save

dense dune
#

Weird haha

vital steeple
#

idk if it misinterpreted something in the save to think they were all placed or something

dense dune
#

Yeah you may need to load a fresh save for that

#

Probably if it was an older save

#

XD

wide falcon
#

smoothreserves does the same when you load a save that didn't have it before

#

probably just a universal glitch with furnitures?

vital steeple
#

very possible, I haven't looked at that code all that much

#

@dense dune not seeing much of a difference with/without OpenBodyCams on that latest profile on Experimentation at least

#

any possibility the drop in perf only happens after using some terminalStuff command that enables a camera?

#

I don't seem to be able to enable those though, unless there's some I missed

dense dune
vital steeple
#

I hope not

#

I can't repro then, this pack consumes too much ram lol

dense dune
#

I would have to test the latest version to see if it's better

vital steeple
#

I'm actually testing the last version your config seems to indicate you had installed, 2.6.0

dense dune
#

Ah yeah that was when I was gonna readd it I believe but then took it out cus when playing with Glitch it broke for Xu

vital steeple
#

oh?

#

broke how?

dense dune
#

I believe Xu mentioned it, but she couldn't use the terminal at all and got OpenBodyCams errors

vital steeple
#

oh huh, my brain is too crammed lately to remember

#

I guess that's probably fixed lol

dense dune
#

I would hope so, if you fixed it you likely fixed it with 3.0.0 lol

vital steeple
#

not seeing the regression you were talking about with a few different tests I could think of, like standing outside the ship facing it with the body cam targeting a booster placed outside the ship

#

up to you if you wanna try it again, but would be helpful to know if there's anything more you can associate with the regression

#

the camera still appears to be culled as I would expect

dense dune
#

Yeah testing the latest version it seems smoother

vital steeple
#

afaict you don't have any terminalStuff options that use OpenBodyCams compat either

dense dune
#

So might have been something with darmuh's mods before

#

Idk

vital steeple
#

oh, did you disable some of the camera commands or something?

dense dune
#

Or maybe some weird issue cus of Emblem at the time

#

That we just weren't aware of yet

vital steeple
#

would make sense

dense dune
#

Doing testing even though Emblem is fixed the game still feels a bit smoother with it disabled and that I don't understand

vital steeple
#

seems very possible that there are other things it's doing that are less efficient than possible

#

maybe DiFFoZ would be kind enough to profile again with the updated version

dense dune
#

To see if it's still doing anything odd

#

It might be this if it's still doing this on lobby join

#

Where it spawns a coroutine

#

@long scaffold Unsure if you fixed this or not when you did the update

dense dune
vital steeple
#

ah, whoops

#

I'm guessing this is on a moon where there's no sun?

#

shouldn't really cause any big issues, but thanks for reporting it

#

this should also only print while landing, is it printing more often than that?

dense dune
#

Well there might be an issue cus that printed then JLL died on Asteroid-14

#

🤔

#

Idk

vital steeple
#

died while landing?

dense dune
#

lol

#

I also sent the log to Jacob, there's a possibility it was Mrov's fault cus we had Solar Flare

vital steeple
#

yeah, not sure, seems very unlikely for this to cause anything like that

#

within the realm of possibility though

dense dune
#

☠️

vital steeple
#

3.0.2 is out with a (tentative) fix for that error

dense dune
#

Ooh good

vital steeple
#

what, this was happening consistently?

dense dune
#

Nah, it fixed the JLL error spam when landing on Asteroid

#

I think OBC erroring sent JLL into a fit

#

lol

#

@pliant rune Just so you know

vital steeple
#

huh, lemme check if it listens to that event

pliant rune
#

what?

vital steeple
#

I don't attach to that very early so I wouldn't have expected it to run first

vital steeple
pliant rune
#

what would OBC have to do anything with reading weather effects from the time of day script?

pliant rune
vital steeple
#

I don't think it's relevant to this, but I do interact with weathers in 3.0.0 (with an option enabled)

#

do you know what was null?

#

wait I'm dumb, it's not even a null deref

pliant rune
#

according to the IL the index for what was trying to be read from TimeOfDay.Instance.effects is out of bounds

#

which is why I already asked mrov if something changed with how he handles that in a registry update because it was apparently also a modded weather

dense dune
pliant rune
#

but this whole thing is in an unrelated objects update method, which i don't think should be the cause of ship not landing if that also happened

dense dune
#

But now I can't get it to throw a fit again, I got Windy just now and it loaded fine

#

It is however lagging

#

So there could still be some stuff with JLL and Registry going on yeah

vital steeple
#

I can't seem to find any reason for my error to cause this thus far

#

NetworkSceneManager doesn't even seem to depend on SceneManager.sceneLoaded somehow

#

so it shouldn't prevent any vital game logic from running even if I somehow registered before vanilla did (which shouldn't be possible)

pliant rune
# dense dune So there could still be some stuff with JLL and Registry going on yeah

If this does turn out to be true I'm taking a bit of a break from LC to work on some other games and projects of mine so I probably won't push an update for a while. If the cause of these issues is 100% guaranteed to be JLL X Registry then you should be able to fix it by blacklisting custom weathers on moons using weather overrides (Pinnacle, Gorgonzola, and Asteroid 14) and it should be a temporary fix. Until then please actually test before just spreading it around to see if that is the problem or not.

dense dune
#

and I had no errors in my log

#

I will do more extensive testing though

dense dune
#

Yeah Windy isn't laggy on Halation but was on Asteroid-14

#

@torpid burrow can you look into fixing whatever you messed up with your JLL compat?

dense dune
#

and I was guessing that might affect performance some

elder vault
#

Hey. Do you think there's a compatibility issue with Runtime_Netcode_Patcher? I noticed that the pic-in-pic bodycam goes black for reasons I don't understand.

long scaffold
dense dune
dense dune
#

lol

light aurora
vital steeple
#

I don't really think there's any reason for mods to still be using it tbh

dense dune
elder vault
#

BetterEmotes still uses it btw

long scaffold
vital steeple
#

iirc, there's only one major mod still using it? I don't recall which one though

dense dune
elder vault
#

I never understood what the mod actually does, as the jargon always confused me

dense dune
vital steeple
#

you have to answer that for yourself, if you don't have anything that depends on it then you don't need it

#

the mod does nothing if there isn't a mod that uses it

#

usually if a mod has stuff that sounds like it's written for a developer, it's either one of my mods or it's an API

#

or both

#

🤪

elder vault
dense dune
#

Don't ask me this

#

I don't use Malfunctions and never have used it

#

I can't answer that

elder vault
dense dune
#

BetterEmotes has a habit of breaking the animator anytime Zeekerss makes changes

elder vault
#

Gotcha

torpid burrow
#

I'm not relying on anything inside JLL