#Open Body Cams
1 messages · Page 8 of 1
No no we're thinking one of your recent changes to WR might be causing issues with JLL's weather stuff, Windy lags really bad on Asteroid-14 for example which uses JLL scripts for weather, and I got error spam trying to land on it earlier from JLL when I had Solar Flare
Seems like it should be fine ^^
ah right, forgot that was the case
I really prefer BetterEmotes since it fits in with vanilla way better, maybe I should fork it at some point lol
gotta learn about animation controller overrides first though
probably gonna have to do that whenever I get around to making the crowbar for black mesa
Speaking facts
I did some testing and Runtime_Netcode_Patcher isn't the cause of my problem. I'm wondering if there's a desync issue going on, cuz the malfunction will work sometimes, other times it won't
is it black when you enable it at the start of the round, or is it going black randomly during a round?
if you can get a clip of it, that might help me figure out the cause
I'll take a look into it tomorrow or tonight
@vital steeple I think OpenBodyCams is definitely causing something to always render, maybe the stuff on the ship cus I get lag and stutters in later games once lots of scrap is on the ship that doesn't happen when I don't use OBC
does it happen if you set EnableCamera = false?
that will take effect while you are in-game, so it is an easy way to check whether the main body cam is messing with performance
Yeah it gets smoother when I turn it off, I also had to turn off DisableCameraWhileTargetIsOnShip
why turn it off? I thought it'd prevent performance from tanking
It doesn't help, I had that on and was getting fps drops til I disabled that and the body cam itself
I'm guessing there is some rendering lag happening
wait. what is the frame rate? I set my frame rate to 10 with a horizontal resolution of 100 and render distance of 40
Try and see what happens if you leave those things on but reduce the frame rate of the body cam
Nah I'm just gonna take out the mod tbh
I prioritize performance over having an extra camera
It's causing rendering lag
How much does your frame rate drop?
Like I said it was constant stutters
Asking too much when I've already explained stuff
Lol
@vital steeple I don't know if I found your issue, but I noticed that disabling "DisableCameraWhileTargetIsOnShip" fixes the black screen seen on the PiP bodycam
Was this always the case, or is this a recent problem? it could be related to implementing weather into the bodycam. This is an educated guess.
Idk tbh but I don't need the mod anyways
The game was so horribly framey after a while today almost like it was having a memory leak or smth
cool
that sounds normal, if you're the only player in the lobby and you have that option on, it won't render the camera since it's viewing you while you're on the ship
I'm not really interested in hearing about how you're removing mods every day, just let me know the issues you're having and I'll try to fix them
if you don't want to use it, that's cool, but this just comes off as passive aggressive
But could be related
Oh I wasn't trying to come off as passive aggressive
I really do love the mod lol, I just word things bad in text sometimes
Yeah ^^ I get ya
Also, I think this is the issue regarding the black PiP bodycam
Looking at these errors though, I was getting the lag after this happened and I know darmuh has said his compat with OBC isn't the best
I've reported the errors to him
this doesn't seem related to OpenBodyCams, it seems to be sending itself an invalid player ID
Yeah idk what happened
But I've never seen these errors before so something weird happened
yeah, it is just a bit frustrating to have what should be a constructive conversation turn into "mod is unusable"
but anyway, you said that you need to set both EnableCamera and DisableCameraWhileTargetIsOnShip to false to get it to behave normally?
Yeah no I wasn't trying to word it like that I do like the mod but I feel like I get performance issues with it a lot almost like it's always rendering something on me as the host
Yeah doing that helped
maybe I should add an option to print what the camera status is 
that is really odd
yeah, my phrasing earlier wasn't totally clear, but the option applies to the terminal view as well
it could potentially be nice to make that optional, but I'd rather not since the more options I add, the more issues like what Lunxara is having happen are prone to occur lol
having DisableCameraWhileTargetIsOnShip enabled means that if you are targeting yourself while you're in the ship or on the terminal, it will not render anything, so a black screen is normal if you haven't viewed any other perspective that will render itself yet
@dense dune do you currently have a save file where you can reproduce this issue? I'm not sure if this is related to the camera rendering, sicne I'm not seeing it enabling when it shouldn't be
maybe I can find something on a profile
The black screen persists even if the player is outside the ship
were you watching the screen while another player left the ship?
yes
hmm
I ran two clients and switched between them
I mean, I'm disabling "DisableCameraWhileTargetIsOnShip" for the time being. I wonder if this is caused by a recent update.
it certainly might be, I did change a lot of code
does the main monitor stay disabled similarly to how the black screen stays?
ah, can confirm repro of the terminal body cam
with no TwoRadarMaps too 
maybe I messed up setting the material up
wait, you're sure it worked with DisableCameraWhileTargetIsOnShip set to false?
looks like the color is set to black for the PiP image for some reason
I'll double check. right now, the feature is preventing me from seeing anything on my other client, even though he is outside; I'm looking at the monitor, not the terminal.
Both, of course, are black
The PiP works when the feature is set to false
Just tested it
Also, I was wondering if you could consider making some these configs (if not all) the default. I’d assume having the bodycams render on every frame would be very taxing.
100px and 10fps seems way too low for my preference, and I'd rather keep the night vision at the vanilla level by default
lowering the fps to something like 60 is a reasonable default since the changes I made to not reinitialize the HDRP data for the camera every frame, but I it's still a bit of a style preference as well so I don't necessarily want to do that by default
looks like I goofed some code to update whether the camera is rendering for API users (which includes the PiP body cam), fixing that allows the PiP image to be visible with the option enabled
Yipee!
yet another one character typo lol
(totally unrelated to any performance issues though)
"If enabled, a clone of each weather effect will be simulated on the body cam target. This allows rain and fog effects to be visible on body cams when far from the viewer. This may cause issues with some modded weathers. The Default value"
You never mentioned what the default value was. Also, did you intend to have the third value be Default?
There's True, False, then Default
I'm assuming that part is intentional
got it
ty for reading the config descriptions though lol I find that doesn't happen too often
I just happened to notice it lol
pushed out an update with a fix for the PiP issue in 3.0.3
BTW, I've also been trying for ages to resolve an issue with the Malfunctions mod, in which players will sometimes not experience the malfunction.
Do you have any ideas on how to resolve this? it's dependent on LethalNetworkAPI, so I'm wondering if that has anything to do with it. I decided to set everything (minus VFX + SFX) to default so I don't have to worry about enountering the problem as much, if at all.
can't say I know much about that mod unfortunately
only similar one I know is ghostCodes
it's easy to mess up networking though, so who knows, maybe something just isn't networked as it should be
I've never used LethalNetworkAPI, so I don't know if it avoids or encourages such mistakes
@dense dune what moons would you say you notice the performance issues on the most?
It just got really framey on every moon I went to tbh, suddenly it became a stuttery mess and all I could think of was that it was for some reason maybe rendering the stuff on the ship at all times
Since we know GI's API is a little bit buggy, starting to wonder if the issue is cus of GI
I did check if it was rendering the camera on your profile before, so unless you changed OpenBodyCams or GeneralImprovements configs between that last code you gave me and when you had this issue again, it's unlikely
if you have a code from when it was for sure having such an issue, that could help, but I'm assuming I should see it on that code as well?
The only thing I had changed was DisplayOriginalScreenWhenDisabled to false, just to make sure the screen duplicating bug didn't happen
screen duplicating bug 
Yeah the bug I mentioned where the screen the bodycam is on would sometimes duplicate one of the other monitors when displaying the original screen when disabled
If set to none
oh, hum
yeah I forget if I looked into that particular aspect of it
I think I never got it to repro but maybe I can if I set that to true
did you ever repro the framerate reduction solo, or only with other players?
It's always been in Multiplayer, idk if it would repro solo
if this error was constantly going then that would be the reason for your performance issues
It happened suddenly idk when but yeah the performance issues started after that
No idea what caused it
It didn't constantly keep logging though
Just the amount of times I sent in the message
to me it looks like you had a lobby member who had the rainbow flashlight coroutine going and someone left that changed the amount of client ids
just looking at it briefly, but it would help to have context for the error
Maybe, I have the color changing for flashlight disabled though
if someone else has it enabled then they can still run the command
configs are not locked to the host
Lol
I'd love to help but idk when it errored or what was happening when it did
I just caught it in the log
MoreCompany doesn't remove clients from the allPlayerScripts array afaik
seems to me the ID you pulled is incorrect
This was the full log though
would be pretty crazy if that were the case since in that code it uses the local player's actualClientId property
nvm, let me correct myself
it uses playerClientId
ah yeah
Also ghostCodes seems to error a lot
I assume you didn't have more than 12 players
Like this for example
there's a few i'm aware of but I'm working on a bit more substantial changes on top of it
looks like MoreCompany at least creates 12 player scripts, though the config is set to 16 player limit in Lunxara's profile
any of the ghostcodes errors shouldnt affect performance tho, just make it so the mod doesnt do anything anymore
Yeah we had around 6 max today
Also Diversity had some errors
anyway, I'll just add an early return for this error so it doesnt spam your logs
also sorry to derail convo here zaggy, I just dont want you going on a wild goose chase for performance gains if it's not exactly your issue lol
huh, that looks like diversity had a similar error to my rainbow flash coroutine
I mean part of it was certainly OBC lol
what makes you feel like OBC was causing issues?
Maybe something with Supercharger?
does supercharger affect allPlayerScripts? lol
Cus disabling the main bodycam made it smoother
Cus it does flicker the lights and stuff
CountryRoadCreature also messes with lights
it does not
Maybe this then
Cus it flashes lights red
Also @dusty vale the github is unavailable
I dont think there's an issue with mods that touch lights
the thing I pointed out was diversity also got an index error for what looks to be a client rpc specifying a clientid from allplayerscripts
no worries
I'm just seeing if I can get profiling working in Gale
Hmmmm
might need to poke DiFF
hmm I see okay
im guessing diversity doesnt have a github
Nope
unlucky
I can only assume ChasePlayerClientRpc's error is similar to the error terminalstuff threw but without looking at the source idk if it is for sure
one thought @compact niche , any possibility the issue is some clone of a PlayerControllerB made by a mod like TooManyEmotes or MoreCompany showing a preview of the player with an invalid client ID might be causing that error?
if you're running your netcode on any old PlayerControllerB rather than specific ones interacting with things, maybe that could be it
you can check if the player is spawned over the network and controlled if that might help
yeah definitely not a bad idea, altho for this specific error it's more just the list seems to be shorter than the index provided to the rpc
that's why I was guessing a player left lol
right, but if that comes from playerClientId from any old PlayerControllerB in the scene, then that value may not be accurate
yeah.. networking 😵
checking bounds isn't a bad idea, but seems like there's probably something more spoopy going on here
so, in your opinion, should we be using actualClientId or playerClientId from playercontrollerb
playerClientId if you need to do something with the PlayerControllerB
just check if it's spawned and controlled and the ID should be valid
if not... concerning
well, looking back at my code I mostly used actualClientId except for one method where I used playerClientId
I guess the idea I had was actualClientId would work for networking since all clients would have their own unique actualClientId.
if I recall correctly each client has a different list order for all the other clients. So host's client #3 could be client #2 for another client
anyway, I'll just look into adding some safeguards for now to make sure the player exists regardless
and that the given ID is within the allPlayerScripts count
These may be stupid questions, but are you playing on Fullscreen and do you use AsynLoggers?
Try playing on windowed fullscreen and make sure you aren’t collecting stack traces.
what's wrong with fullscreen?
@dense dune ummmmmmmmm
you have a lot of misbehaving mods
and none of them are OpenBodyCams
profile shows the most time OpenBodyCams spends in a frame is .006ms
Which mods are causing issues?
looks like Diversity has a camera for its floppy disk computer and it is rendering while I am outside the ship facing away
I'll check the others
Oh shit yeah that might have been doing it then
emote camera might have been bogus in that screenshot at least, I think maybe I hit the button while I was paused
map camera is the actual radar map, that is suspicious
I hope this isn't an instance of it missing the reverb trigger, although I would think not
oh, I see why the emote camera was in there
it renders the main camera and the third-person camera at the same time when emoting
landed on Asteroid-13 and switched EnableCamera and DisableCameraWhileTargetIsOnShip back and forth and I'm observing no difference in performance
disabling those extra cameras didn't appear to improve performance by all that much either
they certainly shouldn't be enabled regardless, though
lmao the ship entrance teleport is tanking performance so hard
the fire exit that is
doubled my fps by deactivating it
floppy disk reader is also doing this outside the ship...
disabling that and the map camera got me from 86 to 116 fps
game just exploded from this
the buyable fire exit was tanking your fps?
yes
it doesn't matter where you are
it's trying to find the corresponding doorway in the interior every frame
@lofty hemlock
the entrance component needs to be disabled until the level loads
also saw this, unsure what is causing FMOD to run so long
for comparison, this is my test profile
Maybe DiFFoZ can locate that
maybe
afaik, FMOD is a native plugin, so it might be difficult, at least without knowing what exactly FMOD might be doing here
it's possible that was also related to Diversity's audio visualizer thing
I would've tended to think that would happen in the visualizer component, but if it has to set some option in FMOD to get the data it needs then that would explain it
Yeah Chaos really needs to fix Diversity's Floppy Reader if it is hitting performance that bad
I don't really want to dive into decompiling Diversity again, so I'll leave that investigation up to others
if it was on GitHub maybe
Yeah idk what LongboiAI is
But I also got errors from it earlier
Also what is the Map camera?
radar map
I need to check if OpenBodyCams is somehow causing that, but it seems not since it's fine in my test profile
yeah, seems likely it's either GI or OpenBodyCams, or the lack of TwoRadarMaps
Is it fixed if you add TwoRadarMaps?
checking that now
I think darmuh's mod also touches the radar
@light aurora Do you know what might be causing FMOD to run so long?
Darmuh's mod could also be likely for the FMOD thing, it has support for playing videos
I wouldn't really think so, if it's not actively doing anything
Fair
lemme check if that goes away when I disable the floppy
Yeah I hope Diversity is gonna update soon until then I may just disable it
idek what FMOD is lmao
XD
Did TwoRadarMaps fix the radar map being annoying?
Otherwise if LE is in that test profile it could be LethalElements
Since it adds stuff to make it glitch
i only read it to replace the terminal radar for certain config setups, that's it

looks like it does
Noice I'll readd it then, I had taken it out back when darmuh kept fighting to be compatible with it
XD
@compact niche remembers I am sure
Yeah he had so many issues making TerminalStuff play nice with it lol
Yeah it was a while ago
I feel like that was at like the beginning of the year
but maybe I'm misremembering
It was more so like June-ish probably?
Idek
lol
So I guess we blame radar issues on Zeek
kinda
definitely could've been avoided, but I get why he didn't notice the bugs
I'll see if I need to bring a patch from TwoRadarMaps over to OpenBodyCams though
Well it doesn't hurt to have TwoRadarMaps lol
I don't want the map to be rendering outside the ship out of the box regardless of which of my mods someone installs
not sure what's causing this though, I misremembered whether I had a patch for the camera culling in TwoRadarMaps, turns out I didn't
not sure why it fixes it
Who knows lol
definitely a very long time ago lmao
it's OpenBodyCams+terminalStuff
+the option to always display the terminal
it stays active while you're outside the ship
that's probably also why I was seeing a bunch of canvas on the profile
what is staying active?
the terminal screen
the way that I determine whether the map should render is based on whether the terminal is active
what is this set to (in quality of life section of terminal stuff)
if it's set to alwayson then the terminal screen being on is intended
indeed, that is the issue
and there's no way for me to query whether the canvas is visible
yeah I'd just recommend setting it to inship, vanilla, or inuse
Oh you changed this shit at some point
it's a recipe for this type of thing to happen by accident
You cant check this? Plugin.instance.Terminal.terminalUIScreen.gameObject.activeSelf ?
that's what I'm doing
so when I'm out of the ship with alwayson, it is constantly rendering the map
inship is the default config item so you set it to alwayson at some point lmao
No
When you did your damn config revamp
It probably migrated it as that
LOL
Gdi darmuh
and I never knew
no when I did the config revamp that was a new setting
so it definitely didnt carry over from an older one
I swear

@vital steeple if I recall correctly the other monitors on the ship also turn off when you leave the ship
you could prob check that if you dont want to check the terminal
that's not really the issue, I can check if the spectated player is in the ship pretty easily
sounds to me like a skill issue 
if someone sets it to alwayson, I would assume they want everything on the screen to update including the map
for muh immersion
yeah thats fair
well, either way it should be pretty obvious that having a screen always on will affect performance lmao
and I don't know if I can detect the map being visible with terminalStuff either, since you replace the vanilla map don't you?
depends on config lmao
gg
mind taking over the map culling so I can just disable that part of my MeetsCameraEnabledConditions postfix when your mod is enabled?
I'd honestly rather not set up another soft dep for this, I think it makes a lot more sense for you to control it
then if you change how the map works you can fix it yourself lol
yeah that's fair, if you know what you need on my end I can just paste it in somewhere
well.. I can't tell you exactly, but this is where I patch it https://github.com/Zaggy1024/LC_OpenBodyCams/blob/master/OpenBodyCams/Patches/PatchManualCameraRenderer.cs#L44
you just need to check if the camera is the map camera and it is returning false, and set it to true if the map is visible on your end
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...
and then I add a
if (ShipObjects.DarmuhsTerminalStuffPresent)
return;
something like
private static void Postfix(ManualCameraRenderer __instance, ref bool __result)
{
if (__instance != MapCamera)
return;
if (__result)
return;
if (Darmuh.MapVisible)
__result = true;
}
huh, something else in this profile causes the map to stay active outside the ship as well, without OpenBodyCams and TwoRadarMaps present 
Maybe gi?
fmod is internal audio library that unity uses. So a lot of audiosource or playing audios (or complex mixer) causing audio processing slower
and thanks to zeekerss that he didn't used 2022.3.10f1 of unity version, because it had a major performance regression with fmod
https://issuetracker.unity3d.com/issues/performance-degrades-and-fps-decreases-when-adding-a-lot-of-inactive-audiosources-to-a-scene-with-audibility-computation-taking-11ms
Steps to reproduce: 1. Open the attached user's project "1657950_Gavin.zip" 2. Open "SampleScene.unity" and enter Play Mode with Gam...
the moon I was looking at was asteroid 13, not sure if that would have more sounds than usual
It does have some constant ambient audio doesn't it?
A few of Wesley's do
Ah then it may have been the floppy
I tried disabling it and the fmod time hardly reduced
I might check if this happens on vanilla moons tomorrow
oh I forgot to reply to this, but it's very possible, it has a similar patch to the one above iirc
So basically TwoRadarMaps is needed for the map stuff with GI
Btw any plans to update TwoRadarMaps to remove the body cam horizontal config setting? I feel like that's not needed
Oh I see why it's there
Might be a good idea to make it use the same setting OBC does though, OBC's is 160
Well in OBC pip is 150
Oh lol i forgot to open it
Lol LethalElements also seems possible
But yeah TwoRadarMaps fixes it
Tested on Solar Flare and the radar no longer is glitching when not on the ship it freezes
not sure if it's GI yet, but you can certainly check if you want to know sooner than I will look
that might've been for a reason, it's been a while
I'm like 70% sure I calculated the exact resolution needed to have the pixels align with the default map resolution
For some reason, my game stutters. Idk if it’s related to any of the mods in my modpack, but I noticed the game would freeze for a millisecond then play as usual
weird, I've never experienced that
Then it must be my computer
looks like I can't reproduce the map staying on without OpenBodyCams, so not sure what was up with that
regardless, I think things should be fine when you have TwoRadarMaps as long as the terminal is only visible in the ship
as far as I can tell from profiling, performance in OpenBodyCams seems about in line with what I would've expected, and testing with/without it, I don't see any noticeable difference, so I'm gonna leave this until darmuh is able to update with terminal map culling code and then I can update to make my code not activate the terminal map
oh also @compact niche just to be clear, the vanilla (non-TwoRadarMaps) map should also be enabled by that same hook, as I also have to account for that and I'd like to let your mod take care of it even in the absence of TwoRadarMaps
weird, because I'm not actually the one assigning the doorways to each other. All I do is parent the fire exit to the moon scene as the game starts and let what I initially thought would be vanilla, but then turned out to be LLL, to assign the fire exits. But I don't think LLL by itself is doing that, so something seems to be making it want to re-assign every frame if that's happening
the way the entrance teleports work is that they are spawned when the level loads, then they check every frame to see if there's a matching teleport, the reason being that the teleports aren't spawned by the clients, but rather the Unity netcode
technically zeekers could've probably made it check for matches in Start() and assign both sides at once if found, but polling isn't so bad when you know it should spawn within a few frames anyway
I'm unable to repro the radar map constantly glitching with Solar Flare if OBC and TwoRadarMaps are disabled
Were you standing on the railing?
I noticed there's a section of the railing that triggers it to come back on, but then stepping off the ship fixes it
uhh.. no? was I supposed to be??
if that's happening, that's a reverb trigger issue, nothing I can do about that
Yeah
nah I was outside the ship
But yeah I also noticed the terminal and map freeze as intended without OpenBodyCams and TwoRadarMaps, so might have been a moon issue
wait I don't understand, I thought you said you weren't having issues with the two installed
You said you couldn't repro the map bug without them
so I went to also test
Lol
oh that's what you meant
I thought you were trying to debug some issue you were having
Paradox did find TwoRadarMaps appears to tank some fps on the ship though
That idk why
Idk what pack he was testing with
Lol
@celest horizon
I talked to him about it a bit, I believe that was essentially the same thing as you saw when it was enabled while outside the ship
Probably yeah
darmuh needs to take control of the map and body cam enabled state since I can't easily know whether the map or body cam are visible with his mod
just a warning)
Don't panic ahead of time
Is it possible ButteryFixes is adding so much overhead to Melanie's Fire Exit btw?
Since it flips the doors 🤔
I wouldn't really think so, but I didn't do a deep profile for it so I can't be sure
it definitely would still be calling FindObjectsOfType every frame, so it will still be a problem even if it is less so
Oh
ButteryFixes is running this
is it?
Yeah check the code
it's in the vanilla code as well
looks like that only runs once
Got it
it isn't in EntranceTeleport.Update()
I do wonder if Melanie were to create a custom Fire Exit instead of reusing a vanilla one if it could work without doing that every frame
You and DiFFoZ could probably help her with that
they just have to disable the component until the interior generates
it's an easy fix
Not sure
did you experience any bugs because of it? from what I can tell, it shouldn't really have any negative side effects
is this log filtered? I don't see a whole lot
The whole log file is like 122 MB
I have seen this error though, and as far as I'm aware it doesn't cause any serious problems, but I do have a fix committed already if it does
I see
is that caused by error spam? I haven't heard of this error occurring more than once, it definitely shouldn't be able to
Nothing game breaking but I thought to just report it just in case
gotcha
yeah it should only cause a couple frames to fail to render at load-in or exit to menu
as far as I am aware anyway
Okie
@vital steeple weird question but is it possible PathfindingLagFix might cause some overhead to modded enemies potentially? I noticed it utilizes reflection so I wasn't sure if it might be possible it makes things worse instead of better after a certain amount of enemies are present
it uses reflection for patching vanilla enemies, and I don't think it uses any reflection, especially not uncached, during updates
so no, it shouldn't affect modded enemies in any way
the nature of the vanilla pathfinding implementation makes it impossible to make a reasonable geenralized fix, or at least not without a lot of overengineering
Yeah the enemyai system isn't exactly the greatest
I will say I do wonder how often Snare Fleas might still be an issue on the current version of the game as I've not really tested if they still like to get stuck lol
I mean every patch that still exists still does something so 
them getting stuck isn't really the issue most of the time
although that can be a very bad issue when it happens obviously
the bracken isn't even fully patched unfortunately
not sure if this is due to a mod conflict
but interior enemies don't appear to render on the bodycams if the ship doors are closed
it could be a vanilla thing
dopadream had some trouble with enableenemymesh on the barbers
and i think starlanceraifix is the only mod that patches enableenemymesh
@vital steeple do you know how to read sqlite files? Cus if so would you mind checking my sqlite? I had really bad lag last game and I'm tired of guessing what the cause is
@long shore if you could look too since I know you know how to open them it might help
It's still sending
and idk how to profile this game
I'll try to figure out after stream how to open it but yeah I wanna get to the botton of this
and I don't have the knowledge to profile this game
I could only point you in the direction of an application if I found one on Google, I only ever use text logs
Yeah I looked up that VSCode can open them so I'mma try that later
Yeah idk how tf to read this, this shit is confusing
Oh so I noticed this before with 2 story ship windows (without ship windows mod) if you shut the door then visuals are blocked and enemies vanish through the windows.
yeah the game stops rendering enemies that are outside the ship when the door is closed
so that you don't see dog mouths clipping through the door
for example
Ship Windows ends up fixing this which is probably why it hasn't come up as much. I had it off for a short while which is why I totally knew what you were experiencing. I didn't think it would also affect open body cams too. That's wild.
ahh, good info, thanks
it never occurred to me that the dogs disappear but it makes total sense
I'm surprised nobody mentioned this before, but I guess the door isn't closed all that much when people are watching body cams
wdym
like it cant close or smth?
nah, I just mean it wouldn't be a super common occurrence
ooh ic
Is running cams with unlimited FPS still best when it comes to performance?
nope, you can set any limit you like, there's no downside to it anymore
so to be clear on this, you only want me to take over disabling StartOfRound.Instance.mapScreen right?
I guess that and the tworadarmaps one? going off this message
iirc, I meant just take over the enabling of whatever map is displayed in your custom terminal
if TwoRadarMaps is present, it would be its map, otherwise it would be the vanilla one
you shouldn't disable the map ever
ah okay that makes a lot more sense
yeah I mean't the cam for it
im seeing why you meant patching MeetsCameraEnabledConditions though, ugh this is a pain
I also meant that you shouldn't disable the camera for the map ever lol
you want it to be terminal visible or main monitor visible, if you disable it then the main monitor will be brokey
I mostly just wanted to avoid the patch to hook it in what I needed with my other logic for enabling/disabling the terminal screen
the reason it's a pain is it's a lot of conditionals on my end I need to check

it's not bad info to have available for yourself elsewhere
maybe in 2026 lmao
so all you need me to do on my end is enable the ManualCameraRenderer when I'm using it on my end right?
whether it's the vanilla mapscreen or tworadarmaps?
okay, if I'm just enabling or leaving the bool untouched I think I've got it ready to go for some testing @vital steeple
it shouldn't be necessary to noinline the TwoRadarMaps stuff, you just have to have an accessible instance of the map used by the terminal and check that __instance is equal to that
ManualCameraRenderer TerminalMap;
void Init() {
TerminalMap = StartOfRound.Instance.mapScreen;
if (TwoRadarMapsMod)
TerminalMap = Terminal.GetComponent<ManualCameraRenderer>();
}
you only need to conditionally call no-inlining functions if you are accessing classes from the soft dependency assembly
yeah that method is in the soft dependency assembly
the soft dependency assembly is TwoRadarMaps.dll, I don't think that's there lol
I'm not talking about your soft dep class
oh mb, i meant my class that has tworadarmaps stuff yeah
accessing stuff from your soft dep class isn't a problem
but what I would suggest is storing the terminal's map instance somewhere outside that anyway
you don't have to conditionally call everything every time you wanna check TwoRadarMaps stuff, it doesn't use anything non-vanilla
ah, I kinda see what you're getting at
just do that snippet above and the patch above becomes
public static void Postfix(ManualCameraRenderer __instance, ref bool __result) {
if (__result)
return;
if (__instance != TerminalMap)
return;
__result = BoolStuff.MapCameraUsed();
}
cache it outside the compat class, assign to it if tworadarmaps exists or leave it null. Then I just null check it
no don't leave it null
if TwoRadarMaps is not present, the terminal map is the vanilla one
it should never be null
oh wait, is this always a thing? TerminalMap = Terminal.GetComponent<ManualCameraRenderer>();
no
it would be Terminal.GetComponent<ManualCameraRenderer>() ?? StartOfRound.Instance.mapScreen
that's literally all you should need for compat really
shouldn't even need to check the chainloader
unless someone is a dingus and also creates a terminal map without it being used for the terminal, but I'm pretty sure we have the right to yell at them if they do
eh, I dont mind checking the chainloader once at game start
I know there's a way to do compat without it but it's like a comfort thing I guess
yeah it's not a bad thing to do, it's just overengineered the way I've seen you doing it lol
yeah lmao I feel it
specifically referring to checking the chainloader flag you cache every time you do something with the map
yeah, thats where a good refactor would come in
the pain of working around existing code that I dont wanna bother touching
gonna take this opportunity to clean up the tworadarmaps compat stuff
196 lines to 52 lines LMAO
could probably be less but I like some of my over-engineering 
lmao I see, that's not too bad tho
I'm also realizing I had a pretty useless rpc since ManualCameraRenderer has one for what I was doing anyway lmao
23 lines*
probably need to make sure this all works still though 💀
Doesn't darmuhs have a function that requires view bodycam to be turned off
I'm not sure
darmuh's is designed to use its own command for the body cams in the terminal, yeah
not sure what's going on there really
so if you type in random crap and hit enter it shows the internal camera is what I'm seeing?
with regard to it showing the map when it shouldn't be, that's hard to say, I could try to find out what's up with a profile code
Here you go
0193a8d3-6a9a-f016-88ae-4db4beb81d82
@vital steeple good news: the issue is exclusive to darmuhsTerminalStuff. Your mod isn't affecting anything.
good to know, thanks!
Is the enemies being invisible when the door closed patched? Or is that coming soon
I'll hopefully be able to look at that after Black Mesa update is done, but not sure exactly when that will be
does the bodycam provide luck/negative luck?
hmm, only if there's a default value defined in the code I guess, not sure where it's defined but I can try to check
do you think it should?
I feel like utility upgrades like that don't need secondary properties like that, but I'm not sure what the vanilla ones do
looks like it should probably default to zero luck delta
the vanilla game upgrades do give luck
actually signal translator gives negative
Yeah, it's a very weird mechanic that affects quota.
ah, good to know, I'll have to have a look at their values then
I guess cams should give negative luck too, considering signal translator does.
that would seem to make sense, although if teleporter is positive then I'm unsure which I would consider it to be more similar to in terms of utility
I'll have to give them all a look
Probably because translator has no downsides.
does the teleporter? the only one I can think of is that it can alert dogs
well, and if someone teleports a mimic by accident
Items don't teleport.
And even then a player has to choose to use it
No upgrades are downsides really lol
ah fair enough I suppose, but I don't really see that as a downside since you are saving someone who would otherwise die with those items
Well, as I said, it's a weird mechanic.
Is there a mod to disable the luck mechanic anywhere??
Thinking about it gives me a headache with all the different ship upgrades and mods to add stuff lol
I would rather dodge it entirely
luck is really easy to simplify
that being said the mechanic is honestly op
so theres no harm getting rid of it if you dont like it
but its really simple
more luck = higher chance of lower quota rolls
every single ship furniture gives luck except the signal translator
and you will not get luck effects for something if you put a piece of furniture in storage during a quota
it's OP as in it gives some pretty extreme effects?
if you have enough furniture
really all you need is the disco ball, goldfish, and jack o lantern
the disco ball increases your luck by 6 lol
i'm aware
I just dont like balancing it
i just use OBC as a client-side mod
giving it a luck factor could make me desync with others i guess 😑
Wouldnt the luck only apply to the antenna piece, thus not be an issue with client side?
if it's only applied to the antenna itself, then i guess it's fine?
but we never know
LC is just random some times
yus
hello just gonna ask if I should ignore this. just appears when quitting the lobby to the main menu. its not causing damage as far as I know
profile code : 0193c58a-cf64-4a21-c16d-91ffa2b7ac6a
that is a bit of an odd one, but nothing to worry about
as far as I'm aware, that stuff only happens because Unity is bad at destroying everything in a scene in one frame
is there a way to disable the body cam going next to the default radar?
Huh? Can you rephrase that?
If you want bodycam to occupy a different monitor, there's an option for that in the config.
Sorry I just dont know what its called lol
The ship desk with the lever has the radar screen and on the right has the body cam
I tried swapping it to the small monitor above it and using the config to disable small monitor. But it is still on the right screen rather than off
just i noticed a lag spike when entering and leaving the ship, i assumed its the camera turning on and off
but when i joined the thread there was something about having a framerate limit can make it lag?
I believe what you’re looking for is in a mod called GeneralImprovements
I haven’t used it in a while so i don’t really know the state of the mod
phone doesnt have the jump to first post so i cant double check easily
From what i remember it last needed a lot of optimizations
Whether it already got them or is in the process of getting those optimizations is beyond me
So you may have to ask
Yeah, ill see what i can find on framerate limit and hope thats my cause since i set it to 5
if you don't have General Improvements's better monitors mesh enabled, then switching the monitor doesn't work
If you want to disable the camera, there's a Enabled option which you can switch at runtime with LethalConfig so you can easily test whether it is the body cams causing your issue
that used to be the case, but these days you can set a limit with no extra cost, so you will only gain frames by doing so
if you have the limit set to 5 then I can almost guarantee you that OpenBodyCams isn't the issue, but I would recommend using LethalConfig to check with the camera enabled/disabled to confirm
I used to use this mod but my group didnt really use it much so i havent used it since
just gonna throw it out here as some sort of a resolution, looks like its only just cause it was stormy on the moon and the logs are being spammed with warnings something about subemitters
hmm I see
are you running WeatherRegistry and/or WeatherTweaks? And do you have the experimental weather feature in OpenBodyCams enabled?
no to all of those
the problem is somewhere else i actually had this mod uninstalled temporarily to confirm it
I wanna say buttery fixes? but not sure
i thought i remember a bug about it spam calling storm effects, but i might be misremembering
butteryfixes fixes some null references with stormy weather but doesnt touch particle emitters
also, if anything, butteryfixes stops the null reference spam from stormy weather in vanilla, not the other way around
yeah ive spent too much time messing around with mods i cant remember what exactly does what...
if nooe nhas asked for this yet, any way to make it so that we can hear through these?
seeing friens die is super funny but hearing them would be even better
would be tricky because of how unity's audiolistener system works
but it might be possible to piggyback off the walkie talkie system zeekerss already has set up
yee this is my plan if I ever attempt to do it, but it is definitely something that seems a bit tricky to do
it's been a feature request on GitHub for a while but I haven't worked on it yet for that reason
not everything gets transmitted through walkies, especially when it comes to mods, so I'd have to see if it feels okay in practice
ive no clue how anything works 💔
itd be a really cool thing but if its impossible i get it mods super fun already
@vital steeple You think you could run a profile on my pack? Getting a lag spike everytime a client hops on the terminal
Which is very strange
this is only when clients do it? or do you get it as host when you enter the terminal as well? profiling in LAN isn't something I've really tried to do yet
It's whenever the store page is brought up I found
toss me a profile code and I may get a chance later
assuming I don't get the time to do it rn
01940fe6-6c14-b55c-65ac-83663f6f5346
@vital steeple I have a request, I've discovered a memory leak in my pack when you reload the lobby a few times and if you reload it about 10 times the game lags really badly, would you be up to run a profile on my pack to see what it might be?
Cus I'm wondering if it's a mod or a vanilla issue
how much memory increase can I expect to see each launch? if it's consistently reproducible for you I can see if it happens in a debug build
you have LethalPerformance with its fix for the material leak I assume
It doesn't increase by a ton, it just slowly increases
It is consistent
and I have LethalPerformance yeah
slowly increases during the game or when reloading?
When reloading
019420f5-b573-32f0-acae-90b4df6f260a
it usually is around 6.5-6.6 gbs after reload 10 or 11 and it stutters like crazy
I would guess something isn't unloading assets properly
gotcha, that should not be too difficult to track down then hopefully
can you confirm that it happens without landing?
if it's too time-consuming to reproduce I'd rather not focus on that because I'm cookin something up which should be quite good for perf

I discovered it while adjusting the door buttons for Mel's ship mod
ah ok
CrawlerAI 
Yeah
no
ohok
i mean like, all other enemies use it in some form of it or something along those lines
since the exterior is smaller it maybe doesn't cause as much of a problem but still
I don't now which AI are missing from this list but there you go
okok
other than the bracken obviously
thankfully once I come up with a solution, it will work for every enemy that calls the method, unlike the other patches I have done in PathfindingLagFix in the past, which have to be tailored to each individual enemy
as long as nobody relies on patching that method lol
I do wonder knowing there is a mod causing a memory leak and stuff like this now, I bet it's the same mod responsible for making the ship lag worse and worse everytime I go back into orbit too
I will be killing the vanilla version unfortunately
it's just way easier to do it that way
Yeah the big overhaul will definitely be welcome
these are the ones that require me to patch individually, I've gotten 3 of them done so far 
er no 4
hurray
If only Zeekerss would have optimized it all better
XD
if it was just factored into a function that I could patch easily that would be pretty epic
but it is not
I don't mind patching it, I enjoy writing transpilers, but it is time consuming to write them and test to make sure I'm not breaking the enemies
thankfully I haven't had any new issues in the last couple
so maybe the last ones will go quickly
we shall see
manticoil turned out to be the hardest one yet lol
I just hope whatever is killing my game after a few lobby reloads is something I can easily pull
lol
That makes sense, that guy seems to be the most janky enemy in general
not seeing anything crazy
like a 200MB increase
after reloading like 6 times at least
very possible that whatever mod is causing this doesn't work in debug
a lot of mods ignore warnings to do things they shouldn't be doing and therefore completely break in debug
Hmmm maybe, any notable mods that didn't load?
looks like these mods all errored out during startup:
- KillBind
- ShyGuy
- CleaningCompany
- BetterSprayPaint
- SoundAPI
no clue if it's one of these or just something that only happens in a release build
I know SoundAPI is fine but I'll test the others
@primal tendon Do you have any of these in your own pack?
I've had a hunch SellBodies might have a memory leak issue, but I don't think Endox uses that and he reprod it in his own pack so I'm down to KillBind, Scopophobia and BetterSprayPaint
Does the lag after the 10th or 11th reload repro for you?
Cus I would hope if it does you might find something in the profiler
I have BetterSprayPaint and SoundAPI
Might be BetterSprayPaint then
please confirm before you say anything to the author
would it do so while in the ship?
Yeah
also are you creating a new save when you test this?
what kind of lag is it?
I did it with deleting the save
It becomes super stuttery basically
I didn't check FPS or anything I just looked at my Memory usage when it stabilized after loading the save
do you know if it had any particular interval?
That I'm not sure, it's just after the 10th or 11th reload specifically it suddenly craps itself
The lag seems to mostly be input related
Walking around is fine but when you move the mouse it's very bad
seems fine here after many restarts
I will try in release
damn it's using 2 GB extra in task manager in release
is that all thanks to sounds?
to be clear, not a repro yet, this is on first load
Probably
Idk
SellBodies might also be part of it
Doesn't seem to be Scopo or SellBodiesFixed causing the input lag
yeah no repro in release either
the only change that I made that would be shared between the debug and release attempts would be disabling AsyncLoggers
Odd
I would certainly hope that's not at fault though
Maybe the SQLite logging?
I remember DiFFoZ mentioning SQLite logging caused him some odd issues in the past
Testing with dblogging off
If it's that then Matty has an interesting issue to fix when he returns
lol
Hmmm nope not that
I use a high polling rate and stuff so that's probably why I notice it
For shiggles I'm gonna test if it's something like ShipWindows
Since I notice it mostly when looking towards the shutter switch and door buttons
This is where I throw my body into the pit and start disabling mods en masse
the jackpot has been hit in the first 22 mods disabled
Let me know which one it is
I'm suspecting one that touches hudmanager
What all did you disable?
So I can see if we share any of them
RuntimeIcons, Imperium, MoreCompany, LobbyImprovements, LCUltrawide, LobbyControl, LGU, WeatherRegistry, LethalElements (not beta), ToggleMute, GI, BetterStamina, NoJumpDelay (DaXcess), GoodItemScan, ScanShipEverywhere, HoldScanButton, ScanRecolor, BetterScanVision
Oh yknow
(4 other mods were disabled but they were fine when I enabled them again)
Should we go to your server since this is definitely not OpenBodyCams related
@vital steeple I found the mod that is memory leaking and causing the lag after 10 or 11 lobby loads for me
it's
MoreCompany
🤔
I've brought it up to 1A3
oh my
@light aurora Maybe you might find something interesting if you profile MoreCompany later
@vital steeple I just realized the perfect use for your body cams are by having it be an upgrade so it's not always rendering and allowing darmuhsTerminalStuff to use it without needing the upgrade. That cams feature is probably one of the coolest additions XD
Also avoids the issue of GI's monitors driving me nuts by randomly bugging out
I mean if you prefer it to be only in the terminal you can just disable the one on the ship monitors
the monitors bugging out is caused by OpenBodyCams?
I forget what was going on with GI
Yeah I think we said it's an issue with the API before
Being jank
what was the glitch exactly?
was it the bottom row getting replaced by some random other screen?
Yeah that or it duplicating the main monitor lol
Lol @vital steeple Found a funny, I have it off and it looks like GI still tries to register the monitor it's set to

what do you have assigned to that monitor in GI?
oh hmm
does this happen immediately upon loading in? I wonder if it happens when OpenBodyCams is disabled
could be that GI API has a bogus material until some point in its startup process and I'm grabbing it too soon
I'll have to look into this after I finish with PathfindingLagFix (if I can figure out why it crashes :(( )
I think it is the API cus it's never been consistent but it's always the monitor the bodycam is set to be on lol
alright heres my proper report
host:
client:
01943b78-0d49-1e91-3a29-39de895bc769
turning this off causes the middle camera to be completely off for the client
thought itd fix it
ill keep tryin to play with it
There's some mod conflicting with it, I've never seen this and I played a lot with OBC
yeah figured, ive had obc before too
my codes up there, heres the modlist
im not sure if this logoutput is from the host or the client tho lol
shipmeltdown has this
worth a try? idk lol
Try disabling ShipMeltdown then
Btw Rebalanced Moons is trowing errors related to assetbundles
oh ye it just updated
gale had a delay before uipdating it
maybe its fixed now
shipmeltdown and an updated rebalancedmoons didnt do it
@spice rampart any mods on the modlist that you think may hurt shit
?
i believe weatheregistry and otherstouch the terminal
If you mean hurt fps, I can give a look, but if you're talking about the main monitor, idk... Any mod that touches the main monitor could do that
nah just hte monitor
mmm
augh might just have to do the ol' disable half the modlsit trick
oh god the debugger assistant
I can't tell what is a real exception
if you don't manage to solve the mystery I'll probably look into this tomorrow at some point
tearing my hairs out 
ill start the game with just obc, then enable 10 by 10
ive 220 mods so thats just 22 launches
screaming
one of these days someone's gotta make an automated binary search tool
(not me, I'm too lazy to make frontend stuff)
trying gale out and it doesnt have the one thing that i liked about r2modman
sort by putting the enabled ones on top or bottom 😭
im screenshotting individually unsorted enabled/disabled mods trying to log them
you could filter to enabled/disabled at least
not as convenient for that if I'm imagining right but at least a solution?
yea doing that
a binary search tool would solve world hunger
also just doing this now
quick sharex vids
yippee lots of clicking
binary searching is the only time im happy to see a bug and sad to not see it already
ok its in this batch
office, [
shrimp,
resonance,
landfromorbit,
latecompany,
lesssuits,
lethalfixes,
lethalintelligence,
lethalmdk,
unitymdk,
lethalperformance, ]
lethalpresents,
lethalquantities,
lethalregeneration,
lethalsettings,
lethaltoolbox,
lethalweightfix,
levelmusiclib,
lidlsuits (please no),
loadstone,
locker,
longerday,
lostenemyfix,
maneater damage patch,
mapimprovements
@vital steeple anything here seem suspicious?
hmm, nothing really stands out to me
dissectin time
out of hunch and 0 intellectual guessing ill go with lethalfixes lethalintelligence and office
since it's a client, my first thought would be to try without latecompany
shit you right
I haven't used that mod in a while tbh
someone reported a ram leak on it lately
and its been a while without updates
tonight we were gonna have a 5 player match i hope its not it
💔
LobbyControl should be a decent alternative
does it allow more?
I think there may be another mod that purports to do something similar but idk really
wha?
more players
latecompany doesn't do that
ill try lobycontrol if its latecompany
i dont think it worked anyway
ill try to pinpoint the issue for you down to 1 mod if possible
swag mod everyone missed it on the pack
🫡 appreciate your hard work
it helps a lot to have something like this narrowed down so I don't have to
[
shrimp, +
resonance, +
landfromorbit, +
lesssuits, +
lethalmdk,
unitymdk,
lethalperformance
]
its in this bracket
jus a bit more
oh wait @dusky otter just saw this #1196943144009351258 message
LOL damn
wish I had glanced over there sooner
can't say I know if Shaosil is around lately, but he was about a month ago I think
but maybe Piggy can figure out what's going on
wouldn't hurt to ping Shaosil in #1199836228858675330 to see if he is around
I mean the screenshot, a link to Shrimp and a log would probably suffice, if you can confirm that a minimal profile of just Shrimp + GI repros the issue
oh
shrimp solely caused it the rest are basic dependencies and shit so i can even connect to lan
shrimp the wires
could let Piggy know that you don't need GI for this and it happens only for clients, that's good info

.. I wonder if it even needs OpenBodyCams?
since it's the map monitor that's breaking rather than the body cam, right?
surely
I wouldn't be surprised if the reason it hasn't been reported like that is because nobody that has been active in that thread runs without GI
who knows
lmao
i dont use gi because its just too many features it adds
the monitors are great but i rather not have it
funny you assumed i was usingit already cause everyone does lmao
anyway good news its not your kid @vital steeple
its the other beautiful son
wow
fair fair
reported it just being shrimp
lol yeah I am very used to it in this thread, lots of ship enjoyers here
i really thought someone would catch this 😭
yeah it is definitely a little surprising nobody reported it as just a general issue
funky that having OpenBodyCams causes it to show another screen in place of the map though
to be fair as far as i know mod devs just sorta spawn into that weird enemy test map
so they dont see the ship
but other players not seeing it is nuts
well you do need to be in the ship first before going to that, but yeah it is pretty quick
and it being on client only makes it much less likely to be caught
I've had my fair share of client-only bugs
theyre a pain to test and only recently i discovered thanks to that guy i replied to earlier i could run two instances hahahaha
2 days ago i got 16gb of ram rathe than 8 too so i wouldnt have had an option
its a blessing
dont have to subject a friend to be a test slave and enter a server every 2.5 minutes
but glad you're able to, it's definitely useful
for the ship its fine
i dont dare enter a moon
nah i got music 4 thunderstore pages on firefox and a discord call going on
probably courtesy of the cool optimization mods we have
anyway while youre here, saw you got a github, you rather i send feature requests there?
uhh it can't hurt to, but I do also note them down in a file locally for things that people don't put on GitHub
I'm kinda all over the place as far as that goes out of necessity since I don't always get everything on the issues page
oh
well its just this #1324841212661731400 message
this is asking for something that probably needs a whole new tile for an interior
but the main idea is having facility cameras already placed in the interiors
useful for solo if you play solo with this for whatever reason or if everyones dead
to take a peek into how the facility's doing
or see your friends from another perspective
would also be cool to be able to hear thru the cams
itd allow for minimal communication through the signal translator if theres no walkie
and i just wanna hear ppl scream :P
ohh right I did see that the other day
a mod could definitely use a dependency on OpenBodyCams for that, but it's kinda out of scope for integration directly into OpenBodyCams
I do want to try and add audio support at some point, which would also be useful for that, but it remains to be seen how effective that will be, given how probably quite a lot of mods don't play their sounds on the walkie talkies (mine included)
Unity doesn't have a built in method to listen to audio from more than one source, so it would have to use Zeekers's system for that, which is probably hit or miss as far as capturing audio
