#Open Body Cams

1 messages · Page 8 of 1

torpid burrow
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and vice-versa

dense dune
# torpid burrow and vice-versa

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

dense dune
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Seems like it should be fine ^^

vital steeple
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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

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gotta learn about animation controller overrides first though

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probably gonna have to do that whenever I get around to making the crowbar for black mesa

elder vault
vital steeple
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is it black when you enable it at the start of the round, or is it going black randomly during a round?

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if you can get a clip of it, that might help me figure out the cause

elder vault
dense dune
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@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

vital steeple
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does it happen if you set EnableCamera = false?

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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

dense dune
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Yeah it gets smoother when I turn it off, I also had to turn off DisableCameraWhileTargetIsOnShip

elder vault
dense dune
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I'm guessing there is some rendering lag happening

elder vault
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Try and see what happens if you leave those things on but reduce the frame rate of the body cam

dense dune
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Nah I'm just gonna take out the mod tbh

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I prioritize performance over having an extra camera

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It's causing rendering lag

elder vault
dense dune
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Asking too much when I've already explained stuff

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Lol

elder vault
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@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

elder vault
dense dune
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The game was so horribly framey after a while today almost like it was having a memory leak or smth

vital steeple
vital steeple
vital steeple
dense dune
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Idk why

vital steeple
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if you don't want to use it, that's cool, but this just comes off as passive aggressive

dense dune
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But could be related

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Oh I wasn't trying to come off as passive aggressive

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I really do love the mod lol, I just word things bad in text sometimes

elder vault
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That's fair

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text doesn't let people know the tone in which you're speaking

elder vault
dense dune
# dense dune

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

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I've reported the errors to him

vital steeple
# dense dune

this doesn't seem related to OpenBodyCams, it seems to be sending itself an invalid player ID

dense dune
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But I've never seen these errors before so something weird happened

vital steeple
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but anyway, you said that you need to set both EnableCamera and DisableCameraWhileTargetIsOnShip to false to get it to behave normally?

dense dune
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Yeah doing that helped

vital steeple
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maybe I should add an option to print what the camera status is thonk

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that is really odd

vital steeple
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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

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@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

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maybe I can find something on a profile

elder vault
vital steeple
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were you watching the screen while another player left the ship?

elder vault
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yes

vital steeple
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hmm

elder vault
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I ran two clients and switched between them

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I mean, I'm disabling "DisableCameraWhileTargetIsOnShip" for the time being. I wonder if this is caused by a recent update.

vital steeple
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it certainly might be, I did change a lot of code

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does the main monitor stay disabled similarly to how the black screen stays?

elder vault
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good question

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lemme check that out

vital steeple
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ah, can confirm repro of the terminal body cam

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with no TwoRadarMaps too theinking

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maybe I messed up setting the material up

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wait, you're sure it worked with DisableCameraWhileTargetIsOnShip set to false?

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looks like the color is set to black for the PiP image for some reason

elder vault
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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.

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Both, of course, are black

elder vault
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Just tested it

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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.

vital steeple
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100px and 10fps seems way too low for my preference, and I'd rather keep the night vision at the vanilla level by default

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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

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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

elder vault
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Yipee!

vital steeple
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yet another one character typo lol

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(totally unrelated to any performance issues though)

elder vault
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"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?

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There's True, False, then Default

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I'm assuming that part is intentional

vital steeple
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oh whoops

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default value is equivalent to false

elder vault
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got it

vital steeple
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ty for reading the config descriptions though lol I find that doesn't happen too often

elder vault
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I just happened to notice it lol

vital steeple
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pushed out an update with a fix for the PiP issue in 3.0.3

elder vault
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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.

vital steeple
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can't say I know much about that mod unfortunately

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only similar one I know is ghostCodes

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it's easy to mess up networking though, so who knows, maybe something just isn't networked as it should be

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I've never used LethalNetworkAPI, so I don't know if it avoids or encourages such mistakes

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@dense dune what moons would you say you notice the performance issues on the most?

dense dune
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Since we know GI's API is a little bit buggy, starting to wonder if the issue is cus of GI

vital steeple
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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

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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?

dense dune
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The only thing I had changed was DisplayOriginalScreenWhenDisabled to false, just to make sure the screen duplicating bug didn't happen

vital steeple
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screen duplicating bug thonk

dense dune
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If set to none

vital steeple
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oh, hum

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yeah I forget if I looked into that particular aspect of it

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I think I never got it to repro but maybe I can if I set that to true

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did you ever repro the framerate reduction solo, or only with other players?

dense dune
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It's always been in Multiplayer, idk if it would repro solo

compact niche
# dense dune

if this error was constantly going then that would be the reason for your performance issues

dense dune
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No idea what caused it

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It didn't constantly keep logging though

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Just the amount of times I sent in the message

compact niche
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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

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just looking at it briefly, but it would help to have context for the error

dense dune
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Maybe, I have the color changing for flashlight disabled though

compact niche
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if someone else has it enabled then they can still run the command

dense dune
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Idk when the error happened

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So

compact niche
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configs are not locked to the host

dense dune
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Lol

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I'd love to help but idk when it errored or what was happening when it did

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I just caught it in the log

vital steeple
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seems to me the ID you pulled is incorrect

dense dune
compact niche
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nvm, let me correct myself

vital steeple
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actualClientId is the Unity netcode ID

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not the script ID

compact niche
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it uses playerClientId

vital steeple
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ah yeah

dense dune
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Also ghostCodes seems to error a lot

vital steeple
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I assume you didn't have more than 12 players

dense dune
compact niche
vital steeple
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looks like MoreCompany at least creates 12 player scripts, though the config is set to 16 player limit in Lunxara's profile

compact niche
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any of the ghostcodes errors shouldnt affect performance tho, just make it so the mod doesnt do anything anymore

dense dune
compact niche
# dense dune

anyway, I'll just add an early return for this error so it doesnt spam your logs

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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

compact niche
dense dune
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I mean part of it was certainly OBC lol

compact niche
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what makes you feel like OBC was causing issues?

dense dune
compact niche
dense dune
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Cus it does flicker the lights and stuff

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CountryRoadCreature also messes with lights

compact niche
dense dune
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Maybe this then

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Cus it flashes lights red

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Also @dusty vale the github is unavailable

compact niche
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I dont think there's an issue with mods that touch lights

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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

vital steeple
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I'm just seeing if I can get profiling working in Gale

vital steeple
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might need to poke DiFF

dense dune
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lol

vital steeple
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hmm I see okay

compact niche
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im guessing diversity doesnt have a github

dense dune
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Nope

compact niche
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unlucky

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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

vital steeple
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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?

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if you're running your netcode on any old PlayerControllerB rather than specific ones interacting with things, maybe that could be it

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you can check if the player is spawned over the network and controlled if that might help

compact niche
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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

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that's why I was guessing a player left lol

vital steeple
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right, but if that comes from playerClientId from any old PlayerControllerB in the scene, then that value may not be accurate

compact niche
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yeah.. networking 😵

vital steeple
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checking bounds isn't a bad idea, but seems like there's probably something more spoopy going on here

compact niche
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so, in your opinion, should we be using actualClientId or playerClientId from playercontrollerb

vital steeple
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playerClientId if you need to do something with the PlayerControllerB

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just check if it's spawned and controlled and the ID should be valid

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if not... concerning

compact niche
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well, looking back at my code I mostly used actualClientId except for one method where I used playerClientId

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I guess the idea I had was actualClientId would work for networking since all clients would have their own unique actualClientId.

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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

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anyway, I'll just look into adding some safeguards for now to make sure the player exists regardless

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and that the given ID is within the allPlayerScripts count

elder vault
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These may be stupid questions, but are you playing on Fullscreen and do you use AsynLoggers?

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Try playing on windowed fullscreen and make sure you aren’t collecting stack traces.

vital steeple
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what's wrong with fullscreen?

vital steeple
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@dense dune ummmmmmmmm

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you have a lot of misbehaving mods

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and none of them are OpenBodyCams

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profile shows the most time OpenBodyCams spends in a frame is .006ms

dense dune
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Which mods are causing issues?

vital steeple
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looks like Diversity has a camera for its floppy disk computer and it is rendering while I am outside the ship facing away

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I'll check the others

dense dune
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Oh shit yeah that might have been doing it then

vital steeple
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emote camera might have been bogus in that screenshot at least, I think maybe I hit the button while I was paused

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map camera is the actual radar map, that is suspicious

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I hope this isn't an instance of it missing the reverb trigger, although I would think not

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oh, I see why the emote camera was in there

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it renders the main camera and the third-person camera at the same time when emoting

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landed on Asteroid-13 and switched EnableCamera and DisableCameraWhileTargetIsOnShip back and forth and I'm observing no difference in performance

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disabling those extra cameras didn't appear to improve performance by all that much either

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they certainly shouldn't be enabled regardless, though

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lmao the ship entrance teleport is tanking performance so hard

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the fire exit that is

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doubled my fps by deactivating it

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floppy disk reader is also doing this outside the ship...

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disabling that and the map camera got me from 86 to 116 fps

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game just exploded from this

dense dune
vital steeple
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yes

dense dune
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Even if not on the ship?

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Oof

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Might be good for Melanie to know about

vital steeple
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it doesn't matter where you are

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it's trying to find the corresponding doorway in the interior every frame

dense dune
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@lofty hemlock

vital steeple
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the entrance component needs to be disabled until the level loads

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also saw this, unsure what is causing FMOD to run so long

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for comparison, this is my test profile

dense dune
vital steeple
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maybe

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afaik, FMOD is a native plugin, so it might be difficult, at least without knowing what exactly FMOD might be doing here

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it's possible that was also related to Diversity's audio visualizer thing

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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

dense dune
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Yeah Chaos really needs to fix Diversity's Floppy Reader if it is hitting performance that bad

vital steeple
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I don't really want to dive into decompiling Diversity again, so I'll leave that investigation up to others

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if it was on GitHub maybe

dense dune
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But I also got errors from it earlier

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Also what is the Map camera?

vital steeple
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radar map

dense dune
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You can disable that?

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🤔

vital steeple
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I need to check if OpenBodyCams is somehow causing that, but it seems not since it's fine in my test profile

dense dune
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Might be GI

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Or one of the mods fixing radar stuff

vital steeple
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yeah, seems likely it's either GI or OpenBodyCams, or the lack of TwoRadarMaps

dense dune
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Is it fixed if you add TwoRadarMaps?

vital steeple
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checking that now

dense dune
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I think darmuh's mod also touches the radar

dense dune
dense dune
vital steeple
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I wouldn't really think so, if it's not actively doing anything

dense dune
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Fair

vital steeple
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lemme check if that goes away when I disable the floppy

dense dune
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Yeah I hope Diversity is gonna update soon until then I may just disable it

dense dune
dense dune
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Otherwise if LE is in that test profile it could be LethalElements

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Since it adds stuff to make it glitch

compact niche
vital steeple
dense dune
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XD

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@compact niche remembers I am sure

vital steeple
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wait what? was he?

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that would've been a long time ago wouldn't it?

dense dune
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Yeah he had so many issues making TerminalStuff play nice with it lol

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Yeah it was a while ago

vital steeple
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I feel like that was at like the beginning of the year

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but maybe I'm misremembering

dense dune
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It was more so like June-ish probably?

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Idek

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lol

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So I guess we blame radar issues on Zeek

vital steeple
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kinda

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definitely could've been avoided, but I get why he didn't notice the bugs

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I'll see if I need to bring a patch from TwoRadarMaps over to OpenBodyCams though

dense dune
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Well it doesn't hurt to have TwoRadarMaps lol

vital steeple
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I don't want the map to be rendering outside the ship out of the box regardless of which of my mods someone installs

dense dune
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True

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I wouldn't either

vital steeple
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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

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not sure why it fixes it

dense dune
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Who knows lol

vital steeple
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OH

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never mind, I know

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gdi

compact niche
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definitely a very long time ago lmao

vital steeple
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it's OpenBodyCams+terminalStuff

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+the option to always display the terminal

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it stays active while you're outside the ship

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that's probably also why I was seeing a bunch of canvas on the profile

compact niche
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what is staying active?

vital steeple
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the terminal screen

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the way that I determine whether the map should render is based on whether the terminal is active

compact niche
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what is this set to (in quality of life section of terminal stuff)

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if it's set to alwayson then the terminal screen being on is intended

vital steeple
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indeed, that is the issue

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and there's no way for me to query whether the canvas is visible

compact niche
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yeah I'd just recommend setting it to inship, vanilla, or inuse

vital steeple
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not sure why that option exists tbh

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but shrug

dense dune
vital steeple
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it's a recipe for this type of thing to happen by accident

dense dune
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I used to have it be turned off when not on the ship

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you never told me

compact niche
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You cant check this? Plugin.instance.Terminal.terminalUIScreen.gameObject.activeSelf ?

vital steeple
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that's what I'm doing

compact niche
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thats what I check to determine if the screen is on or not

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oh gotcha

vital steeple
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so when I'm out of the ship with alwayson, it is constantly rendering the map

compact niche
dense dune
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When you did your damn config revamp

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It probably migrated it as that

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LOL

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Gdi darmuh

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and I never knew

compact niche
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no when I did the config revamp that was a new setting

dense dune
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Well I didn't change it

compact niche
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so it definitely didnt carry over from an older one

dense dune
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I swear

compact niche
dense dune
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I've not touched that drop down once

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So I blame you

compact niche
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@vital steeple if I recall correctly the other monitors on the ship also turn off when you leave the ship

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you could prob check that if you dont want to check the terminal

dense dune
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Anyways I fixed it

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XD

vital steeple
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that's not really the issue, I can check if the spectated player is in the ship pretty easily

compact niche
vital steeple
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if someone sets it to alwayson, I would assume they want everything on the screen to update including the map

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for muh immersion

compact niche
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well, either way it should be pretty obvious that having a screen always on will affect performance lmao

dense dune
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Yeah I used to have it setup to only be on while in the ship

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Idk why it got changed

vital steeple
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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?

vital steeple
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gg

compact niche
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I could prob make a public bool

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if it makes it easier on you

vital steeple
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mind taking over the map culling so I can just disable that part of my MeetsCameraEnabledConditions postfix when your mod is enabled?

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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

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then if you change how the map works you can fix it yourself lol

compact niche
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yeah that's fair, if you know what you need on my end I can just paste it in somewhere

vital steeple
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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

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...

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and then I add a

if (ShipObjects.DarmuhsTerminalStuffPresent)
    return;
compact niche
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hmm, gotcha

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I'll have to read it over

vital steeple
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something like

private static void Postfix(ManualCameraRenderer __instance, ref bool __result)
{
    if (__instance != MapCamera)
        return;

    if (__result)
        return;

    if (Darmuh.MapVisible)
        __result = true;
}
vital steeple
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huh, something else in this profile causes the map to stay active outside the ship as well, without OpenBodyCams and TwoRadarMaps present saususge

light aurora
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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

vital steeple
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the moon I was looking at was asteroid 13, not sure if that would have more sounds than usual

dense dune
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A few of Wesley's do

vital steeple
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1ms for audio seems crazy when my test profile was showing .12ms

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most moons do

dense dune
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Ah then it may have been the floppy

vital steeple
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I tried disabling it and the fmod time hardly reduced

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I might check if this happens on vanilla moons tomorrow

vital steeple
# modern cedar Maybe gi?

oh I forgot to reply to this, but it's very possible, it has a similar patch to the one above iirc

dense dune
dense dune
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Oh I see why it's there

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Might be a good idea to make it use the same setting OBC does though, OBC's is 160

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Well in OBC pip is 150

dusty vale
dense dune
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But yeah TwoRadarMaps fixes it

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Tested on Solar Flare and the radar no longer is glitching when not on the ship it freezes

vital steeple
vital steeple
# dense dune Well in OBC pip is 150

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

elder vault
vital steeple
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weird, I've never experienced that

elder vault
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Then it must be my computer

vital steeple
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regardless, I think things should be fine when you have TwoRadarMaps as long as the terminal is only visible in the ship

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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

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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

lofty hemlock
# dense dune <@337421106430607372>

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

vital steeple
# lofty hemlock weird, because I'm not actually the one assigning the doorways to each other. Al...

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

dense dune
dense dune
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I noticed there's a section of the railing that triggers it to come back on, but then stepping off the ship fixes it

vital steeple
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uhh.. no? was I supposed to be??

dense dune
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No no I was just wondering if that was when you produced the map thing

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Lol

vital steeple
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if that's happening, that's a reverb trigger issue, nothing I can do about that

dense dune
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Yeah

vital steeple
dense dune
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But yeah I also noticed the terminal and map freeze as intended without OpenBodyCams and TwoRadarMaps, so might have been a moon issue

vital steeple
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wait I don't understand, I thought you said you weren't having issues with the two installed

dense dune
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so I went to also test

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Lol

vital steeple
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oh that's what you meant

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I thought you were trying to debug some issue you were having

dense dune
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Paradox did find TwoRadarMaps appears to tank some fps on the ship though

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That idk why

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Idk what pack he was testing with

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Lol

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@celest horizon

vital steeple
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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

dense dune
#

Probably yeah

vital steeple
#

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

celest horizon
dense dune
#

Since it flips the doors 🤔

vital steeple
#

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

dense dune
#

Oh

vital steeple
#

is it?

dense dune
#

Yeah check the code

vital steeple
#

it's in the vanilla code as well

dense dune
#

Yeah

#

I just dunno if Buttery's might be adding to the overhead of it

vital steeple
#

looks like that only runs once

dense dune
#

Got it

vital steeple
#

it isn't in EntranceTeleport.Update()

dense dune
#

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

vital steeple
#

they just have to disable the component until the interior generates

#

it's an easy fix

dense dune
#

Maybe this might be worth looking into

vital steeple
#

looks like a vanilla bug

#

was it when a nutcracker shot at someone being clinged?

dense dune
#

Not sure

vital steeple
#

did you experience any bugs because of it? from what I can tell, it shouldn't really have any negative side effects

dull crag
vital steeple
#

is this log filtered? I don't see a whole lot

dull crag
#

The whole log file is like 122 MB

vital steeple
#

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

dull crag
#

Nothing game breaking but I thought to just report it just in case

vital steeple
#

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

dull crag
#

Okie

dense dune
#

@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

vital steeple
#

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

dense dune
#

Yeah the enemyai system isn't exactly the greatest

dense dune
vital steeple
#

I mean every patch that still exists still does something so shrug

dense dune
#

Ye it's one of the mods I've just kinda kept and forgotten about

#

Lol

vital steeple
#

them getting stuck isn't really the issue most of the time

#

although that can be a very bad issue when it happens obviously

dense dune
#

Yeah

#

I still dunno why Zeekerss patched the other enemies but not the Centipedes

vital steeple
#

the bracken isn't even fully patched unfortunately

crude parrot
#

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

vital steeple
#

oh interesting, might be a vanilla thing

#

that'll be a fun one to fix if so

crude parrot
#

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

dense dune
#

@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

#

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

vital steeple
dense dune
dense dune
#

Yeah idk how tf to read this, this shit is confusing

patent scarab
crude parrot
#

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

patent scarab
vital steeple
#

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

modern cedar
#

like it cant close or smth?

vital steeple
#

nah, I just mean it wouldn't be a super common occurrence

modern cedar
#

ooh ic

lament raft
#

Is running cams with unlimited FPS still best when it comes to performance?

vital steeple
#

nope, you can set any limit you like, there's no downside to it anymore

compact niche
compact niche
vital steeple
#

if TwoRadarMaps is present, it would be its map, otherwise it would be the vanilla one

#

you shouldn't disable the map ever

compact niche
compact niche
#

im seeing why you meant patching MeetsCameraEnabledConditions though, ugh this is a pain

vital steeple
#

is it that bad?

#

it's a pretty simple patch imo

vital steeple
#

you want it to be terminal visible or main monitor visible, if you disable it then the main monitor will be brokey

compact niche
#

the reason it's a pain is it's a lot of conditionals on my end I need to check

vital steeple
#

hum

#

sounds like you need a little refactor :P

compact niche
vital steeple
#

it's not bad info to have available for yourself elsewhere

compact niche
#

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

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

compact niche
#

yeah that method is in the soft dependency assembly

vital steeple
#

the soft dependency assembly is TwoRadarMaps.dll, I don't think that's there lol

#

I'm not talking about your soft dep class

compact niche
#

oh mb, i meant my class that has tworadarmaps stuff yeah

vital steeple
#

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

compact niche
#

ah, I kinda see what you're getting at

vital steeple
#

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();
}
compact niche
#

cache it outside the compat class, assign to it if tworadarmaps exists or leave it null. Then I just null check it

vital steeple
#

no don't leave it null

#

if TwoRadarMaps is not present, the terminal map is the vanilla one

#

it should never be null

compact niche
#

oh wait, is this always a thing? TerminalMap = Terminal.GetComponent<ManualCameraRenderer>();

vital steeple
#

no

compact niche
#

OHHH

#

I think I get it

#

set it to mapscreen otherwise

vital steeple
#

it would be Terminal.GetComponent<ManualCameraRenderer>() ?? StartOfRound.Instance.mapScreen

compact niche
#

yeah yeah

#

alright let me change some things give me a sec

vital steeple
#

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

compact niche
#

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

vital steeple
#

yeah it's not a bad thing to do, it's just overengineered the way I've seen you doing it lol

vital steeple
#

specifically referring to checking the chainloader flag you cache every time you do something with the map

compact niche
#

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 KEKW

vital steeple
#

lmao I see, that's not too bad tho

compact niche
#

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 💀

elder vault
#

Any idea whether this is caused by your mod or darmuhsterminalstuff?

wide falcon
#

Doesn't darmuhs have a function that requires view bodycam to be turned off

elder vault
#

I'm not sure

vital steeple
#

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

elder vault
elder vault
#

@vital steeple good news: the issue is exclusive to darmuhsTerminalStuff. Your mod isn't affecting anything.

serene hawk
#

Is the enemies being invisible when the door closed patched? Or is that coming soon

vital steeple
#

I'll hopefully be able to look at that after Black Mesa update is done, but not sure exactly when that will be

tawdry raft
#

does the bodycam provide luck/negative luck?

vital steeple
#

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

tawdry raft
#

actually signal translator gives negative

lament raft
#

Yeah, it's a very weird mechanic that affects quota.

vital steeple
lament raft
#

I guess cams should give negative luck too, considering signal translator does.

vital steeple
#

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

lament raft
#

Probably because translator has no downsides.

vital steeple
#

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

lament raft
#

Items don't teleport.

obtuse flame
#

And even then a player has to choose to use it

#

No upgrades are downsides really lol

vital steeple
#

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

lament raft
#

Well, as I said, it's a weird mechanic.

obtuse flame
#

Is there a mod to disable the luck mechanic anywhere??

lament raft
#

We'd have to ask Zeek to understand the thought process behind it.

#

Yes.

obtuse flame
#

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

tawdry raft
#

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

vital steeple
#

it's OP as in it gives some pretty extreme effects?

tawdry raft
#

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

obtuse flame
spice rampart
#

i just use OBC as a client-side mod

#

giving it a luck factor could make me desync with others i guess 😑

lapis wasp
#

Wouldnt the luck only apply to the antenna piece, thus not be an issue with client side?

tawdry raft
#

idk how luck would cause client side issues

#

then again this IS lethal company..

spice rampart
#

but we never know

#

LC is just random some times

uncut ridge
#

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

vital steeple
#

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

misty badger
#

is there a way to disable the body cam going next to the default radar?

lament raft
#

Huh? Can you rephrase that?

#

If you want bodycam to occupy a different monitor, there's an option for that in the config.

misty badger
#

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?

vapid oyster
#

I haven’t used it in a while so i don’t really know the state of the mod

misty badger
vapid oyster
#

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

misty badger
#

Yeah, ill see what i can find on framerate limit and hope thats my cause since i set it to 5

vital steeple
vital steeple
misty badger
#

🫡

#

Thank you

vital steeple
misty badger
#

I used to use this mod but my group didnt really use it much so i havent used it since

misty badger
#

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

vital steeple
#

hmm I see

#

are you running WeatherRegistry and/or WeatherTweaks? And do you have the experimental weather feature in OpenBodyCams enabled?

misty badger
#

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

crude parrot
#

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

misty badger
#

yeah ive spent too much time messing around with mods i cant remember what exactly does what...

dusky otter
#

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

crude parrot
#

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

vital steeple
#

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

dusky otter
#

ive no clue how anything works 💔

#

itd be a really cool thing but if its impossible i get it mods super fun already

dense dune
#

@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

vital steeple
dense dune
vital steeple
#

toss me a profile code and I may get a chance later

#

assuming I don't get the time to do it rn

dense dune
dense dune
#

@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

vital steeple
#

you have LethalPerformance with its fix for the material leak I assume

dense dune
#

It is consistent

#

and I have LethalPerformance yeah

vital steeple
#

slowly increases during the game or when reloading?

dense dune
#

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

vital steeple
#

gotcha, that should not be too difficult to track down then hopefully

#

can you confirm that it happens without landing?

dense dune
#

I can yeah

#

I just did reloads of a completely fresh lobby

vital steeple
#

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

dense dune
#

I discovered it while adjusting the door buttons for Mel's ship mod

vital steeple
#

ah ok

dense dune
vital steeple
#

not just the thumpas tho

#

almost every AI uses this

dense dune
#

Yeah

primal tendon
#

is CrawlerAI like

#

the god of enemy AI's

vital steeple
#

no

primal tendon
#

ohok

vital steeple
#

it is the average AI

#

tulip snakes do this too

primal tendon
#

i mean like, all other enemies use it in some form of it or something along those lines

vital steeple
#

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

primal tendon
#

okok

vital steeple
#

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

dense dune
#

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

vital steeple
#

I will be killing the vanilla version unfortunately

#

it's just way easier to do it that way

dense dune
vital steeple
#

these are the ones that require me to patch individually, I've gotten 3 of them done so far Sludge

#

er no 4

primal tendon
#

hurray

dense dune
#

XD

vital steeple
#

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

dense dune
#

I just hope whatever is killing my game after a few lobby reloads is something I can easily pull

#

lol

dense dune
vital steeple
#

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

dense dune
#

Hmmm maybe, any notable mods that didn't load?

vital steeple
#

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

dense dune
#

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

dense dune
#

Cus I would hope if it does you might find something in the profiler

primal tendon
#

I have BetterSprayPaint and SoundAPI

dense dune
#

Might be BetterSprayPaint then

vital steeple
#

please confirm before you say anything to the author

dense dune
#

If it is that I'd just remove it for now and bring it up later

#

Dev is currently MIA

vital steeple
dense dune
vital steeple
#

also are you creating a new save when you test this?

dense dune
#

Reloading the same save

#

So yeah fresh save and just reload several times

vital steeple
#

what kind of lag is it?

primal tendon
#

I did it with deleting the save

vital steeple
#

gotcha

#

so both should work

dense dune
primal tendon
#

I didn't check FPS or anything I just looked at my Memory usage when it stabilized after loading the save

vital steeple
dense dune
#

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

vital steeple
#

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

dense dune
#

Probably

#

Idk

#

SellBodies might also be part of it

#

Doesn't seem to be Scopo or SellBodiesFixed causing the input lag

vital steeple
#

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

dense dune
#

Odd

vital steeple
#

I would certainly hope that's not at fault though

dense dune
#

Maybe the SQLite logging?

vital steeple
#

can only guess lol

#

you're gonna have to give it a test

dense dune
#

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

vital steeple
#

yeah

#

if it is that then I wouldn't be surprised if it's just a little oopsie

dense dune
#

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

primal tendon
#

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

dense dune
#

I'm suspecting one that touches hudmanager

#

What all did you disable?

#

So I can see if we share any of them

primal tendon
#

RuntimeIcons, Imperium, MoreCompany, LobbyImprovements, LCUltrawide, LobbyControl, LGU, WeatherRegistry, LethalElements (not beta), ToggleMute, GI, BetterStamina, NoJumpDelay (DaXcess), GoodItemScan, ScanShipEverywhere, HoldScanButton, ScanRecolor, BetterScanVision

dense dune
#

Oh yknow

primal tendon
#

(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

dense dune
#

We share all of those except non Beta LE and NoJumpDelay

#

Yeah lol sure

dense dune
#

@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

vital steeple
#

oh my

dense dune
#

@light aurora Maybe you might find something interesting if you profile MoreCompany later

dense dune
#

@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

vital steeple
#

the monitors bugging out is caused by OpenBodyCams?

#

I forget what was going on with GI

dense dune
#

Being jank

vital steeple
#

what was the glitch exactly?

#

was it the bottom row getting replaced by some random other screen?

dense dune
#

Yeah that or it duplicating the main monitor lol

dense dune
#

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

vital steeple
#

what do you have assigned to that monitor in GI?

dense dune
#

None

vital steeple
#

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 :(( )

dense dune
#

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

dusky otter
#

has anybody reported desyncs with this mod before?

#

this mod + others, i mean

dusky otter
#

alright heres my proper report

#

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

spice rampart
#

There's some mod conflicting with it, I've never seen this and I played a lot with OBC

dusky otter
#

yeah figured, ive had obc before too

dusky otter
#

im not sure if this logoutput is from the host or the client tho lol

#

shipmeltdown has this

#

worth a try? idk lol

spice rampart
#

Try disabling ShipMeltdown then

dusky otter
#

ye im on that

#

its startin

spice rampart
#

Btw Rebalanced Moons is trowing errors related to assetbundles

dusky otter
#

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

spice rampart
#

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

dusky otter
#

mmm

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augh might just have to do the ol' disable half the modlsit trick

vital steeple
#

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

dusky otter
#

tearing my hairs out Trollface

#

ill start the game with just obc, then enable 10 by 10

#

ive 220 mods so thats just 22 launches

#

screaming

vital steeple
#

one of these days someone's gotta make an automated binary search tool

#

(not me, I'm too lazy to make frontend stuff)

dusky otter
#

sort by putting the enabled ones on top or bottom 😭

#

im screenshotting individually unsorted enabled/disabled mods trying to log them

vital steeple
#

you could filter to enabled/disabled at least

#

not as convenient for that if I'm imagining right but at least a solution?

dusky otter
#

yea doing that

#

a binary search tool would solve world hunger

#

quick sharex vids

vital steeple
#

yippee lots of clicking

dusky otter
#

binary searching is the only time im happy to see a bug and sad to not see it already

#

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?

vital steeple
#

hmm, nothing really stands out to me

dusky otter
#

dissectin time

#

out of hunch and 0 intellectual guessing ill go with lethalfixes lethalintelligence and office

vital steeple
#

since it's a client, my first thought would be to try without latecompany

dusky otter
#

shit you right

vital steeple
#

I haven't used that mod in a while tbh

dusky otter
#

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

#

💔

vital steeple
#

LobbyControl should be a decent alternative

dusky otter
#

does it allow more?

vital steeple
#

I think there may be another mod that purports to do something similar but idk really

#

wha?

dusky otter
#

more players

vital steeple
#

latecompany doesn't do that

dusky otter
#

wait

#

ok yeah no my minds over the place LOL mb

#

thought of morecompany

vital steeple
#

all good lol

#

yeah I wondered

dusky otter
#

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

vital steeple
#

🫡 appreciate your hard work

#

it helps a lot to have something like this narrowed down so I don't have to

dusky otter
#

[
shrimp, +
resonance, +
landfromorbit, +
lesssuits, +
lethalmdk,
unitymdk,
lethalperformance
]

#

its in this bracket

#

jus a bit more

vital steeple
dusky otter
#

its shrimp bro @vital steeple

#

yep

#

just found out LOL

vital steeple
#

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

dusky otter
vital steeple
#

wouldn't hurt to ping Shaosil in #1199836228858675330 to see if he is around

dusky otter
#

i wouldnt know how to tell em the issue lol

#

if you mind doing it

vital steeple
#

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

dusky otter
#

wait

#

i dont have gi..

vital steeple
#

oh

dusky otter
#

this was the final profile

vital steeple
#

wat

#

I guess shrimp just borks the map monitor in general then

dusky otter
#

shrimp solely caused it the rest are basic dependencies and shit so i can even connect to lan

#

shrimp the wires

vital steeple
#

could let Piggy know that you don't need GI for this and it happens only for clients, that's good info

dusky otter
#

sure

#

#1196943144009351258 i go

vital steeple
#

.. I wonder if it even needs OpenBodyCams?

#

since it's the map monitor that's breaking rather than the body cam, right?

dusky otter
#

huh

#

i mean i think someone else would report that surely...right?

vital steeple
#

Clueless 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

dusky otter
#

siiigh ill be the hero

#

il check

vital steeple
#

lmao

dusky otter
#

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

dusky otter
#

reported it just being shrimp

vital steeple
dusky otter
#

i really thought someone would catch this 😭

vital steeple
#

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

dusky otter
#

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

vital steeple
#

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

dusky otter
#

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

vital steeple
#

yeah it is incredibly handy

#

oh god even 16 is not much for running two

dusky otter
#

dont have to subject a friend to be a test slave and enter a server every 2.5 minutes

vital steeple
#

but glad you're able to, it's definitely useful

dusky otter
#

i dont dare enter a moon

vital steeple
#

lol yeah

#

probably would be fine if you close everything but that's a pain

dusky otter
#

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?

vital steeple
#

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

dusky otter
#

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

vital steeple
#

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

dusky otter
#

i personally would be fine with it being labelled as experimental and it only playing walkies tuff

#

i dont need the cams to be extremely accurate n play the rain sounds and a modded enemys screech

#

hearing ppl is enough

vital steeple
#

yeah

#

that shouldn't be too hard to do I think, but I haven't given it much of a look yet

#

I'm on an optimization binge rn lol